The Emporium part B

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Ndreare
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12.6B The Emporium part B

Post by Ndreare »

RFT wrote:As Lysennia and Danyar are escorted in by a couple of guards they are led through the building and through it to the upper level where management offices would be expected to be. As they enter they can see a series of runes written on the ground triggered by a Sorcerer to open a portal that leads them to another room somewhere. It is obvious you are no longer in the Emporium as the smell of city refuge is replaced by the smell of the sea and clean air.

The portal closing behind you leaves Danyar and Lysennia turning around to where a well dressed soft looking middle aged human sits in a desk, protected by what is obviously veteran guards. "Welcome Rangers, Please have a seat and we can begin to negotiate."

After the Rangers sit and are treated to a some refreshments the man says. "I am Mr. Jutzenkas and as I understand it you are looking for our supposed stock piles of silver flower. I think it is obvious if the Rangers are looking for it, then you are hoping it can be one of the tools to save the city. But what I am curious about is how much do you actually need and how many resources where surrendered to you for this purchase?"

As he talks the putting the situation and discussion in the context of the kindly face is hard. The man is obviously a influential crime boss, but he presents himself more like a kindly father than the expected intimidating presence.
OOC Comments
Lysennia can easily sense the magic in the room not only on the Sorcerer, but the four guards are also equipped with magical gear and the older man seems to have multiple pieces of arcane jewelry on him.

Time for you to negotiate for the silver flower, what approach do you take, how do you want to take this?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Lysennia Moonsinger
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Re: The Emporium

Post by Lysennia Moonsinger »

The room smelt of magic, so much magic casually used. This alone made Lysennia wary. This was no common band of street thugs as she had first surmised. She regarded the man behind the desk speculatively. Like as not he would not be fooled by a simple fabrication. Sometimes you had to play the hand you'd been dealt openly and in good faith.
Sense Motive
Notice: [dice:3tob0l0u]46386:0[/dice:3tob0l0u]
Wild: [dice:3tob0l0u]46386:1[/dice:3tob0l0u], Ace: [dice:3tob0l0u]46386:2[/dice:3tob0l0u]
"It's clear that you knew we were coming, I'm not sure how exactly, but I'd be prepared to wager some magical insight was involved."

Lysennia takes a seat opposite Jutzenkas and meets his gaze directly.

"Cards on the table then. If you're positioned too know we want the flowers, you probably know that we have several other ingredients we need to procure before we can try and create a cure for this affliction. I am willing to pay a fair price for what you have, but I will not be held to ransom. There are too many lives at stake."

She takes a deep breath. "Before we came here to bargain we had a confrontation with Yellow Jack. His sister is sick, dying of this disease, this curse. How long until someone you know, someone in your family, perhaps the boy Maxwell succumbs to it? We may be the last chance to save the city. Will you risk causing us to fail, just because you wanted you gouge us for a few extra silvers?"

"Besides", she added, "there may come a time when you might need a favour of the Rangers. Something legal, obviously, but a friend in the right place often goes a long way. . ."
Last edited by Lysennia Moonsinger on Mon Nov 26, 2018 5:34 pm, edited 5 times in total.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

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Danyar
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Location: Buffalo, NY

Re: The Emporium

Post by Danyar »

Notice
Notice[dice:2o7ixxfz]46438:0[/dice:2o7ixxfz]
Wild[dice:2o7ixxfz]46438:1[/dice:2o7ixxfz]
Danyar looked around the room as they were teleported. This was something new to him and very awkward. He sat down next to Lysennia and listened and waited. He hoped they would not have to fight their way out as doubted their friends were nowhere near this location.

Lysennia was talking a good game and he did not want to ruin anything, so he sat there attentive but quiet.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Ndreare
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Re: The Emporium part B

Post by Ndreare »

Nodding Father smiles and answers Lysennia's concerns. "It happens I was able to get information on what your mission was. The supplies at the Harbor are paid for already, the Ranger station would never charge you for materials, mistress Alice already awarded you the ingredients needed from her. That leaves only us and The Mockery. The Mockery are a quaralsome lot who already have plans to ambush you take both the money and then ransom you back for more money before offering the materials."

Jutzenkas pauses as a servant finishes filling his drink and offers Lysennia and Daynar some exquisite fey wine. "It is from the forest." He says as he takes a drink himself and pauses to enjoy the beverage. "I am interested myself in seeing this cure, so all i am asking is for you to sacrifice what would be put back into a politician's hands. I can send a score of men with you to help encourage the Mockery to turn over their supplies without even needing bloodshed.

"Unless of course that is what you are really after. Do Rangers now prefer blood?"

OOC Comments
Mr. Jutzenkas appears to be comepltly honest about his motives, willingness to help, and willingness to extort every last penny from you.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Danyar
Posts: 123
Joined: Sun Oct 15, 2017 9:20 am
Location: Buffalo, NY

Re: The Emporium part B

Post by Danyar »

RFT wrote: Wed Dec 05, 2018 6:09 pm "I am interested myself in seeing this cure, so all i am asking is for you to sacrifice what would be put back into a politician's hands. I can send a score of men with you to help encourage the Mockery to turn over their supplies without even needing bloodshed.

"Unless of course that is what you are really after. Do Rangers now prefer blood?"
Danyar sits and listens to his explanation of the current state of affairs. He declines any drink and replies to his quesiton.

"No sir, we do not wish for bloodshed, death or discontent. We attempt to settle things as peacefully as possible, when that doesn't work, then unfortunately sometimes blood is shed and a life is lost. Having to take someones life is not something the Rangers or even I personally enjoy. As for your offer, the Lady here is authorized to make all decisions on the price."

Danyar then sits and waits for the deal to be accepted or rejected.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Lysennia Moonsinger
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Re: The Emporium part B

Post by Lysennia Moonsinger »

Lysennia regards Jutzenkas appraisingly.

"It seems I was correct,you are no mere footpad. Your willingness to discuss a counter-offer speaks well of your acumen. Yet I feel it ill behoves me to surrender all agency in this matter to one my superiors would label a criminal."

She sits as if contemplating the deal, weighing it up.

"It seems fortunate that I am not one of my superiors. I can seen the benefit of expediency and a deal which can benefit the both of us, and the whole city. ", she pauses briefly before continuing.
"Let us say that I purchase the flowers for say two thirds of what you are asking. Still a generous sum, and well in excess of their actual value. The remaining third I pay as a fee for the loan of those dozen men for a couple of hours this afternoon to help expedite our dealings with the Mockery. Again this is well above the going rate, but needs must, and I would trust that you would guarantee your men to be more reliable than common street rabble we might hire?"

She picks up the goblet of wine and inhales the aroma of the wine. It smells good, light and fragrant as a summer meadow.
"I was prepared to offer half of what you ask, with the understanding that the rangers would owe you a favour in the future. In response I am willing to agree to your terms with one addition, that you give me the means to contact you again and your word that should my need be great, that you will aid me in whatever way you can. Should you not hear from me for a year and a day, then you may consider this debt discharged".

She swirls the golden wine in the goblet, "So, do we have a deal? Shall we drink on it Mr Jutzenkas?"
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

Adventure Cards: Landra's Blessing, Breath of Life

Update Signature
User avatar
Ndreare
Savage Siri
Posts: 4410
Joined: Tue Aug 08, 2017 12:55 pm
Location: Skagit County, Washington
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Re: The Emporium part B

Post by Ndreare »

Smiling and nodding Mr Jutzenkas accepts the deal. "Sounds like a reasonable way of preserving your image and both of us getting what is needed. I will send my son Paulo back with you."

The Sorcerer steps forward and nods to Mr Jutzenkas. "Thank you Father, perhaps Max can be trusted with this?" Mr Jutzenkas nods and the wizard turns towards the circle. "Please come with me."

As the two of you are taken back through the circle of travel established on the ground a brief moment later you find yourself back walking through the building heading out to your team.




Scene moved to HERE
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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