DM CD's Unrest in Atlus

Game Master Vethcyr


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HP 81/87 (95 max w rage) Rage 18/18

DM:
Hascya does as bidden. Carla, your skill with a firegun was very impressive but... he squints you do not appear to be a halfling.

In JZ's defense, Hascya would say that a sleeping person is merely a corpse that dreams. Of course, if you ask him 10 minutes later, he'd say that's ridiculous, because all corpses dream.


Male Human Witch 9

Castiel continues to move toward the roof hoping to see the person and to observe the rest of the roof. Alaric moves to the crowd and asks them "Did anyone see the the man on the roof? Which way did he go?"


Martin finishes tying up the giant and manages to lift the man, although it is difficult (heavy load). The door to the tavern opens, and a heavyset, robed man emerges. "Excuse me, but is there any way I could help? I'm a healer. I would have come out sooner, but I had to retrieve my holy symbol and spell component pouch from my room," he announces to the street as a whole, looking for whoever seems to be in charge.

Alaric reaches the crowd, and his familiar flies up to the temple roof and looks around. The responses from the crowd vary, from "I just heard the noise," to "I heard someone running. East, maybe" to "Someone jumped off the roof of those apartments, I didn't see where they went."

North Map
South Map

Castiel:
There is nobody on the roof any more.

Hascya:
Carla shoots you a quizzical look as you walk, "What do halflings have to do with anything?" You walk down the twisting alleyway and into a small courtyard with a garden. She says "So what brings you up north? By your tattoos I'm guessing... hmm... you're from one of the Biburod tribes, right?"

Map


Secret:
Same readied action as before.

Knowledge (Geography): 1d20 + 20 ⇒ (16) + 20 = 36


Male Human Witch 9

"Castiel! Go east from the temple! Someone ran that way and jumped off the roof. Keep your eyes open!" With that Castiel quickly begins that search pattern. Alaric follows along as well.


HP 81/87 (95 max w rage) Rage 18/18

DM:
Hascya grins broadly. You know my people!


M Human Paladin 2, Ranger 6

Martin Surveying the scene, looks to organize the remaining troops.

"We need to get out of here now. Let's keep moving to the keep."

Does martin still have his horse? If so, he will move the man onto the horse back, and then try and get the prisoners to start moving towards the keep.

additionally, If Martin sees a guard/ a youngboy/girl, he will tell them to go run and find a guard to come to them, and tell them to bring reinforcements.


Martin:
Martin does still have his horse (I had totally forgotten about it), but he will have to put down the giant to ride it. Two of the injured silver guards hoist the giant between them while the others set to work pushing aside the wreckage. The dwarf watches the prisoners, and says to you, "We should leave someone here to mind the bodies of the fallen guardsmen. I don't want them ransacked once we leave."

Map


Alaric:
You and Castiel head east along the street. There are a few people here, and the crowd begins to disperse, the show apparently over. You don't see anyone with weapons or armor, or who looks like they might be the sniper. A large building with statues of knights ahead of you purports to be a temple of Iomedae, the goddess of valor. There are a pair of small alleyways among the buildings to the north, and the road itself bends south.

Map


Hascya:
"Yes, I met a fascinating fellow from the Sapress Kurostan tribe a few years back. He told me a great deal about your people," Carla says. She leads you around the garden to a two-story stone building, whose door swings open as the two of you approach. "Here we are," she says as she strolls into the building, "Come on in." The building is an upscale residence, with expensive-looking furniture.

You know the Sapress Kurostan tribe as one of the major ashlander tribes. They are aggressive and don't play nicely with minor tribes, including your own, but they are honorable. Last you heard, they control a wide swath of territory surrounding an old temple. They have many powerful witch doctors, possibly due to the number of planar rifts reputed to be within their territory.

Map


Hascya Only Spellcraft DC 18:
Carla may have a proximity-triggered arcane lock spell set on the door, or she may have used a silent knock spell to open it surreptitiously. It's impossible to tell which without closer examination.


Secret:
Carla uses a silent knock spell to open the door.

CL check auto-succeeds


M Human Paladin 2, Ranger 6

Martin was going to go on foot, and have the giant on top of the horse, so that the group wasn't slowed by him.


Okay, that's fine. The horse is slowed to human speed while carrying him, but that works.


HP 81/87 (95 max w rage) Rage 18/18

Spellcraft 1d20 + 7 ⇒ (19) + 7 = 26

DM:
Sure, I'm game. Hascya will follow her in.


Male Human Witch 9

"Castiel! Go due north into the alleyways!" Alaric follows along.


Martin:
Okay, you're off initiative.

The guards clear the wreckage and your convoy gets underway. Two of the injured silver guards remain behind to watch over the bodies and to direct Alaric and Hascya to the keep upon their return. A couple of minutes later, the giant shrinks to the normal human size. He is still asleep when this happens (though he will awaken 4 minutes later).

The trek to the keep takes another ten minutes. The guards at the gate call out, "What happened? You're all covered in blood!"

I can make a map if you really want one, but you're out of the woods for the moment.


Alaric:
You rush into the winding alleyways. As you turn a corner, you sense an Aha! moment from Castiel. He is about 50 feet northeast of you, around a bend. You think he's found them.

Map


Hascya:
As you enter the building, Carla raises an eyebrow and glances up at some spot in the distance/on the ceiling/somewhere and says "I think we're going to have additional company. Still, you never did answer my question: what brings you to Silverkeep? We're hundreds of miles from the Ashlands here." She sits down at the table and gestures for you to do the same.

Should you glance back into the garden and look up, you'll see Alaric's floating crown zigzagging above the buildings and alleyways, before stopping above the garden.

Map


Secret:
Carla makes ready to loose an admonishing ray at Hascya and the intruder if either becomes hostile.


Male Human Witch 9

Alaric Rushes toward that direction. And shouts to Castiel "Castiel! Daylight!"


M Human Paladin 2, Ranger 6

DM:
"We were ambushed by some fake guardsmen on the way here. These prisoners have been captured from a traitous meeting taking place near the docs. They were even beheading some members of the mithral guard. They should be taken to the dungeon immediately and held for questioning."


Martin:
The dwarf speaks up, "We also need a squad to go to Short Street, by the Plastered Pony tavern. Six guardsmen were killed in the ambush, including three mithral guards. Their bodies need to be retrieved." As guards come to escort your prisoners to the dungeons, the dwarf turns to you and says "You and I should report in. Four mithral guards died today, and the new commander will want to know everything about their deaths."


M Human Paladin 2, Ranger 6

DM:
Martin nods, following the dwarf


Martin:
The dwarf leads you into the keep itself and up numerous flights of stairs, past a number of silver guard checkpoints and to a higher floor than the suites in which you and your group previously stayed. You eventually come to a corridor guarded by a mithral guard. "The duty offices," the dwarf says by way of explanation as you enter a large room. Inside, six human-sized statues line the perimeter. Three doors lead to other chambers, and the sole guard within the room points to the room to your left as you enter and says "The commander is in her office, Dergan. She said she wanted to see you as soon as you arrived." The dwarf nods, and opens the door to the office.

The office revealed within is well-appointed. Its most striking feature is the markedly different stonework on the floor. While the floor in most of the keep has been flat-cut and smoothed grey stone, in here the brown stone floor is tiled. A waist-high bookcase stands against the far wall, its surface littered with books, scrolls, notes, tomes, and other various documents. A satchel lies unceremoniously on the floor next to the bookcase, and a large cabinet stands against the left wall of the room. In the center of the room, three chairs sit facing a large wooden desk.

Seated at the large desk is a blonde elven woman. She wears the mithral breastplate, crimson cloak, and badge of the mithral guards. A golden crown emblazoned at the top of the breastplate indicates her rank as commander of the mithral guards. You recognize her as having been the princess's other bodyguard the night of the siege (mentioned here and here, and Martin may remember her being present when he was unfrozen). The woman looks up from her papers as you enter and, smiling, exclaims, "Dergan! I'm glad you're back! And Sir Martin - it's good to see you again. My name is Viviana Aribasti, and I am the commander of the mithral guards. Make your report."

Map


Martin only knowledge (nobility) DC 15:
You recognize the name. Aribasti was one of the original mithral guards when the group was founded by King Heric's father, King Kassilon. She had nothing to do with the cadets, so you probably never met her before the night of the siege. Mithral guards gossiped with each other when you were a cadet, though, and you've heard that she was the least popular sparring partner among the mithral guards. You've also heard rumors that she and the king were together for a while.


HP 81/87 (95 max w rage) Rage 18/18

DM:
Twohey led me to Carron, a vision led me to the Wolf-Man, and he has led me here. But I wish to know what brings you here. Why did you help us? Why do you use the halfling weapon? Why did you flee?


Alaric:
You round the corner into a small courtyard that blazes with light. You see Hascya standing just inside a two-story stone house. He is speaking with a young lady. She is currently seated at the table inside and calls out, "You, in the garden! Come in."

Hascya:
Bright light illuminates the courtyard outside the building, and Alaric rushes into the courtyard. The woman seems unperturbed by this new arrival. "Because it suited me," she says. She then calls out, "You, in the garden! Come in."

Alaric and Hascya:
The young woman looks human. She has light brown hair and appears quite tall. She wears a red shirt, dark trousers, and dark boots. She carries a sheathed dagger and a short black baton at her belt.

Map


Secret:
As before, readied Admonishing Ray against whoever first becomes hostile or belligerent.


HP 81/87 (95 max w rage) Rage 18/18

Alaric + DM:
Friend Alaric! This is Carla. She helped us in the battle, and she knows of my people! Is Martin taking care of the prisoners?


Male Human Witch 9

Hascya and DM:

Alaric looks confused. "Yes, I believe Martin is sorting all that out." Alaric says distractedly, "Helped us? Why?" Considering as he says this how Hascya came to know this woman's name and how many ways could she kill him before he cast a spell. In response to this thought he realized that thanks to the remarkable amount of healing he had performed today he had hardly any spells left to cast anyway.


Alaric and Hascya:
"Martin must be the 'wolf-man,' then?" Carla asks Hascya, before turning to the newcomer, "A pleasure to meet you, Alaric."


Male Human Witch 9

DM and Hascya:

Alaric looks over suspiciously at Carla before slowly making his way to sit on the other side of the table from her. "Yes, he calls Martin that due to the marks on his shield." Alaric studies the young woman intently "Now. Could you direct me to the man who shot that soldier with the boom stick? Or whatever that was?"


Alaric and Hascya:
"What's a 'boomstick?'" She asks, raising an eyebrow.

Alaric and Hascya only sense motive DC 34:
Bluff: 1d20 + 22 ⇒ (12) + 22 = 34

Carla knows exactly what Alaric refers to. She's fine with him refusing to believe her responsible.


Male Human Witch 9

DM and Hascya:

"It went boom. A guy got a hole in his head like an arrow went through it without the arrow. I've never seen that before. But as I said, where is the man who did it?"

At this Castiel, blazing as bright as anything, chimes in, "Alaric, I'm fairly certain that she is the one who blew the hole in the man's head."

Alaric looks back baffled "Of course this lovely young woman isn't! Can't you see that she is a woman? I know you don't have eyes but it has never stopped you before."

"Sorry" Alaric says turning back to the young woman "Where were we? Oh yes! So where is that man and you wouldn't happen to know what kind of weapon he used would you?"


HP 81/87 (95 max w rage) Rage 18/18

DM and Alaric:
No, no, Clara is the one who used the halfling weapon. But no matter. He turns back to Clara. You have our gratitude for your assistance, though you still have my confusion as to your subterfuge.


Alaric and Hascya:
"Ah, you mean a musket," Carla says. She stands up and flexes her wrist. Suddenly, a long firearm appears in her hand. It looks like a spyglass has been affixed to the top of the weapon. "As for my so-called 'subterfuge,' these aren't exactly subtle to carry in the open. Out of curiosity, Hascya, why do you call these things 'halfling weapons?'"


Alaric:
I should point out that Castiel only located these two due to spotting Hascya. He never saw the woman on the roof or with a ranged weapon either. Moot point now, but still.

Secret:
As usual, readied action to fire an admonishing ray at anyone who makes a hostile move. If Castiel makes the move, Alaric takes the rays. Standing is a move action, calling the musket is swift.


Male Human Witch 9

DM and Hascya:

Alaric looks confused. After a bit he says "But....You are a woman... Your people let you fight? Well I guess I am glad they have the sense to have their women fight from a long distance. That is at least a little better."


HP 81/87 (95 max w rage) Rage 18/18

Not cool, man, not cool.


Male Human Witch 9

Hascya:

Directed at Alaric?


Alaric & Hascya:
Carla flexes her wrist again, and the gun vanishes. "We each have our preferences, it's true. Now then, why don't you tell me a little more about yourselves?"

Secret:
As before.


HP 81/87 (95 max w rage) Rage 18/18

Alaric:
Yeah, but I'm just kidding.

DM and Alaric:
I have said I am Hascya. Twohey is busy. Suddenly, he perks up as though remembering something. Twohey has tracked the other brother to a hiding place. Friend Alaric, we must hurry and reunite with the Wolf-Man, and then go capture him. He turns back to Clara. Again, our gratitude for your assistance. Unless... unless you would like to help Twohey capture the other one?


Alaric & Hascya:
"Slow down, what other brother? Where is he?"


Male Human Witch 9

DM and Hascya:

"Someone from the building we cleared out. Twohey has been tracking him. We must catch him before he slips away from our collective grasp." With that Alaric quickly heads toward Martin's location, turning as he does so to speak to Castiel "Thank you for the light Castiel. Could you please turn it off now?" Castiel's light disappears in an instant.

Perception 5 Hascya and Carla:

Castiel mumbles "Killjoy. Get rid of all my fun....Does he know how much fun it is to fly around glowing?...." The grumbling continues on for a bit like this before Castiel focuses on their task at hand.


M Human Paladin 2, Ranger 6

Know. Nob. 1d20 + 3 ⇒ (3) + 3 = 6

DM:
Addressing the commander, Martin stands erect, assuming a straight posture. Martin proceeds to explain the situation at the market, and how they tracked the rebel-rousers to the warehouse. Martin then details their encounters with the seditious townsfolk, finally detailing the attack in the streets.

"Additionally commander, Hascya, a ashlander that has been accompanying me is tracking the man who got away at the warehouse with a trained bird. Also, he is scouting for the person who fired on us in the streets. "

Looking sheepish, Martin adds, "The guards at the warehouse were no common fighters, but we're very well trained. If I could get some medical attention, it might be for the best."


Martin:
Dergan (the dwarf) corroborates Martin's story, adding "It's true, Vi- er, ma'am. He an' his companions rescued me from the traitors. They acted like some sort of cultists, and the quiet one carried an odd-looking urn filled with ashes. Forced both me and Garlan to drink wine laced with the stuff. I don't think it was poison, but I doubt it was anything good. Before they took Garlan out into the warehouse, the ringleader gave a speech about how the true rulers of the cosmos would reassert their power and that only those who partook of their essence would gain favor. Then all hell broke loose and Sir Martin and his companions rescued me."

The woman's eyes narrow as you and the dwarf recount the evening's events. After the dwarf's mention of consuming ashes, she blinks and mutters something, and her eyes begin to glow with a bright blue light. "Dergan, I'm taking you off of active duty until we know what those ashes were. Right now, I want you to show Sir Martin to the healers' quarters. Stay there until further notice." She turns to you and says, "Good work. Gather your companions, get healed up, and follow up on the man who got away. Stop him and recover those ashes. We need to know what they are. I can't send any more of my men to aid you right now, unfortunately." She pauses to consider for a moment, and then says, "Be sure your companions are trustworthy, and that they know to keep quiet about this event. The situation in the city is delicate, and I don't want people to know how vulnerable we are at the moment. Take care of this situation quickly and quietly, and then report back to me. Good luck," she says, smiling.


Martin only sense motive DC 10:
It's obvious that Dergan isn't used to addressing the woman as a superior officer.

Martin only sense motive DC 29:
Bluff: 1d20 + 22 ⇒ (7) + 22 = 29

The woman has some other reason for wanting this situation resolved quickly and quietly. She also seems very interested in those ashes, which may be related to why she just benched Dergan.


HP 81/87 (95 max w rage) Rage 18/18

DM (or Alaric DC 5 perception):
Did you not see us with the prisoners? We went to the warehouse to capture two, but one escaped us, for now. Now we must secure the first before pursuing the other. Do you wish to aid us in defending this city? These brothers are some kind of threat, according to the king's helper-man. Then, in a conspiratorial whisper, I do not think the helper-man is undead, either.


Alaric:
Several minutes after you left Martin and the prisoners, you return to the street. They are gone, and the broken wagons are cleared from the path. Two of the remaining silver guards keep curious onlookers and passers-by from looting the corpses.

Hascya:
As Alaric and his familiar run off into the night, Carla replies, "I saw you with a lot more than one prisoner. What is so important about this one who got away? Can't you interrogate the others or his brother to figure out his plan?" She pauses, with a perplexed expression on her face. "And why would you think one of the guards was potentially undead?"

Hascya only sense motive DC 38:
Bluff: 1d20 + 22 ⇒ (16) + 22 = 38

She's acting somewhat confused in an attempt get information out of you.


HP 81/87 (95 max w rage) Rage 18/18

Carla used Bluff. Critical Hit! It's super effective!

DM:
Ah, but there were two leaders. We captured one, but now we want to capture the other.

But you, why did you help us?


Hascya:
"You were surrounded. I figured you could use the help. Tell me about this man you're hunting."


Male Human Witch 9

DM:

Alaric runs up to the guards "Which way did Martin go with the prisoners?" I am betting they know who Martin is from the fact that he was being trained as a silver guard


M Human Paladin 2, Ranger 6

Sens. Mot. 1d20 + 4 ⇒ (13) + 4 = 17

DM:
Giving his respect to the commander, Martin follows the Dwarf to the healer.


HP 81/87 (95 max w rage) Rage 18/18

DM:
Well, his name was Mika, or Lucas. He flew around the room, fire poured from his hands, and he could make himself invisible. He was a powerful shaman, but we defeated him and he was forced to flee in shame.


Hascya:
"And now you seek to finish him off? I recommend the use of Faerie Fire or Glitterdust in conjunction with Dispel Magic. Alternately, force him into an area too narrow for him to evade you in. Really, anything that disrupts movement through the air should work."

As Carla offers tactical advice, you sense a growing feeling of disgust via your link with Twohey - something he senses is revolting.


Alaric:
You recognize these guards as having been with the group that was aiding you in escorting the prisoners. One of them says "He and the others decided not to wait - they wanted to get the prisoners locked up before the traitors could bring reinforcement. They've left to take them to the keep."

Martin:
You follow the dwarf downstairs and into a side chamber. A half-dozen robed figures occupy this room. These men and women carry amulets and symbols of various faiths - two men hold sun-shaped amulets of Pelor, one man has a golden sword amulet of Heironius, a woman has a gem-studded silver amulet of Shelyn, another woman has a beerstein-shaped sigil of Cayden Cailean, and one man has the blue swirl of Pharasma. One of the Pelorite clerics looks over to you and asks, "Have you come for healing?"


HP 81/87 (95 max w rage) Rage 18/18

DM:
Yes, we should be able to defeat him now that we know what to expect. Again, my gratitude for your assistance.

With that, he will bow and withdraw, and hurry to catch up to the rest of the party.

Do I sense urgency through my bond with Twohey?


Hascya:
"Good luck," Carla says, rising as you turn to go. She walks with you to the doorway and sees you off with a wave of her hand.

You rush through the alleyways, catching up with Alaric as he asks a guard for directions. Martin, most of the guards, and the prisoners have left for the keep, according to the remaining two guards. These two silver guards remained behind to guard the bodies of the fallen so that they could be retrieved later.

You and Alaric are now reunited.

Not urgency per se, just revulsion, as though Twohey saw, heard, or smelled something deeply unpleasant.


Hascya only perception check DC 35:
SoH: 1d20 + 21 ⇒ (14) + 21 = 35

Carla slips a small, metallic object into your belt pouch as you leave.


Alaric:
Hascya catches up with you as you ask the guards for directions.

You and Hascya are now reunited.


Male Human Witch 9

Hascya:

"Hascya! Glad you followed along. Martin left to go the keep and take the prisoners along. I think we should head to the keep, collect Martin and then go off to find our glowing man." If there are no objections Alaric does exactly this. As they walk Alaric asks "Where did that lovely young woman go? Did she decide not to join us?"


M Human Paladin 2, Ranger 6

DM:
Martin nods,accepting the care of the robed figures.


HP 81/87 (95 max w rage) Rage 18/18

DM/Alaric:
Hascya goes along to the gaol.


Alaric and Hascya:
You make your way through the streets of Silverkeep to the keep itself. Once there, you inquire as to Martin's location, and a young silver guardsman leads you to a side room where Martin and the dwarven mithral guard are having their wounds seen to by a group of people in priests' robes. Two men wear the sun icon of Pelor, a woman bears the beerstein pendant of Cayden Cailean, a man bears the blue swirling pendant of Pharasma, a second woman bears the silver amulet of Shelyn, and the last man bears the golden sword amulet of St. Cuthbert.


Martin:
The priests heal your wounds (full HP for you and Ankou), and moments later a silver guard shows Alaric and Hascya in.

The priests look inquiringly at the newcomers, and the man who carries the symbol of Pharasma asks, "Do you seek healing as well?"

We're off spoilers (unless anyone wants to retcon in conversation)!

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