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Topics - Dray

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76
Our-Commons / DISTRICT - Theater
« on: December 27, 2007, 12:42:36 PM »
THEATER

The theater district is the oldest of districts in regards to the amount of original architecture that is still standing. Once a highly dense residential district for humankinds last hope, dozens of homes and buildings have since been gutted and combined to become make-shift theaters and "interesting" places of business. There are some high-end, newer and socially acceptable theaters to attend in the district, specifically in the north quarter, but of all of Our-Commons, this is the one place where the law turns a bit of a blind-eye upon what has been deemed necessary diversions and indulgence of the people.

- Temple to Kaine

- Theaters

- Fine Food

Tremont Street Café (Diner/Baker)
    Before & After Diner


- Fine Lodging

    Shining Star


- Average Food

    Happy Endings (Baker)
    * Curtain Call Café (Baker)
    * Friends & Family (Diner)


- Average Lodging

    The Orchestra Pit (Bar / Inn)
    * Quiet Night (Family Inn)
    * Merchant’s Rest (Inn)


77
Our-Commons / DISTRICT - Residential
« on: December 27, 2007, 12:41:56 PM »
RESIDENTIAL

- Average Residences

(###)Residences

- Average Services

    The General Store
    * Home Care Services (Alchemist)
    * Walk Home (Cobbler)


- Average Food

    Bread Basket (Baker)
    Pig In A Blanket (Baker)


78
Our-Commons / DISTRICT - Riverfront
« on: December 27, 2007, 12:41:03 PM »
This one won't cut through Threshold and look like a part of an anatomy...I promise.

79
Our-Commons / DISTRICT - Temple
« on: December 27, 2007, 12:40:12 PM »
TEMPLE

Temple is at the heart of the city, it is a place of legend and therefore the holiest place in all of Safe-haven. Over the last few centuries, the remnants of all of the old housing structures which were stacked one on top of the other were removed from a much more peaceful and tranquil a district. As the place where all religion is centered, it  is the cleanest, most serene and most guarded of areas. People without business here are quickly spirited away to outside districts.

- Central Church of Kaine (Spire)-T1

Cremation Chamber

- Fine Lodging

    (1)High Priest
-T5
* (5)Cardinals-T6
* (14)Ministers-T7[/list]

- Average Lodging

    Under the Cloth
-T2
* Bed and a Warm Cup-T9[/list]

- Fine Services

    In Kaine's Light (Religious Historian & Sage / Religious Shop)
-TB
* Clean Linen (Laundry and Cleaning Service)-TB
* Below Bent Knee (Cobbler)-TB
* Celvor's Acquisition (General Store with Fine Goods)-T3[/list]

- Average Services

    Water of the People (Alchemist)
-TB
* The Second Quill (Scribe & Bookbinding Services)-TB
* The Catalog (Sage Service / Historical Library)-TB
* Safe Haven Attorney at Law – Office II-TB[/list]

- Average Food

    Catch of the Day (Lunch/Dinner – Seafood)
-TB
* The Morning Bread (Breakfast)-T4[/list]

- Average Residences

    (40) Clergy
-T8[/list]


80
Our-Commons / DISTRICT - Marketplace
« on: December 27, 2007, 12:39:34 PM »
MARKETPLACE

- Open-air market

    Vendor – Chicken
    * Vendor – Pig
    * Vendor – Fish
    * Vendor – Fruit
    * Vendor – Flour, Salt, Sugar & Grains
    * Vendor – Dairy
    * Vendor – Peanut Butter
    * Vendor – Pottery, Ceramics
    * Vendor – Glass products
    * Vendor – Domestic Tin products
    * Vendor – Cabinetry & Furniture
    * Vendor – Rugs
    * Vendor – Candles & Lanterns
    * Vendor – Alchemy Elixirs and Potions
    * Vendor – Curtains & Bedding
    * Vendor – Soaps & Cleaners
    * Vendor – Firewood & Hearth Supplies
    * Vendor – Boots & Shoes
    * Vendor – Parchment
    * Vendor – Towels & Buckets
    * Vendor – Weapons (Melee)
    * Vendor – Weapons (Range)
    * Vendor – Servant Contracts
    * Vendor – Plumbing Equipment
    * Vendor – Wine
    * Vendor – Cloth
    * Vendor – Leather
    * Vendor – Wood (for crafting)
    * Vendor – Nails, pins and other small metal items


- Temple to Kaine

- Average Residences

    (20) Clergy


- Average Services

    Water of the People (Alchemist)


- Average Food

    Top of The Head (Baker)
    * Clearwater (Beverages)


- Fine Services

    Safe-Haven Attorney at Law – Office I


- Average Services

    The Hand of Kaine (Weaponsmith)
    * Collinsworth Statues (Stone Sculptures)
    * The Quill (Scribe Service)
    * Second Skin (Armorer)


81
Our-Commons / DISTRICT - Garrison
« on: December 27, 2007, 12:38:58 PM »
GARRISON

- Garrison Building

- Guard Barracks

- Temple to Kaine

- Average Food

    Ham-n-eggers


- Average Residences

    (100)Residences


- Average Services

    Armorer
    * Bowyer
    * Locksmith
    * Tanner
    * Weaponsmith


82
Our-Commons / DISTRICT - School
« on: December 27, 2007, 12:38:20 PM »
SCHOOL

- Academic Buildings

    Chemistry Building
    * The Doctrine
    * School of Engineering
    * Culinary Arts
    * Physics and Science Building
    * Liberal Arts & Theater
    * Agricultural Science
    * Department of Defense
    * Domestic Development Building (All professions)
    * Elementary School


- Garrison Post

- Library

- 40 Dormitory Buildings

    3 floors,
    * 10 rooms each floor,
    * each room accommodates 2 students


- Teacher Residences

    (200)Residences


- Average Residences

    (200)Residences


83
Our-Commons / DISTRICT - Park
« on: December 27, 2007, 12:37:44 PM »
THE PARK

- Park of the New Beginning

- Fine Services

    A Walk in the Park (Cobbler)
    * New Beginnings (Religious Gift Shop)
    * POOSH
    * Soft Parchment (S.H.G. - Permitting Office)
    * Rob's Fine Cloth (outlet)
    * Apples & Grapes (Fruit Vendor)
    * SHEA building design services (Architect/Engineer)


- Fine Residences

84
Our-Commons / DISTRICT - The Keep
« on: December 27, 2007, 12:37:09 PM »
THE KEEP

- Manor House

- Servants Quarters

- Garrison Post

- Chapel to Kaine

- Council of Five

    (5) Estate Buildings
    * The Fifth Hall


85
Our-Commons / DISTRICT - Civic
« on: December 27, 2007, 12:36:27 PM »
CIVIC

- Council Hall

- Guild Building

    Office #101 - Actors Guild   
    * Office #102 - Carpenters Guild
    * Office #203 - Civics Guild
    * Office #204 - Farmers Guild
    * Office #305 - Foresters Guild
    * Office #306 - Guardians Guild
    * Office #407 - Masons Guild
    * Office #408 - Merchants Guild
    * Office #509 - Smith Guild
    * Office #510 - Tailors Guilds
    * Office #611 - Voice of the Children
    * Office #612 - Voice of the Elders


- Bureaucratic Offices

    Office #101 - Page Office
    * Office #102 - Department of Law & Order
    * Office #103 - Our-Commons Materials Bureau
    * Office #104 - Post Office Of Safe Haven (POOSH)
    * Office #205 - Construction Office
    * Office #206 - Livestock Trade and Census Bureau
    * Office #207 - Agricultural Office
    * Office #208 - Department of Water Works
    * Office #309 - Safe-Haven Census Bureau
    * Office #310 - Internal Revenue Service Records Department
    * Office #311 – Unoccupied
    * Office #312 – Unoccupied


- Monument/Memorial

- Guard Post

- Temple to Kaine

    Average Residences
    - (10) Clergy

    * Average Services
    - Water of the People (Alchemist)
    - Bank of Haven
    - Haven Mint
    - Treasury

    * Fine Shops
    - Minerva’s Gifts & Antiques
    - Safe-Haven Wine Cellar
    - Tin-Tin Arts & Crafts
    - Drake’s Quill and Office Supplies

    * Fine Foods
    - At Center (Lunch/Dinner - Premium Restaurant)
    - The Morning Sun (Breakfast - Restaurant)
    - The Warm Brick (All Day – Bakery)
    - Open Faced Sandwich (Lunch – Open-air/covered Restaurant)

    * Fine Services
    - Rob’s Fine Cloth (Tailor)
    - POOSH

    * Fine Residences
    - (12) Selectman (Guild Leaders)
    - (1) High Councilor of Safe-Haven Bank
    - (24) Shop, Restaurant and Service Owners & Other


86
A SAFE HAVEN HISTORY LESSON (A teacher's telling at the Park of the New Beginning)

"In a time long past, a man could not sleep in the same place twice. He could not retrace the same steps or else fall to the evil tracking him. The world of old was anarchy and darkness. A place where death was the norm, and a smile was a stranger. The time of man was not yet known to this world."

The young teacher looked over her students while pausing for dramatic affect. ‘Bless the First Years’, she thought. For on this first day of school, the first lesson was her favorite, one in which the children were introduced to their history almost first hand.

87
Out of Character Discussions / NO VACANCY
« on: December 18, 2007, 01:04:45 PM »
Re-developing the Children campaign behind all your backs. No one has to play if they don't want too. I wouldn't want to be beat up again for letting MSI die.

So if you read any of the upcoming threads or tid-bits in the Eberron forums and become interested, any member of Griznuq is welcome to petition to be a player.

=)

88
Out of Character Discussions / Fir'Ath Not Yet Established
« on: December 18, 2007, 12:59:20 PM »
Hey, just wanted to give you a shout Matt that I am not yet in the skin of this toon yet. Love the idea of him, but I think I will need a session or two of real play before I can fully develop his personality in my mind.

That being said, perhaps you and I could finish the current ICD and get a table session going soon?

Perhaps Steve and I could start an ICD amongst our two toons that recently met?

89
House Rules / Action Points
« on: February 26, 2007, 06:01:45 PM »
ACTION POINTS provide a player with the means to alter d20 rolls in dramatic situations, reflecting the luck that can change crushing failure into heroic success. Your character has a limited number of action points, and you must use them wisely, since you don't replenish your supply until your character attains a new level.

   You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Certain feats and prestige class features allow you to spend actions points in different ways, but this is their most basic use.

   When you spend an action point, you add the result of a 1d6 roll to your d20 roll to help you meet or exceed the target number for the roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the DM reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can't use an action point on a skill check or ability check when you are taking 10 or taking 20.

   The act of using action points can only be done once in a round. If you spend 1 or more points on a special action (see below), you can't also spend a point in the same round to improve a die roll. Also note that no spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not lose any actions points he has remaining, and any subsequent level advancement provides new action points as normal.

   If your character is 8th or higher, you can roll more than 1d6 when you spend an action point. If you do so, apply the highest result and disregard the other rolls. For example, as a 15h level character, you can roll 3d6 and take the best result of the three. So, if you rolled 1, 2, and 4, you would apply the 4 to your d20 roll.

Character Level/Action Point Dice (d6) Rolled

1st-7th / 1d6
8th-14th / 2d6
15th-20th / 3d6

At 1st level, you have 5 action points. Each time you attain a new level, you gain a fresh supply of action points equal to 5 + 1/2 your character level, rounded down. Any action points you didn't spend at your previous level are lost.

SPECIAL ACTIONS

Instead of altering the result of a d20 roll, you can use your action points to perform one of the special actions described below. In addition, some prestige classes and feats allow you to spend action points to gain or activate specific abilities.

Activate Class Feature:  You can spend 2 action points to gain another use of one of the following class features that (normally) has a limited number of uses per day: bardic music, rage, smite evil, Stunning Fist, turn or rebuke undead, or wild shape. In other words, if you can wild shape 3/day, spending 2 action points would allow a 4th shape change in that day.

Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you're already dead.

90
Game Log / Session 11.1 - The Escape
« on: April 03, 2006, 12:46:51 PM »
One moment, the adventurers were standing in the middle of the Lizardfolk massacre, the next, somewhere else, with nothing in between except the speaking of the command word by Azarian.

They stood in an ancient ruined city, one of marble that was slowly losing its battle against time and encroaching nature. Above them was an open and clear night sky, the light of the moon bathing the city square where they stood.

Dariooq, Scale, Erinalia, and Azarian all stood motionless over Garbhan?s unconscious form as the shock of teleporting past them.

The staff that they all touched was now lightly smoking and charred from top to bottom, everyone but Azarian instinctively let go. Azarian in turn, raised it in front of him to look at it closer, and was quickly enraged.

?Damn it!? he said as he threw the staff at a nearby boulder, upon which the now brittle piece of wood splintered into dozens of pieces.

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