CCC-UK-4: Bourne of Candles (Inactive)

Game Master Aeshuura

An ancient legend, a missing wife, and a broken heart that time won’t mend.

A Four-Hour Adventure for Tier 1 Characters. Optimized for APL 4.


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Male, LN Half-Orc, Paladin 2nd/Barbarian 3rd | HPs 52 | AC: 16, 18 w Shield | Init: +2 | Saves S:+3, D:+0(adv**), C:+3, I:-1, W:+2, C:+4 | PP 10

Gorum nodding at Zdravko’s suggestion but is only slightly suprised at Mender’s reaction... until his wings come out. Gorum is taken aback unsure of how to handle the situation and then Mender disappears to be heard on the other side of the door.

Looking at Io, Gorum’s expression seems to be asking ”Uhhh what the hell do we do now?” The Paladin, calls through the door ”Mender! No! This is not the way!”

would have been pretty cool if I’d gone with the 3rd level Paladin. Would have had a really nice ability for defusing situations like this.


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

Io is unsurprised at Mender's reaction after all these weeks traveling with him. To Groum, Well, this is one way to see the guy. Maybe it's not that he refuses to see us, but that someone else controls him? Eh what's the worst that can happen! he asks, knowing full well what it is.

If the door is fully closed, Io will open it (normally, not gently or forcefully). His hand is on the hilt of his rapier, but he's just waiting to see how things pan out.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

nothing with my diplomacy roll?


Male, LN Half-Orc, Paladin 2nd/Barbarian 3rd | HPs 52 | AC: 16, 18 w Shield | Init: +2 | Saves S:+3, D:+0(adv**), C:+3, I:-1, W:+2, C:+4 | PP 10

My comments was directed toward Mender. Quen, you had a decent roll for diplomacy before Mender went into action and it seemed to have not worked. I’m sure the difficulty of that roll has increased at this point. Honestly, I’m not sure how Gorum could “defuse” the situation at this point.


Zdravko saw his mission quickly failing, and pulled to mind the only thing he thought might turn the tide...

Ready a Hold Person spell on Mender with trigger he attacks the butler.

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Sorry, I missed that post, must have been while I was called away in mid post or something. This situation is one that is a little railroady, we will say that it looked like the man was still not going to let you in, but the dividends may be further paid at the end if you are all successful, however, Mender's actions have kind of knocked you all back a step... ^_^


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

Hmmm well if that's the case....Persuasion to defuse both Mender and the butler and if I can't pick both just the butler: 1d20 + 4 ⇒ (15) + 4 = 19

After Io walks in (assuming he could), he thinks about it for a minute, but then does try to calm everyone down, asking Mender to hold on just a minute, let's be reasonable and talk this out. And to the butler, he stresses the urgent need to meet with the Bourne, after all there's a reward to collect and after all the curses they've helped lift, he would very much like to ensure that this fellow isn't likewise affected.

Whatever he can verbally throw at this dude to try to reason with him, or get the reason why the lord won't meet with us.

Perception in case I dunno there's some clue as to the Bourne's reluctance?: 1d20 + 3 ⇒ (17) + 3 = 20

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Will wait for Mender's response to this. If he continues, there is likely no amount of diplomacy will work and may even threaten the outcome of this module. We will see. I am curious as to Mender's wisdom... and whether he even cares about the outcome. I know the player does, but the character... not so sure.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

The cleric will shoot a glance at the aasimar.

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BTWs...

The door is still open, as Mender would not have been able to misty step to a place he cannot see. So all of you are able to see what is going on.

The chamberlain is between you and Mender, and the guards are coming up behind Mender soon. (He can hear them and the shink-shink of their armor as they move.)

The attendant turns to you all outside and says, Please take him, or the castle guard will have to forcibly remove him. His actions are reprehensible!


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

Sorry, looks like my post was eaten.

Sighing, Mender leaves.

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Confused by the aasimar's sudden change in attitude, the chamberlain watches Mender leave and closes the door behind him, pausing only to look at you all and saying, Look, I am sorry, but I can do nothing without the Bourne's approval. I will inform him that you are here, and that you have information that you think he will want to know. Where are you staying, that I can send word, if he changes his mind?


Male, LN Half-Orc, Paladin 2nd/Barbarian 3rd | HPs 52 | AC: 16, 18 w Shield | Init: +2 | Saves S:+3, D:+0(adv**), C:+3, I:-1, W:+2, C:+4 | PP 10

”Uh, is there an inn? You can tell him we’re gonna look into his missing wife too if that like gets any fires in him.” the Paladin says still on his heels from the situation.

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The man cocks his head, You heard about his tragedy? After 15 years, I do not hold the same hope that my master does. But if the gods smile upon you and our lady is, somehow still alive, I assure you, that the Bourne would open his doors to audience yet again... I dare not hope.

He points down the road, There is Tavern called the Broken Pot, down the road. You probably passed it on the way here, it is the local public house, with the cracked pot hanging above the door. They have a few rooms available there. Tell them that you are here on official business and that Gareth sent you. They will give you a discounted rate. Gods speed to you...


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

Mumble some thanks and slink off to the Inn!

So. Underwater expedition anyone?


"We'll be back, Gareth..." Zdravko promises "...and ye and the Bourne'll be happy for it, you'll see. We'll make it worth yer while, show ye a taste of the ol' Sword Coast diplomacy." he waves and gets going.

Think there was a small boat available.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

The cleric thanks the servitor for his help and offers an apology for the aasimar as he heads to the tavern.


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

Yep there was Madge's boat. Well her husband's boat. OK so we have the Ruins of Northkeep under the water, and the knowledge that the Bourne's wife disappeared on the shore. Do we know her name? Do we have any spells that can help us exist underwater? Or even any equipment that can help?! Maybe we can poke around the little town.

Grand Lodge

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Madge didn't mention her name, but if you ask, she is likely to know... Unless dementia takes hold... ;)


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Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

Hahaha ok. Well how about this team, we stop by Madge's to, you know, update her and make sure it's still okay to use her boat. And ask what the Bourne's wife's name is (side eye to the GM lol), and THEN take off for the Inn unless maybe we can stay another day at her place? Save some cash, but then there may be more information to gather in the town.


Ah, missed the 'underwater' detail. I don't have anything for that, no.


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

Not a bad plan Ionnis, although I would say we should rest then head out to the underwater area, if we can come up with waterbreathing.


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

Oh yeah, the intention is absolutely to pass another evening here (wherever "here" ends up being). But I think we need to visit Madge again, tonight or tomorrow, just to iron out some details. Gonna be difficult to find a woman if we don't know her name or what she looks like! Water breathing would be great. Even medieval scuba gear would be great, not sure that exists here (!!). But there's always a chance some shop in town has something useful.

Or maybe one of us who is not Mender (!!) could go back to the Bourne's place and ask about the wife to the guy who was at the door.

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Just let me know how and when to proceed.


Agree with Io's plan, Madge then inn.


Male, LN Half-Orc, Paladin 2nd/Barbarian 3rd | HPs 52 | AC: 16, 18 w Shield | Init: +2 | Saves S:+3, D:+0(adv**), C:+3, I:-1, W:+2, C:+4 | PP 10

Gorum remains fairly silent as we head back to Madges. He is intentionally avoiding looking at Mender. It’s quite obvious he is not happy with the Aasimar but has remained silent.

Adventure on a boat, Gorum is all for it. Adventure underwater without some kind of assistance, that’s another thing entirely.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

made, i soaked in it


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Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

What?!


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

OK, the four merry adventurers skip back to Madge's. OK maybe that's just how it went in Io's head. We tell her how it went ("Um, you're right! He would not have an audience with us, we tried our best."). And then we ask her if we might bother her for a few more details about the Bourne's wife, such as her NAME, and maybe if she knows what she looked like? Hair color, tall or short, round ears or other, that sort of thing. And finally with a very gracious attitude (quick glance to Mender), we reaffirm we can borrow that boat.

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Okay, it seems that the idea is to head back to Madge.

You return to see Madge hanging strips of seaweed on a hanging twine outside her house. She looks up, noting your approach and chuckles, He wouldn't see you, eh?

The old beachcomber arches her back, stretching her tired bones, So, what now?

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Upon Io's query, Madge screws up her face, wracking her old brain, Hmm, what was her name?

It takes so long that you are afraid that she might have fallen asleep on her feet until she blurts out, Lady Lenedriel! Tha' were her name! I would've called her Lady Lenny, but I doubt our good lord would have thought kindly o' that, eh?


HP 31 (31) | AC: 15 | Saves: Str: +1; Dex: +2; Con: +2; Int: +0; Wis: +2; Cha: +6 | Initiative: +2 | Spell Slots: 2 (2) | Healing Light: 5 (5) | Healing Hands: 1 (1) | Inspiration: [ ]

"Can you describe her to us?"

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She was a beautiful young lady, with hair o' spun gold, she was. I'd say a fair 15-odd years 'ave passed, so maybe the stress o' the years may 'ave changed her a bit, now. Madge replies as she returns back to hanging strips of the sea flora.


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

That is helpful for sure. Lady Lenedriel, blond hair, pretty. OK! So...ask Madge if she needs help with anything (at least we got one person on our side) and then head off to that inn/town.

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If there are no further questions for Madge...

Madge smiles at Io, Oh, I am alright, dearie. Take some of the crab before it starts to go bad and stinks up the beach...

You bid the old lady a good day, and you can hear her singing an old folk song over the sea breeze as you head back down the road to the local pub.

The subsequent day and evening are relatively uneventful. You find that the village folk are a hard-working and sturdy folk. The barkeep invites you in and at the mention of the chamberlain, he offers you rooms at 2 silvers each, but you need to double up, because he only has 3 rooms.

The food is middling, and the ale is weak, but the townfolk are welcoming, and moreso, if you mention the defeat of the witch of Wayward, the barkeep gives you a round on the house.

Many of the townfolk are incredibly superstitious, making a sign of either Torm or Helm when any mention of witches arises.

Charisma (Persuasion) DC 12:
Through conversation, you learn that about a year before the tragedy that happened with the Bourne and his new wife, Bourne Casrob had brought in a trio of clerics from Mulmaster to destroy a coven of witches that were plaguing the area. Some believe that one of those dark fae whisked the Lady away as vengeance for that affront!

You are free to make any preparations. Water breathing potions are available in the AL Players Guide for 100 gp each. Also, remember that you each have a free healing potion (use it or lose it) and same with inspiration. You could also conceivably purchase a scroll of water breathing
(300 gp) that could catch everyone with one casting, but there is a risk of failure on that one.


Male Half Elf HP 10 | AC: 15 | Saves: Str: +0; Dex: +1; Con: +2; Int: +0; Wis: +5; Cha: +4 | Initiative: +1 | Spell Slots: 0 (2) | Inspiration: [ ]

made used to be the name of a spokesman for Palm Olive


Inn

The wizard drained his ale fast like any good dwarf, standing and belching to get everyone's attention, and slamming a few coins down as well "Round for any who can tell us o' the Northkeep Ruins!"


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

Persuasion: 1d20 + 4 ⇒ (16) + 4 = 20

Witches everywhere! He recounts to the group what he learns, about Bourne Casrob eliminating witches from the area right before his wife went missing. And he is hopeful Z's prompt might help out. And of course once witches are brought up, the tale is told about defeating them east of here (or whichever direction it is).

Otherwise, heck yes, potions of water breathing are purchased. Io has enough to buy 2 if someone is short on cash, otherwise he just buys the 1.

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One fellow says, That'd be out past the East Rocks, but a boat'd be needed to get out there. Surf could be rough, so I hope y'all are strong swimmers, if ya are thinking of heading out that way...


I definitely can't afford a potion, but would want to make sure its needed before purchasing...monetary equivalent of a new spell in the book (which I value much more).

Zdravko had a minor cantrip for manipulating water, but doubted its efficacy on a body so perilous as Moonsea "Mmm. And what lurks in them ruins o' Northkeep?" he asked.

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None of us ain't but seen it from afar. The rocks is all that is left of them ruins to be seen! Last remnants of the old guard tower, I hear tell...

--

Hold off on the purchase right now. It seems that this town isn't big enough a settlement for that... But worry not, we have a little surprise...


"Guard tower in tha' middle o' Moonsea? Now what were yer guardin' against out there anyways?" he pries.

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Dunno, pirates? Centuries ago, it were swallowed up by the sea. Ain't nothing but ruin now... or so they say.


Male, LN Half-Orc, Paladin 2nd/Barbarian 3rd | HPs 52 | AC: 16, 18 w Shield | Init: +2 | Saves S:+3, D:+0(adv**), C:+3, I:-1, W:+2, C:+4 | PP 10

Persuasion: 1d20 + 2 ⇒ (12) + 2 = 14

Gorum enjoys a few drinks (weak or not) with his old friends and villagers. His mood darkens at the mention of witches though and he starts asking more questions about the event. Not learning much more than what Io brings back to the table.

Gorum has the funds to buy two potions if needed. Much like Zdrav, though he’d rather not spend it unless we’re sure they are needed.

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Anything more, before you head back to talk to old Madge? Maybe get an air bladder to aid with the swimming? Get your little pool floaties? ^_^


Zdravko examines an air bladder closely at one of the small stalls. He didn't need to purchase one however, now he could create one.

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Dang, conjurers... Nah, I am silently thanking my lucky stars that you aren't a diviner...


The dwarf was impressed to hear that the party had already bested a hag...no minor bed-time monster. He seemed in good spirits and drank long into the night, though his wit never seemed any less for it.

Were we taking a night at the Inn or Madges? Refreshing slots if so.

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Go ahead, not much going to happen overnight.


Male N Human var Rogue | HP: 31/33 | AC 14 | HD 5d8 Skills: Ath 5, His 5, Inst 4, Percp 4, Persus 5, SoH 6, Stlh 6 | Thieves Tools 9 Saves: S-1 D3 C1 I2 W1 Ch2 | Initiative 3 | PP 14 | Spd 30'

We're staying at the Inn (only 3 rooms available), and headed out to those ruins in the morning. If there is a potion to be had, Io will buy one anyway. Might come in handy.

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