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Cretia! I never would have guessed, says Eric.
I must see the Duke and ascertain this for myself, and if so remove the curse if there be one, and lay this matter before the Duke himself - if it be that I can get to him. Draco is his chief minister and I cannot hope to make any accusations in his presence or the presence of the ducal guard who have been compromised!
He hands over 100 gold coins to each of you for payment.
Funds as agreed. Stay where you will for the night and let us meet back here noon on the morrow.
If you have 50gp for materials I am fine with you doing that
Only Magnus can read the scroll, though he can copy it down for everyone to read or read it out loud.
Karl Gufstass wrote:
Can we secure a back room, or can we take the discussion elsewhere? I feel exposed with very valuable stolen property.
Yes we can.
Eric secures the store room of the Inn for the conversation.
Lets see what you have here... hmmmm... drafting a levy of men? Additional arms? Draco prepares for war - look, these were signed the day before the Dukes pronouncement. Is it the Duke giving the orders or is it Draco?.
He frowns over the code and the casket.
Magic may bring out the meaning of this - perhaps I can secure a scroll of Comprehend Languages if one of you is able to use such. As for this box? I am not skilled in locks - you may need to either find one who is. I do not have any contacts from that walk of life but I suppose I could try the one locksmith in town if you want to trust me with it.
He assures you he will return to the inn shortly and hustles off in search of said scroll.
He returns after an hour and hands it to Magnus.
Emmett enters the tunnel, his ability to use his great axe restricted, when a spirit, the figure a distorted corruption of a man, flies at him.
Emmett 1d20 + 2 ⇒ (5) + 2 = 7
The ghostly figure attacks Emmett.
Attack 1d20 + 6 ⇒ (1) + 6 = 7 for 1d6 ⇒ 3 for 1d6 ⇒ 3 Con drain.
Emmett, truly blessed by Pharasma, is missed by the attack.
Emmett, while fighting in the tunnel will take a -2 to attack. The position favours the wraith meaning that the others will not get an attack.
Red Team: You haven't specified where you were headed as I gave you a few options but the smart money is heading to Old Town. Plenty of ally ways etc.
For the first two rounds of the chase there is nothing you can do - they can see you and you can see them. There are people about but not thickly clustered enough to get you hidden.
You dash both times and so do the guards in hot pursuit.
You plough into old town as fast as you can and for that round you have a chance.
Stealth Karl (advantage with disadvantage = normal roll) 1d20 + 0 ⇒ (12) + 0 = 12
Stealth Aukan (advantage) 1d20 + 2 ⇒ (5) + 2 = 7 or 1d20 + 2 ⇒ (20) + 2 = 22
Vs. Passive Perception 10
The DMG says that you guys escape. Simplistic if a wee bit boring. Ce le vive.
For simplicity and to get the time lines back in sync we'll say that Blue team escapes via one of the rear gates without issue.
You find yourselves back at the Blarney Chicken with a handful of paperwork, a sheet in code and several books. Time passes and you keep your heads down and act innocent as a patrols pass by and even enter the Inn but nothing more comes of it assuming you make sure you are acting inconspicuously.
Eric of Forsetta, again in nondescript clothes, joins you.
You appear to have stirred up a hornets nest. The guards, it seems, were complacent before but not now. All gates are manned and passes are needed to get in or out of the barracks. Still, the horse has bolted already. What were you able to find?
Red Team: You hustle out of the gate with the sounds of guards coming up from behind.
Opportunities to hide are scant just outside the courtyard - the gate opens up towards the temple of Forsetta, but spinning to right you can make a run for
Blue Team: Magnus, the lucky bastard, generates enough magic to drop all three leaving your way clear.
There were two gates to the south of the courtyard and one to the right of you but that gate is closed.
Red Team: You hustle out of the gate with the sounds of guards coming up from behind.
Opportunities to hide are scant just outside the courtyard - the gate opens up towards the temple of Forsetta, but spinning to right you can make a run for the merchants district. To the left lies open ground and then the half completed ducal palace.
The weather changes, the cloud cover thickening and the day darkening as you trudge up to the hill. Near the scarecrow there is small cave opening, big enough for a child to walk into if they hunched over, and small enough for an adult to crawl into. From what dim light there is you can see it turns and appears to open up a bit about 10 feet in.
Blue Team: The coffer wont really fit in a shirt. Its something that needs to be carried under an arm but Magnus re-arranges his cloak to conceal it.
You make your way hastily out the way you came.
Stealth (taking the average) 1d20 + 2 ⇒ (14) + 2 = 16.
You make your way out of the second floor without being spotted though you can hear commotion in the rooms on the right side of the main hall that the stairs led up to.
Down the stairs you go.
There seems to be an awful commotion at the front of the building.
Stealth (taking the average) 1d20 + 2 ⇒ (7) + 2 = 9.
As you make your way down the stairs three guards in leather armour run towards you at a dead sprint from the rear of the courtyard.
Halt!, the cry.
You can also hear guards approaching from the left of the building. You can see the other group exiting the gate. It may be that exit from the gate you entered in is about to be cut off.
Red Team: You make your way rapidly towards the gates you entered in.
You can see Magnus and Liam moving from the second floor down to the courtyard and three guards running towards them.
You on the other hand have issues of your own. A squad of ten shouting guards are rounding the corner of the building and are in pursuit.
Magnus: The chest is heavy. It would take the two of you to carry it out and it would be slow and awkward going. The coffer, while made of stout wood, is small enough to be tucked under your arm. It rattles when shaken - something light is inside, something at odds with the weight of the box.
Think of something about the weight of a human head, and about the dimensions of an A5 piece of paper.
Astrid Truestone wrote:
Astrid wipes the blood from her face. "As much as I hate to say it, we need to buy Liam and Magnus some more time. Aukan, pick up your hammer and shield-the Battle Spirits will sing of your glory." The young woman then shifts into a resolute stance, ready to fight the horde of guards.
I am going to add the traditional GM comment that accompanies a decision that could end badly. "Are you really sure you want to do that?"
Blue Team: Liam opens the warddrobe and finds many articles of clothing and a suit of plate mail on an armour stand, each emblazoned with a large obvious 'D' on the chest.
Magnus does a quick but very thorough search of the room and finds a knot of wood that is out of place. Pushing it reveals a secret door that opens with a 'click'.
A large chest topped by a coffer are stacked at one end of this narrow room, and a small writing table and chair are at the far end. Apiece of parchment is on the table. It is written is some strange code that seems to make no sense whatsoever.
Red Team: You dispatch the remaining two guards in the next round, leaving you alone in the courtyard... for now but guards sound like they are rapidly stirring in the barracks you are standing in front of.
Emmett got hit
Can we agree that you use another use of Jaru's ghost touch for the next three houses, that Nalun uses 3 rounds of Bardic performance and that you guys take 4 con damage, split between Elidal and Emmett however they wish? I believe you MAY have a wand of lesser restoration or at least a scroll - can someone double check on that
You need to put the calculations into your rolls Astrid. The to hit rolls are accurate as the great weapon master cancels out your attack bonus but I like to see it all listed out
Astrids blow takes down the guard attacking her easily.
Her second blow is aimed at the Sergeant and winds him badly as he exhales after the mighty blow lands.
Simeon fires his disrupt undead before Emmett charges in so as to avoid the penalty of firing into melee. It appears to burn the spirit. Emmett charges in and strikes a mighty blow against the spirit.
It moves with unearthly speed, appearing to be in a ball on the floor one minute before flickering and then appearing, snarling next to Emmett the next on the far side from Elidal.
Attack 1d20 + 5 ⇒ (20) + 5 = 25 vs Touch AC for 1d4 ⇒ 1 damage and 1d2 ⇒ 1 con damage.
Ooooh - doubling the effect here due to crit.
1d4 ⇒ 2 damage and 1d2 ⇒ 2 con damage.
This large room contains a huge and richly quilted bed, a table with four chairs, a number of tapestries, and a wardrobe closet. On the table is a full bottle of wine and two crystal goblets. The tapestries illustrate battle and sailing scenes in great detail, and feature prominently the exploits of a tall, black-bearded warrior with a “D’ emblazoned on the front of his tunic.
I love tavern brawler :) - its 12 damage total 1 + 3 str + 2 rage bonus on each attack
The guard goes down by Aukans fist attack!
Red Team Fight Round 2.
The Sgt calls for help!
It doesn't need to be a razor sharp knife but you are right it needs to be a balance where investments in feasts, public gardens etc is the exception rather than the rule and investments in infrastructure are a joint public (in Medieval times lords would encourage businesses and trades to move to an area by exception of certain taxes) and private - people wanting to set up businesses
I think you need to make it also a bit more 'knife' edgy. So many systems seem to end up with the 'kingdoms' being quite profitable and everyone living very comfortably.
What I mean is when things are good? They are really good. When they are bad, they should be really bad ie. Starvation diets etc but most of the time? It should be on a bit of a knife edge. Food needs to be stored for the winter - thats food that doesn't make it into production and no production of food is possible for about 3-4 months a year.
Which can be tough if you need to fight (generally not done in winter by civilised races but orcs are another matter) and need food. Food that has to come from your peasants stores.
Taxes in general should be need to be in the 5 to 6 range. Supporting a household of nobility, of experts (farriers, weapons smiths, stone masons if building a keep etc) + the ever needed men at arms, small embedded guard force is expensive as is taxes in turn paid to the crown etc.
When the crown needs extra? Then they'll tax the knights/barons - who will in turn? tax the peasants, turning taxes from a 5-6 to a 7-8 or even worse.
Magic can offset some of the impact. A cleric (not attached as a hanger on to the local ruler) of sufficient level can purify rotten food or even create it.
Red Team: Inits 2,0 and 2. Rounded to +1
For this battle we'll just do as single groups.
Red Team: 1d20 + 1 ⇒ (4) + 1 = 5
The guards draw and attack.
The sergeant and one guard attack Aukan, seeing him as the bigger threat. One guard attacks Karl and another Astrid.
Attacks on Aukan
Attacks on Karl
Attacks on Astrid