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D&D 3.5 - Planescape Explorers - Ruby

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D&D 3.5 - Planescape Explorers - Ruby Empty D&D 3.5 - Planescape Explorers - Ruby

Post by illumination 15th November 2010, 10:37 pm

Two brave Knights bizarrely find themselves pitched together into Sigil's basement via different necromancers on different worlds. Luckily a helpful local comes to their rescue, although the route to the pub is blocked by a 'damsel' in distress and a fight ensues.

http://mike_c.f-m.fm/Log%20-2010-11-14.html


Last edited by illumination on 24th February 2011, 2:51 am; edited 1 time in total
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Post by illumination 28th January 2011, 6:04 am

Ruby is invited to a charity dinner on behalf of the Athar and mixes with some of Sigils high society in a converted Cathedral.

She gets talking to Zuizz and ends up with an interesting proposal to think about...

http://mike_c.f-m.fm/Log%20-2010-12-31.html



Last edited by illumination on 28th January 2011, 6:16 am; edited 1 time in total
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Post by illumination 28th January 2011, 6:06 am


Following Ruby's capture and subsequent escape from the Drow she has plenty on the agenda to be getting on with. She elects to keep an appointment with one of the cage's more interesting organised crime high-ups, and does some research on Zuizz's earlier offer.

http://mike_c.f-m.fm/Ruby%20Solo%202%20Log%20-2011-01-24.html
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Post by illumination 4th February 2011, 5:54 am

Ruby meets two of her contacts in the Ladies Ward, Rowan and Silth, gaining some more dark on Zuizz's proposal. She hears a little gossip on the current chant in the cage as well.

http://mike_c.f-m.fm/Log%20-2011-02-02.html
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Post by illumination 8th February 2011, 12:47 am

Ruby visits the Friendly Fiend, and has some advice from the resident Arcanaloth, Alithcantrus with regard to her Baatezu contract problems.

Subsequently, she uses a sending scroll to contact the exiled Elvanshalee, and then visits her former friend's faction in response to an invitation. An amicable meeting with Lady Harmony of the Godsmen ensues and Ruby is tempted by new artifices in the Great Foundry.

A little later, Ruby heads to the Grand Bazaar for her clandestine meeting with Elvan, however an invisible assassin working for 'The Guided' follows her to the meet. Ruby's trusty henchman Silth arrives in the nick of time and a short and deadly battle takes place in the market.

Ruby and Elvan escape, and have a short reunion, using the bard's disguise magiks and the Temple to the Abyss as a safe haven, of all places. Elvan uses a portal within to give 'The Guided' the laugh and Ruby also slips away in disguise. Back at her case, she hears more interesting news from Silth and is presented with a macarbe trophy from the battle.

http://mike_c.f-m.fm/Log%20-2011-02-03.html
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Post by illumination 25th February 2011, 11:23 pm

Ruby's to do list following the session.

- Get Tyan's brothers head to Elvanshalee. She can deal with it. Otherwise it'll just rot.
- Compile a list of Believer highups, how they vote for people to gain ranks in the organisation and who votes. Basically compiling everything about the believers to be honest, mostly centred around progression though. A long task, starting now. Will also included nosing in on members and looking into their private lives.
- Book Althyran (unless impossible for the time being of course *wink wink*). Will use Silth to help. Need to find a plane that you cannot scry upon and a portal for the corpse. Otherwise it's getting an acid bath her in basement apartment and he's going down the drain. Seduction with probably Amy, or herself as a second with an alter self and non-detection on. Amy will have the non-detection if that route is decided.
- Begin to try to work a few young ones into the Harmonium, picking carefully of course. However non-members that work around the city barracks is even better, janitors, cooks and so on.

That is all for now.
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Post by illumination 26th February 2011, 12:06 am

DM.

*Tyan's brothers head gets to the dark elf easily enough, she is now in the habit of contacting you via sending once a week for a brief chat and the exchange of news. You still have no idea where she is, but you sense her situation has stabilised somewhat and wherever she is, she feels fairly safe.

*The Believers are a complicated lot and it takes you some time to get your head around the loose structure of their organisation. Its fairly informal and a very mixed set but you begin to make some progress on getting a handle on them.

*The Inspector of the Harmonium is an easy hit, your honeytrap soon has him dead and in your bath. Zamael seems to have no problem with the duty of dissolving the corpse in the bathtub and after a few days all that's left are a some brittle bones, which he takes one afternoon to toss to the dogs in the Hive. You placed all the magical precautions on the policeman's murder that you could. Shortly after, you received a thankful note from Zuizz, which states she is as good as her word and contains an address in the lower ward for you to go to - for your reward.

*You begin the process of trying to infiltrate the hardheads. Its looking like a long term job.




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