DM-Camris' SECOND DARKNESS Part 1 and 2: Children of the Void (Inactive)

Game Master Camris

A star has fallen and the rush is on! While the crimelords of Riddleport race to be the first to claim the mysterious skymetal, dark works are afoot at the crash site on the island of Devil's Elbow...


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The suspects, all five, (two of which were critically injured before being patched up), are hustled downstairs to the wine cellar for a good questioning. Being loomed over and intimidated by Eros, Baral, Nakoda and Saul they all fold up like accordions.

They confess that they are all apprentices in the Cyphermages guild. It seems that they got the urge to rob the casino when they heard that the Golden Goblin was being refurbished and spent months crafting and stealing the spells they would use to do it. Walking through the casino, pacing it out, getting special clothing... etc. etc.

When finished, Saul has a suppressed angry look about him as he says briefly; "I'm going to go talk to the Guildmaster. Keep them on ice for the time being." He then grabs his greatcoat and cane and walks out the door.

Now that the doors are open, you can see that the magnetic pull wasnt' just in the Hall, it was all over the city! There is debris scattered all over the streets, several dead horses and cattle lying pierced by flying nails, the golden dome is scratched and peeled. The town will spend days cleaning up after this. As to what it was and why it happened? No one knows for sure, but oddsmakers are betting it has something to do with the blot in the sky.


Male Human Cleric 3

Maelorn hustles out the door after Saul, "There are too many people after you to have you running through the streets at night alone."


Male Human (Shoanti) Barbarian 2

On Saul's and Maelorn's leave, Baral pulls the hood of his cloak over his big and repulsive battle-scarred head and looks at Nakoda. "Should we go after them? It looks like even stranger things have happened out there..."


Male Human Wizard 8

"We should. I'm sure the regular staff can handle these fools now." Grasping his longcoat he turns to one of the bouncers.

"If they start making any guestures of babbling, hit them. HARD." whit that he makes his way to the door looking to the others.


Male Half-Elf Ranger Level 2

Eros thinks to himself: Whats this? We are leaving the casino?.....ohh good. Now I can finally get and use my real weapons.

As Eros leaves the casino, he looks up at the menacing sky and studies it for any changes since he saw it last.

Perception Check1d20 + 6 ⇒ (15) + 6 = 21

Eros takes up the rear position, and tries to determine if they are being followed as they traverse Riddleport.

Perception Check:1d20 + 6 ⇒ (14) + 6 = 20

Eros gets a +2 bonus to perception if they are being followed by an elf.


Female Human(Shoanti) Skald 8

Nakoda looked over at Baral as he gathered himself up to leave and she rightfully could not disagree with the idea of leaving the casino. At worst she would get a chance to ask around about the goings-on in the city lately. The patrons at the casino were more concerned with trying to either get her to be their 'luck charm', or further distasteful things. thought about it for a second, and figured that the rest of the staff should be able to handle holding those that had already been detained.

There was jingling as she crossed the floor to the nearest cloak and pulled it on, over her shield still on her back, and nodded to Baral. "We go after them."

At least she would be able to ask around and maybe get something useful.


Saul steps outside the main doors, but stops and looks around amazed. He starts a little as you follow him, but then relaxes and gives a little half grin.
"Well, I'll be honest and say while I don't think it will be necessary, but I'm glad to have you with me." He points around at the town. "With all the patrons gone home, the rest of the staff can do the basic cleanup; I think even our enemies will be busy for a while."

The scene around you is that of minor devastation. The roads are littered with debris, mostly mettalic and mostly sharp. Moans are heard form man and horse away down the streets as the injured are tended to. Luckly there are no fires, but it is quite a mess. Looking up, you see that the dome over the Golden Goblin is partly peeled and some of the metal was attracted to the statue. Now it is piled around the statues feet. Looking up even further, the blot in the sky is still there.

Saul sets out down the road. Taking the ferry across the inlet, he walks up the steep road to the Cypher Lodge; a grand structure of stone and timber sitting perched on a lonely crag nestled against the very slope of the mountain, and providing a panoramic view of both the gulf and the city. Even more than that, its three wings look directly out over the Cyphergate. For a moment, Saul looks out on the awesome structure as the main doors creak open...


Perception DC25:

You know someone is following you. You can't pinpoint who, it's just a combination of knowing what things should be there but aren't, flows of traffic that are just off, and gut feeling. But you know it to be true.


As you stand before the doors to the Cypher Lodge, you are treated to a spectacular view of the Cypergate.

The enigmatic Cyphergate looms large over Riddleport’s harbor, a constant reminder of the transience of life and even civilization, since few can even imagine what society might have raised this architectural wonder.

The arch rises 350 feet above the water below at high tide, rising from the rocky crags on either side of the harbor mouth—its diameter is exactly 700 feet.
Rectangular in cross section and 35 feet wide, the sides bear massive
runes and glyphs. It is of an unidentifiable stone of almost supernatural hardness that resists most efforts at defacing or marking, and has weathered countless years amazingly well.

Knowledge Arcana DC18:

There is speculation that the arch is actually the upper portion of a great stone ring, the bottom of which lies buried beneath the harbor, and long-abandoned excavations have shown that it descends deeply into the bedrock, but how far down it goes and how it could have been implanted in the natural stone remains a mystery, as do the meanings of the runes on its sides.

Linguistics or Knowledge History DC18:

Some researchers note that the runes on the sides of the arch are similar to those that comprise the Thassilonian language, yet each
bears subtle differences that make translation difficult, if not impossible. Most scholars believe that the runes have no meaning, and are simply decorative. Magical attempts to decipher the runes have supported this theory, yet the Order of Cyphers believes that this simply points to the runes’ mystic nature, that even magic cannot decipher their meaning or the Cyphergate’s true purpose.


Once you pass through the gates you are led through the maze of passages (somewhat messy and still being cleaned up) to the densly cluttered office of Elias Tammerhawk, current Speaker of the Order of Cyphers (The Cyphermages).
A very sharp and attentive Chelaxian man of middling age, slender build and greying salt and pepper hair. He listens in growing astonishment at Saul's tale of the attempted robbery.

Sense Motive DC16:

His incredulity seems sincere.


Male Human Cleric 3

Linguistics:1d20 + 6 ⇒ (5) + 6 = 11...not my day
Sense Motive:1d20 + 8 ⇒ (7) + 8 = 15...sigh

The passage through the streets having gone safely, Maelorn relaxes. While nobody has any real love for the Cyphermages, they don't strike his as crass enough to be violent over this.


Male Human (Shoanti) Barbarian 2


Perception 1d20 + 4 ⇒ (6) + 4 = 10
Sense Motive 1d20 - 1 ⇒ (18) - 1 = 17


Male Half-Elf Ranger Level 2

Eros watches Elias Tammerhawk's reactions carefully as he listens to Saul's tale.

Sense Motive:1d20 + 0 ⇒ (8) + 0 = 8

Clearly Eros isn't convinced of his sincerity

Eros says:"Tell me Elias, what do the cyphermages have to gain from Saul's demise?......Or is it PERSONAL?"

"What form of punishment will the young criminals receive under your firm hand Elias?"


Male Human (Shoanti) Barbarian 2

The large brute steps in and roars:
"Mister Tomahawk speaks truth Arrows!"
He gets in between them facing Eros and looks calmly into Eros' eyes.
"Do not try to do the same to Mister Tomahawk as you did to the young ones he is teaching his magic ways to, Mister Arrows. Mister Tomahawk is not a lyar! I take Mister Tomahawk's side!"
He crosses his arms.
Sorry for siding against a team member, it is only temporary, to try to convince team that he is not lying.


Female Human(Shoanti) Skald 8

Perception 1d20 + 4 ⇒ (1) + 4 = 5; Linguistics 1d20 + 5 ⇒ (17) + 5 = 22; Sense Motive 1d20 + 4 ⇒ (7) + 4 = 11

There was a tilt of her head as they saw the arch, and Nakoda spent a fair span of seconds looking at the arch, and puzzling out the runes.

When they reached the office of Speaker Tammerhawk, Nakoda politely hung back, seeing as Saul arrived with four other people. As Saul goes about his story, she listens, idly looking about his office with some curiosity. She did not exactly believe his incredulity either, but still stepped forward to lay a hand on Baral's arm and look askance at Eros, having seen a bit of commotion near him, but not the results or the cause.


dealings with compnanies all over town.
[/spoiler]

Speaker Tammerhawk looks with astonishment at Eros and Baral, smiles pleasantly, turns to Saul and asks; "Who are these idiots again?"

Saul shifts uncomfortably and gives you all a significant glance.

Sense Motive DC11:

Saul is thinking at you: Will the lot of you please shut the [bleep] up! I'm trying to do a deal here!

Saul replies, a little uncomfortably; "Yes, well, I'd like you to meet my new partners in the Gold Goblin Gaming Hall."
Tammerhawk looks visibly unimpressed at you all. "Yes. Well, anyway, this is a little hard to believe. I know those boys, and while they have some promise, they've never had the kind of initiative it would take to do what you said they did. Come then, I want to see what they have to say for themselves."
Tammerhawk get up and leads you all down a flight of stairs and up a hallway on the second floor to a largish marble floored room lit by blue torchlight and a large engraved pentacle on the floor.
Linguistics or Old Azlanti:

The runes above the door read "Summoning Room".

Tammerhawk slowly paces the perimeter of the pentacle, reaching out at each vertice and pronouncing a significant word of power and causing one of the lines to run with blue fire. Then he goes to the stand and unrolls a small scroll.
He intones; "Loel Achei, Zhoos Turitmos, Del Serer, Wily Toneran, Emath Raybing; sworn apprentices of the Order of Cyphers, return to us now!" And with a blue flash, the five suspects you captured at the casino appear, still tied to chairs and two clearly beaten to a bloody pulp.
Tammerhawk takes one look and turns his wrathful glare on you all.
"Saul!" he appears to be searching for the words, then waves his hand at the apprentices. "Really?!"


Male Half-Elf Ranger Level 2

Sense Motive:1d20 + 0 ⇒ (17) + 0 = 17

Eros clearly does not favor any who would call him a idiot, or who would judge his friends harshly. He glares at Elias with contempt, but he will pursue the matter no further out of respect for Saul.


Male Human (Shoanti) Barbarian 2

Sense Motive 1d20 - 1 ⇒ (15) - 1 = 14

At Saul's arrogant glance Baral sends him a stern look, saying 'you should be more appreciative of your new partners who have saved your ass not once but twice already, pal!'

He then turns his head to Speaker Tammerhawk of the Cyphers and sends him a bitter look toppled with an angry gaze, and takes a step toward him, his extremely large left arm going slowly and steadily for the massive weapon on his back. A weapon so massive it has become known as the Earthbreaker.

"Who... Are... You... Calling... IDIOT!?!" the last word is a thunderous roar and he is now standing upright, tall as a giant, with the Earthbreaker in his hands. He looks to Nakoda. He says in shoanti.
Intimidate 1d20 + 3 ⇒ (8) + 3 = 11

Shoanti:

"This frail city-man is offending us, and with us our tribe. He must ammend."


Male Human Cleric 3

Maelorn closes his eyes for a moment, composing himself before speaking.

"Obviously, we are doing more harm here than good. Saul, I will wait for you outside to escort you back to the Goblin. I suggest we all do the same while these two gentlemen discuss the issue"

As he opens the office door to leave, Maelorn will turn back for a moment, "Regardless of what you think of us, sir, know that your apprentices confessed to the crime, and provided enough details to convince me, at least, that they have been planning this for some time."

He then steps out and waits outside the building until Saul exits.


Tammerhawk shouts back in Baral's face;

Shoanti:

"That would be YOU fat boy ba-"

Saul abruptly cuts between the two and turns to face Baral. There is a cold and terrifying gleam in his eye.
"I have asked you to let me speak. Now I am telling you you WILL let me speak without interruption. If you don't like that you may wait outside where you don't have to see it." He turns to Tammerhawk.
"Now. I am very sorry your apprentices got hurt while ROBBING MY CASINO, but we had no way of knowing they weren't professional assassins; I'm sure you understand."
Saul and Tammerhawk lock gazes.

Sense Motive DC18:

Saul and Tammerhawk are engaged in a complex and subtle negotiation. Saul has the advantage and Tammerhawk is trying to limit the damages.

After what seems like an eternity, but was barely a handful of seconds, they both relax and take a step back. Tammerhawk runs his hands through his hair.
"Yes, yes, I know. We have the responsibility. If you send me the bill we'll make it right with you Saul." Saul nods satisfied.

"Master! Master!" An acolyte rushes up to Tammerhawk. While Saul and Tammerhawk had their dispute quietly, acolytes had tended to the apprentices in the background; administering healing potions, dressing their wounds and so forth. The acolyte presents Tammerhawk with a small vial with a small amount of yellow and purple glowing liquid.
"They have all confessed to robbing the casino, but while we healed them, we noticed that their wills have been damaged. We recovered traces of an amnesia potion."

Tammerhawk looks at the vial of liquid, frowning.
"They wouldn't do that themselves." He turns his gaze to Saul. "Someone else is involved."


Male Human Wizard 8
DM-Camris wrote:

dealings with compnanies all over town.

[/spoiler]

Speaker Tammerhawk looks with astonishment at Eros and Baral, smiles pleasantly, turns to Saul and asks; "Who are these idiots again?"

Zane is unable to completely conceal the snicker that arises from the comment. He shakes his head to himself, half amused and half disgusted.


Tammerhawk rushes off, shouting for a complete scrye of the apprentices quarters.

[Saul had earlier grabbed Maelorn by the arm and motioned for him to stay.]
Saul relaxes and lets out a big sigh.
"Yes." He muses. "Alright. That went alright for us."
He turns and gives Baral a flinty look. "I hope I don't need to mention how very close you came to being turned into something small and inoffensive? Like those apprentices?" Saul gestures back towards where the apprentices used to be, but where now a number of rabbits, frogs and snails were being put into boxes.

A lovely red-haired girl, sporting a number of Varisian tattoos on her face and neck and dressed like any other low ranking clerk was walking past with a load of books in the corridor when she spotted Zane and gave a double take.
"Hey Zane! Did your Inquisitor friend give you my message?"

Zane or Knowledge (Local) DC18:

You know the girl as Samaritha Beldush, a down on her luck mage looking to hire on as an apprentice Cyphermage. Bad luck they aren't hiring at the moment. She currently ekes out a living as a library clerk.


Male Half-Elf Ranger Level 2

Eros pulls out his unopened bottle of Oldlaw whisky, and opens it. He takes a swig. He really doesn't care if he makes a mess or not.

He then remembers his old army days. They used to drink this stuff all of the time. Apparently old habits die hard.

Eros turns to Baral and says:"hey big fella....want a swig? I usually take a few drops whenever I feel the need to lash out. It settles my nerves a little. Anyone else want a swig while we wait?"


Male Human Wizard 8

Zane looks up from his study of the surroundings and breaks into a smile.

" What message Samantha? I've been a little hard to reach the last few days."


Samaritha just rolls her eyes.
"That preliminary Blot report silly! You asked for a copy right? Well, just wait right here for a minute and I'll get it for you." She hurries off, still balancing the column of books.

Tammerhawk comes back a little later, carrying a crystal ball.
"We're in luck. The guy cleaned up after himself, but one of the apprentices had a scrying project running at the time, and we recovered an image." He holds out the crystal ball. "You ever see this guy before?" The image is very familiar to you.

It is Angvar Thestlecrit, the leader of the crew that tried to rob you the night of the Tournament.


Male Human Wizard 8

Zane smiles, appreciatively observing Samaritha's exit as he waits for the report. The blot was fascinating, and Zane was deeply determined to get to the bottom of it.


The report that Samaritha delivers is a folio sized tome about three inches thick and weighing fourteen pounds (lots of glossy colour plates). It will take a full day to read through.

Title: Declassified Preliminary Report on Blakeley's Shadow, Including Historical Overview by The Blakeley's Blot Committee

In the book you read...:

The Blot first appeared over Riddleport about
a month ago and has remained in the sky ever
since. It has changed size and shape and has
even disappeared intermittently, but has always
returned after several hours.

A local cyphermage and stargazer named
Argentus Blakely first noticed the Blot before
it was visible to the naked eye. He called it an
“atmospheric shadow” and it was subsequently
named for him as it became more visible.

The Blot changes shape and size somewhat, but
is generally ovoid in shape and hovers alternately
over the harbor and gulf just south of Riddleport.
It is dark like a shadow but does allow some
light through, albeit dimly, and flying objects
can faintly be seen through its obscuring haze.
It casts a faint shadow on the ground beneath it
depending on the angle of the sun.

The Blot hangs at a fairly constant altitude of
about 2,500 feet and appears to be roughly 250
feet long by 130 feet wide.

Riddleport has a long history of mysterious
phenomena connected to its infamous
Cyphergate Riddle—the long-sought hidden
purpose of the stone arch that rises over the
harbor. Old accounts tell of strange lights
moving in the sky and sounds issuing forth from
it without explanation. The manifestation of a
shadow in the sky is something new, though.

Blakely flew up to investigate the eerie shadowy
Blot a week after it appeared, and reported
that the interior was strangely cold but that the
blot itself seemed no different than a regular
cloud—apart from its unusual color.

No known magical traditions explain the
existence of the hovering shadow, and it does
not bear the trappings of any known spell.

The wizard Argentus Blakely (a noted Cyphergate
scholar) postulated that the Blot is some sort of
convergence for focusing arcane energies. He has
yet to prove his hypothesis but is running several
experiments to test its validity.


CUT TO: Interior of Sauls Study, he stands in front of the fire facing you, his face in deep shadow

Saul had been quiet on the way back from the Cypher Lodge.
Silently he motioned you all to enter with him, he went to the fire and turned around.
"This has to stop. And right now.
"I want you to devote every waking hour to finding that man and making him stop. You have Carte Blanche. Whatever it takes, I don't care how. Bribe him, kill him, run him out of town, erase his memory, turn him into a blue hedgehog. I. Don't. Care."
He is silent for a moment.
"I am offering a 2,500 crown reward for that man, dead or alive. It is an open secret that Elias Tammerhawk has designs on higher political leadership; designs that have just taken a serious hit with Cyphermage apprentices running a bank job. And fumbling the job. He is also offering a 2,500 crown reward. He has gone to ground somewhere in town, but as skilled and intelligent as he is, he still left traces. Someone knows something that will help you find him. Go find him."


Male Human Cleric 3

Maelorn looks thoughtful, "Saul, do you have anyone on staff who is any good at drawing? I'd like to take them down to the Cyphermages and have them make a rendering of the image...several, actually, so that we have something we can show people while we're looking."


Saul replies; "I don't know anyone offhand who can do a sketch on the staff, but Elias sent this along. Perhaps this can help." He pulls a small glass globe out of his greatcoats pocket and hands it to Maelorn. When you look into it, an excellent image appears of Angvar, apparently turning and smiling at someone not in view.


If you like, I can abstract the investigation and skip to the good stuff. Some people like the detectives journey and some don't.


Would the Party like me to abstract the investigation and skip right to the villains lair, or play it out by talking to street people, following clues and so on.


Male Half-Elf Ranger Level 2

I vote that you paraphrase the investigation and then skip to the good stuff.


Male Human Cleric 3

How about we give you general strategies, and you can utilize them as appropriate in the narrative?

Maelorn, for instance, will primarily be talking to those in the poorer sections of town, where he already has an established reputation. (Worth noting, btw, that even while working at the Goblin, he has continued his morning traditions or repair and providing water).


Because of the danger of street thuggery, you travel together for safety.

Maelorn knows a lot of people around town and his first stop is
The House of the Silken Veil
This octagonal pyramid is topped by a blood-red steeple.
The walls were once of white marble but are now grimed and stained by years of exposure to the salt air and the pollutants of the Gas Forges, giving it a dreary, unhealthy look.
But the silken curtains that cover its three wide, inviting entrances are always freshly laundered and do little to mask the scent
of exotic incenses that waft from within.
This structure is the headquarters for Riddleport’s “hospitality industry,” an industry that includes prostitutes, alehouses, escorts, dancers, and even (it is rumored) exotic assassins.
The House of the Silken Veil serves another purpose as well: it is a
temple of Calistria in addition to being a high-class brothel. Temple
prostitutes work the streets and squares of Leeward and send criers and
samples down to Wharf District to bring in the “pigeons.” The high priestess of this temple is Shorafa Pamodae, a leather-clad mistress seldom seen without her snakeskin whip coiled about a shoulder.
She breaks up the gaggle of women who swarm Maelorn in a friendly
manner, including Lavender Lil; who teases Maelorn by dressing
as a private schoolgirl and saying she'd like to take him upstairs and
"Confess" to him.
Meeting with Shorafa, she agrees to help you, and suggests going to the Publican House.

The Publican House
This building of clapboard and shingles appears to be a large, rough-and-tumble tavern.
Great bay windows of leaded glass look out over the river, often lit by the revel ongoing through most hours of the evening and night. A sign bearing the symbol of a dented ale mug hangs above the
door, and written discreetly beneath it in gold letters are the words
“Publican House.” This raucous place is actually a temple to Cayden Cailean, god of adventurers and drink, and is a favorite
among the ships’ crews and travelers that visit Riddleport
for its fair prices and wide selection.
The temple-tavern is open to all, with the one exception painted in bright red letters in several languages directly above the bar: “No
Cyphermages,” a policy enacted several years ago after numerous problems between Rolf and some of the more egotistical and stuffy members of the Order of the Cypher.
It is overseen by High Publican Arnando Rolf, a bear of a man who is rarely seen without a notched sword swinging at his hip. He nods to
Maelorn and looks the rest of you over curiously. Giving a brief glance to a dark corner, he bustles off to see to his customers. You sit down at the corner with a man whose face you cannot see. This
is the Masked Man; a vigilante who frees slaves in midnight attacks. He promises to help before swinging out through an open window
into the night.

Your path leads you to interview some of Angvar's old crew at the city prison at
The Devil’s Fork
Riddleport’s military district is nestled into the draws formed by the rocky ridgeline that guards the city’s east and north sides. The Fork guards the northern approach to the city. Within the draws have been constructed a stableyard and barracks for the city’s 250 gendarmes and a small force of light cavalry. In the southern draw is Shoreleave, the city’s fortress-prison compound backed up against the rocky
ridge and said to extend underneath in tunnels mined out by prisoners sentenced to hard labor. General Anton Mescher, Overlord Cromarcky’s right-hand man, oversees Shoreleave efficiently and fairly, and is one of the few people in power in Riddleport who isn’t seeking to gain more.
You discover that the girl you captured opening night has been replaced
by a drug addled street girl; clearly bribery at work.

You travel to
Zincher’s Arena
This massive stone structure dominates the Wharf District.
Brutal contests of strength and combat prowess between slaves, criminals, professional gladiators, and captured wild beasts and monsters are held here for the public’s entertainment, but so are formal duels by members of the city’s elite who wish to settle feuds in a public spectacle.
The latter are much rarer, as such duel challenges are seldom issued—assassinations and poisonings are so much more efficient—and even more rarely accepted for the same reasons. However, such events draw by far the largest crowds. The last such duel was between Speaker Tammerhawk of the cyphermages and a visiting evoker who was denied entry to the Cypher Lodge after one too many insults levied at the school of divination. Tammerhawk won in short order in a spectacularly bloody bout that involved a swarm of rats devouring the still-living rival
mage. Local crime boss Clegg Zincher runs the arena, and his booming voice and flair for melodrama make him uniquely suited to run such events as the establishment has become regionally famous for. He meets with you as he eats, visibly unimpressed by any of you but Baral. Him he offers a gladiators sponsorship and the promise of making each other rich.

The clues eventually add up and you find that Angvar has taken refuge in St. Caspierian's Salvation, a paltry mission dedicated to Saranrae filled with orphans, derelicts, and all the rest of the dregs of society.

Knowledge Local DC16:

Father Padrik, an ailing priest, runs the mission with the aid if his young caretaker Jhonas. Funded by an anonymous donor, the mission remains open 24 hours a day to better provide aid and services to the impoverished community.

Knowledge Local DC20:

The area around the mission is controlled by a gang run by the "Splithog Pauper", and uses the Mission as his base, and loaded it with his gang of swindlers and thugs.

When you go down there, you see the mission squatting halfway down the muck-smeared alley, sandwiched between a derelict wainwright's shop and a bakery, stands a dilapidated tenement.
A crooked belltower rises from the building's rear, and a half-dozen grease-smeared, cracked, and boarded-over windows gaze out from walls that might have once been white.
A small sign hangs over the building's battered oak front doors:
"St. Caspieran's Salvation--All Welcome." The whole area has a depressed and fear ridden feeling to it.


CLICK for the exterior view.

Perception DC13:

You see a number of street people on the main street out front.

Sense Motive DC16:

There are three street people that seem to be acting as lookouts; they seem to have a good view of the front door and street.

OK guys, what's the plan?


Male Human Cleric 3

Perception: 1d20 + 4 ⇒ (3) + 4 = 7
Sense Motive: 1d20 + 8 ⇒ (8) + 8 = 16

"I am not a subtle man. I say we pay off the lookouts to go elsewhere and simple enter"


To approach to kill the lookouts, you need a Stealth check to surprise them of DC14 (they're bored and it's been a long night).

To intimidate them; Intimidate DC16.

To bribe them; Diplomacy DC15.


Male Half-Elf Ranger Level 2

Perception:1d20 + 6 ⇒ (11) + 6 = 17
Sense Motive:1d20 + 0 ⇒ (6) + 0 = 6

I notice the lookouts, but I guess that I don't know that they are lookouts

Then I hear Maelorn say something about lookouts, so I must assume that the people in the street are lookouts.

Then I say quietly, so that only my companions can hear: Perhaps I could share my bottle of whiskey with them to soften them up. Meanwhile Maelorn or some similarly skilled person can negotiate with them while they drink


The first watcher is an obvious thug directly across from the mission; he is clearly bored and halfheartedly bullying passersby.

The second watcher is a street kid playing in some dirt up the street a block.

The third watcher is a street bum sprawled drunk off the side of the road down the street.

Perception DC15:
The bottle he's drinking from is empty.

Sense Motive DC15:
He's not as drunk as he looks like, or would like to be.

While all the watcher have a good view of the Mission, they don't have a good view of each other. Basic Stealth check DC10 to approach any one of them unnoticed.


Male Half-Elf Ranger Level 2

Perception:1d20 + 6 ⇒ (4) + 6 = 10
Sense Motive:1d20 + 0 ⇒ (18) + 0 = 18

Eros whispers"Since they are so spread out, how about a three-pronged attack? I am best equipped to handle the drunk, so you guys handle the other two."

Eros ducks behind some cover and removes his armor.

Eros attempts a stealth check:1d20 + 8 ⇒ (3) + 8 = 11

Next Eros approaches the drunk from behind, and he taps him on the shoulder, and he says: Heya buddy?....


The street bum, at this range clearly not drunk, snarls at Eros without even looking at him; "Be off with ye cutter! This be MY spot! Or face the Pauper's Hand..."
He turns and actually looks at you.
"Hey! What the..."


Male Half-Elf Ranger Level 2

Eros Pulls out his bottle of Oldlaw whiskey, and takes a swig. He swishes the liquid around his mouth and swallows it down with look of pure refreshment on his face. Eros then replies:"Far be it from me to claim your space. I couldn't help but notice that the Pauper's hand is mighty indeed. Perhaps we should drink to it's awesome effectiveness...."

Eros reaches his hand out and offers him the bottle.

Diplomacy:1d20 + 1 ⇒ (8) + 1 = 9

Eros examines the lookout carefully. He is sizing him up and trying to determine if he really is what he appears to be.

Perception:1d20 + 6 ⇒ (6) + 6 = 12
Sense Motive:1d20 ⇒ 16


The bum looks at you with suspicion, but when he sees the proffered bottle, he greedily drops his empty to snatch yours.
"Now get lost cutter!" He shoves you; 1d20 + 4 ⇒ (14) + 4 = 18 Hit! you move back a step.

Eros:

You feel some muscle behind the shove, plus you can see him up close now; yep, he's a thug. But his disguise is really good; someone on the payroll has some skill.


Male Half-Elf Ranger Level 2

I pretend to be intimidated, and I skulk off mumbling to myself. I take quick glances back towards him to see how serious he is about downing the bottle. After all, he is bored......

I mosey back towards my companions, and recover my armor.


Male Human Cleric 3

On seeing Erose remove his armor, Maelorn sighs and begins to remove his own, sacrifice3s must be made, I suppose."

"I'll see if I can convince the lad to leave", he saying, moving towards the child and attempting not to be noticed by the other two.
Stealth: 1d20 + 1 ⇒ (7) + 1 = 8 (Why am I not surprised?)

Approaching the boy, Maelorn holds out a platinum coin, "Young man, you don't want to be here. Things are likely to get messy, and the people you are mixed up with are nothing but bad news. Get yourself a hot meal, and hold on to the rest for when you need it."

Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21


Female Human(Shoanti) Skald 8

Nakoda was thinking about the places that they had visited, and had been considering ways that she might go about gathering information about the darkness in the sky.. The places that they had visited were... colorful, to say the least. Not many places were places that she would voluntarily go without Baral accompanying her. Still, what they had learned brought them here at the request of their employer, and as Eros and Maelorn went about their manner, she considered their approaches.

Perception(taking 10) 14; Sense Motive1d20 + 4 ⇒ (5) + 4 = 9
Idly, as the others did what they did, she wondered why they were not walking into the building, and why the others went about taking off their armor and going to talk to random people. Shaking her head, she looked up at Baral with an expression of exasperation, wondering if she had missed any changes in the culture that was causing this behavior. So while the others acted, she took some time out to talk to Baral, asking him about where he thought they should look in their off-time of working at the casino, and if he had heard anything.


As Eros redons his armor, you all can see the street bum greedily sucking down the bottle Eros gave him.

As Maelorn approached the boy, he scuttles back several steps, naturally wary in this neighborhood. While distrustful, the boy is naturally greedy and Maelorn is very persuasive. He takes the platinum coin and hurrys off.

[npc]Baral approaches the thug [stealth take ten] and it looks like he just stands there, arms folded and locks gazes with thug, who seems paralysed for a while. Then the thug just seems to slink away. When he comes back, he just says "These outlaws are weak."


As you look at the map, the main enterance is on the street side, on the right side of the map. That is where most of the traffic you've seen goes in and out. Just walking around you saw a couple of other enterances as well, one a secluded back door enterance served by a gated roadway where wagons can unload on the southwest; the other are arched double doors leading directly into the chapel.

There are lights on in the lower floors, but most of the ground floor windows are broken and boarded over. You can see the windows on the upper floors don't appear broken, there are few lights there though.


Male Half-Elf Ranger Level 2

Eros whispers:I think we ought to quietly enter through the back entrance, and put some dirty clothes on over our armor, so that we can appear to be penniless beggars. We could blend in better and talk to people without attracting attention. I'll bet that drunk over there will part with his beggars disguise once he passes out. Surely everyone is carrying some type of extra clothing.

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