Curse of the Crimson Throne

Game Master Something Wicked

Oftentimes, to win us to our harm, the instruments of darkness tell us truths, win us with honest trifles, to betray's in deepest consequence.

Respect Points: 2

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Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Th' stew f'r me, an' watered wine t' drink. For what was coming, Mouse would need her senses sharp; watered wine wasn't the best for that, but it was something cool, at least, and Garvid was right - a place like this probably wasn't a place you wanted to drink the water straight up. At least the wine in it made getting sick slightly less likely.

Sure thin', Li - I c'n join in scopin' th' place out. Li might be on t' somethin' though, Mister Garvid...y' might help best as a distraction while we're sneakin' a peek. Ask at the door f'r some food, or see 'bout causin' some kind o' ruckus nearby t' draw some folk out. Might give us a chance t' get an idea o' the numbers they got, or sneak a peek inside while they're lookin' th' other way. Though we'd prob'ly wanna see 'bout disguisin' ya some, 'f you'll be drawin' a lot of attention. Or if Miss Yaziyah or Mister Cal are askin' 'round, y' might go with them, make sure they don't get in no trouble.


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

"I'll have the stew, thank you. And some ale." Yaziyah watches the others as they discuss their strategies, pats Garvid on the arm. "I'll stay here with your friend, keep an eye on him. And see if maybe someone here knows anything about our mmm... friends." She kicks her chair back, stretching her long legs in front of her. As the stew arrives, the weasel comes out of hiding to sniff at the bowl, causing its mistress to burst out in laughter at the sight of its very disappointed expression. "No meat in that, I'm afraid, little one." she says, slightly louder than strictly necessary. "It makes my soul bleed to not be able to feed you properly. Us, we can get by without meat, but you, my poor sweet.... I'm afraid lean days are ahead for you." Her tone changes from amused to concerned, a frown creasing her brow.

Can I use the Diplomacy roll from this post? See if anyone takes the bait and is willing to spill some beans. Either way, Yazi will spend some time chatting with the patrons and trying to find out things.


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Yazi: yes you can use that roll. Li,generally if a perception check needs to be made, I'll do it on your behalf (if you don't).

The waitress nods impassively as you state your food orders. She deftly palms the coin from Garvid, dropping it down the front of her apron with hardly a glance.

"Well I guess it's hardly a secret no more," she says, not bothering to lower her voice. "Them cow hammer boys, as they call themselves, just up and moved into that abandoned butcher's shop over on Stirge during the riot. Overnight they seemed to open themselves right up for business. But that's probably not the right word, cause what they're doin' is more like charity. Keepin' innocent families from goin' hungry, they is. But on account 'a everything bein' shut down, people's nervous, and desperate, and the number a' people's way too many for them to feed everyone. Line's longer'n the Jeggare." She chuckles at her joke as she walks back toward the kitchen and screams the orders at the bored-looking cook, a greasy, paunchy man with a walrus mustache.

Li:
As you wait, you can't help but notice a nervous looking fellow, rail thin, sitting by himself near the back of the inn.

The elven waitress returns after a short while a large tray of food and drink balanced expertly on hand and shoulder. She plants the bowls and tankards unceremoniously down on the table. The "vegetable stew" is little more than stewed potatoes and lettuce, the watered wine is more the former than the latter, and the roast potatoes look like oversized grapes.

"Yep, hard time to be alive in this city. Still, better'n bein' dead." She begins collecting empty plates from a nearby table, and it's then that you notice a small-framed young man has taken up a seat at the next table over. He holds a simple mug between his hands and stares down into it.

"Heard you're lookin' for the Cowhammer Boys," he whispers toward Yaziyah without looking up, obviously trying to be discrete.

"What lassy there says is true. But dependin' on what type of cut you're lookin' for, they may have more to offer ya. See, they're one part cow, two parts hammer, and word is, they're looking to scare up some sails with mercenary work. You just gotta know how to phrase it to avoid any attention. Word is, ya gotta ask for the night's special cuts."

Li, since we were able to sell our gear, it makes sense you'd also be able to buy it. However, weapons are at a premium right now, so you may find the cost is a little higher than expected.


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

Yaziyah pays the waitress (adding a moderately generous tip), then tucks into the stew without fuss, occasionally pausing to drink a mouthful of ale. She doesn't show any sign of noticing the young man, but after he's done talking she whispers to the weasel as she digs around in a belt pouch. The animal bounces on the fellow's table, sniffs at his mug and drops something in it that sounds like a coin. If any of her companions show signs of not having heard the man, she relays the information in a low murmur which carries less than a whisper.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Wicked:
I assume that the man Li sees is different than the one who approaches Yaziyah? And the reason he gets noticed is because he's acting nervous?


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Li:
Same one! I was just trying to put your perception check to use ;).


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Mouse takes a sip from her cup, ignoring the slight film spreading onto the liquid's surface from the still-dirty sides; there's not much wine to her wine, but in truth that's what she'd hoped, to avoid dulling her senses. And even with the slight fuzziness at her mind's edges, she catches the man's furtive approach, the whispered conversation, Slinky's leap to the man's cup. When Yazi relays the information, Mouse nods slightly, her casual stance echoing the Shoanti woman's.

So tha's our way in, mebbe, she murmurs, matching Yazi's tone. Garvid goes askin' 'bout these "night's cuts", while me an' Li watch from far off. Mebbe Garvid c'd even play like 'e's lookin' t' throw in with 'em - 'e looks th' part, I bet they'd buy it. Even 'f they don't, they're distracted 'nough that we c'n get a good look, an' 'f 'e c'n git in, it's even more we find out.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Li mumbles through a mouthful of potatoes, "Grau's uniform'd probably fit Garvid - that'll help 'im look tha part."


M Human Bard 6 (Chelish Diva) HP: 46/46, AC 23/11/22, F+4 R+6 W+5, Per +5, Init +1

Calcedon was glad to be eating the potato, which he knew was potato. He didn't want to think about what kind of meat these men were giving out to the poor when they moonlighted as sellswords. This was definitely feeling worse and worse. If anything, he could probably spread a rumor to the effect in the area to turn popular opinion against them, the fact that everything that was happening so far seemed to point to it made him a little queasy. These were just the kind of scenarios that his uncle would do or joke about, and that alone made him break into a little bit of a sweat.

"If Garvid can get his foot in the door, that's all we'll need. If you want, I could probably wear the uniform and back him up since Garvid is well acquainted with some of the guards already. Us gentlemen can get the door for the ladies and we can work it from there." He did his best to be nonchalant about the idea, but the haunting images kept dancing in his mind. He thought again about disclosing it, but he thought he'd better keep it to himself for now.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

So a sap is usually 1gp so how much would it be now?


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Li:
2gp (double).

Working on a post now--incoming!


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Here I'm going to take some liberties with your actions in order to move us forward. You can modify anything objectionable.

With food in your bellies and the makings of a plan, you set out from The Wandering Duchess Saloon. It is now early evening and dusk has begun to settle in. The sun, moon, and stars seem not to have noticed the chaos in the city and continue their relentless march through time and space. The creeping shadows and twilight glow of evening begin to descend. The aroma of lamp oil and burning wood tickles your noses as evening meals are cooked. The explosions and screams that have dominated the air these past few days have subsided, now replaced by the steady drone of marching soldiers, the gentle sob of a wandering vagrant who wanders aimlessly down the street, and the whinny of hungry horses.

People are still afraid--fearful of further riots, of being accosted by Hellknights, of running out of food and clean water, of the Queen's plans for them, and more. There are more uncertainties in the life of a Korvosan now than there are stars in the sky. And yet, the city rumbles on.

Calcedon, Garvid, and Yaziyah take charge of Sgt. Soldado, heading southwest along the side streets adjacent Harborview Boulevard, keeping to the shadows, trying to avoid drawing undue attention. The group heads in the direction of Fordyce Estate, and agrees to wait there for Mouse and Li as they scout out All the World's Meat. Tag Cal, Garvid, Yazi.

Li, Mouse:

While at least two armories exist in this district, both were raided during the riot and are in shambles. The proprietor of one has at least managed to board up the shattered door and windows, but the other still rests open to the elements. A general store nearby has sold out of all its weapons, as well as most anything that might conceivably be useful as a weapon. However, back out on the street, a young boy grasps your sleeve, nodding toward a side alley and darting into the shadows. While you are aware of the danger, your interest is piqued, and you follow. (After all, you have each other's back).

In the alley a greasy, older man leans against the wall adjacent to a series of large rubbish bins. "Understan yoor lookin' for a...means of self defense?" After a tense exchange, he nods at the boy, who dutifully climbs into the rubbish bin and emerges with a pair of saps. "Five sails for the pair." Mouse balks, but Li counters, and after a series of back-and-forth, the two agree on two gold sails for one sap. The young boy handles the transaction (ensuring that the man never dirties his hands), then both disappear down the alley. Li, if you agree, spend 2gp on a sap.

The two of you carefully approach the address (22 Stirge St), taking great pains to go unnoticed.

Once arrived, you see a sign bearing the image of a fat, smiling cow hanging above the two-story shop's entrance. Outside, a man stands guard, dressed in chainmail and carrying a large steel shield and a longsword. Inside, a long counter runs over half the room's width. A few flies crawl and circle in the air around the door. To the side, a tall wooden fence conceals some sort of open-air space. Judging from the sounds emanating from behind, it probably holds a few livestock. A single straggler wonders by, but the guard merely shakes his head grimly and the pedestrian skulks off with a sullen expression, empty-handed.

As night truly settles in, the guard moves inside, shutting the front door. The sounds of livestock intensify and mingle with shouting as, you guess, the animals are moved indoors. Lamplight glows from the second story's windows. How long do you want to observe?

GM Screen:

1d4 ⇒ 3


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

GM, Mouse:
Li reluctantly agrees to the price of the sap. Had Field Marshal Kroft not stressed the preference for bringing in their target alive, Li wouldn't have bothered. Before the two of them disappear completely, Li makes sure that both herself and Mouse haven't been liberated of anything more than Li's two gold.

It was difficult for Li to tell much from where they were. Leaning close to Mouse after the guard disappears inside she whispers, "I be thinkin' we should get a closer look at tha perimeter ta know all possible entry points in case we can't go through tha front door. Tha windows above may also be a good place ta get a look if'n I can get up there."

What kind of cover exists around the building? Is there any way for Li to climb to the second story without being completely exposed? What surrounds the butcher shop? Is there an attached barn or something if we hear cows?


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Garvid takes point. His slow but thorough gaze looks in every corner and shade he can see. "It's not the street gangers or the muggers I'm worried about. Keep an eye out for a tail.", he points out. "We'll be at a bit of a disadvantage when the sun sets."

He feels the heft of the halberd in his arm, eyes glancing up to the blade where the city's sigil is barely visible. He takes a step back, lining up with the rest. "So why do you think that the deserters are giving people food for that cheap? Charity like that doesn't come cheap, especially now. Who gains from deserters screwing up the Guard's name? Ideas?", he whispers conspiratively as he leans in closer to Calcedon. "Grau, you're free to chip in too. Piss off anyone important lately?", he says in a louder tone for the guardsman to hear.


M Human Bard 6 (Chelish Diva) HP: 46/46, AC 23/11/22, F+4 R+6 W+5, Per +5, Init +1

I'm cool with taking the drunk back to the Fordyce Estate to sober up. Also, I have no idea if Cal's theory is correct or not. He's just seen some crazy s***.

Cal's face blanched a little as he leaned back toward the former guard. "I'll tell you my theory, but let's get out of here first. This guy needs a bed and a bath, and I know the cheapest way to get him one is back at my place." He stood up and they hoisted his arms upon their shoulders and headed out.

As they were going about, the bard spoke to the taller man over the drooping head of the drunk between them. "I think the proper question is this; 'where do they get the meat?'. Sellswords don't get meat from cows, they cut down men. It's likely they're selling meat at discount prices to get rid of bodies and turn a bit of a profit at the same time. The fact that they're fooling the populace is just cake after that." He looked straight down the road as they continued to head toward the East Shore. "I'd love nothing more than to be wrong, to see sides of beef in their shop, but I've seen some crazy and evil stuff in my short life, and I understand evil a whole lot more than I'd like."


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

You check out th' per- th' outside, like y' said. Mouse had picked up Li's meaning - but the word was a mouthful to get around. I'll do th' climbin' - I'm a pr'ty fair hand at it. Fin' out what y' can 'bout ways in, an' git a peek inside if y' can. I'll take a peek where those lights is, see what's goin' on with it.

+9 Climb to Li's +5 - Li's pretty good, but Mouse is a little stronger, and we'll be risking too much if we both try the climb. My question matches Li's, Wicked - is there somewhere to climb without being seen?


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Li, Mouse:
The western side of the building is an open pen with a tall wooden fence (the livestock pen). On its western side, down an alley, there's a gate. Other than that gate leading into the pen, the front door and window are the only ports on the first floor. There is a second floor, however. It's much smaller than the first, but it has a series of windows. The front windows emit the light of a burning lamp within, but windows on either side are concealed by a curtain of some kind. Climbing up the front would easily draw attention, though you might fair better down the eastern alley. The building is not made for climbing, and so you'll need a good Climb check to be successful (got a grappling hook?). You'd also need a stealth check opposed by the perception of those inside (with appropriate penalties for the walls). The western alley contains the wooden fence and door. I've updated roll20 map so you can see what I'm talking about. The large structure on the left is the first floor, and the smaller square on the right represents the second floor. In reality, it sits on top of the first, flush with the street to the north. More questions?


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

GM, Mouse:
Li has a grappling hook!

"Not sure if'n we should split up without tha others. Let's try to sneak around tha outside an' see what we can. Climbin' may be too dangerous without Garvid or Cal ta distract 'em. But if'n ya still want ta give it a go, I got this." Li partially pulls out her grappling hook to show Mouse. "They may hear it landin' though with us tossin' it."


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

GM, Mouse:
Can anything be seen through the boards of the fence?


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Li, Mouse:
This large cattle pen is open to the air, and the stink of manure, mud, and animal is strong despite the breeze that wafts through the air. All the animals seem to be gone. On the side end stands a roofed shed, and it is into this shed that the door seems to lead.

Li, from inside the building you hear the scream of an animal in pain (a pig?), but the sound is ominously cut short.

Li Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Mouse Perception: 1d20 + 6 ⇒ (1) + 6 = 7


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Li, GM:
Mouse scans the walls critically. Y' may be right. Le's take a look 'round, see where th' bes' spot t' make a go at it migh' be. 'F there ain't no good spot, there ain't, but I'd like t' git a peek at everythin' we c'n, least in those dark windows. She examines the grappling hook in Li's bag. I won'r, c'd we wrap th' hook in some cloth or somethin', so it don't soun' so loud when we throw it? Might up our chances. Up the DC of the Stealth check for noticing the throw by 1 or 2, maybe?


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Li,Mouse:
Yea that ought to dampen the sound and I'll apply a penalty to their perception. What would you like to do?

Cal,Garvid,Yazi:
Grau giggles inanely but quickly stifles his laughter as it appears he's about to lose his lunch. You have to stop as he falls to his knees, wretching on the side of the road. "Only 'Er Royal Majesty, Feeeld Marsh'l Kroft, and all th'guard! *hic* Not that it mattersh. Everthin's gone to b+&&&+%s!" He half-laughs, half-sobs.

You manage to get him back across without too much trouble. At one point, you're stopped and questioned by a trio of guards, but Yazi discreetly covers Grau in her cloak, disguising his uniform. Once it becomes clear you're only helping a friend home safely, they usher you on ("Get home quick now. City's in no state for civilians to wander the streets at night.") You arrive at Fordyce Estate unmolested. Tag PCs


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Mouse, GM:
"Sounds like a plan. We can wrap tha hook ta muffle tha sound and I'll cover ya while ya climb. But just take a peek an' come back down. We don't wanna get caught without tha others. If ya have any sense that ya been heard or seen, we run...'k?"

Li is good with trying the climb so that we can maybe know how many men we'd be up against since I think we've only seen one. She'll stay on the ground and cover Mouse with her crossbow. However, if Mouse decides not to make the climb then that's fine too. We can go back and get the others.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

At All The World's Meat:

Got it. Le's do it - jus' a peek, like y' said. Finding the darkest and least visible place on the building's exterior, Mouse carefully twirls the hook's rope in her hand and gives it as gentle a toss as she can, trying to get the hook in place without alerting everyone inside.

What kind of checks do you want for the throw?


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None just yet, as it looks like your Climb bonuses are high enough to make it without a check.

All The World's Meat (ATWM):

The grappling hook sails through the air as Mouse gives it an expert toss, landing on the roof above with a gentle thud. You pull it tight, ensuring that it has locked onto something sturdy. From inside, the muffled animal screams continue, now coupled with what sounds to be heavy metal chains or pulleys. There is no noticeable reaction to the grappling hook.

__________________

gm screen:

G1 perception: 1d20 - 1 ⇒ (2) - 1 = 1
G2 perception: 1d20 - 1 ⇒ (4) - 1 = 3
G3 perception: 1d20 - 1 ⇒ (8) - 1 = 7
G4 perception: 1d20 - 1 ⇒ (18) - 1 = 17
Verik perception: 1d20 - 2 ⇒ (1) - 2 = -1


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Oops, I should have asked for a stealth check for Mouse. Your bonus is +3 it looks like.

Mouse carefully climbs up the rope toward the roof of the first story, where a gently sloping roof extends from the smaller, second story. Several windows line this second floor, though most of them are closed. The only open windows, from which the lamplight glows, are on the front of the building.

Mouse tiptoes around the side and spots a narrow jetty extending from the second floor that, if you move carefully, can safely be navigated at half speed. Tag Mouse

Meanwhile, Li melts into the shadows, listening intently for signs of danger, though currently all you hear is the sound of your own anxious breathing.

GM Screen:

Mouse stealth: 1d20 + 3 ⇒ (11) + 3 = 14
G1 perception: 1d20 - 1 ⇒ (8) - 1 = 7
G2 perception: 1d20 - 1 ⇒ (1) - 1 = 0
G3 perception: 1d20 - 1 ⇒ (18) - 1 = 17
G4 perception: 1d20 - 1 ⇒ (14) - 1 = 13
V perception: 1d20 - 2 ⇒ (18) - 2 = 16


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

'Ere's a toe hold...an' another... Mouse makes her way to the top easily, the help of the rope making the trek almost trivial to the practiced climber. Steadying herself on the first-story roof, Mouse scans the side of the building, looking for a way around, and her eyes come to rest on the small ridge extending from the building's side. Perfect. Giving a quick thumbs-up to Li (and hoping she's flashed it in the right direction), she begins to shimmy onto the ledge, making her way carefully around and peeking in the windows as she goes.

She'll continue climbing and looking in the windows until either a) she gets to a point where continuing will leave her too exposed, or b) she hears signs of the people inside coming to investigate or gets a signal from Li to come down. Make Climb checks at +9, Stealth checks at +3, and Perception checks at +8 as necessary. If a quick getaway becomes necessary, she'll jump (Acrobatics +8) and run.


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Mouse shimmies around the side of the building, approaching the front facade where the lamplight was visible (at least, it was a few minutes earlier). You pause as a contingent of Hellknights march stoically up the street toward the water, though you seem to go unnoticed by the heavily armored soldiers.

Around the bend you go, creeping slowly toward the window. To your satisfaction, the pale glow still emanates from the dirty pane. You edge up beside it, carefully tilting your head to just peek inside.

A round table sits in the room, surrounded by four wooden chairs. A stack of cards sits on the tabletop. A cabinet on the sough side hangs open, a tangle of dirty clothes and blankets within. Next to that is a closed door. Four thin bedrolls lie rolled up against the wall below your window, though they are currently empty. You hear the sounds of activity from down below, as several men talk loudly to each other (something about whiskey and women).

Then the door on the south wall opens, revealing a tall, handsome man dressed in Guard livery. His posture reveals an air of stature and rank, and you figure this to be Verik Vancaskerkin himself. At the revelation, his eyes sweep the room and come to rest on your window. You jerk your head back, hoping he didn't see.

___

What was that, a bat? Verik thinks to himself, as a subtle movement in the northern window catches his eye. He walks quickly toward the window, picking up the lamp as he walks. He stands in the window, scanning as far as he can see, up to the sky, down in the street, and to either side. But all he sees is the lonely city street, and the crescent moon resting idly in the night sky above.

___

Mouse crouches in the shadows on the western ledge, listening as Verik's heavy steps retreat from the window. Then she stealthily crawls back to the ledge, drops the grappling hook, and half climbs, half falls to the ground where Li waits in the alley. Together, the two former Lambs pass into the shadows, and do what vagrants do best: cease to exist in the minds of others, as though they were never there.

You make it back to House Fordyce, and the group has reconvened. The time is now approximately 10:30 p.m.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

It worked! Yay!

More'n a few in there, Mouse relates as everyone gathers at the Fordyce estate. Was four bedrolls 'n four chairs in the room I saw, but it sounded like mebbe more voices downstairs - couldn't be sure, I had t' get before I c'd suss it out. But I got a glimpse of 'im...Verik, the one we done been sent after. Thought 'e got a glimpse o' me too, f'r a sec. 'E looked like 'e'd know 'is way 'round a fight, that much's sure, an' 'e was still wearin' 'is Guard uniform. Li, y' did more sneakin' round th' ground floor 'n I did - what'd y' see? Tag Li.


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Li, all the doors and windows were shut and locked, or else covered over, so you weren't able to make out more details of the structure, other than the main entrance, animal pen, and the noises from inside. Roll20 map updated to reveal what you've seen.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

It was nice to rejoin the others back at Cal's. Li adds what she was able to see when looking for all possible ways in to and out of the butcher's shop. "I didn't see as much as I'd a liked. They kept tha windows cover'd and tha doors shut. Tha front window an' door be tha only way in other than tha back. I got a look at tha back pen, which actually be divid'd inta two with a couple inside gates, but there aren't a lot o' doors an' no windows. There be one gate inta tha pen from tha alley an' two doors inta tha buildin', one from each pen. When we arriv'd, there be sounds that suggest'd there be animals there but they took 'em inside for tha night so I don't know how many there be. Seems odd not ta have left 'em in tha pen but maybe they be worried about havin' 'em stolen. If we get there early enough, freein' tha animals may be a possible distraction but just 'cause tha pen be opened doesn't mean tha animals run away."


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In the interest of keeping momentum, I just made a decision. Here we go!

Early the next morning, even before the sun emerges from the Cinderlands far to the east, Li is out of bed and prowling through the fog-blanketed streets of North Point. Stealthily, she circles around several blocks and approaches from the north. It seems her efforts to appear nonchalant were unneeded, for the scene at All the World’s Meet this morning is jaw-dropping. Even from the end of the street she can see a line out the door and stretching down several blocks to the east. The locals, scared and desperate from the fallout of the riots, are there for their handouts. They look hungry and unwashed, but a noticeable excitement fills the air as they buzz about news.

”...mysterious malady affectin’ His Majesty..”
”..castle senechal missing...”
”...hate to think what Lord Arkona thinks a’ all dis...”

Above all, though, it is clear they are grateful for the free food being offered at All the World’s Meat, though those further back worry that the supply will run out before they have a chance to receive anything.

Li:
Hurray for knowledge (local)! You remember rumors that the Castle’s senechal, Neolandus Kalepopolis, has gone missing after Eodred’s death, and many suspect his involvement. Lord Glorio Arkona is head of House Arkona, one of Korvosa’s major houses and a major supporter of blue collar businesses, especially in Old Korvosa. You also recall that a strange illness came over the King shortly before his death, and even the clerics of Asmodeus were called for aid.

As the line slowly progresses inside, others shuffle out carrying white paper bundles, evidently their meat rations.

I assume you'll return and report to the others. Next steps?


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

All the way back to the Fordyce Estate, Li feels conflicted. She knows that they have to follow their orders and shut down what Verik was doing but it also seemed like All the World's Meat was doing good for the people.

She also tries to process all of the information that she overheard but has difficulty because she just knows of the rumors but not their implications. Maybe Cal could put some of it into context since he was also an important person in Korvosa, unlike herself.

When she returns, she quickly relates everything she heard. Not all the information was necessarily pertinent to the butcher shop but it did speak to what people were thinking about those who ruled and those of the major houses. "Late afternoon or evenin' may be best for gettin' into tha butcher's shop. Until they run out o' meat, there be people in tha streets around tha buildin'."


M Human Bard 6 (Chelish Diva) HP: 46/46, AC 23/11/22, F+4 R+6 W+5, Per +5, Init +1

Cal spent the night mostly awake, lying on his bed and pondering everything. While he was fairly relieved at the meat coming from actual animals, his mind was occupied with other troubled thoughts as well. There was a drunken guard that needed to be taken care of. Garell had washed him up in the washroom and they planted him in a bunk in the bunkhouse to make sure he didn't choke himself on his own vomit in his sleep. The city felt strange, like it was on the crest of a hill in a cart without anything to slow it down but the ravine at the bottom.

He wondered if they really could make a difference, and perhaps they could inspire the hope the city needed.

Just before dawn, he played his violin to soothe the crying child from his balcony, just as he had done before. Then after the morning salad, he went about the house business, knowing they probably wouldn't be moving in until after dark.

When Li came up to him with the scouting information, he took it in stride. "We'll head down there at dusk then, hopefully the plan we worked out will do the trick. Getting in there is our top priority, and without killing our quarry is the trick. Luckily, Garvid is an expert."

Anyone want to post anything before we start this mess?


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

This Vancaskerkin migh' be stirrin' up folk 'gainst 'Er Majesty, but it seems 'e's doin' more good for these folk th'n 'Er Majesty's ever done... But even Mouse, uninitiated as she was in politics and civics, knew that those were words that could land her in hot water - after all, she wasn't important enough for Cressida Kroft to worry about sending guards after her like Vancaskerkin and his allies. No matter what Mouse thought, she had a job to do, and the consequences were dire should she renege on her promise. Time to do what had to be done to survive.

Evenin' seems bes' anyhow - folks'll be less likely t' see us comin', an' th' animals'll be put up, so they won't be gettin' riled when you an' me drop in. Le's make it tonight; gotta be done, an' no one saw us t' know we was comin', so we may as well jus' git it done an' report back t' the Field Marshal, git back t' normal. Whatever that means, anymore.

Did we get manacles from the Citadel (at least one pair for Vancaskerkin, more if we could)? If not, was Mouse able to buy them while she's been out and about the last couple of days? Rope'll be easy to come by, I know, but manacles are better if we can get them.


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Sure, Cressida would have provided you with several sets. Let's say 3?


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Garvid looks at Cal. "You could say that. I prefer an artist, though.", he chuckles, patting the well-worn shaft of his halberd. "Just remember, if you're manacling someone, tie their hands behind their backs. Can't run away as good that way, and it makes it harder for them to remove them."

He scratches his stubble, before a thought passes through his mind. "I was about to say something about going into a situation like that. But I realised, we've been through something similar, so we all know the drill. All I'll say is, I really want to know what a deserter and a charity've got in common." He huffs. "So what's there to eat here, Calcedon? You shouldn't go in a battle with an empty stomach."

Sorry about delays, I am just preparing to get started a new job on the other side of the country, and my train is due in about an hour and a half. I'll be able to post normally again from tomorrow.


Female Shoanti Shaman 11 (Lore) HP: 2/89 | 28/28 | AC 25/13/23 | F+9 R+9 W+15 | Per +13 Init +7 | Hex DC 20

Yaziyah's thoughts run in a similar direction as Li's. By all accounts, these people are doing a lot to help the poor in the area, although the more cynical part of her wonders about their motives. And perhaps their methods. Raising cattle inside the city must be a tricky proposition and their supply is not inexhaustible. What will happen when they run out of animals to slaughter? This puts her in mind of the Shoanti hunters who live outside the city, many of whom she knows personally (and maybe they owe her a favour of two). It would certainly be in everyone's interest if the Shoanti were seen to lend a hand to their Korvosan neighbours in these lean times.

So as the others make their plans and discuss their approach, the older woman takes her leave soon after breakfast and starts doing the rounds in Old Korvosa and the thief camps, checking on her people and putting a few things in motion. She also asks around if any of the missing Shoanti children have turned up since Lamm's demise, and quietly makes it known to his former victims that he will not be bothering them anymore.


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Congratz on new job, Garvid!

When Grau emerges from the bunkhouse during morning salad, the pained look on his face has more to do with his hangover than the music. He finds the group in the drawing room, planning your seige on ATWM, and puts two silver shields down on the table, saying, "Thanks for putting me up, here's your coin. I hope I wasn't too much trouble." His glance pauses on Cal's hand for a second, but he shakes it off. "Aren't you, uh...?" Tag Cal and others.

Yazi:
People are hungry. With the markets raided, the gates shut, and the docks closed, there is a real shortage on fruits, vegetables, and certainly meats. Dry grain, beans, and rice are available, but at a premium that most in these districts cannot hope to afford. Dock dumplings are rising in popularity, though their contents have become (even more) questionable as demand far outstrips supply.

Still, there is some hope. Charitable work like that being done at ATWM is occuring in other parts of the city. The clerics of many faiths (except perhaps Abadar, who remain locked away in their Vault) tend to the sickest. Many communities, especially the Shoanti, pool their limited resources together to reap the most that they can from what little they have.

Your message about Lamm is taken with strong emotion, though its manifestation varies from individual to individual. Some cry bittersweet tears of joy while simultaneously lamenting his terrible deeds. Others howl or spit in rage at the very though of the man, cursing his soul to eternal damnation.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Li waits until Cal addresses his guest's question before asking her own. Now that Grau is well rested, Li hopes he will finally give her an answer to that which was perplexing her from yesterday. "Mister Grau, who be Neffi?"


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"Neffi.." he says to Li with a wistful smile, his eyes losing focus as he stares past you into a lost time. "She was a playmate I had as a boy, growing up in a tiny town out west. We couldn't have been more than 5 or so. She had been shipped there from Korvosa, she said, to be raised by extended family because her mama didn't want her. She only stayed a year or so before being sent back for some reason I was never privy to. It was rough for me, on account of my home life being something less than good. It's strange, I know, but I swear you look just like her." Tag Li

He blinks, returning to the present. "At any rate, I have to apologize for the state you found me in...yesterday, was it? The state of the city now it's, well it's hard on a man like me. I've made a career out of trying to bring civility and order to a city of despots, and just when I thought I...we were making progress, something like this happens and proves to me that all my work has been for nothing."

He sits heavily in a nearby chair, it's periwinkle fabric fading and it seams frayed. It groans lightly as he sits, as though admitting it has seen better days. "And so I took to the bottle. Again. I'd been sober for years, and now I'm nothing short of ashamed of myself. I don't even remember where you found me? I'm sure it wasn't anywhere good. But when I woke up today I did remember that you helped me. And that brings me some measure of hope, to know there are still good people in Korvosa. Maybe there's a light at the end of this tunnel, yea?" Tag PCs

"At any rate, I have a duty. I'm still a Watch Sergeant in the Guard, and I need to report to Volshyenek. I really can't thank you enough for taking pity on a drunken vagrant, even if he was wearing a uniform."


Barbarian 10/Fighter 1 | HP 66/104 | DR 5/- | AC 27, T 15 FF 21 | Fort +14, Ref +7, Will +6 (+7 Superstition) | CMD 29 | Init +2 | Perception +15

Thanks, GM!

"Aren't we... what?" The Queen's pawns? Garvid waves away Grau's thanks. Am I feeling jealous that he's still serving, after this, and I'm not?, he thinks, before shaking his head. Very mature. He sighs. "Well, Grau, if there is to be a light at the end of the tunnel, it's one we Korvosans have to light it ourselves." He looks around, shaking his head at Calcedon. "I've spent two damn nights at your place and I'm already making faint attempts at poetry. Damn nobles.", he says with a grin, before turning back at Grau.

"Get a grip, and do your job. Sir.", he says, grabbing Grau's shoulder. "The resolution for this isn't going to be found at the bottom of a bottle, but I'm sure you know that. Just remember your oath to the Guard and listen to that feeling inside that tells you something is f%~!ed up." Abadar, he's younger than me. "And do say to the Marshal I said hi.", he finishes with a grin.


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I'm going to move on. Feel free to add dialogue to the Grau scene, but put it in a spoiler.

Grau salutes, then takes each of your hands in a genuine show of thanks. He then departs the mansion, southbound toward High Bridge and the Citadel beyond.

When Yaziyah returns later that afternoon, she is briefed on the plan. What time do you want to head out for ATWM? I'm assuming it's evening or night?

The group departs the house in three groups, twenty minutes apart. Li and Yazi, Mouse and Garvid, and finally Calcedon alone. You approach from the south, west, and north, converging a few blocks away in the back of an abandoned, three-story warehouse. A swarm of rats has taken up residence here, but they merely hiss and scurry away as Li easily picks the old lock. Here the group finalizes the details of their plan before heading out to visit the butcher's shop.

Roll20 updated! A note on the map for ATWM. It's a two-story building with a small "penthouse" on the second level. That's represented by the small map on the right. You can ignore the blacked-out area in the Southeast. It's not accessible from the street, and I'm sure it has no significance whatsoever (>:)). As usual, please let me know if you're having trouble with the map or your token.

Mouse:
As you stalk through the city streets, the crescent moon seems to smile down on you. You remember Zellara's words to you during the Harrow reading, and an image of The Peacock almost seems to float around you in the dim light. You feel a funny, tickling sensation and a slight wave of euphoria. You get the feeling that luck is your side this night. The Harrow deck has granted you +2 on all Dex rolls, and a +1 dodge bonus to AC! Also, please update your hitpoints in your tagline from 12 to 20.


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Grau:
Growing up Li has often struggled with pictures in her mind that some may say were memories but she had always convinced herself were a product of her imagination. After all, what orphan hadn’t dreamed of happier moments of belonging somewhere or having a family – especially an orphan who had been tormented by Lamm for years on end. However, the rogue couldn’t keep the look of surprise off her face as Grau described one of her happier ‘imaginins’. She had assumed she had made up the friend that she played with in a place near the water so she had always assumed it wasn’t real. As she tries to organize her chaotic thoughts, she laughs nervously as she shares what she considers impossible, ”Unless ya used ta play hide ‘n seek with Neffi near a lighthouse an’ always hid in tha same place, I doubt she be me.“ Li still feels unsettled but can’t resist one more question. ”Was Neffi yer friend’s full name or be it short fer somethin’ else?”


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16

Since Grau is leaving, I'm assuming we're not going to try to use his uniform to help any disguises?


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Grau chuckles at Li's comment, but it trails off. "We did play in a lighthouse, actually. The Old Light, it's called. It's just an old, ruined building and most children were forbade from going near it. But our parents never worried about us too much. So you're familiar with Sandpoint?"

"I honestly can't remember," he says ruefully. "I only remember calling her Neffi."


Female Human Unchained Rogue/11 HP 93/93; AC 21 T 15 FF16; Fort+5 Ref+12/14 Will+5; Init+5; Perception+16/19, Sense Motive +16
The Wicked GM wrote:

Grau chuckles at Li's comment, but it trails off. "We did play in a lighthouse, actually. The Old Light, it's called. It's just an old, ruined building and most children were forbade from going near it. But our parents never worried about us too much. So you're familiar with Sandpoint?"

"I honestly can't remember," he says ruefully. "I only remember calling her Neffi."

Li's insides froze as what she thought was impossible became more real. If tha lighthouse be real, could other things I be thinkin' were imaginins be actually true? This was a rabbit hole that Li knew she could easily get lost in and now was not the time. "I never thought I ever left Korvosa but maybe that's not true after all," she said more to herself than to Grau. Looking up she reiterated, "So that be Sandpoint where we...where ya played with Neffi." If that be me, why would I have been anywhere but Korvosa? Li wants to ask more questions but knew the butcher shop was more important and the others surely didn't care about where she may or may not have spent part of her childhood. "I'd like ta talk ta ya more but we be in tha middle of somethin' and ya need ta get back ta tha Citadel. Can I find ya later?"


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With Grau:
Li wrote:
"Can I find ya later?"

"Of course," Grau says. "I don't know if my conduct will land be in a jail cell or back on the street. Either way, you can ask after me at the Citadel."

A soft whistle carries through the darkness, causing Li to jump. But the melody is familiar, a song that was played just this morning in the gardens. Calcedon's tall frame is silhouetted in the doorway of the office where Li has positioned herself. He drops a simple potato sack onto the ground. Within is the neatly folded, freshly cleaned uniform of Grau Soldado.

"So we're agreed on the plan, then?" Cal asks. "I'll don the uniform and Garvid and I will pretend to be rogue guards looking for an easy buck. Li and Mouse can try to gain entry from the animal pen, while Yaziya provides support from a safer distance."

If we are agreed... The time is approximately 10 p.m.

The group tiptoes into the dimly lit street. Ahead, All The World's Meat stands just as it had the night before. A bit of lamplight glows in the upper windows, while the shopfront is closed and dark.

At this point, go ahead and make reference to the map. If you're using stealth, please say so. I'll roll initiative if/when it becomes necessary.


Female Half-elf HP 41/76 (5nl)| AC 21/FF 16/ T 15 | Per +13 | F: 9 | R: 10 | W: 9 | Init +5 Brawler 11

Sounds like a plan to me!

As they near the house, Mouse springs into action. Using the approach she and Li had used while scouting previously, she sneaks toward the house's rear and the animal enclosure, sneaking a peek inside to make sure the animals are put away before scaling the fence and dropping as silently as possible to the other side.

I'll take 10 on Stealth for the approach because it's easier. Perception to make sure the animals are put up, Climb to scale the fence, Stealth for landing softly on the other side.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Climb: 1d20 + 9 ⇒ (4) + 9 = 13
Stealth: 1d20 + 2 ⇒ (17) + 2 = 19


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GM screen (peeking will reduce your fun):

G1 Perception: 1d20 - 1 ⇒ (7) - 1 = 6
G2 Perception: 1d20 - 1 ⇒ (5) - 1 = 4
G3 Perception: 1d20 - 1 ⇒ (11) - 1 = 10
G4 Perception: 1d20 - 1 ⇒ (6) - 1 = 5
V Perception: 1d20 - 2 ⇒ (20) - 2 = 18

I'll wait on the others before continuing

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