The Curse of the Crimson Throne (Inactive)

Game Master Aest


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Giorgio's Sense Motive:
As far as you can tell, the woman seems to be desperate for help and relieved that you seem to be taking her seriously. Nothing about her behavior seems to indicate a trap.

Zellara pulls nine cards from the deck, laying them face-down in a single row. "First, we must have the Choosing. Arrayed before us is the suit of keys. Appropriate, as speed and maneuverability seem to benefit our endeavor. If each of you would be so kind as to pick a card and show what it is, the Harrow will tell you of your place in the coming events. I would usually ask what you seek, but I think I already know something of the answer."

Card 1:
The Dance, a woman dancing through the galaxy

Card 2:
The Crows, counting their ill-gotten gains

Card 3:
The Locksmith, with his skeleton key

Card 4:
The Demon's Lantern, a man drowning in the swamp and will of the wisps

Card 5:
The Avalanche, a hill falling upon a wagon

Card 6:
The Rabbit Prince, dressed as royalty and with a broken blade

Card 7:
The Peacock, a cockatrice

Card 8:
The Juggler, tossing elephants and church-towers

Card 9:
The Cricket, shuffling a deck while sitting next to a peach


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Seated to Zellara's left, Giorgio selects Card 8, displaying a performer tossing elephants and church towers. He blinks a couple of times, but holds his tongue.


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Aerodus remembers how this is supposed to go. As Giorgio reaches for Card 8, Aerodus' own hand goes to Card 3, revealing The Locksmith.

"You'll have to forgive my naivety for this. The Harrow was not something I am readily familiar with, but is this a good one?"


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

Gern frowns at what he thinks is a frivolous activity when clearly they should be moving in to kill Lamm. However, his uncle had shown him the wisdom of patience in this vendetta, and so he merely reached forwards and picked up the first card his hand fell upon.

It was the sixth card in the sequence, the Rabbit Prince. He had no idea what the card signified, but the broken blade in its hand worried him a little. It was hard to fight with weapon that didn't work.


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin moves forward to the table taking the 7th card on the table and overturning it, exposing a a cockatrice.

The ranger looks down at the card for a moment and shrugs his shoulders before turning away. "Looks like a big chicken."

The young man moves back to his position and leans against the wall. What the hells does that mean? Am I supposed to be the chicken? Or is it someone else here.


As the others selected Laijiri waited for a few seconds, then picked up the first card, depicting a woman dancing among stars. Thoughtful, she set it down in front of her, considering what it meant. 'The suit is Keys, the meaning is.. complex. I knew that this would be a difficult dance when I remained, is this where it starts or ends?' However, she also knew that what was chosen was one side of the reading. The cards that remained were indicative of something as well. Those cards had her attention.


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Litsy suddenly became aware that everyone is waiting her to choose, and she selected the fourth card completely by chance. She frowned when she saw the Demon's Lantern.

"Er... I ain't a specialist, but it sure doesn't look good."

Just her luck!


Zellara takes a glance at each of your cards and begins speaking, her voice growing both stronger and more transient as the Harrowing seems to take hold of her.

"Giorgio, The Juggler, my friend. A time draws near when rhythm and balance will be of great importance to you. Keep your steps light and quick and your success is assured. Beware the misstep.

"Soon, The Locksmith will offer you the keys to your destiny, Aerodus. Though it may be against your nature, do not hesitate to grasp them. They will serve you well.

"The Rabbit Prince. Though you’ve prepared for a long while for this moment, remember that battle is nothing if not random. Though you may be brave and skilled, take care with the knives, Gern.

"The Peacock represents the passage of time, and the shifting of attitudes. Though I ask for decision and action, you would do well to hesitate and consider. Kazaradin, not all is as it seems in your future.

"Laijiri, The Dance. Staying in step seems wise, but the patterns you see do not represent the greater good. Step out of them at your peril, but know that your actions may save lives.

"Ah, Litsy, the Harrow shows only vagaries here, not the details I would like. There may come a time when your actions run you afoul of those in authority, and victory may seem impossible. Do not fear, for the Demon’s Lantern also represents a guide at the perfect moment."


”I will need those back to perform the Spread, if you don’t mind.” Zellara gathers the cards from you and shuffles nine times, each time bridging the cards perfectly together. ”The Spread will help you understand where you came from, who you are, and what your fate will be, as a group.” She swiftly deals nine cards, face-down and in a square.

”The first three help us understand how our fellowship arrived at this point. “She flips the first column over (The Teamster, The Cyclone, and The Crows) and points at The Teamster. ”A driving force none of us could ignore; Lamm. We have all suffered at his hands, but you have grown from it. Alternately, I used his name, and you came.She pauses for a moment, and her hand rests on The Cyclone. [b]” A disaster none can escape. This is not natural, but something manufactured. A complicated card, and one the mists of prophecy obscure. “ Her finger reaches out and touches The Crows lightly. ” Shocking loss for all. For me, my son, for you, friends, family, or a personal injury. Together, these cards show our collective pasts, and strengthen us for the future.

Zellara quickly flips the middle column over (The Unicorn, The Foreign Trader, and The Brass Dwarf) and a smile grows on her face. [b]”The middle column reveals much about our present. For example…” Her finger taps The Unicorn lightly. ” Haha! Lamm, though he knows it not! The Unicorn offers what the subject seeks, and we all seek vengeance and justice, do we not? “ She pauses again before lifting The Foreign Trader to look at it more closely. Finally she continues. ”I must respect The Foreign Trader, for in this position, he is a Merchant Prince. He represents our agreement here, for I see it will conclude satisfactorily, and yet will have impacts on our lives beyond what it offers.” She points at The Brass Dwarf. ” Two readings, but the alternate rings truly to me. A dark fate for one who’s long eluded it. His fate will save many from greater danger, but it is not without risk. In these cards I see success, and yet at the same time, both more and less for our fellowship. Satisfaction, perhaps; Fulfillment, no.”

Finally, and slowly, she reveals the last column (The Twin, The Uprising, and The Peacock). ”These cards represent the coming days, weeks, and months. “Her lips draw into a tight line and then relax as she sets The Twin down. ” I do not believe this card will do its worst. Under different circumstances, its revelation here could reverse the entire reading, but here it means duplicity, or perhaps indecision. Beware the two-faced ones!” Once again, a long pause, and then she places a hand on The Uprising. ” A strong card at its strongest in that position, and why I trust The Twin. In the coming days a force stronger than you all will rise. Resisting will bring only suffering; you must roll with it.” Finally, she holds The Peacock up, moving it around for all to see. ” A shift in society, and not for the better. Simple to read; chaos where there was order, and order where there chaos could have helped. The future is grim, but it can be survived with fortitude and grace.

This concludes our Harrowing. Know that Fate is with you this day. Please, make Lamm pay for his many wrongs.”


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

Keep track of what card you picked during the Choosing. You each get a Harrow Point for that card, as well as one each for The Crows and The Peacock, which appeared during the Spread, for a total of three. You can use Harrow Points at any time during this book in one of the following ways.

Dexterity Rerolls: Spend a Harrow Point to reroll any one initiative check, Reflex save, attack roll modified by Dexterity, or Dexterity-based skill check. You must abide by the new result, although you can reroll again if you have Harrow Points remaining.

Dodge Bonus: Spend a Harrow Point to gain a +1 Dodge bonus to your AC for one encounter. You can spend up to three Harrow Points per encounter in this manner.

Speed Increase: Spend a Harrow Point to increase your base speed by 10 feet for one encounter-you cannot spend multiple Harrow Points on this in one encounter.

There are also some bonuses for your card during the Choosing. I’ll let you know when they apply. This information will be in the Campaign Info tab as well.


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio sits quietly for a few moments, taking it all in, and...was that a feeling of something settling on...no, probably not. Well, maybe. But, first things first.

"Thank you, Zellara. That was very informative, in general. At this point, I think I'd like information in specific; the neighborhood, entrance into Lamm's lair, who all is in there, that sort of thing. I'm practiced enough at altering my appearance that it should defeat a casual glance, and can see better in twilight conditions than...than most others. It's not foolproof, but it certainly seems like a better idea than running in blindly."

"Also, I think, if it comes to violence, we won't have the guard on our side. It seems like every time Lamm gets mentioned to them, they hold their hands up and shrug. I don't feel like we can count on any help from that quarter."


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Aerodus nods and looks at Zellara and at the harrow deck. He had received a reading and he was, for the most part, pleased with the outcome. The keys of my destiny...

He stands up and looks at his compatriots. "A fine reading as ever there has been. And it only reinforces my determination to seek out Lamm for the crimes he is committing and has committed." He looks to the door, knowing that somewhere out there, Lamm was on the loose, his Imperia somewhere with him perhaps.

"We must find him and bring him to true justice."


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Litsy felt really uneasy when Zellara mentionned that their actions could literally bring chaos in society.

Well... These predictions aren't very comforting.

However... She didn't want to be demoralized by some possibilities. Future was unstable, always changing. She wanted to focus on the present: Gaedren had to pay, Fang had to return, were things that she could understand. As for the "shift in society"... Well, one problem at a time.

She nodded at Aerodus.

"Sure. But, like Giorgio, I think we should gather some informations first... Gaedren isn't alone, and Korvosa seems to be filled with deals and corruption, if some of Gaedren "associates" may decide to stab us in the back themselves... What do you think?"


Seeing that Giorgio is looking for information about Lamm's hideout, Zellara speaks up again. Her voice seems tired, as if performing the Harrowing has taken a lot out of her. "The address is #17 Westpier. It's a few streets to the north of us, and the fishery is right up against the waterfront. I only had the courage to go down that street once. There's an old ship in the back, and it smells atrocious. Beyond that, I don't know much. It was a few weeks ago when I scouted it out. I feel exhausted. I'll bid you good night; there are beds upstairs if you'd prefer to sleep before you go after Lamm."


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Aerodus looks to Zellara and nods. "Rest easy, Lady Zellara. Thank you for your help in narrowing everything down and the insightful reading. Well, do we rest, or do we go and bring this man, and I use that term loosely, down?"


Laijiri looked at the others, waiting to see what they would decide. "I support the group in their decision, however, I do still have to return my goods for the night. This outfit--[b]" she gestured to the colorful scarves and various other things that she wore. [b]"--is mostly for show. Should I meet everyone back here?"


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

"I think that's agreeable. I'd like to proceed immediately, but I know few were fully prepared to take Lamm on like I."


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

Gern was a little uncomfortable around mystics at the best of times, and here was this slip of a lass telling him about the fickle nature of combat. Fighters tried not to jinx their lives with thinking about the problems of battle. Gern in particular tried to rely on skill and good armour to negate luck as much as possible.

Still, the girl felt she was helping and so he repspected that.
"Aye lass, thank ye' for tha words and tha readin' o' the Harrow. I'll keep a wary eye ter be sure"

"As ter Lamm, I be ready ter go now. But ifn' the rest o' ye need some more time, then I'll wait. Dinnae be too long though, fer he's sure ter catch a whiff o' somethin' brewin' if we dinnae move this night."


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio nods. That's a good point, Gern. He looks around. How about this - we put our heads together now, see what we all know about the place and area; then those of us who feel comfortable scouting the place out will do so, and we can reconvene at, say, midnight? That should give the scouts enough time to do their thing; we can work up a quick plan, and be in before sunrise.


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

" I agree with Giorgio. We must move and strike quickly, but we must have knowledge of our target. Some of us could begin to scout now and the rest of you prepare for the attack on Lamm."


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

"Okay... So, I guess I'll be scouting.

Hoping that nobody'll notice me.

"Should I go alone, or is someone coming with me?"


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

"Hm. Here's what I think we should do. We'll all meet up about two blocks south of the fishery, which isn't far from here. Tiny can sneak about as best suits her style to check out the physical space; I'll throw together a disguise and hit the taverns to get some information on who or what Lamm has inside. If either of us get into trouble, we'll come back to the group. That should also give everyone some time to get changed, get some extra gear, and do whatever other prep work they need. We'll meet back up before midnight, and get started within the hour after that.

Giorgio rises, already moving around the room, gathering odd little assortments to change his appearance - candle wax for facial warts, ash and soot to darken his hair, and so forth. "If there are no objections, I'd suggest we get moving. The night is long, but time waits for no-one."


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

"I will go with Tiny, I am not as quite as she probably is so I will scout from the street and help her if needed.


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Aerodus looks at Giorgio and nods. "I can probably assist you with information on Lamm. I may be of the temple, but I know my way around words and getting people to talk."


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio nods at Aerodus, then looks around at everyone. "Two by two by two, then? Gern, would you mind walking with Laijiri? Laijiri, I'm sure you likely don't need an escort, but it feels safer to me than having a lone dwarf loitering on a corner of a dark street."

If everyone is agreeable, he spends a few more minutes finishing his rudimentary disguise (Disguise takes 1d3 x 10 minutes to use) then nods to Aerodus. "Thanks for your patience. Ready when you are.


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

"I'm good ter go" the heavy set dwarf stated simply. He hefted his axe and slung his shield across his shoulder. No need to promote to all who saw him that he was ready for battle.

"I'll go with the wee lass as she goes a scoutin'. She can tell me where I ought stand as ter give her tha best placer ter run to should trouble pop up."He smiled at the small strip of a girl.. Tiny she had said to call her. "Nae fear lass, I'll take care of ye as if ye was me own clan this night. Tis a grudge set for me own family that I plan ter set right here. All those with me fer that as me clan for tonights work. Ye just call and I'll see to it anyone as is givin' ye trouble thinks twice"

Gern will follow Litsy out into the streets and assist her with intimidate if she needs it. He'll help her with violence if it becomes essential. When we get close to Lamms he will unsling his shield and get it ready. If any guards come across him then, he'll just have to wing it.


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

Okay, so the plan is for Giorgio and Aerodus to go tavern-hopping for information, Gern, Kazaradin, and Litsy are heading to #17 Westpier to scout around, and Laijiri is going to meet the party here when the scouting is done? Making sure everyone's on the same foot, more or less.

DM Screen:
1d20 + 5 ⇒ (4) + 5 = 9


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Alright!

Litsy smiled to Gern.

"Thanks. Lamm had better watch out!"

She then realized that Laijiri would go alone.

"Nonetheless... Are you sure that Laijiri would be safe? Isn't that risky?"


Despite what they had discussed, and the topic of discussion, Laijiri was not too concerned-- well, no more than anyone would be-- about walking the streets of Korvosa alone at night. She had some tentative connections, and in this case, it was not odd for a fortune teller to visit another fortune teller. Still, she intended to keep an eye out on the way back.

She did appreciate Litsy's concern, though. "I'm not without a few tricks", she said with a soft smile, a mental touch urging the viper that had been wrapped around her neck under the scarf to poke its head up to look at everyone before putting its head back down. The smile became a small smirk as she added, "and then a few more. I'll be fine." Her share of what she made today had to be turned in, and her accoutrements returned. Part of the job.

"I'll be back shortly," she told them, pausing at the door. "Don't have too much fun without me."
_______________
Sounds like a plan.


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

Okay, if we're somewhat agreed on the plan, I'll start putting pieces into motion.

Giorgio and Aerodus: The two of you step into the crisp air. The closest tavern, and the one most likely to offer you the information you seek, is The Bailer’s Retreat. Giorgio remembers being there a few times, and he remembers the two different clientele; the recently-released convicts from Citadel Volshynek and the guards who put them there. It’s a loud, rough alehouse, the kind where it would be difficult to be overheard even if there wasn’t a brawl, which there often is. Even better, the clientele seem like the types that might know something about Lamm.

Litsy, Kazaradin, and Gern: As the three of you step out into the cold Pharast night, the darkness presses in around you. It’s quiet on your trip north, toward #17 Westpier. Even the guards seem to be looking for warmth, and there are few Korvosans to be seen. The stench of rotten fish announces the presence of the fishery when you’re still a block away. Looking around, you can see that much of the neighborhood is old. Weeds grow in the warehouse yard next-door to Lamm's supposed hideout, and refuse seems to have been spread around without a second thought. Only a few alleyways break up the road, which is the only part of the neighborhood in decent shape. [ooc]You are about a block from the old fishery, on #17 Westpier.

Laijiri: The night air is still and cold as you bid your co-conspirators farewell, and you begin the long walk home. Clouds hang low over the city and fog is already setting in, and many of the streetlights are out. After a few minutes, you see a group of children dart across the street, out late and singing the songs street urchins sometimes sing.

Laijiri: DC 19 Perception:
As you approach the singing children, you feel a small tug on your fortune-teller's outfit. Looking down, you see a small boy, no more than six or seven, standing on the tips of his toes with his hand in one of your pockets. He's dressed in rags, and despite his best efforts, his shivering seems to have given him away. For a moment he continues fishing through your pocket before he looks up to see you looking down. Please, ma'am. If I come home empty-handed, he'll beat them all. I can't let him do that again.

DM screen:
1d20 ⇒ 19


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Just to get some of the rolls out of the way...

Disguise: 1d20 + 5 + 5 ⇒ (17) + 5 + 5 = 27; second +5 is for disguising minor features only.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

Gern stood patiently in his position at the head of the nearest alley way. Dwarves could stand still for a very long time when required to. He watched the wharf area carefully, looking for signs of trouble and generally appearing as tough as he could be

perception 1d20 + 2 ⇒ (14) + 2 = 16, intimidate if needed 1d20 + 6 ⇒ (17) + 6 = 23. Note Gern has dark vision to assist his perception if needed.


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

On the way to The Bailer's Retreat: Giorgio seems to have completely changed his appearance, becoming older and more weathered, like a dockhand. As Aerodus and Giorgio navigate the streets, the lyrics of bawdy drinking songs fill the air. The Bailer's Retreat features bars across the windows to keep the fights from spilling out into the street and a secretive, conspiratorial atmosphere somewhat ruined by frequent guard visits.

#17 Westpier: After looking around and taking advantage of his dwarven Darkvision, Gern is unable to see any movement on the street. In fact, the only lights coming from the direction of the old fishery are a faint one in a window next to the main doors of the fishery itself and one in the upstairs of the warehouse next door.

Laijiri: After a few more seconds of walking, your belt starts feeling lighter. The sound of laughing, scampering children moves off, heading west down one of the city's many sidestreets.


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

"Are you seeing something?" Litsy whispered to Gern.

Her shortbow at hand, she also peeked in the streets, trying to evaluate the different entrances of the house, and to locate possible guards.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

As they near the The Bailer's Retreat, Aerodus looks around cautiously. Perception: 1d20 + 3 ⇒ (20) + 3 = 23 Looking at Giorgio. The persons change was radical, and if he didn't know better he'd have sworn that they were a different person.

"Right, I'll talk to the guards. Just try to lay low and ask indirectly, okay?"


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

The Bailer's Retreat: Inside the tavern, a squad of four guards sit near the counter, talking with one of the two barkeeps and occasionally pointing at one of the ex-convicts. "And him! I searched for two days after that robbery, and when I found him with the goods he was still in the attic above Orkatto's! Really threw me for a loop, ol' Kelrick did!" The guard gives a quick wave to the man in question, which is returned with an obscene gesture. While everyone seems to be drinking out of mugs, the guards' mugs seem to be smaller, and a little steam wafts from them. On the other side of the tavern, a group of toughs play cards. One of them looks up at Aerodus and Giorgio as they enter and spits eloquently on the floor.

#17 Westpier: From the angle they're at, Litsy and Kazaradin can see three possible entrances (discounting the windows, which are covered with rotting shutters). A set of old double doors open onto the street to the west, with a chain holding a rotten plank suspended above them. A flickering light is partially hidden behind the deteriorating shutter of the window next to that door (A1). Another set of double doors, with a heavy chain run across them, open onto a wooden walkway leading out over the bay below, and at the end of the walkway is another door, similarly secured (A2). Around the corner you can see a few planks, perhaps another wooden pier leading around the south side of the fishery (A3)? There are no guards, city or criminal, visible from outside.

The Old Fishery Map:
The Old Fishery
Please don't move the roofs. they're covering up the interior.


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

Giorgio grunts an affirmation to Aerodus, casually grinding the spittle under his bootheel before stumping off to loiter with some of the ex-cons, attempting to steer the conversation towards the idea of how young some folks are coming "into the business" now.

Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

The Bailer's Retreat:
Stepping in, Aerodus looks around and notes never to come here for anything more than business. Not the place he likes. One could almost smell the lawlessness in the place, despite the guards present. But he was here on a mission and steps over to the guards.

"Excuse me, good sirs." He is talking to the guards and the bartender. "I'm interested in things going on around here. See, I'm thinking about helping the folks around here, and I'd like to 'get the lay of the land' as it were. If there's anything I can do to help..." Diplomacy: 1d20 + 6 ⇒ (9) + 6 = 15+2 while dealing with the guards


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

I see... Well, guess that Gaedren was already expecting some visit. It won't be easy to sneak in.

"Can't really see an entrance from there. Every door is guarded. But with a diversion, maybe...?"


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

The Bailer's Retreat: As Giorgio begins asking about newcomers in the criminal underworld, the man who'd been pointed out by the noisy guard grabs his shoulder and guides him onto the bench, sitting beside him. Despite his eyes being only a foot away from Giorgio's warts, he doesn't seem to be able to tell they're fake. "Newcomers, bah! None of these new so-called 'crime lords' are worth thinking about. Granted...That Bavarsi man runs his business well, but it's almost all aboveboard, just a little shady stuff." He says this last with a conspiratorial wink and a lowering of his voice. " Still, though. Lamm was the king of the game. The king, mate. Even that lot..." he gestures rudely at the guards again, "couldn't do slop about him. See, watch this. Hey Jantiul, you give up on Lamm yet?" This evokes a laugh from the ex-convicts as Jauntiul returns the man's obscene gesture.

As Aerodus approaches the guards, the smell of coffee overwhelms the stench of beer. The oldest guardsman responds to his question. "Name's Jantuil, friend. So, the Bank of Abadar's interested in keeping law and order outside its doors, eh. 'Bout bloody time." One of the younger guards interrupts. "Send 'im after the laughing man! I don't want to see that one again without a full squad. Maybe some dogs, too!" Jantuil scowls at the interruption then nods his head. "Yeah, the laughing man's trouble alright. We were hoping he'd come in tonight, but looks like he's got elsewhere to be. He got caught by a patrol a week ago, wouldn't stop laughing, even when he killed Rogen. Best be wary around him."

Outside of #17 Westpier: Just as Litsy whispers to Gern and Kazaradin about a diversion, the double doors open, bathing a small section of the street in light. Out steps the figure of a man, dressed in a high-collared coat of the kind favored by Korvosa's nobility thirty years ago. He runs his fingers through his hair, looking around quickly before stepping back inside and closing the door behind him. A few seconds later, the light flickers out, followed momentarily by the one upstairs in the warehouse next door.

Kazaradin:
As the man steps out, a shiver runs through your spine and you feel a burning sensation across the right side of your face. You recognize the man. Yargin, as Lamm's accountant (among other things), as well as the man who brewed acid for him.

"Wren" Kalena's House: As Laijiri enters the house of her Cerulean Circle contact, "Wren" Kalena looks up. "You're late. Did you bring your fee for the week? What's new on the streets?" "Wren" is an older Varisian woman, with greying hair and a plump figure, and she serves as a fence and contact for the Cerulean Circle.

GM Screen:
Dice #1: 1d20 + 4 ⇒ (17) + 4 = 21
Dice #2: 1d20 - 2 ⇒ (10) - 2 = 8


With Wren:

"I heard that there was another fortune teller. I went to be courteous," she said with a smile as she dug in her pocket for the money she had made. She never had any issue with Wren at all, since she was the one that got her the loaner Harrow deck that she was using, and did not try anything funny with her that she noticed. "I wonder how many fortune tellers there--" She cut off with a frown, her hand not finding the money that should have been there.

Thinking, she sighed, getting upset at herself for not noticing, and upset at the children for taking her for a mark. "Those little... I got my pocket picked," she said with a growl of realization. With a bit of admiration, she grudgingly gave credit where credit was due. "I don't have it now.. 'Bunch of kids picked it off from me on the way here from Zellara's."

Sensing her agitation, Nagha looked up over the scarf to nose her cheek, and Laijiri raised her hand to pet the viper, calming the both of them.


Male Dwarf Fighter 1, Init:+1; AC 18(T12, FF 16); HP 15/16; F: 4, R : 1, W: 2 (+3 to saves vs magic, poison, spell like)

"Seems to be that the lads in there are lookin' ter sleep at last" Gern whispered, though not as quietly as the humans seemed to manage.

"Now's tha time to check the place lass. Go slow and go quiet. I'm thinkin' that this scunner taint leavin' his home defenceless. Ifn' he has a guard dog, or worse, you come a runnin'"

The dwarf twisted his axe in his hands as he said so and grinned at his two companions, hoping to reassure them somewhat.

"Dinnae take any risks though! This filth has played tha game fer many a year now. He'll ken sometin's amiss ifn' we tip oour hand ter him. I've waited to long to avenge me brothers death to have Lamm slip away cos' we kicked a bottle or sometin' similar"

Gern keeps a keen watch on the two scouts if/when they approach to get a better look at the place.


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

The rogue nodded, smiling under her large grey hood.

"If we didn't want to take any risk, we wouldn't be here in the first place. But don't worry, we'll be very silent."

Litsy turned to Kazadarin.

"I think we should part ways... I'll get closer, and see if there is any possibility of entrance at the forefront of the house. Would you like to go see that bay down there?"


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin nods his head in the deep cloak as he continues to look towards Lamm's lair."Ok. Be safe"

The ranger slips from shadow to shadow as he attempt to circle the target in an attempt to view the sea ward side.

Stealth:1d20 + 6 ⇒ (2) + 6 = 8


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

The man Giorgio was pretending to be gave a great deep harumph. "What do you mean, 'was'? It's not like he's moved on, now, has he? Or did one of those kids finally wise up and drop him in the river for the devilfish?"


Male Human Cleric 1, HP 9/9, AC 14 T 10 FF 14, Fort +4 Ref +1 Will +6

Aerodus tenses as the one man talking with Giorgio pipes up loudly, noting a similar reaction with Jantiul. "So this 'laughing man' is Lamm, yes? And you're having trouble with him? Well, I'm certain that that falls under the interests of the Church. A murderer and crook is not good for society, or business in general." He scratches his chin and thinks for a moment.

"You say you were hoping he would come in here tonight? But he didn't? Where do you suspect he primarily operates from? Even just a street name could help the Church with it's own investigation."


The Once and Future Kingmaker Battle Maps, Kingmaker: Svetlana's Tale Battle Maps

The Bailer's Retreat:" Nah, he 'asn't moved on, more like the game's moved on around him. Lamm used to be the real deal, evaded the guard AND the Cerulean Circle's enforcers for years, murders right under the guard's nose, the works. He had some of the best in the city working for him. City's moved on, it has, and he hasn't realized it's time for him to do the same. Now all he can do is run his orphans, and barely even that. He's washed up. Old. Still a name that has some weight with the law-abiding types, though, and I suppose he's still a little dangerous, just not like he used to be." The man spits again before taking a drink from his tankard.

"Lamm? Nah, like I told that bloody thief Kelrick, we've given up on him. We think the laughing man is a half-orc, and we think-no, we know-that he operates only in this ward. Look, you seem like a decent sort. Like I said, I'm Jantuil. If you're ever around Citadel Volshyenek, see if I'm around. And in all seriousness, stay away from the laughing man, unless you've got friends." Jantiul finishes his coffee, reaches for the ax he left conveniently within hand's reach on the counter, and starts walking for the door. "Alright, Rogir. We're off on patrol, but we'll be back in half an hour. Don't let these thugs get out of hand before then, y'hear?" The other guards follow him toward the door as the bartender nods toward them.

#17 Westpier: As Kazaradin works his way down the street to view the south side of the building, he can just make out the shape of a door, perhaps fifteen feet out over the water. A narrow pier leads there and beyond, old, slippery boards falling apart, especially further out. In the distance, a hulking shape looms out of the night's fog. As he ducks into a shadowed place, the hilt of his greatsword scrapes across a stone brick with a screech. In the still night, it seems deafening, but after a moment of listening, he can't hear anyone reacting to it, and neither can Litsy or Gern.

"Wren" Kalena's House: "Now, dearie, I know this is going to be hard on you, but orders from the top are to report anything like this. If it was one of our boys that got your coins, you only owe them a finder's fee. If not, you still need to come up with the money."The old woman turns away. "My standard policy is to wait a day before I make a report. If you get the money to me by then, no-one has to know. Of course, make trouble for me, or make this a habit, and we'll need to have a talk. Now, take a pastry and get out of here, and don't forget, next time, news of what's happening on the streets. Ol' Wren doesn't fly as well as she used to." She turns, holding out a jar in her aged, weathered hands.

GM Screen:
Dice #1: 1d20 + 8 ⇒ (2) + 8 = 10
Dice #2: 1d20 + 8 ⇒ (5) + 8 = 13

Player Rolls (You can Look):
Kazaradin Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Gern, Kazaradin, and Litsy, for reference,here is #17 Westpier. If you're going to be on the map, you should be able to put your avatar picture where you are. Let me know if you can't move your figures for some reason. I'll open rooms as you enter them. Also, I'll be keeping a list of NPCs, with a brief description of them, in the Campaign Info tab. That should be up in the next half-hour or so.


Female Human CN Unchained Rogue (Discretion Specialist) 2/ HP 18/18/ AC 16/ T 14/ FF 12 Saves: Fort +2/ Ref +6/ Will +1/ Perception +6/ Ini +3 (/4 if acting in a surprise round)

Litsy waited for Kazadarin to walk away, then she stepped out of her hideout, and started approaching the bulding. Her swift silhouette quickly melted into the darkness of the night, while she tried to be as silent as possible.
She passed by the double doors, avoiding the windows, and, still hiding, she quickly ran her eye around her.

Better not staying here for too long!

Stealth: 1d20 + 7 ⇒ (16) + 7 = 23

Just for fun guys!:

Spoiler:
Sorry, but this is too fitting! Youtube!


Male Half-Elf Inquisitor (Infiltrator) 2; Harrow Points 3; Init:+4, AC:15(FF:13/T:12), HP:13/13, F:+3 R:+1 W:+6, Perception +10

"Here," Giorgio said, sliding another drink in front of the man and collecting the empty to sit in front of him. "Have another. It's thanks for the conversation. So, sounds like one would have to be daft or desperate to be on his crew, then, eh?

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