GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


51 to 100 of 880 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

2 people marked this as a favorite.

Secret Dice Rolls:
GM Rolls: 4d100 ⇒ (96, 66, 48, 73) = 283

Grid Suits:: 9d6 ⇒ (4, 1, 2, 6, 2, 3, 1, 5, 4) = 28
Grid Alignment:: 9d9 ⇒ (3, 5, 4, 9, 9, 3, 5, 7, 5) = 50

Ralof tells you all the explicit details of his tale of Harrow, vividly describing each suit and alignment as the cards were placed. He describes with perfect clarity the visions in his head. When his tale comes to a close, you feel a renewed vigor.

You all receive 4 Harrow Points (Previously unused Harrow points are lost)

For this book, your Harrow Points are that of "The Shield", which effect constitution. You may use your harrow points for these purposes:

Constitution Rerolls: Spend a Harrow Point to reroll any one Fortitude saving throw, Concentration check, or other Constitution-based d20 roll. You must abide by the new result (although if you have additional Harrow Points remaining, you can use them to attempt additional rerolls).

Fast Hit Point Recovery: Spend a Harrow Point after resting for a minute to catch your breath and recover from your recent ordeals—you heal a number of hit points equal to your class level and 1 point of ability damage (but not ability drain) each time you do so. You may spend a Harrow Point in this manner once after each encounter.

Damage Reduction: Spend a Harrow Point to gain damage reduction 3/—. This damage reduction persists for the duration of the encounter in which you spent the Harrow Point.


You all make your way over to Vencarlo's Academy. You arrive to a sign on the gate that says "Classes Canceled Today", although the gate remains open. Assuming you go inside, Vencarlo is quick to greet you.

"Thank you all for coming. Let's head inside, we have much to discuss." He then motions for you to come inside, leading you down a long hallway to the study, where he would occasionally bring you in after classes to discuss battles past. The room is different now in that the windows have all been shuttered tightly and curtains drawn closed.

He offers you all a seat on two separate but adjacent couches in the room. In a hushed tone he speaks, "My friends, I have an important task for you. One only you can accomplish."

With that, he motions to the corner of the room where a young woman with red hair and a wide brimmed hat emerges.

Anyone with a perception score higher than a 15 would immediately recognize that this is Trinia in disguise. She seems excited, yet apprehensive, knowing that she is meeting with the very same people whom captured her before. She seems particularly wary of Zeke, as he is a stranger to her.

She quickly gathers her composure, "Sorry about the trouble I gave you in the Shingles a few weeks ago. I realize now, that you were only trying to help. I'm deeply sorry to hear of the loss of your friend. He was very comforting to me while we spent time in cells."

She takes a seat next to one of the couches. Vencarlo waits for you to finish formalities before continuing on.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas tries his best to put Trinia at ease. He knows she was in a difficult situation and it was impossible for her to know who she could trust. He is glad she is safe and appreciates her kind words regarding Ryder. He wants her to know he will do his part in completing this important task she has brought before them.

He nods his head.
Diplomacy: 1d20 - 2 ⇒ (15) - 2 = 13


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Perception: 1d20 + 3 ⇒ (14) + 3 = 17

Dylan says "Hey, I am glad you are ok. Sorry, we could not do more at the execution, but I did have a little fun exciting the crowd to your side. How have you been? I am glad that Ryder gave you comfort in his feeble attempt to keep you safe. He was a kind hearted person. Now what exactly is this task?"


1 person marked this as a favorite.

Trinia responds, "I couldn't tell exactly who was speaking up at the execution. Everything was such a blur. Blackjack brought me here after our escape, told me Vencarlo was trustworthy and a good person. That he would look after me. I'm bored out of my mind here in hiding, but at least I'm safe."

Vencarlo chimes in, "Which brings me to the reason why I've summoned you here." He remains standing as he delves into his request.

"I was no more than a moment into my rest that fateful night when I received a knock on my door. Imagine my surprise to find that rogue Blackjack and this poor woman. Blackjack was quick with his words, and then soon swooped off, entrusting Miss Sabor into my protection and care. Although I don’t know Blackjack’s motives or politics, I trust his judgment and have seen much right done by his blade. He says the girl is innocent of the crime she’s been accused of, and I’m more disposed to trust a hero of the city than the tantrums of some bloody-minded harlot playing at queen."

"The matter is simple: Korvosa is no longer safe for Miss Sabor. I’ve arranged for friends in Harse—a couple of well respected ranchers—to take in our beautiful renegade until this whole ‘assassination’ foolishness blows over. It's in this first leg of the journey where we find our problem, though. Both the Korvosan Guard and the Sable Company have been searching for the young lady tirelessly. They've stopped by here three times so far, and each time I've only just barely been able to turn them away without inviting a complete search. My most reliable contacts have gone to ground in light of the recent uprisings, and Her Highness’s considerable bounty for Trinia's capture makes the use of new agents inadvisable. Thus, after some time to let her trail cool, I turned to you. Care to escort a lady home?"


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke speaks up, incredulously, "...and just what do you have in mind? We'll just walk her right out over the North Bridge then? Hmpf."


Vencarlo says, "You're resourceful people, which is why I sought you out. I'm sure you can find some way to get her out safely. However, if I were you I'd avoid going near North Bridge, that commotion the other night has everyone on edge up there. It might be safer to take High Bridge down south, then up to Dwarfwalk Road, mingling with the afternoon's merchants leaving the city."

"I would probably avoid any theatrics that might draw attention to yourselves. Flying is probably out of the question with Sable Marines patrolling the sky's. Perhaps a slow-walk with the afternoon townsfolk, avoiding any suspicious behavior. I don't know what you'll encounter, so I'll leave the details up to you. I won't be coming with you, as I'm too well known and would draw unwanted attention."


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

"Do you know what sort of inspections they're making at the edge of town? Certainly if they want to find her they're not going to just let her walk on out of town. I have this hat which might help."
Zeke taps his Emerald green felt Sombrero-esque hat (only wider) and says a command word to grant himself a disguise in the style of Vencarlo's attire.
"If she can stay here one more night, I say we walk out of town ourselves with the merchants as Vencarlo suggests, one of us disguised with the hat to test for magical detection. Or, we leave the hat with her and test for detection another way."


Vencarlo see's Zeke's attire change. "Well now that would certainly hide her better than this simple mundane disguise. As far as inspections, all cargo is thoroughly searched before it leaves the city."

"I'm afraid my contacts in Harse are expecting her tonight. They were reluctant to help as it is, as they knew the risks involved, and I don't want to risk losing their help. We'll need to get her on the road within the next hour or two to make the rendezvous by nightfall. That should give you a little time to prepare if you need."

"If you accept, I'll have 5 horses waiting for you outside the city gates. What say you, will you help us out?"


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

Ralof will say, "I don't see why we should do this, this girl has caused us plenty of problems as is."
If he offers anything or starts questioning Ralof in any way, Ralof will be in.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke raises a wary eyebrow towards Ralof, then looks to Dylan, both eyebrows raised, as if to beckon an answer...


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan scowls at Ralof as he replies "Of course we will help. We owe it not only to Treina, but that scruffy looking smurf herder Ryder to see her to safety. Ryder gave his life to protect her, we need to see this to the end."

diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22


So say we all! ... Wait, what?


Vencarlo looks concerned with Ralof's reluctance to help, yet is put at ease when Dylan pledges to help. "I've seen you on the battle circle, and your ability to lead others is one of your finest attributes. While Ralof's comment is concerning, if you have trust in him not to compromise Trinia's safety, I too will have trust in him."

"Very well then, I will go prepare for your transport. If you need supplies, I have a limited selection of mundane equipment in the store room. Trinia will also prepare a few days rations for your journey. You have shown yourselves to be honorable men. Gorum himself would be proud."

He starts to leave to arrange the transport.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will excuse himself while he gets some supplies. When he returns he ask Triena how she is feeling and how life in hiding has been.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Regarding a discrete way out of the city:
Kn Local: 1d20 + 10 ⇒ (7) + 10 = 17


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will say some inspired words to Zeke for his kn local check. +2 moral bonus


You do not know of any "discreet" ways out of the city.. The city is surrounded by water, one could probably take a boat out if they were inclined. However, the piers are also guarded, and guards on the city wall do watch for incoming/outgoing vessels. Considering what happened the other night, you would know it's not outside the guards authority to open fire on a vessel that does not submit to a search.

The only other way to get out is via the bridges, and you do know they are also searching those whom leave the city.

You also know that money talks, and perhaps the guards are susceptible to bribery if their greed outweighs their loyalty. But it is a risky endeavor and could land you in jail if you bribe the wrong person.

----

I'll need to know your plans to escape the city before I can make a post detailing it..


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

On top of his "B" extract preparations (see character sheet), Zeke prepares his 1 open 2nd level extract spot as a Detect Thoughts extract. He'll prepare one of his two open 1st level Extracts as a Jump extract.

He'll then spend some time showing Trinia how to use the hat, and helping her improve her 'under' disguise (how she'll look of she takes the hat off). The whole while telling her all about how he came to own such a wonderful hat... "...saved my silver pieces for years until I finally had enough to buy her..." Then, in a whisper so only Trinia can hear, "Her name is Fancy."

Disguise assist: 1d20 + 2 ⇒ (14) + 2 = 16

He'll then get a week's worth of trail rations.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan tells everyone "The cleric from the bank said that there has been a lot of cases of this unknown disease so we should be able to use that information with the magical hat to disguise Triena. So the public is aware of the disease so the guards may keep a distance during the inspection. The disease however, affects strength so Triena will have to be in a wagon or stretcher for the trip. Triena, I will coach you up on all of the symptoms, coughing etc. I will stay with her as we cross the bridge and have cast detect magic to try to avoid the area of effect spells. If I encounter a guard, I will use my charming personality try and keep some distance from her and the guard. Hopefully since she will look like a sick little boy she will not be given much attention and a wide berth. Any questions?"


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

"So what's your story for why you're taking a sick boy out of the city?"

Zeke teaches the group a happy gnome song to be sung out loud as an abort signal to Trinia and the others.

Zeke will follow not too far behind Trinia as they cross the bridge. When they're within 60 ft of the inspection, Zeke will discretely take his Detect Thoughts extract and scan ahead for any signs of trouble.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan says I am taking the child to the clerics of Sarenrae. They are known for their healing abilities and the clerics here in town are running out of their spells for removing the disease. The disease is still unknown to the clerics here in Korvosa, I am hoping the clerics of Sarenrae will know more about it. I met a couple in the neighboring town when I was passing through."

bluff: 1d20 + 2 ⇒ (18) + 2 = 20
diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21

"How was that, was I believable?"


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

"Sure, but why this boy, when so many others are getting sick? Your story must be thorough."


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies "How dare you question whom receives my aid, but if you must know I found the kid in the streets unable to walk because of this disease. Asked about parents and he shook his head no. I would be taking him to the orphanage but I don't want to get any of them sick. So I am taking him to some clerics of healing, and maybe they might have a non-magical cure that everyone can afford."

bluff: 1d20 + 2 ⇒ (19) + 2 = 21
diplomacy: 1d20 + 8 ⇒ (12) + 8 = 20


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

"Very convincing. I think we're ready. Let's head down to the square so we're ready when there's a crowd moving for the bridge."


Trinia speaks a command word and her small stature (not as small as the Gnome) transforms to that of a taller young boy, complete with lesions and sores of the disease you've encountered. She hops up onto the cart, and pulls blankets and straw around for a bed.

She coughs for a bit to emphasize the sickly appearance "How's that?" she says in a tone not unnatural to the boyish appearance she now represents...

You begin your careful march towards "High Bridge". Trinia seems uncomfortable to say the least, and nervously begins to ask you questions as you are moving through the streets.

"I've been trying to find a way to ask this, but, Why now.. Why are you helping me now, after you've worked so hard to capture me the first time?"


...After being in hiding for nearly a week, the open air has her feeling anxious and exposed, she's finding it hard to keep quiet.

you pass by several groups of people without much fanfare. They look awkwardly at Trinia, but keep their distance. You notice one particular person among one of the groups has the same red lesions that Trinia now mimics. She coughs as you pass each group, keeping up appearances. Once clear of one of the larger groups, Trinia speaks up.

"Guys, tell me a story. I'm crawling out of my skin here. It's like every eye is piercing through my soul.... I remember this one time, I was running high in the shingles, chasing down a pseudodragon who had just stolen my lunch. Just as I was about to catch him, an imp sprang out and..." <cough> <cough> She coughs as you pass another group of people.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies "We were just doing a job. I was expecting to help with the interrogation with truth spells, but an abuse of power of the ruling class kept the wheels of justice from turning. We wanted to keep you safe and make sure justice was done. Ryder lost his life to that end. That is also why we at the execution, we wanted to see if the queen did an investigation and do what we can to stop it. "

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

Dylan continues to around making sure no one can hear the conversation. He then starts to tell a story of his life growing up in the monastery of Tulis, telling all about who Tulis is and what she stands for.

If anyone approaches Dylan, he will get in between them and explain the dangers of this unknown disease. He will also explain his intentions as he practiced before with Zeke.

Bluff: 1d20 + 2 ⇒ (16) + 2 = 18
Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21


Trinia seems fascinated with your tale of Tulis and your life in the monastery. She asks why you've come to Korvosa, and why you remain despite all the chaos that has ensued.

Just before you reach the Heights District you see a sickly looking man staggering amongst a crowd of people in the street. His eyes are immediately drawn to the well dressed Cleric of Tulis.

You immediately see the same signs of sickness as Brienna from earlier. His cough is viscous. Catching his breath he says, "Please Sir, anything you can spare would help me greatly."

In a sign of desperation, he reaches for your clothes to hang on to you as you pass. You could easily swat him away if you so choose.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan catches the man saying "Ok, sir, Here take this to the bank of Abadar. You must hurry they are getting low on spell to remove the disease. Tell them the cleric of Tulis sent you."

Dylan gives the man 150g worth in gems. diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19

perception: 1d20 + 3 ⇒ (17) + 3 = 20


The man, having just been handed more gems than he has seen in his lifetime immediately lights up. "Thank you good sir, thank you. And thank you Tulis."

He shambles off in a direction that might, or might not, lead him towards the bank of Abadar.

You continue your Journey to High Bridge. You encounter several more groups of people, some whom show the early signs of infection. You pass by several patrols whom give you a wide berth upon seeing the "infected" child.

When you reach Eodred's Walk, just before High Bridge, you see a line is formed for those exiting the city. Those with wagons/carts large enough to hide a person are thoroughly searched before crossing over. Those without vehicles are moved to a second line where they look closely at each person before moving them along.

Having a cart of your own, the line you would choose would be the former. You have a few minutes in line before you reach inspection point if you wish to act.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke follows behind the cart far enough to disassociate himself from them, and thus gets into the other line for inspection, but tries to time it so he'll get through at about the same time. He waits until they are within minutes of being inspected, then discretely drinks his Detect Thoughts extract (60ft cone, up to 4 mins while concentrating, DC15 Will save), and then scans ahead at those doing the inspections, in both lines.

Perception: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21 (GM boon)
Sleight of Hand: 1d20 + 6 ⇒ (10) + 6 = 16


The lines moves along slowly. In the first line, one guard stands at the ready watching over the proceedings while the second checks for disguises. In the other, one guard searches the wagons and carts while the other examines the persons with the cart.

Drinking the potion discretely isn't a problem as the guards are pre-occupied with their searches.

Your detect thoughts does not detect any additional minds then what you see here, and the intelligence scores do not reveal anyone particularly smart. The "Smart" one of the lot seems to be the guard watching over the proceedings. As you get closer it is confirmed that he is supervising when he informs one of the guards to be sure to check under the carriage.

Random: 1d4 ⇒ 2
Will: 1d20 + 0 ⇒ (2) + 0 = 2

The first guard you detect thoughts on is the one in the people only line. His thoughts are moderately focused on his task.. While he is a bit bored, he seems to take his task seriously and is honestly trying to find Trinia.

Random: 1d3 ⇒ 2
Will: 1d20 + 0 ⇒ (17) + 0 = 17

You are unable to detect the thoughts of the guard searching the wagons.

Random: 1d2 ⇒ 1
Will: 1d20 + 1 ⇒ (14) + 1 = 15

You are also unable to detect the supervisors thoughts.

Will: 1d20 + 0 ⇒ (9) + 0 = 9

The guard in the cart line examining citizens hates his job. He couldn't care less if they find the one they are looking for. If it wasn't for the pay and meals he gets as a guard, he'd try his hand at being an artist again.

-------

You have two carts ahead of you before you are searched, if you wish to try anything else.

*Edit - Supervisor made his save.. removed his thought bubble


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan before he gets in line will cast some cantrips. Enhanced diplomacy and Detect magic. With detect magic Dylan is looking to see if there are any magical devices or area of effects that they are using in the search.


You notice no magical aura's among the guardsmen or gates.

You approach the checkpoint as the final two wagons are finished with the search. One of the guardsmen says to your group. "All passengers need to step down from the cart so a proper search can be conducted. The child will have to exit the vehicle." He reaches for Trinia to help her out of the wagon.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan moves to get in between Trinia and the guard. "Does the boy really need to get out of the wagon? This disease zaps your strength and we are not sure as to how it is spread, but if he must I will help him. I don't want to needless expose you to it and have you catch it."

If the guard is insistent about getting the boy out of the cart Dylan will help Trinia out of the cart. Dylan will make small talk while the cart is being searched.

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18


The guard immediately takes a step back. The supervisor hears your conversation and steps over to you. "Diseased you say? We've had a few like that come through here already. Somethings up for sure.... I'll still need the boy removed so we can search the vehicle." He turns to his men. "Carry on."

The original guard waits for you to remove Trinia yourself. He then takes his sword and roots around the inside of the cart. He then checks underneath the cart as well.

Meanwhile the second guard moves in to inspect Trinia personally.

With a bit of quick thinking on her part, she begins a violent coughing session, causing the guard to keep his distance.. He then takes out a handkerchief from his back pocket, covers his face, and moves just a bit closer to Trinia, keeping a concerned distance. He tries his best to check for disguises without touching her.

Perception: 1d20 + 0 ⇒ (19) + 0 = 19

Despite his taking extra time to visually look for a disguise, he seems convinced this person is not the one he's looking for.

He motions that you can place the child back in the cart.

After inspecting the lot of you, the guards motion for you to exit the city.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Once we all regroup out of sight of the city gate, Dylan says" Wow, that got my flowing. So, what direction do we head now?"


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

"He said there'd be horses waiting for us outside the gates."


Keeping up appearances as long as possible, you cart Trinia through East Shore District to outside the city walls. There is not an inspection point at the gates here as they were concerned with the main island only. Only a brief nod as you pass through east shore.

As expected you find 5 horses waiting for you just outside the gates. A tall, rail thin elderly man is holding them for you as you arrive. "Ahh, These must be the five I'm waiting for. Here you go, the horses are saddled and ready to go. In fact, They're to be yours to keep. Payment has been made along with arrangements for boarding the animals while your in the city."

He hands the reigns over to each of you. And points north to a rather large series stable. "When you're return, you can find me there. Might I ask where you're heading this fine evening?"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies "We are heading out to find a healer. Most likely a follower of Sarenrae or Aleria. Hoping our efforts can find a non-magical cure that even commoners can afford. Do you know where we can start searching?"

bluff: 1d20 + 2 ⇒ (20) + 2 = 22
diplomacy: 1d20 + 8 ⇒ (20) + 8 = 28

dylan does want to try to find a healer about the disease


"I'm afraid I know of no-one in particular to look for. Korvosa is probably your best bet to find such a healer. Unless of course you want to make the LONG journey to Magnimar. Magnimar rivals Korvosa in size, and if you can't find what you need here, you may be able to find it there. Or you could try one of the surrounding cities near Korvosa. Your son doesn't look in too good of shape and probably wouldn't survive the long journey to Magnimar."

"Speaking of your trip. There's been reports of recent activity on the journey NW of here. Several travelers have gone missing of late, and there has been several sightings of packs of Blink Dogs in the area. They don't usually hunt humanoids, so their behavior is strange to say the least."


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan responds "Followers of Aleria have alters kind of randomly in the fields of farms. I am hoping to find one of those since Aleria watches over crops and plant life. Aleria's connection to gardens may have some herbs and plant life that could cure the disease, but thank you for the warning, we will have to take extra precautions if we find that our search takes us that direction."

We all mount up and head off in the direction Ralof leads us on.

Dylan has Ralof lead because he probably has the best sense of direction.


Luck: 1d100 ⇒ 60

He looks confused but interested when mentioning Aleria. "Don't believe I've ever heard of Aleria before. And I know of quite a few gods. Sarenrae I've certainly heard of. They've got a temple right there in Korvosa if you're interested. Best of luck to ya. If you stay on the roads, I don't predict any trouble for ya. I'll be here when you return."

As to who has the best direction.. Survival or Knowledge: Geography are your best bets as to how to get to Harse.

Trinia, being an ever knowledgeable bard, can use her Lore Master and Bardic Knowledge abilities to point you down the right roads. She will inform you that to get there before nightfall you will have to push the horses hard for at least an hour or two.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

We keep the ruse going till we are out of sight of the stableman. If everyone has a horse, if one of the horses starts to look fatigued after an hour or so they can swap horses with the gnome since he does not weigh as much as others. Following Trinia's lead we ride the horses as hard as we can to arrive by nightfall.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Survival: 1d20 + 5 ⇒ (18) + 5 = 23


You begin your journey at a normal pace to avoid suspicion initially, but once clear of sight pick up the pace to a "hustle". Following the road to Harse, your horses trot over the open plains. You get a breathtaking view of Conquorer's Bay to your left and the vast Mindspin Mountains to your right. The road eventually detours from the bay and heads north west towards Harse.

After an hour of hustling, you ease up on the horses for a while. Trinia takes this time to thank you and ask you personal questions. "You don't know how much this means to me, that you all would put your lives on the line to help me. It feels so good to be out of the city."

"You guys don't know this, but while you were training with Vencarlo over the past week, i would sometimes sneak up to watch you guys from a crack in the curtains. I was going stir crazy in there."

"It was quite amusing watching Amendithas lose control over that massive sword of his sometimes. How ever did you come across such a huge sword anyway?"


She waits for Ammy to finish his story before moving onto other questions

"I also saw you Dylan. You have such command in the battle circle. Particularly in team drills. What did you do before you came to Korvosa?"

.....

"And you Ralof. You are a hard one to figure out. I see the magic in your eyes. How long have you been studying wizardry? I know some of the tales of great societies of elves before most of them left Galorian long ago. I would love to hear some of your tales as well sometime."

.....

"Archibald. I mean Zeke. Vencarlo told me you were a merchant before the riots took your shop? How long did you own your store? What kind of merchandise did you sell?"

"It's a shame that the riots claimed your shop. For that I am truly sorry. I too know what it's like to lose everything."

....

She asks each question after receiving the answer from the previous question. Don't worry about the order in which you reply.


1 person marked this as a favorite.
Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

"Had the shop a little over seven years. I made most of my living buying and selling Dwarven wares - Jewelry mostly, some clothing, even sold candy made by a Blacksmith's wife who lived nearby, but my real passion is for my Alchemy. Oh, there are certainly more skilled and capable Alchemists in Korvosa, but I held my fair share of the market, for what I was able to create, that is. I was getting bored with it, though. - I'm just a tiny bit glad to be rid of it. "

Then, after she mentions the part about losing everything, "Lose? No. Nothing is ever really ours to begin with. The only thing worth having to lose are your friends. Your friends," Zeke's tone becomes soft and somber, "... and your family." He shakes his head as if to change the subject. "No, what we have here, both of us, is something new - a new chapter in our story. What about you? What gets you out of bed in the morning?"


Trinia senses she's touched a nerve and moves past the "friends and family" comments. "What gets me out of bed in the morning is the majesty of Korvosa. I absolutely love walking the shingles district in the morning. Heading down to the docks to feed the birds. Overhearing conversations of the people." Her head tilts as she reminices about Korvosa, suddenly fully aware she may never step foot in the town again. "Oh the stories I could tell. I once saw a prominent nobleman, just hours before his arranged marriage, come down to the shingles district to run away his true love. Magical, really. The city was just so full of life. It's a shame it has come to this."

She pauses, caught up in the romanticism of the memory. She quickly recovers. "But, my dear Zeke, my true passion is painting. It's what I live and breathe for. When I was selected from list of a dozen prominent Korvosan artists by the Crimson Throne to paint King Eodred's likeness for the hall of Kings, I thought, "This is finally going to be my big break, people are going to remember me now" She turns somber tone. "This is not exactly how I wanted to be remembered."

51 to 100 of 880 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Grecko - CotCT: Seven Days All Messageboards

Want to post a reply? Sign in.