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settings:centralia:oceanshore [2021/02/21 19:23] eliusettings:centralia:oceanshore [2022/02/06 17:54] eliu
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 Until the destruction of the hotel, the decision was that no outsiders would be allowed to become staff members of the hotel. Now that most of the staff died in the attack by the mysterious reptile, the hotel has begun recruiting people to work in the hotel. Most of the positions were filled by family members of the now dead hotel staff, however ten positions needed to be filled. The outsiders are carefully screened by the upper management of the hotel and then only a select few were approved for training. A player character who joins the hotel becomes a permanent actor. No one ever leaves the hotel once they become part of the staff. Until the destruction of the hotel, the decision was that no outsiders would be allowed to become staff members of the hotel. Now that most of the staff died in the attack by the mysterious reptile, the hotel has begun recruiting people to work in the hotel. Most of the positions were filled by family members of the now dead hotel staff, however ten positions needed to be filled. The outsiders are carefully screened by the upper management of the hotel and then only a select few were approved for training. A player character who joins the hotel becomes a permanent actor. No one ever leaves the hotel once they become part of the staff.
  
 +===== Notable Locations =====
  
 +==== Juvenasta ====
 +Ran by an elegant elven woman with long platinum blond hair named **Julia Caressa** and her similarly beautiful enchanters, no one under a 15 in COM. Julia offers fair prices and great enchantments, and has a personal vendetta against the Centralian Mages Guild to the point where she will significantly price drop if you tell her want the Mages Guild is offering((Ex. 20 000 GP down to 15 000 GP out of spite))((These details added by Lauren G. 2/6/2022)).
  
 +==== The Sunrise ====
 +Open from 5 AM - 6 PM. A open air bar constructed out of black marble with a sign made out of red, yellow, and orange gems that resemble the top half of a sun rising above a horizon line. When the sun hits the black marble the entire bar is filled with shimmering reds, oranges, and yellows that glisten on the marble. Sister bar to the Sunset. The Sunrise has three bright colored drinks in frosted glass bottles that are a signature of the bar((These details added by Lauren G. 2/6/2022)). They are... 
 +  * Pink: Strawberry Shiraz (1 GP per bottle) - A strong strawberry liqueur with sidenotes of faint vanilla and razberries.
 +  * Blue: Sky Blur (1 GP per bottle) - A deceptive drink that tastes like a spiked blue raspberry lemonade, this will require a 3D6 HEA check for anyone with less than 10 HEA to see how drunk they are.
 +  * Dark Purple: Dark Berry (3 GP per bottle) - A sweet blackberry liqueur that goes down easy and takes you down easier.
  
- +==== The Sunset ==== 
- +Open from 5 PM - 6 AM. An open air night bar constructed out of polished white marble with a sign made out of red, yellow, pink, purple, and green gemstones that resemble the bottom half of a sun underneath a horizon line. When the sun hits the white marble the entire bar is filled with shimmering pinks, purples, blues, greens, reds, and yellows that glisten on the marble. Sister bar to the Sunrise. The Sunset has three neon glowing drinks in clear cracked-textured bottles that are a signature of the bar((These details added by Lauren G. 2/6/2022)). They are... 
- +  * Neon Yellow: Split the Night (5 GP per bottle) - A sour drink with a sweet aftertaste. Make a 4d6 WIL check after a few shots. Fail - drunk. Success - 1 hour of unstoppable bravery (advantage against being frightened or frightening things, like a gnome vs tall people.) 
- +  * Neon Green: Rising Cacti (3 GP per bottle) - A stronger spirit on par with whiskey that leaves a slippery aloe-like texture in the back of one's throat. 
- +  * Neon Orange: Falling Star (5 GP per bottle) - Strong citrusy drink, not dissimilar to a Sangria. Make a 4d6 HEA check after a few shots. Fail - Temporary disadvantage on PER checks relying on sight. Success - Three hours of darkvision.
- +