The king is dead! In the Varisian port city of Korvosa, the death of a monarch leads to chaos, and only a small group of heroes can hope to save the city from its own darkest tendencies.
Houserules:
Houserules:
Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.
Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.
if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.
Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.
Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...
Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?
Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).
Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."
Lets get it moving along then we have delayed a long time already. I assume Mai goes in alone and that you purchased 1 hat of disguise
You enter the Hospice of the Blessed maiden using the front door during the day. The stinging scent of alcohol and medicine floods this dingy reception room, an odor typical to hospices, morgues, and battlefields. Across from the entrance sits a long wooden desk, beyond which a stained leather curtain covers an open archway, muffling moans from beyond.
Six poor citizens wait here to be seen by the queen's physicians all of them showing signs of blood veil in the early stages.
A burly middle-aged nurse waits at the desk in the reception room. She glances up as you enter but then looks back down to her notes and pays you no further heed.
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
So, did you guys discuss this plan with Gregor? Is this the next day? Or the same night? I was waiting to see if anyone was going to tell him. It appears that the assumption was that they did, but I don't like to assume.
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Right, it's just that no one had actually told him or said that they were going to tell him.
Gregor dons his physician's mask they found, and tries to dress the part of the doctors as best he can. Before going in, though, he tells the other three. "If things sound like they've gone sour, try to sow chaos by telling the closest Hellknight you can find that Blackjack was seen ducking inside."
As they enter he takes a brief look around, as they are looking for clues of illicit activity, before doing his best to act like he belongs. He takes the lead and makes for the stained leather curtain leading to the next room.
Disguise 1d20 + 13 ⇒ (9) + 13 = 22 (he gets +10 to pass as human, but he doesn't 'actively' do so. Since he thinks he is human.)
Fair enough so gregor goes in dressed as a physician as well. Do you say anything to the woman at the counter or do you just go past her into the next room beyond the curtain door?
Male Human Fighter (Phalanx Soldier) L1 | AC22(T12FF20) CMD16 | hp 16/16 | Saves: F4R1W-1 | Percep -1 | Init: +1 | Status: OK
Drakus leaned against the wall near Donagar, a mug in his hand. He is dressed as a nondescript man-at-arms, his bardiche leaning against the wall next to him.
Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)
Crain was more than happy to have a frosty mug or two with the fellas. "I wonder if they are having fun in there? Gods know, it's pretty great out here right now!""
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Gregor is banking off the premise that he belongs there, so he doesn't think he needs to speak to the front desk. So, no he is not going to speak to her.
You walk by and past the sheet wall and the woman at the entrance doesn't say anything.
The warehouse’s vast interior has been converted into one gigantic convalescent’s ward, the stench of alcohol, sickness, and waste choking each breath. Tight rows of low, stained cots cram the stone-floored hall. Every bed is filled with men and women of all walks groaning and wheezing as they’re consumed by blood veil, their sufferings multiplied by the echoing chamber.
Here, the Queen’s Physicians mill about the cots, cooing at their victims in unsympathetic voices as they watch the sick wither and die. More than 60 cots fill the area, each holding a helpless citizen—most of whom are too weak to even rise from their stinking sick beds. While most of the room is filled with beds and the dying, the northeast holds an improvised kitchen with room and supplies enough to make the patients their daily watery gruel. The ceiling of this room is nearly 30 feet high, though
the catwalks above span the room at 20 feet.
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Despite feeling for the citizens seeking aid here, Gregor makes a few stops, to look as if he is checking on a patient or two, before making his way around the room. He is looking at the area purely from a tactical and investigative approach. He counts the number of both physicians and Grey Maidens visible. He also looks for the other egress routes from the room.
All the while he whenever he sees a Physician attend one of the sick, he tries to tell if it looks like they are doing anything specific, or at all.
Bluff, to pretend attending the sick 1d20 + 4 ⇒ (11) + 4 = 15 +2 vs Humans
Perception, for head count and exits 1d20 + 11 ⇒ (14) + 11 = 25 +2 vs Humans
Sense Motive, to eyeball what the Physician's are doing 1d20 + 9 ⇒ (2) + 9 = 11 +2 vs Humans
Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)
Crain is having a pleasant time, hanging out outside drinking with the boys. "It's a mighty fine day out, huh? Wonder if our girl is having luck in there....no screaming yet, so it must be going well."
Inside the room there are four queen's physicians patrolling the sick. They seems to be examining them and taking notes but doing nothing to provide relief.
On the catwalks above there are two grey maidens patrolling.
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Gregor makes his way toward Pai, until he's close enough to ask quietly, "Kitchen or back door, where should we look next? I'll need you near, lying is not my strong suit, so I'll need you near in case anyone questions us." All the while, he points at a patient or two, as if he's discussing them.
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Gregor pauses, giving Pai a look she can't see behind his plague mask, before nodding, "It's not an unreasonable place to start. Let's go." With that he leads the way toward the kitchen doors to look for any evidence of wrong-doing happening there.
The kitchen was obvious quickly put together and was not originally part of the warehouse. Several boxes in the area have a label for the Arkona important company that used to own this warehouse.
You don't see anything unusual here just water barrels and sacks of grain and oatmeal.
Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)
Crain speaks to the others while waiting. "You know, we could just kick the doors in, and conduct a more ...direct investigation. The lady might get cross with us, though."
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Perception 1d20 + 11 ⇒ (1) + 11 = 12
Gregor sweeps the room with his eyes, before he looks around for a small closable container to collect some of the water from the barrels into, in case they are able to test it. Barring any sign of one, he is willing to empty his waterskin into one of them, and collect from another. If need be, he will just buy a new waterskin. Once he's gathered some of the water, he leaves to head towards the other door they have left to investigate.
You gather some water into your waterskin since there is no closable container there just some bowls and glasses and you towards the back followed by Pai. You open the doors and see a staircase going up and lots of boxes stacked around a large room. There is also a cargo lift in the corner that seems to go upstairs as well.
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Perception 1d20 + 11 ⇒ (19) + 11 = 30
Gregor also gives the room a quick look, before suggesting, "Stairs? Other than good exercise, they will draw much less attention than a lift." Regardless of her answer, he prepares to take them.
Looking at the controls of the lift you see that there is one lever to move the lift but there seems to be a place for another which is missing.
You go up the stairs...and you enter a lounge of sorts.
The rough functionality of the warehouse below gives way to beige tile and a white hall on this more officious-looking floor. A door engraved with images of rampant gazelles stands to the south, their once fine teak bearing obvious scores and gapping chips from rough use. There is nothing of interest here so you move on there are two doors to open here. You chose the closest one to your left.
The scent of exotic wood and sawdust fills this maze of barrels and crates. A spider web of ropes and pulleys crisscrosses the ceiling, one thick cable suspending a net of barrels suspended nearly twenty feet from the splinter-scattered floor below. You see the lift in the corner that goes down to the floor below.
You examine the area and find that this is more cargo from the arkonan shipping company that was left behind.
You try the next door.
Rows of white-sheeted beds line the walls of this room. Each is occupied, every bed bearing a patient restrained by leather straps that bind the figure to the sturdy metal frame. At the room’s center stretch simple wooden worktables, each covered in fluid-filled beakers, intricate glass tubes, small burners, and other alchemical instruments.
Three of the queen's physicians are at work here experimenting on the unconscious or dead subjects on the tables.
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Gregor turns to Pai and briefly shrugs. Though it looks to lack compassion, he doesn't know enough about fighting plague to recognize whether these actions are unwarranted.
Codename: "Falcon" Male 'Human' Divine Marksman Urban Ranger 5/Bard 2 (AC: 19 [T: 13 /FF: 16] -1 if using Buckler hand; CMD 20; HP: 58/58; F+5, R+10, W+4 [+1 vs. Mind-affecting]; Init: +4 (+6 in Kintargo); Perc: +14 (+16 in Kintargo) [Low-light vision])
Gregor holds a finger up like he's about to speak, before feigning the kind of cough brought on from swallowing the wrong way. Meanwhile, he nudges Pai, reminding her that he wanted her there for her lies, as much as being backup.
Half Elf (Destined Bloodline) Bloodrager 10; AC (33)24/16/23; HP 115/115 (145/145); F+15, R+10, W+9 (+2 vs. enchantments) Init +1; Percpn +18; Evasion; Lowlight Vision; Improved Uncanny Dodge; DR 2/-, Rage 25 rounds; 3 (1st), 2 (2nd), 1 (3rd)
"If we run out, one of us can head and get us refills. Ain't nothing going to happen at this place, I'm afraid. They are going to go poke around then come back having found nothing...just wait and see."
HP:74/74, Init:+2, AC:21:14:18, CMD:22Saves:6:11:5 +2EnchantSkills:Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15
Mai copying a grey maiden's voice as best she can
"I'm Escorting a supervisor, from The Pallid Princess's higher ranks.
They wanted to one of their own to personally check in on the progress made here and that nothing is causing problems."
"Well I assure you there is nothing to worry about...The plague is proceeding on schedule and while we still haven't figured out why a few people are immune to its effects I doubt it will pose a problem to the plan as a whole." he replies.
HP:74/74, Init:+2, AC:21:14:18, CMD:22Saves:6:11:5 +2EnchantSkills:Acro: +15, Bluff: +16 +2 vs Male Dip: +19 +2vs Male, Per +17, Sense +15, Stealth, +15
Mai acts as though Gregor gave her words via message spell and replies in a Grey Maiden's voice
"He says, he's heard of a group discovering one and possibly two of our plague's entry points.
And he's hoping that there are no lose ends that will lead discovering the operation.
He is assuming you dealt with the silver coin ledger, and that a certain elf's remains that can't be spoken with."
"He also wants to go over the other plague entry points to ensure that no tracks have been left for anyone to find.
And furthermore he wants a review of the other operational sites and their progress."
"First I hear about any of that...Your going to need to talk to Dr. Davaulus or Rolf...You can find Davaulus in his office right over there." he says pointing to a door at the end of the lab.