GM Arkwright's Harvest Run (Inactive)

Game Master Arkwright

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It is a dark and stormy night in the Chelish port of Ostenso. Ships rise and fall as black waves wash beneath them, lightning silhouettes the imposing hellknight citadel from its position overseeing the harbor, and the very air feels charged with energy and possibility.


Henry, as usual, lurks in the shadows.


Elemental Ray 6/6 Human Sorcerer 3

Clyde lurks in the shadows as well, rain dripping from his wide brimmed hat.


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

The elf stands just inside the door of the tavern, hoping to see the meteor shower hidden just behind the rainshower between.

Not likely. There's nothing interesting going on.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick checks his powder horn, ensuring the seal is still there, and removes a glove and reaches into his long coat to check the pistol, ensuring it's still protected and dry to the touch. His broad brimmed leather hat keeps most of the rain off him, and the heavy oiled long coat makes the rest sluice off as well.

He peers into the shadows, watching for anyone approaching the ship he took hire on, having no intention of letting someone stow away or filch before his contract is up. No need to lose his contract over something happening so near the end of it.

Picture Reference


Well; let's get this going.

It is a dark and stormy night in the Chelish port of Ostenso. Ships rise and fall as black waves wash beneath them, lightning silhouettes the imposing hellknight citadel from its position overseeing the harbor, and the very air feels charged with energy and possibility.

As directed by people and messages, one by one you make your way to the Grinning Demon tavern. The bar is busy; off-duty Chelish sailors swarm the dartboard and tables to the far side of the room. A woman with blonde hair slowly graying wipes a wet rag over the bar as she deftly pours a pint with her other hand.

You remember your instructions to make your way across the bar to the back room without any curious Chelish soldiers remembering you; what do you do?

You've all arrived separately at different times.


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

The elf casually walks to the door of the back room. He sneaks a peek around to make sure no Chelish soldiers or snitchy types are watching him.

percep: 1d20 + 2 ⇒ (19) + 2 = 21

He tries the door. If it opens easily, he slips inside.


Elemental Ray 6/6 Human Sorcerer 3

Clyde casually walks in and takes off his hat, making sure that his path to the door is free of errant legs or elbows that he might bump into and start a brawl and then heads to the door.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

As the bell tolls, he hands off his guard duty to the next shift, and he makes his way off the boat, stopping to grab his pack.

The guy who'd approached him about another contract had told him to go a bar, and try not to be noticeable. He looks down at his armor, weapons, and pack and snorts in derision.

Making his way to the bar, he steps in, and like everyone else, shakes the water off. Looking around from under the brim of his hat, he heads first to the jakes, and spends a few minutes relieving himself, combing his hair, and then washing his hands in the rain coming down outside the window.

When done, he comes out of the jakes, walks 3 feet to the left, and then enters the back door without a word.


Henry will just attempt to look meek, as halflings are wont to do in Cheliax and cross to the door.

bluff: 1d20 + 4 ⇒ (7) + 4 = 11


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Bluff: 1d20 + 6 ⇒ (12) + 6 = 18


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Telsyn sees a couple of rather tough-looking guys coming into the room.

Looks like we'll have no shortage of muscle for this job, whatever it is...


Telsyn spies a quiet moment, and crosses the room. Erick's visit gets him close enough the door to enter unnoticed.

Clyde doesn't bother, and his heavy tramps provoke a few curious glances as he crosses. Henry attempts to cross discretely, but fails and his meekness earns some raucous calls for him to fetch soldiers another round. A few gazes follow him as he crosses the room.

The back room is oak-panelled with a few booths and a large central table; in the furthest booth, a brown-haired male halfling works his way through a small meal of steak and potatoes. A small scrap of paper in his front pocket ready for displaying marks him as a free halfling concerned about staying that way. He nods to each of you in turn, but doesn't speak until the last person enters.

He rests his fork and blade against his plate, and looks up at each of you in turn. "Evening. My name's Abrosh, third seneschal to King Thornfiddle. And if you're here, that means you've got the interest and talent to become what I am; a tiller of the Bellflower Network." He takes a sip from his cup. "Before I say more… tell each other who you are, if you don't already know."


Elemental Ray 6/6 Human Sorcerer 3

Name is Clyde McClod. I'm a...trailblazer one might say.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

"Bonestihl. Erick Bonestihl. I'm a troubleshooter and bodyguard." He pushes his hat up, a weathered face looks hard, but not completely unyielding. Armor gleams under his overcoat.

Bone-steel is how the last name is pronounced


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Pleased to meet you all. I'm Telsyn Sativa, magic user.

He nods politely to the others.


"I'm Henry. I tend to enjoy ending the careers of slavers with an arrow out of the dark. I used to be part of their product line. "


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"Hmph. Chatty bunch, aren't you." He goes for a swig of ale.

"Right. For those of you contacted by our more bloody 'mysterious' members, I'll explain a bit more about what I am, what I work for. The Network is secret; it'd be officially outlawed by Cheliax if they knew enough to name us. Our task is to end slavery, wherever we find it; in practice, that means making as sizable a chunk in Cheliax's halfling slave workforce as possible. Bellflowers find slaves who want to be freed, spirit them across Cheliax and then over the border to safety; Andoran, usually. We've got codes for 'slaves' and 'Bellflowers' and the like for talking in public or if we might be overheard, I'll fill you in later if you want in. We're pretty compartmentalized; you can't talk if you know little. As a tiller I've escorted slaves through dark forests, I've stolen rations to outfit a safe house, I've bribed guards to get the right gate open at the right time. For each run, I do some and others do the rest. I know a few, but only our leader, the farmer, knows all. You'll be rewarded too, for joining. For hard work done well. Gold, and usually freedmen bring trinkets from their masters to donate. Most of you should also know of the big buzz in these parts- the Empress' Feast of enslavement."" Abrosh tosses a familiar poster onto the table "which'll be held out on the eastern plains in a few months. We can't pass up that opportunity, so there'll be operations going on all through then, there and leading up to it. You'll be involved in that, if you do your jobs well."

"Any questions?"


Elemental Ray 6/6 Human Sorcerer 3

This legit? Seems like it would be very tasty bait for would be rescuers.


He shrugs. "Something this size is a little legit, and a little bait, for us and for everyone else subject to the thousand and one plots that'll be running that day. Welcome to Cheliax."


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick snorts. "Bait.. I was thinking the same thing, but not in the way you mean." He nods at the person. "My question is, how do we know this is legit? Seems to me, in my paranoid delusions, that it would make things much easier on a Cheliax agent to foment his own secret organizations to bust. Find some pawns who are gullible, feed them plans for an attack against the Empire, then swoop in and be the hero by arresting the 'terrorists' just in time for the queen's celebration. A nice public execution of enemies of the state, and a reward and career boost, all without having to go out and find actual active criminals and terrorists..." He eyes the man, to see if the barb hit home or not.

Works for the FBI, figured it would work even better with a regime that doesn't really care about facts and just appearances.


Elemental Ray 6/6 Human Sorcerer 3

Clyde winces at the bluntness.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick can be very diplomatic when it counts. He can also be very blunt and open when it calls for it. Given this is an execution offense type thing, it seems like Blunt would be the best approach, make sure everyone has their cards on the table.


Abrosh shakes his head. "No. The network is too large, too compartmentalized, and has freed too many, from what I've seen. It won't happen." He gives a half-smile. "Unless of course the evil group running all this is insanely powerful. In which case, it won't make a difference whether you join in or not."


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

I see. It would be interesting, and most likely exciting, to subvert the established order, and maybe anger a few nobles in the bargain. Count me in.


"I'm certainly willing. Anything to strike back at those bastards and the bigger the damage, the better. "


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick chuckles. "In other words, if it's a trap, it's already sprung."


Elemental Ray 6/6 Human Sorcerer 3

Well if we can get some more people across the border, I'll help. Gotta keep em fed and safe on the run.


"Good. Here, remember this." Abrosh pours a little sand on the table, and quickly sketches out a crude drawing of a bellflower for you to see. "Learn to draw this to identify yourselves."

"To start you out… and for a bit of a test… I've a job for you."

"A few hours ago, the Empress' Brow pulled into port. We arranged for it to bring a cargo of slaves from Westcrown; a halfing family named Allegard, and a few others. Eleven in total. They're to be sold in the market tomorrow; they've currently being held in Vistmas Brothers warehouse. I need you to get them out of there, and take them to the stables here. I'll take it from there. I'm not fussed how you get them out; any questions?"


Elemental Ray 6/6 Human Sorcerer 3

Is that a pokemon?

Any info on guards? Like dogs or magic slingers?


At one stage it may have been.

"Chances are they'll be street toughs hired for the night. Little I can tell you beyond that."


"Shouldn't be any trouble. "


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

"You want it done quietly, or noisily?"


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

We should try to be quiet, anyway. Not that we'll stay quiet. This sort of thing can get noisy fast.


"Quiet I like. I'm good at quiet. "


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Very good. Perhaps one of our more quiet members can scout ahead, once we're close. I could even make you invisible.

The elf grins. It's a lot of fun at parties.


"I'm willing to try. "


Elemental Ray 6/6 Human Sorcerer 3

I can take a try at it as well. Scouting is what I've done in the past.


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

We'll get close, then Telsyn will cast Invis on Henry, since he's smaller. Henry will have 3 minutes to skulk about and see where the guards are at and report back. Telsyn will try to take them out with Color Spray without killing them, if he can. Everybody cool with that?


Works for me, though Henry would just as soon kill them. Slavers waste oxygen.


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Works for Erick. He's better at noisy.

Erick snorts. "I'll guard the rear then. I'm no good at quiet, I'm good at noisy." He jiggles the handle on his sword, which makes a chiming sound as the heavy steel rings in it's blade ching against each other.


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

When they're close, Telsyn explains, then casts the spell on Henry.

Find out where the guards and prisoners are. Once we know, we'll make a plan.

He grins at the big man. It might even be noisy!


Male Human HP (28)
Stats:
AC/Touch/Flat 17/12/15 | Fort/Ref/Will +5/+3/+1 | Init +2 | CMB/CMD 5/17
Skills:
Bluff 7, Climb 0, Craft (Gunsmith) 5, Diplo 12, H Animal 7, Intimidate 8, Know(Arcana) 5, Ling 7, Perception 7, Profession(Bodyguard) 6, Ride 0, Sense Motive 6, Swim 2, UMD 4
Cavalier (Honor Guard/Emissary/Musketeer) 3

Erick, ducked back under the overhang of a building to stay out of the rain, pats his coat, where a bulge can be seen. "Noisy I can do."


Once he is invisible, Henry will head over to the building and try to find a way in without giving any sign.

stealth: 1d20 + 14 + 20 ⇒ (17) + 14 + 20 = 51
perception: 1d20 + 9 ⇒ (15) + 9 = 24


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Wow!


Elemental Ray 6/6 Human Sorcerer 3

I think we jumped the gun some, we still need the map and set up


M Elf Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]

Yup. Looking forward to some fun liberatin'.


Abrosh nods, and raises his mug. "Fair luck."

The group of would-be Bellflowers steps out into the night. Rain pours down turning tents and jackets sodden, keeping the worst of the city indoors as the slightly less worst of the city patrol its streets in their guard uniform jerkins and sabers.

Eventually, the group finds itself outside of the Vistmas Brothers warehouse; a squat wooden building with a high roof and two main doors- a side door, and a freight door.

Henry can't find an entrance that won't require him to open a door.


Then he'll try to quietly open one a little bit to peek inside.

stealth: 1d20 + 14 ⇒ (14) + 14 = 28 don't see how me being invisible helps with the door


Map is in the game header at the top
The door is locked.

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