Empire of Night: Way of the Wicked (Vampire Campaign)

Game Master Neil Mansell

In the noble land of Talingarde, the righteous deity Mitra has purged the land of evil cults and undead predators, yet the darkness is set to rise once more. a band of evil outcasts plot the destruction of the people who imprisoned them and a way to attain power for themselves, even if it costs them their humanity.
Power at any price.

Full map of Talingarde

Branderscar Prison - Full Map.


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Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel waits about 15 minutes after the innkeeper retires. He turns moving over to Sion, waking him. He holds a finger to his lips dishing the drow. I just saw the innkeeper sneak downstairs and into a secret room in his cellar. He claims it's a storeroom, but he was there for more than two hours. I'm going to check it out. If I'm not back by morning, tell the others about it, and don't let Bellam know where I am.

About what time is it?


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sion nods and goes back to sleep.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel shrugs, That'll do.

Mordesel turns and quietly moves out into the hall. He makes his way to the cellar, keeping an eye out for anyone else and hiding if he sees anyone.

Stealth: 1d20 + 10 ⇒ (20) + 10 = 30
Perception: 1d20 + 15 ⇒ (2) + 15 = 17


The time was 3am when the innkeeper emerged from the secret passage.
No one else is around. Mordesel easily sneaks his way down to the cellar.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel looks on the wall for the entrance to the secret chamber and attempts to open it.

Perception: 1d20 + 15 ⇒ (15) + 15 = 30


It takes Mordesel a little while, but eventually he finds the correct brick. With a push and a shove, the secret door opens.

Beyond is a winding tunnel though the earth. There is no light source and the tunnel and it appears to continue for some time.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel's eyes widen. He thinks for a moment. He was gone two hours and knew his way and what was at the other end. Finally, he closes the passage, and returns back to his bed to sleep the rest of the night. In the morning, he gathers the others and tells them all about his adventures. I think we should explore it tonight. It may be useful to us.


Day 2
The next morning arrives and you all have breakfast.

The dwarves are already in the common room, although they had just finished consuming their meals and are heading out the door. Bellam is also awake, although he is clearly tired from the previous evening. He brings over a selection of cut meats, bread and fruit to your table, wordlessly leaving the plates on the table before heading back to behind the counter.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Durova helps himself to a large portion of the breakfast spread. "What's the plan for today, gentlemen? It'd be nice to get into the main keep today and have a look around, to let us know exactly what we are facing."


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Anton shrugs, swallowing down a bun. "I think I, at least, would like to spend a bit more time in the area getting to know the place and the people. Perhaps also a visit to the merchant quarter," he begins before leaning forward to reach a piece of fruit on the far side of the tray and continuing softly, "to see what gets shipped where, how and by whom."

Basically continuing what was begun before: Gather information take 10s (=24).


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane looks at the rather impressive spread given by Bellam "Cheers Bellam!" Blackmail is probably one of my favorite crimes... Letting an amused scoff at his thoughts, Dane replies to Durova, "I'm going to see to that if I can, otherwise, I'm going to see what I can from the outside. No reason to come this way and not try to tour the castle I'd say. Practically legendary the Watch Wall is, always wanted to see everything I could. After that, I'd say we try to take care of our rat problem, someone should see what they can learn from the Apothecary about what works best and how much it costs."

Dane's clearly switched to speaking in light code given the general quiet of the morning hours compared to the raucous times last night. Turning to Mordesel, Dane replies in a low voice, "As for your discovery, I'd suggest only you quiet types actually look in, I don't think me clomping about will be any good. But for Mitra's sake don't take anything. This is to appease your curiosity and prove it's just a wine cellar, savvy? I don't need you ruining our stay here, it's a nice Inn with better rates and food that's actually worth eating. Don't want to try and explain to the friends I've made here that I got kicked out of the Inn because you went snooping! And hide that face of yours if you go."

Dane raises his speaking voice, after this, "For now, I'm going to wait here for word from my friends, and tuck in." Dane returns to eating, and begins spouting random small talk, clearly trying to make sure that even if the patrons took to eaves dropping, that they wouldn't be outed for what they really are here for. Once finished with breakfast, Dane walks to the bar and chats with Bellam, trying to chum up to the innkeeper.

Perception (Watching for Eaves droppers): 1d20 + 4 ⇒ (6) + 4 = 10
Diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel looks from one to the other over a mouthful of meat and bread. Eventually he swallows and says, One of us could take care of the rat problem today, while others take a tour. Dale brought up a good point. Right now, there is little need to do it all together. We can split as needed, then talk together when it's time to move on. He thinks for a moment, then continues, I think that I may rest some during the day. Didn't sleep well last night, and might not again. But later I intend to be in the market, finding out what's good to see around here. He picks up another handful out food, then adds as a side thought, Dale, while you're up at the wall, you should look at the chapel. I hear the stone saints may be helping out there. Not sure what that means but it sounds like it might interest us if true.


Day 2
GM roll: 1d20 ⇒ 5
@Anton.
You spend a few hour striking up discussions with locals. At first, you discover little of interest but you do meet a group of talkative friars who had spent a few days town. Much of what they say you already were aware of, but they have heard rumours from acolytes in Baletnyne.
"... One of those lesser priests in Balentyne was telling me the other day about the castle's magister, that creepy Tacitus. Apparently, he's been spending a lot of time working on something in his tower! I don’t know what it is, but it’s said that something unnatural was recovered from the north and now he has it. Wizards are a disturbing bunch... Or maybe they're just disturbed."
There was always friction between arcane spellcasters and the Mitran clergy.

@Dane:
You are careful of eavesdroppers, but from what you can tell it seems doubtful that any of the patrons (and there aren't many) have any interest in you or your group.
You talk to Bellam. The innkeeper proves friendly, as always, but slightly cautious of you and your group as a whole.

In regards to game mechanics, his attitude is indifferent (despite his generosity). He knows he is being blackmailed which will hinder any attempts to befriend him.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Durova decides to head to the apothecary, and look at the collection of poisons that might be purchased. Before he heads out, however, he again chooses a different form, and he ages about 35 years, becoming older, greyer, and moving much more slowly.


The apothecary shop is a modest wooden building. The alchemist himself is a fair haired middle aged man who sits idly behind the counter. The shop has no other customers at the moment. The apothecary observes Durova with half-interest, but makes no effort to strike up a conversation.

The selection of poisons is limited to say the least. Injury and contact poisons are non-existent (most poisons are illegal in Talingarde) and even ingested poisons have only a small showing.

Arsenic (advertised as rat poison) is available as well as belladonna (advertised as a cure for lycanthropy).

The only other ones you can find are Hemlock (used as a painkiller), and a concoction that works as a sedative (advertised as a cure for insomnia.)(Works as drow sleep poison but ingested only)


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

"I've got just an awful infestation of rats around my place. What's your price on the arsenic? My rheumatism always kicks up around this time of year as well. How about for the hemlock?"


The apothecary retrieves a jar filled with leaves.
"This here is hemlock. It's a damn fine painkiller but it's also toxic. I can't give you more than a month supply and you dilute it heavily before you drink the stuff."
He gives you a few more instructions.
Judging from the amount the apothecary can give you, it seems doubtful you'd get any more than a half dose of Hemlock. Naturally, this will severely reduce the Fort save DC and the dexterity damage but without skills in Craft(Alchemy) you can't tell by how much. In any case, he doesn't appear to have much in stock.
"This stuff normally costs a fortune but luckily the church of the the Beneficent Sun has managed to offset the gold cost to aid the elderly with their joint pains. 30 gold pieces for the month supply, although it will last longer if you use it wisely."
He then gathers the rat poison. That, at least, he has a good supply of.
"This stuff goes a long way on rodents. One dose should be enough for a single house. 12 gold pieces per dose."

Heal check DC 15:
You do recall that arsenic poisoning is sometimes misdiagnosed as cholera.

(Note: I am aware poisons are WAY more expensive than what I've said here, but the chart in the Core rules assumes ALL poisons are illegal. Legal poisons must surely be cheaper. Also, I'm assuming that Talingarde supports the manufacture of medicine to its population, which also drives down the price.)


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Heal check 1d20 + 8 ⇒ (2) + 8 = 10

"Well, I'll have to pass on the hemlock right now. But I really want to kill all those rats and do it quickly. I'll give you fifty gold, if you give me five doses. That should take care of those critters."

Diplomacy 1d20 + 8 ⇒ (17) + 8 = 25


He gives Durova a curious look.
"Hmm, that's a lot of poison. But I suppose if you're happy to spend the gold, I'm willing to sell the arsenic.
He hands over the arsenic.
"But don't tell anyone else about the discount. Bad for business."


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

"Your secret is safe with me," Durova grins as he hands over teh gold and takes back the vats of poison.

Is there any way the poison could be moved fairly inconspicuously? How large is a dose? If it too large, Durova might have to have the shopkeep keep it for the time being, until he can bring some device to transport it in.


Transportation shouldn't be an issue if you have a backpack, sack or bag. A dose of arsenic is quite small (Lets say 30 grams/1 ounce) so it's hardly conspicuous.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Awesome!

Durova takes the vials, and transports them carefully in his backpack. "If those dirty rats are tough, you might see me again," he says with a smile as he departs the store.

He heads back to the room, and shows his purchase to the others. "We might need a better place to store this...away from us and all, but this should be enough to weaken a good group of those soldiers, their mounts, or whatever else we decide to use it for."


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sion heads upstairs after breakfast and scouts out the hallways, waiting for a time that no one is around before trying the door the the dwarves rooms.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane simply waits about the inn, eating, chatting with Bellam, and generally not being concerned about doing anything until the soldiers from before show up. As time passes, Dane turns his attention to the barmaids chatting with them and trying to get to know them better.

Diplomacy (Barmaid #1): 1d20 + 4 ⇒ (10) + 4 = 14
Diplomacy (Barmaid #2): 1d20 + 4 ⇒ (13) + 4 = 17

Once Anton exits the inn however, Dane gets to work. Talking to the dancer (if she is here today), Dane asks "Excuse me, miss, could I take a moment of your time?" Dane wrings his hands "I couldn't help but notice my friend, Anton, speaking to you last night. He's a real charmer, good guy too. I've known him since I was a kid, hence why he's coming with me to my sister's wedding, he's always been there to help when my family's needed it. But um... well, don't assume he can bring everything he's promising. He's gained a bit of a bad reputation back home, part of why he followed me out to the frontier when I got transferred I think. He's a bit of a lady-killer, and he's ah... quick? So the stories of the less than reputable go? I don't mean to imply anything untowards about you miss, but I figured you should know since he seems to have taken an interest in you is all. Ah, sorry, I've just been rude all over, let me introduce myself, my name's Dale. Lance Corporal Dale Reeves at yours and Mitra's service."

Diplomacy (Dancer): 1d20 + 4 ⇒ (20) + 4 = 24

Dane's main goal is to get the names of each of these three ladies, and begin to chum up with them myself. The three diplomacy rolls are for this purpose. ...And I'm probably not going to win a Charisma war with Anton, but... back-stabbity-stab! Dane wants three sets of manacles for a reason! :P


@Sion: The hall upstairs is relatively quiet, giving you ample opportunity. Unsurprisingly, the door is locked.

@Dane: Dane chats to the barmaids. They seem friendly enough but don't seem especially interested in striking up a friendship. Even so, they are polite and aren't afraid to exchange names.
(DC is higher than you'd expect to get real results since these women are used to customers trying to chat them up.)
The dancer isn't here until the evening. When she arrives she converses with Dane for a time. She seems surprised to hear about Anton but seems somewhat unconvinced, or at least uncertain. Shortly afterwards she excuses herself for her performance.
(Sorry Dane, Anton's diplomacy check was pretty awesome)


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel follows Sion, intending to go too his room and sleep. He watches Sion try the door to the dwarves room pauses a moment, then shrugs. He walks over, trying his skeleton key first.

Skeleton Key: 1d20 + 10 ⇒ (9) + 10 = 19


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

lol, it's cool, as I said, even if I got an 18 CHA which makes me a pretty charismatic fighter, that still doesn't make me a Bard. Didn't really expect to win, especially not on the first go. But Dane'll keep at it, figuring that so long as Anton doesn't catch on to his subversion, he'll get the edge in the long run. Going to go ahead and roll for the next day, though I don't suppose the guards ever showed up if I was there all day?

Diplomacy (Bar Maid #1): 1d20 + 4 ⇒ (15) + 4 = 19
Diplomacy (Bar Maid #2): 1d20 + 4 ⇒ (16) + 4 = 20
Diplomacy (Dancer): 1d20 + 4 ⇒ (12) + 4 = 16

Though I have more in mind to do than sit around and wait on a lead tomorrow if the guards still don't show, so come the next day in the game's timeline, I'll post more.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

"Try it again. Be more careful this time."
take 20? Should be ok since we have ample opportunity[/ooc]


The skeleton key does not work on Mordesel's first attempt.

I think take 20 works with locks.
@Sion: After some effort Sion and Mordesel get the door open. The room you enter is home to three of the dwarves, though they are currently away of course.

The beds are unmade and the place is a mess. Several empty mugs sit in a corner and several open trunks clearly contain clothes and mundane items.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Well, the skeleton key will keep that 9 on that door no matter how many times I use it. But I do have a +11 after I include the bonus from my masterwork thieves tools. Therefore, it still works.

Mordesel spends some time, trying to pick the lock. Eventually, it opens. He steps inside doing a quick search of the room. Remembering there are six dwarves, he goes to their other room and, if the coast is clear, opens that one as well.

Perception: 1d20 + 15 ⇒ (12) + 15 = 27
Skeleton Key: 1d20 + 10 ⇒ (2) + 10 = 12
If that doesn't work, take 20 to open it for a total of 31.

Edit:That didn't work.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sion searches both rooms with Mordesel, looking for anything resembling plans or information about the castle and what the dwarves are doing.


It takes a bit of time, but you both get into the room.

You can't find anything like a journal, written orders or documents of any note. However, you do find a map neatly folded up along with some writing and measuring tools.

Obviously, the map has been drawn up by a dwarf (most likely Barnabus) and thus is written in Dwarven script.

There is virtually nothing else of value.

Note: The map is an edited version of the GM map. The numbers technically are not on the dwarven map but I left them there to make area referencing easier.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

"A map of the castle. Perhaps we could copy it before the dwarves finish today."

What would it take to copy the map? Taking it would be too suspicious I think


It wouldn't really require a check to copy the map. It would, however, require time (since none of your group have skills in cartography, drawing or surveying). Two hours should be enough time to make a good copy. Thankfully, you can 'borrow' some of the dwarves writing equipment to help you out in the task and get the scaling right.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

"We should not do this here. We can take some of their equipment to our rooms and copy it there. Then return it later."

Sion takes the map and borrowed equipment to his room and copies the map the best he can. "We need to find a way to translate the runes."
1d20 ⇒ 12 in case you want a roll of some kind.


GM rolls:
Probability(1-50): 1d100 ⇒ 33;Probability2(1-20): 1d100 ⇒ 24;Prob3: 75%: 1d100 ⇒ 33Numbers1: 1d6 + 1 ⇒ (1) + 1 = 2; numbers2: 1d4 + 1 ⇒ (4) + 1 = 5;Random: 1d8 + 4 ⇒ (8) + 4 = 12

Sion finishes the copy and replaces the Dwarven map to the room.

As the afternoon wears on, the inn becomes is visited by more locals and soldiers. The inn becomes busy again. Twelve locals are drinking and eating, although only two soldiers are present. They sit chatting quietly in a corner.

There is no sign of the soldiers from the previous evening however.

A well dressed Balentyne officer and five other soldiers enter just before dusk. A handsome man, he appears to be a captain while the five soldiers accompanying him are likely under his command. They sit down at a table and order some ales.

Within an hour the dwarves, led by Barnabus, also arrive. The group of dwarves seat themselves at a table a good distance from the humans. They have almost no interaction with each other.

It is now nightfall.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sion makes sure to put everything back the way it was when they found it.
Bluff(I was never here ;): 1d20 + 10 ⇒ (20) + 10 = 30
He then stores the map in one of his pockets before going and letting his party know of his progress.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Linguistics:
Lingistucs wrote:

You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)

Both the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can't tell whether the conclusion you draw is true or false.

Since I have a +4 Wis modifier, could I take 20 on this, since even with a roll of 1 I make the check to avoid drawing a false conclusion? Not that it would matter, if it's more than a simple message, I wouldn't be able to decipher the dwarven character. Either way the modifier is +4. If I can't take 20, feel free to let me know the results.

After resting much of the day, Mordesel finds Sion, Let me see the copy. I'd like to try to decipher the writing. He then moves upstairs to the room, map hidden from sight, and begins trying to translate the writing.


No, you can't take 20 because there is still a chance of failure. True, there's zero chance of drawing a false conclusion, but you can still fail to successfully interpret the text.

Technically, I have to roll the dice. So...:
Linguistics: 1d20 + 4 ⇒ (11) + 4 = 15

Mordesel tries to interpret the writing but can't quite translate the dwarven runes.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane, feeling like he needed to at least try to get something useful done today walks over to the table with the officer and five soldiers. "Mind if I pull up a seat? I was waiting for Soldiers' names don't suppose any of you know them?"


The officer shrugs.
"Not one of my soldiers."
One of the guards pipe in.
"Oh I think I know the guy. One of Captain Mott's men. Damn, he's a mean one, that Mott. Always drilling his men to breaking point, a real hard..."
The soldier glances at his superior officer.
"Oh, errr... Sorry Captain Eddarly."
To his surprise, the Captain begins to laugh.
"No need to apologise my good fellow. I know ol' Mott well and I know what he's like. He's a fine officer but it would seem he can be... abrasive with those around him." The Captain says with a sly grin as he takes a sip of his wine.
The soldier turns back to Dane.
"Sorry pal. No idea where he's got to."


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Genuinely confused, Dane blurts out, "Eddarly? Why the men I spoke to yesterday referred to you as their superior by name, at least one of them. Ah excuse me sir," Dane extends his hand, "Lance Corporal Dale Reeves of Fort Nymella of the western watch, at your service sir. I was speaking to them yesterday about some supply issues we were having, said he'd bring it up to you."

----Later that night---

Dane, while not a linguist, is an engineer as is used to seeing building layouts and knows enough languages himself to have an idea of how many languages lay themselves out, and manages to come up with a rough translation of the map.

Map

Has a few weird points in how it translated, but still works fairly well, hope it helps guys.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

I don't think you can do it like that


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Last thing Blinding Light said in the discussion thread was that we could think of it as a "meta-game puzzle" as opposed to just throwing dice at the problem. If that doesn't mean I can solve it personally, I'm not sure what it means.


No no, that's fine. I had intentionally made the translation to give that very opportunity (nice job btw Dane). And yeah, it doesn't translate 100% perfectly (I don't think Dwarven doesn't has a 'C', instead used 'K', which sort of ruins the digraph 'ch'. Oh well, languages can be funny that way.)
Roll: 1d20 + 5 ⇒ (7) + 5 = 12
Woops, my bad. I forgot the soldiers Dane spoke to previously were Eddarly's men.
Eddarly strokes his chin thoughtfully.
"Oh yes! Now I remember. Private Yarrik* did mention you and your supply needs. I find it curious though, we've received no ravens requesting such items. I'm afraid without a missive, sealed and signed by your quartermaster, we can't just give out military equipment."
He shrugs.

*Yarrik will do.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

When Mordesel decides he cannot provide the translation, he makes his way down to the common room, and begins roaming around, searching for rumors.

Gather Info: 1d20 + 3 ⇒ (14) + 3 = 17


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sweet, we have a translated map. Saved link in my equipment spoiler. I'll carry it I guess.

After a small time Sion greets the dwarves and asks Barnabus how the days work went, "Working on stone all day would drive me mad, guess it has to be in your blood."
Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Phew! Glad I didn't misunderstand that! And thanks for the puzzle, Light, had fun with it.

Dane raises a hand with an "Ah!" and stands up. "Quarter Master did send me out with one, let me see if I can't get it real quick." Dane bustles off to his room to "look" for this letter. After ten or so minutes Dane comes back down. "Damn, I can't seem to find it right now. They sent me off with a letter and a good sword to barter with if needed. Found the sword, but can't find the letter right now." Dane stares ponderously down at his cup. "Don't suppose there's anyway for me to get that to you tomorrow? I know I have it, just can't seem to find where right now."


rumours: 1d20 ⇒ 12
@Mordesel: Mordesel begins chatting with the two guards in the corner. Initially they prove somewhat suspicious but soon lighten up. The three of you overhear some of Captain Eddarly's conversation about Captain Mott.
"Oh yeah, that Captain Mott is a tough drill master, no question there."
"Yeah, but what about his wife?"
"Ha, oh yeah. Have you seen Kaitlyn Mott? She’s the most beautiful woman in town! How did an ugly lump of a man like Captain Franz Mott bag a looker like her? And how does he keep her, that’s what I want to know!"
The other soldier nods in agreement.

@Dane: Captain Eddarly smiles politely.
"Well, perhaps I'll come in tomorrow night then."
He and his soldiers resume their drinking.

@Sion:
Barnabus turns to face Sion.
"Well met again lad. Aye, you ain't the first one to say that, but workin' on stone is me life... So, you fancy trying ya luck again?"
Barnabus holds up a mug of ale, a good-hearted challenge.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Durova also heads to the bar, looking for any rumors that might bear some fruit on getting into the castle.

Diplomacy/Gather Info. 1d20 + 8 ⇒ (8) + 8 = 16

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