The Bogshark Fiasco

Game Master Lord Grey

Chapter 3 - Circling Sharks

The storm spins overhead. Lightning crashes, fiery explosions cast red glares in brief bursts over the city. Freezing rain sweeps the streets, and the cities' dazers shamble toward the lightning struck house.


2,851 to 2,900 of 4,103 << first < prev | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | next > last >>

HP: 55/71, AC: 15, HD: 4/9, Pass Perc: 16 (Darkvision 60), Init: +1, Spell Save DC: 14, Inspiration: Y

Ozz is in a state of nearly controllable desperation. He nearly just got killed doing investigation into something that didn't pan out, and now his strength isn't ideal for what he really wants to do, assault the citadel and save his friends.
Knowing that those he has fought beside for the last tenday see one of his closest friends, Grimgar, as a traitor, isn't helping things. It was bad when they just suspected Caira, and it is much worse now that they suspect Grimgar.
He wants action, he wants progress. He needs to win some fights.


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)


With Identify I can find out precisely what the arrows do (I can cast it as a ritual to save on spell slots), if you guys want.


Triss is feeling fiery and viscous. At the moment she's contented with indulging her drow side, as she feels Eilistraee has rewarded her more frequently for embracing it rather than hiding it. That said, this is largely her compensating for the incredible dread she feels for what's coming ahead.

She feels that they have drawn too heavily on others and should forge on ahead without the addition of others for fear of putting even more people at risk.


She's less concerned with Grimgar as a traitor, more Grimgar being ineffectual, which persists even after Ozz's outburst. Instead she's decided to hold her opinions for Ozz's sake.


NPC: Plague of The Bogsharks.

Someday, I will stop the Bogsharks. BOGSHARRRRKS!!!


NPC: Master of disguise. Counterwit.

First I broke out of prison, now how will I break out of Yartar?!


NPC: Captain in the Shields of Yartar. Bearer of the Shield of Yartar

S#&&'S BAD GUYS


NPC: Still traumatized

WeeeEEeeEERKK!!


Okay! We're all checked in and recapped. Let's begin the scene. If anyone has anything left to do in the hideout, do it in a 'before they leave' section of your post, and let's start out on the streets in the rain on your way to wherever. Give me direction and I'll give you resolution!


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

When did Marvin start working at NSP?

Cavell will ride alongside Grellik, and look for an opportunity to have a quiet conversation on the ride. If not opportunity presents itself he'll ask to talk to Grellik aside for a moment before continuing.

Adrien Cavell wrote:
He wants to tell Grellik we need some kind of plan to bait an admission from Grimgar. Such as Cavell splitting off before the meet with Grimgar, and they tell Grimgar that they don't know where Cavell is. Maybe say you suspect there's a traitor, but don't know who. Maybe even hint that you suspect it's Cavell. Basically provide opportunities for Grimgar to confide in his allies that he believes Cavell's the traitor and had hired assassins to take him out etc. Doesn't want to have this discussion in front of Ozz though, after how he reacted.


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)

Do you guys want me to ID it the arrows before we roll out?


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Cavell would prefer the gamble rather than knowing for sure at the cost of what could be a heal/disguise later


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)

It's castable as a ritual, so it doesn't cost a spell slot - see post above Adrien! :P


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Oh ok, then no reason not to


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellik agrees and would implement the plan shortly before meting up with Grimgar. he would break it to the others after he talks with Cavell

"When we near the alley Adrien is going to break away. Once we meet Grimgar we will proceed with the pretense that we do not know what has become of Adrien, but that he did not meet. We will indicate that we think there is a traitor, and that we suspect it may be Cavell given his recent behavior and that he appears to have disappeared.." he holds his hand up to the inevitable protests, silent of otherwise "I wish to trust Grimgar, I do not want to think badly of any of my family. But we have to be sure--we cannot have him watching our backs if we do not know if he will plant a dagger in it, and this is our best bet. I will take responsibility if Grimgar takes offense once the ruse is revealed. In fact, I will take care of the whole thing. Neither of you need say a word, if you do not wish. I will hear objections and refinements, but I am set on this course"


Trissae:

Arrows of teleportation: Any arrow fired from a bow causes the archer to teleport to the spot it hits, so long as it is within the weapon's maximum range.

If the arrow strikes a creature, the arrow does damage as normal, and the user teleports adjacent to them on the nearest side.

If the arrow strikes a horizontal surface, the user teleports there and may fall.

Trying to hit a precision target with an arrow might require a check to hit the specific spot desired (for example, firing through a small window in the distance, to teleport to a place beyond it). If the check fails, they will teleport to an undesired location.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Cavell splits off when Grellik begins explaining the plan to the others.


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)

Trissae hands Adrien two arrows from the special batch. "They will teleport you -to- the location where the arrow is fired and strikes, up to a range... so no firing it into the air for dramatic effect." She shuffles the rest into her bag, saving one for her quiver.

"Just in case you need to get to us swiftly, or get out of trouble..."

She turns and continues to listen to Grellik. She holds her protest but keeps an eye on Ozz as Grell speaks.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Team Mighty Handsome and Clever:

Can I go to: 28 - Beldabar’s Rest? Not sure of the time/distance/obstacles involved


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

oops, I read your spoiler. I assumed you must be taking about me ;P


Okay, been giving this some thought. Just as a heads up to expectations, this is going to be a Charisma heavy situation. Anyone who is actively speaking with Grimgar and telling him the lies will need to do an active deception check versus his contested insight check.
Everyone else that is simply around, will need to roll a charisma saving throw to keep their body language from giving Grimgar a hint that something is wrong, and granting him advantage on his insight check. If that sounds fine with everyone...

I want to get this scene straight in my head. Grellik is talking about Adrien splitting off nearer the Alley, and I imagine Grellik is telling this plan while still a bit distant from there. Adrien, where, location wise between point (15) and (3), do you break off? What is everyone's horse situation, and how do you approach Grimgar's hideout in the alley?

Adrien:

Beldabar's rest will be about 10 minutes from the place where they rest are meeting Grimgar (Less if you're hurrying and risking exhaustion), with all the potential for obstacles this storm and bullywug invasion brings. Do you wish to be that far away from the others? If so, you can find the place easily enough by following Grellik's instructions from the story he told you of his time there.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Grellik will be on his normal horse unless there is a reason not to. NOt sure what you mean by how do we approach the alley? do you mean do we take a direct or circuitous route? if so, Grellik will take a wide route in case people are monitoring the direction of their travel.

Also, is there anything that can be done to provide possible advantage rolls with the Grimgar convo? Like partial truths or misleading statements that are technically true?


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Splitting off pretty much immediately. I forgot about the horse situation. Cavell will go on foot.

You wouldn't even have to lie. You suspect there's a traitor but aren't sure who, you don't know where Cavell is, and you want to rescue the other sharks from the citadel. Everyone looking upset/shifty/deceptive/suspicious is normal considering the situation. I mean at worst he figures out that ya'll suspect HE'S the traitor, which isn't a bad thing.

That doesn't seem like a balanced Deception v. Insight contest, especially with Grimgar getting multiple chances at Advantage.

Team Mighty Handsome and clever:

Slower pace, stealth. And yeah heading there.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Well, yeah, the minimal lie route is what Grellik would be going for. He knows he isn't good at hiding things. Though deception is more than just lies and insight is more than just telling if someone is lying. If Grellik is not able to act natural he may suspect, which, if he is a traitor, could be disastrous. But hey, that's a weakness of Grellik. He is not well suited for intrigue and subterfuge :D


Grellik: Misleading truths and stuff won't give advantage on deception checks. If you are knowingly deceiving someone, even if through omission while being specifically questioned about it(on things important enough to worry about), it is time for a deception check. I take all of that within the deception check, though you can see the differences between them of how your specific character would go about a deception. However, you do have ways to gain advantage. If you have an ally HELP you with your check, you have advantage. Also, you might ask your party's bard if there is anything she could do to give you an edge (Bardic inspiration.)

As far as balancing goes, I normally wouldn't be worried about the cha saves for advantage, but I think this situation is significant enough to warrant some extra complexity. Also, Grimgar knows you all well enough to be able to spot odd behavior, so I think It's reasonable that people behaving strangely could give him an edge, even if they themselves aren't the ones directly lying to him. How about this, if you are trained in Deception, you have advantage on your CHA saving throw. Even if Grimgar happens to get advantage, it might not save him. I think Retergrad can speak to that.

Regarding approaching the alley. I'm talking directness, if you're traveling swiftly, cautiously, or normal, marching order, etc. Any other direction you have, if you have any ideas, would be good to declare now too.

I'm going to use Spoiler tags again, mainly just to keep this separated. I don't really care if you guys read each others stories at this point, I'm kind of over the secretiveness, but gods help you if you meta-game anything ;)

Adrien:

So you head to Belbadar's rest. Go ahead and give me a description of Adrien. Do it like a story in a book. Write what happens to him, what his feelings are, and what his goal is. Don't do anything too unusual, just make it feel like Adrien as you write your way to the underground joint. Give me direction, and I'll pop in with what you find when you get to Beldabar's.


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)

BARDSPIRATION!


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

re advantage: sounds fair. I thought that might be the case but I figured it didn't hurt to ask :).
Grellik plans on travelling at a good clip but not galloping over, so as to not draw suspicion. He will travel in the lead, with ozz as rear guard unless he thinks another tact would be better.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Spoiler:
Adrien Cavell looks about the same as when he was first captured: a tall and lanky man with lightly tanned skin, brown fashionably messy hair, and pale green eyes to go with a roguish smirk. But those carefree dangerous eyes have a darker undercurrent than before--a mix of fury and despair just below the surface, hidden behind an almost friendly smile. He makes his way alone through the streets of Yartar, slipping into the shadows of the buildings and alleyways when necessary to pass unnoticed.

Despite the dangers of Yartar's current state, Cavell felt safer alone. The odds would have to be massively stacked against him to even break a sweat. Mornak. He clenched his jaw, briefly considering going to the Shield Tower instead and killing Frostheight himself--but like they said, that won't help save the others, and time is running out. He's imagining killing Frostheight a dozen different ways when an unnaturally strong hand grabs his ankle, sending a jolt of burning cold up his leg. A dazer. In a blink, it's hand is severed, then with Sapphire's saber he takes its head off. The severed head rolls over--a child's eyes staring up at him.

"Bloody...hells," Cavell whispers sharply.

He crouches next to the slain dazer, looking into those vacant eyes a moment before reaching down and closing them.

"Sorry kiddo. Tymora, make sure he gets to where he's going out there..."

Cavell pats the kid down, not expecting to find anything but going through the motions anyway, then continues on his way, trying to forget about those vacant stormy eyes.


I think I'll have to have YOU guys start declaring specific horse situation, if for no other reason than to better include you in their existence. My constant reminders that they may be important might be taking the heat off of you guys for making them included and significant to the story.

Trissae, Grellik, and Ozz
Detail check. You guys are heading to an alley near Dannath's. That's free. But I've got a test to see how you proceed from here...

Tell me something you can buy at Dannath's to find the alley, and then describe to me how you discover the house within which Grimgar is keeping Feng.
I just looked all this up in the history, and now one of you must do the same to remember the details, as well as circumventing a problem you all might have forgotten about!
I am a cruel GM.

Adrien:

Adrien, GAIN INSPIRATION Not a bad story. Thank you.

Finally reaching the building at the top of Beldabar's rest through storm and unfortunate children, Adrien steps inside... and forces the DM to do a quick search of the whole thread of the location, requiring him to refresh himself on what are surely by now over year-old details

The entrance from the street of Yartar is in a a squat little gatehouse near the central marker, the convergence of roads acting as a central point for the city, against the river upon which the dual bridges to the Citadel are set.

Entering the house through a heavy iron door which squeaks, quite intentionally on its hinges, a single guard rouses to the sound. She's wearing robes and looks at you in the light of the lantern hung up right near you.

"Hey." she says giving a little wave while leaning back in her chair. A crossbow sits on a barrel nearby. "It's kinda full down there, but you're welcome to the crowd. Oh! Beldabar wanted me to let everyone know that, NO, he doesn't have a secret way out of town. Ask, and drinks will cost a gold more. No exceptions, no excuses, got it?"


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

%%@!$$!@!! Here is the part Grey is talking about.

Grimgar's note:
Written in Thieves Cant is the following note:

'I'm keeping Feng in an alley nearby. To the west of this alley is a main road that runs from the central market to the southern edge of Yartar. Follow this road and keep an eye open for Dannath's to your left. When you see it, look to your right. There should be a building marked with writing in Thieves Cant, it'll be difficult to spot if you don't bring someone practiced in reading it. Go down this alley, and look for a door with a horseshoe nailed to it. It appears to have been sealed shut by many boards, but it is a ruse. Beneath one of the boards is a keyhole. There is no key, but a skilled hand can open the door. Make your way in, and you'll soon find where I'm keeping Feng, but be cautious, the Dazers behave abnormally, and I don't know what state she'll be in when you find her. If I'm not there, have someone keep an eye out and I'll be around once I'm done with my business.

Boss's luck to you all. I'll see you soon.
-G'

oops didn't mean to post yet. oh well. As far as horse sitchm, I thought I was riding the big ol horse that likes me against all odds?


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

and Grell will take the lead unless someone has a better idea

AS they ride and Grellik ponders, his mind running through different scenarios about how this all pans out, the lightbulb goes on in his brain, and he remembers Grimgar's instructions. He swears in his native tongue and declares "In my haste I have forgotten a key detail. The way is marked in Thieves Cant, and the door openable by, I imagine, someone with the same, ah, particular skills that among us four, only Cavell possesses. Now that he is gone, we will have to think of how to find a location. perhaps the Wits...?" the last bit trails off, asking the question as much to himself as to them

And the thought comes to him...If he expected Adrien to be dead, how in nine Hells did he expect us to be able to find it? Damn secrets, and thrice damn Shar, holding them from us!


:)

With Adrien not declaring where he had gone after splitting up from Grellik, Trissae, and Ozz, the options are to go back to find a Counterwit and lose more time, or improvise somehow.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Spoiler:
"Got it," Cavell says as he goes down to join the crowd.


Finding the correct alley can be done simply by telling me what Dannath sells, since Dannath's in the key location to spot the alley. No Thieves Can't Required, and this Information is listed somewhere easy to find.
Finding the correct door, however, can probably be done in a few ways. Grimgar included important details you could use.
Getting in, however... Well, I'm sure you guys will figure it out.

Yo, Adriiieeen:

As Adrien descends the staircase near the guard, a low sound of distant conversation can be heard. As he descends further, the conversations get louder and louder as many many people all talk over each other. Still, they are muffled.

Reaching the bottom and turning a corner, you are faced with a largish door. Opening it, it is unlocked and unbarred, and swings open more or less easily.

Warmth and noise meet Adrien as there is no longer any muffled quality to all the conversations. Inside, he sees a lantern, a short hallway, and a large room over occupied with people.

The smell of smoke, food and alcohol are all prevalent as Adrien enters. A large central common room is filled with a couple dozen tables are ten times more that in people. Very little walking room exists from one side of the room to the other.

Several meandering tunnels seem to branch off from this central room, and people come and go down them. A bar is carved out of the cavern wall, and frantic serving staff are trying to keep up with orders.

People eat, laugh, gossip, play games, gamble and flirt. The room is big enough and packed with enough people that if Frostheight himself were sitting at one of the tables, it wouldn't be immediately apparent. Nor would Cavell's comings. It is a room brimming with talk.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

Dannath sells pickles, nuts and foods. Once they find the alley Grellik looks for the "boarded up" door with horseshoes nailed to it


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Spoiler:
Cavell looks for Beldabar, based on Grellik's description. As he passes through the crowd he also keeps an eye out for coin purses, attempting some pickpocketing.

Sleight of Hand: 1d20 + 7 ⇒ (14) + 7 = 21


Finding Dannath's, an old wooden building with a faded, green painted sign in the shape of a pickle, you look around and determine the most likely alley for a match with Grimgar's note.

The storm continues in its way, and the three bogsharks (Sans Adrien) ride on horseback comfortably down the alley.

Keeping an eye out for the door described in the note, the three come upon a door boarded up against the storm by heavy, wooden planks. A rusty horseshoe has been pinned to it by an iron nail.

Trissae:

You get the feint sensation of being watched as you look over the boarded door.

Adrien:

Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Adrien passes through the dense crowd of people, using the inevitability of pushing against others to help hide pick pocketing. He gets a couple of purses as he looks around and picks up bits of conversations ebbing and flowing through the room of talking patrons.

Looted coinage: 1d1001 ⇒ 877 (take this as CP, but convert the coinage to SP & GP)

"... -arantine is a huge pain in my ass, believe me. If Keldorna doesn't open the gates by tomor-..."

"... -dy? I think she's doing light work right now. People say she was near killed by a monster the other-..."

"... dealing with a dazer in one of the rooms. Yeah, a dazer! Down here. No where is safe, I'm telling you. I wouldn't be surprised if they'll have to change the name of the Rest..."

"... - Big lurky f@++er! Like, at least a foot faller than you, and just... STANDING there, watching us from the corridor. I don't know what the f!%@ that was, but-..."

Yet, Adrien doesn't spot anyone that matches Beldabar's description.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Spoiler:
Cavell looks for any ladies in the tavern, possibly a serving girl? And asks her where Beldabar is.


Cavellcade:
There is a small bar area, attached to a kitchen that employees seem to be trafficking with food and drinks.

When asked about Beldabar, the employee gives a anxious look, clearly upset by something. "He's dealing with something at the mo'. What do you need?"


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Spoiler:
Cavell raises his eyebrows. "Oh? Could he use a hand?"

Trying to intuit what he can of the situation, such as if the employee is glancing nervously any particular direction that Beldabar might be in.
Wisdom: 1d20 + 2 ⇒ (11) + 2 = 13


Adrien:

"He'll... Be fine..." the employee says, obviously not quite convinced with the truth of the words, but saying them all the same, possibly under order.

You see their eyes dart to one of the side passages as they hesitate.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Spoiler:
"I'm sure I can be helpful. I'll tell him you did your best to stop me," Cavell smiles and walks to the side passage.


Adrien:

The side passage is darker than the well-lit common room, torches placed infrequently along casting large parts of it into deep shadows.

You can see that the passage winds eventually out of view, splits once between then and here, and there are several doors set into the walls of the passage, room numbers inscribed upon them.


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Spoiler:
Huh. Ok, any doors without room numbers on them that could be an office or something? If not, I guess Cavell will go down each hall listening for voices/commotion that might be Beldabar.


grellik and Trissae, jump in whenever


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

um, I have been waiting on Trissae's reaction to your spoiler. I figured I can't really proceed without her reacting.

if I am incorrect:
Grellik dismounts and gives the alley a once over to make sure they are alone, before attempting to find the door release. investigation: 1d20 + 3 ⇒ (2) + 3 = 5 If and once he does he will attempt to use the utensils from his mess kit as makeshift thieves tools sleight of hand (if I can even make this roll...): 1d20 - 1 ⇒ (12) - 1 = 11


I think I’m going to try something weird here. Go ahead and read the below as best as you can, just remember to check yourself regarding character/player-knowledge. I feel like this is a really important time in the Bogshark Fiasco story. There is a ton happening in Yartar right around now that would be important to the story, including what may turn out to be a very very critical moment within the Bogsharks as a group. I don’t know how to convey all the energy and sense of tension that this particular moment should have at this point in the story without dropping the DM screen a little bit and showing off some of my notes, but I NEED that tension, that energy, so down the DM screen goes.

I am doing it in this particular style because I’m a huge nerd and I can’t stop associating this song with The Bogsharks. I couldn’t do it with any other song!

*””Lyrics”*
<Scene details>

-------------------------------

*”All my friends are heathens, take it slow
Wait for them to ask you who you know
Please don't make any sudden moves
You don't know the half of the abuse”*

<The Long Creep, the alley that Grimgar was trying to hire assassins to watch. Rain hammer down at three figures standing next to a boarded door, their horses tied up not too far away.>

The mismatched forms of the large bugbear and small drow, and middling half-orc are beaten against by the rolling waves of wind and rain. Lightning clashes overhead as they fiddle with the door. By their body language it is clear that they are tense, looking over their shoulders for threats as the storm all but ruins their ability to hear danger coming.

*”All my friends are heathens, take it slow
Wait for them to ask you who you know”*

<Camera change to a pulled open curtain overlooking the above scene>

A figure down the alley a bit, positioned to keep an eye on this door in a room on the second floor of the opposite building, peers through the slightly parted curtain from their dark room. They watch through the rain spattered glass as the three figures hunched against the rain discover the opening of the door under one of the boards, swinging it out of the way to find a latch which had been left unlocked. They watch as the three leave their horses to enter the narrow staircase downward. Their focus shifts upwards to the rolling storm as lightning crashes.

*”Please don't make any sudden moves
You don't know the half of the abuse”*

<Inside the staircase and following from the front as Trissae, Grellick and Ozz descend in the dark.>

Their vision allowing each to see in the near perfect black, the three let the door shut behind them to stop the storm from getting in. They descend creaking steps into an underground room lit by a single candle. They walk around the corner of the stairwell and into the light to see into the room. Their faces (for those not wearing a mask) widen with emotion as they take in the room. Ozz’s face goes slightly pale, his face about ready to break into rage or into tears.

<Cut to black>

*”Welcome to the room of people
Who have rooms of people that they loved one day
Docked away
Just because we check the guns at the door
Doesn't mean our brains will change from hand grenades”*

<Cut to Beldabar’s Rest, a common room built out of underground caves is packed with people all eating and drinking, talking and gambling, gossiping and arguing. Camera from above as it follows Adrien>

Cavel pushes toward a tunnel, his deft hands quickly taking any purse left carelessly in plain view and hiding them under his cloak (Is Adrien wearing a cloak?)

*”... You're lovin' on the psychopath sitting next to you...”*
<Camera change to an old dwarf watching as Adrien goes through the crowd, unnoticed by the Bogshark>
Radgar the dwarf, a local butcher turned Shield recruit who has a hate for the Sharks watches Adrien enter the tunnel, his expression grim.

*”... You're lovin' on the murderer sitting next to you...”*
<Camera change to the man sitting right beside him, watching the bogshark pass>
A man with bright blue eyes, broad shoulders and an unshaven chin watches from beneath his hood as he sips a drink at a crowded table. His eyes track Adrien across the room.

*”... You'll think, how'd I get here, sitting next to you?”*
<Camera refocuses, Tavers’ face is blurred out as the standing figure of a man comes into focus. It’s Sean Burke, his Shield uniform either concealed or abandoned beneath his hood and cloak. He doesn’t notice anything as he scans the crowd. His expression lingers on a burley half elf woman in the crowd>

Farlyse Vandeross ignores the people talking around her as she just tries to finish her food and drink, eager to get back to Lord Frostheight. She doesn’t notice Adrien.

*”... But after all I've said, please don't forget”*
<The camera turns as Adrien leaves the room through the tunnel focusing now on a new comer to the crowded room>

From the tunnel that leads to the city above, the proper entrance to the Rest, comes a hooded and cloaked man. He uses a cane as he walks, limping into the crowded room. He coughs a bit of blood into a stained cloth as her surveys the room with interest, and smiles.

<Cut to Black>

*”All my friends are heathens, take it slow
Wait for them to ask you who you know
Please don't make any sudden moves
You don't know the half of the abuse”*

<Camera is back on the three Bogshark’s at Grimgar’s hideout. It pans behind them, showing them as silhouettes against the candle light. Between their bodies as the camera pans is a figuring lying in a bed. It keeps panning until Feng can clearly be seen>

A black-scaled dragonborn woman lays on a bed without blankets. Thunder booms through the room from the storm outside, muffled but audible. A linen sheet has been thrown to the ground, not far away. A candle and mug of water rests on a small table pulled beside the bed. One of her arms has been shackled to the stone wall beside her, a short chain tethering her there.

Feng, the Bogshark pants on the bare, sweat stained and burned mattress. Her gaze drifts over to the three, slowly, dazed. Something is wrong with her skin. The chain rattles softly as her arm tries to pull away from the wall, and fails.

Her skin over most of her body is stonelike, still mostly black, but dull and cracked. Within the deepest cracks is a slight green oozing of hissing puss. When it drips onto the mattress beneath her, the slightly glowing acid begins to sizzle softly as it eats the material of her bed. Large holes have already been burned through the bed from the cracks at her shin, hip, and abdomen.

<Cut to the three Bogsharks as they react to what they’ve seen>
Give short reactions to immediately what your characters would do upon seeing this.

*”We don't deal with outsiders very well
They say newcomers have a certain smell”*

<A shot from outside Yartar’s walls. Both the gallows and the Shield Tower fill the frame. The camera rotates and zooms past the tower>

A figure hangs, forgotten by the storm from the gallows. Rain hammers against the corpse as it dangles from its neck for crimes against Yartar. The Shield tower is illuminated by the crackling lightning. As the camera shows a new side of the tower, the lightning shows it as blackened from top to bottom by a massive explosion, but still the Tower easily stands.

*”Yeah, I trust issues, not to mention
They say they can smell your intentions”*

<The camera pans into one of the top floors of the tower. Lord Frostheight stands over a table with parchment and pen, making notes and talking with the scarred captain of the Shields.>

The two look at the map of the city, talking quietly to each other as they plan.

*”You're lovin' on the freakshow sitting next to you...”*
<Camera jumps to Captain’s Wen disfigured face as he sits down in a spartan chair and absently strokes an injured, young owlbear>

*”... You'll have some weird people sitting next to you...”*
<Close up on Frostheight’s grinning, mustached face as he taps at the map.>

*”... You'll think "how did I get here, sitting next to you?"
But after all I've said, please don't forget”*

<A close up on Spearwoman Torea, and Lieutenant Rast>

The two share a look with each other as they wait patiently for their acting commander. Rast is holding a brilliant red Shield, marred only by a single scratch.
Frostheight tosses a small bag to Wen, who catches it and stands. He pockets it as he walks to his two subordinates, Marvin at his heels. He takes the Shield and these four leave the room. Frostheight takes a seat in a plush chair and thinks.

*”(Watch it, watch it)”*
<A close up on the hooded face of the limping man, followed by a close up of Adrien as he lurks, neither knowing just how close to one another they are>

*”All my friends are heathens, take it slow
Wait for them to ask you who you know
Please don't make any sudden moves
You don't know the half of the abuse”*

<Adrien lurks down a dark corridor of Beldabar’s, lit occasionally by torches>

Going from door to door, Adrien searches. He hears something, a commotion of some kind, and approaches that door. It’s cracked open, but something slams against it hard from inside, slamming it quickly shut from the force of the blow. The blow was brief, and the door rebounds, opening wider.

Adrien looks inside and sees quite the scene. Two people are cowering in the corner of a room, a man and a teenage boy, clearly his son. They look on in horror as a large man wrestles with a small woman, her skin crackling with energy whenever the handsome Beldabar tries to grapple her. A redheaded halfling in breastplate rolls on the ground, holding her ribs from just being knocked against the door. Her freckled face cringes in pain as she picks herself up and runs to assist her boss in handling the lone woman.

They push her against the bed, and a bolt of lightning strikes out from her. Beldabar moves his head out of he way just in time for it to miss him, and instead the bolt flies toward the open door, crackling with destructive force against a stone wall feet away from Adrien. River and Beldabar scream out, apparently in pain from doing nothing more than trying to hold the woman still.

---------------------------

We’re at this part of the song right now, and I’m looking to complete this song. Let’s fill this short solo with what happens next, and I’ll conclude the ‘video’ with the final verse of the song below.
Trissae, Grellik, Ozz - Post your reaction to the prompt above, and then for this solo, know that Grimgar is entering the room from behind you. What do?
Adrien - You’ve probably got all the prompting you need here. What do?

---------------------------

*”Why'd you come, you knew you should have stayed
I tried to warn you just to stay away”*

<Camera switches from the above scenes of the solo, to a group of people taking shelter near the front gates of Yartar, the Eastern entrance.>

Traders who had been barred from outside of the town, but were finally let it due to ‘bigger threats’ from the wilds, take cover as best as they can against the storm. Shields tell them about some potential safe places, and offer to lead the group to some of these locations. Many more are taking shelter in the small garrison right next to the gate, battle signs still visible from when Grimgar and Ozz tried to stop the execution.

A mature human woman, short but stout, with short wild hair and wearing oversized furs looks at the city scape with anxious, determined eyes within this group of traders turned refugees. She seems to make up her mind, and then walks alone down the dark streets of Yartar. A guard notices that she’s unarmed, and goes to warn her, but she ignores him and walks on. Before he let’s her walk on, he notices a glimpse of a strange amulet she’s wearing, a golden axe.

*”And now they're outside ready to bust
It looks like you might be one of us”*

<A shot to somewhere else in the city, Dolson Marr working with shields to help a Dazer>

A silver scaled Dragonborn helps to hold down a dazer covered with ice, clearly well advanced in his transformation. He and Dolson order the shields to hold their torches to the sick man. The dazer screams out, but still the guards hold torches to him. The dazer lashes out, Dolson tries to call the guards off of but in their fear they press their torches against the face and chest of the man as he grabs at them, frost growing where he touches.

Dolson watches as the form of the man starts to revert to normal, and he realizes its working. A torch is knocked out of a hand, and the young Shield in a panic pulls out a dagger and plunges it into the chest of the dazer. Dolson’s face falls as the storm beats down upon him, and the dazer dies. Lightning crashes above him.

----------------------

Wooo! I finally got some new inspiration! Trissae, this song is f!*~ing perfect for matching the mood of the drama of The Bogshark Fiasco. I can’t hear it without thinking about our story. Hopefully this post will help give you guys some inspiration as well, resetting just what is going on in the world, what is at stake, increasing THAT TENSION!


HP 47/63, AC 18, Init +7, Passive Perception 15, Saving Throws: Str +4, Dex +5, Con +4, Int +0, Wis +2, Cha +2, HD: 1/6 + 2/3, Insp: 0/1, SD: 4/4, AS: 0/1, SW: 0/1

Spoiler:
Adrien grabs the length of silken rope from his pack and runs to assist them, helping them tie her to the bed. "Not usually into this sort of thing, but if a lady insists."

Assuming I'm just giving Beldabar advantage, but let me know what to roll if needed.


AC 14, HP 44/61, Init +5, P.P. 11, S. DC 16, Insp: 1, HD: 6/9, BI: 0/4, 1st (4/4), 2nd (1/3), 3rd (0/3), 4th (0/3), 5th (1/1) Bard (9)

Here we are again, my sister of shadow... In the heart of darkness:

Initiative: 1d20 + 4 ⇒ (19) + 4 = 23 In case somebody tries to act before Triss

As the trio enters and they come upon the scene of Feng, all pretension to Trissae's stoicism falters. Within a flash Triss darts past Grell and Ozz toward Feng and wraps her in a hug.

"Sister!", She cries out and holds onto Feng tightly. It only takes a moment for the sickly caustic acid oozing from Feng to begin eating at Trissae, the acrid scent of the vapors whisp into the air.

Acid damage: 1d4 + 1 ⇒ (3) + 1 = 4
Triss grits her teeth as the pain sets in, determined not to let go.
"We're here... We're here to save you...", her words trial in to jumbled emotional jibberish as she works to suppress the pain.

I have more but want to see what the others do.


HP 27/72, AC 17, Init +0, P.P. 13[darkvision60], Saves: S+8, D+0, C+6, I+3, W+4, C-1, Spell Save DC:15

spoil to the izzoiler:
Grellik winces at the sight of Feng. He clenches his fists involuntarily as he looks at her, her strength gone, her mind ravaged. Blood begins to drip to the ground from his hands, and violence fills his heart toward the man that did this, and all the Gods help those who try to keep him from Brundon.

He is in his own thoughts and brooding as Grimgar approaches. He is pulled in two directions as he looks back to see their friend (enemy, betrayer?) as Trissae surges forward, and is turns back to reach for her too late.

"Trissae, no!"he shouts and rushes to her, trying to pull her off Feng athletics: 1d20 + 7 ⇒ (16) + 7 = 23 "Your mortification will not save her! Please, Trissae, do not weigh her conscience with this! We will save her, and she will return to us, but we need you with us now!"

And I as well will need to know how things play out to react more


HP: 55/71, AC: 15, HD: 4/9, Pass Perc: 16 (Darkvision 60), Init: +1, Spell Save DC: 14, Inspiration: Y

Ozz seethes in despair as he looks down upon Feng, as the deep oozing cracks in her scales. He stands in shock as first Grimgar comes down the stairs, and continues to stand immobile even as Grellik goes to pull Trissae away from the acid of their friend.


Grimgar appears at the bottom of the staircase, his step silent, his dark, wet cloak covering his body any leather armor. A bandanna covers his head.

Looking as if he's about to say something to Grellik, he is interrupted as the bugbear turns to Trissae. His eyes go wide and he rushes to help him pull his Drow comrade off of their sick friend.

"Little Spider, be careful! She is very weak, and very dangerous!"

2,851 to 2,900 of 4,103 << first < prev | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / The Bogshark Fiasco All Messageboards

Want to post a reply? Sign in.