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 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 smiles at Barnabus and takes a seat. "You know I can't resist a challenge."


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

Holy kamole people! I generally can't post (nor check on things) on weekends, so getting here and seeing 40 posts is a bit daunting, lol. Not enough to miss Dane's attempt at screwing with Anton though...

Anton continues to gather information in the marketplace over the next little while before returning to the inn and reporting to the others what he has discovered. "Wizards and priests, it seems, do not get along. And it seems Tacitus, the castle's magister, has a northern artefact in his tower."

Information shared, Anton continues with his seduction of the Dancer, even offering to accompany her performance on his keyboards.

Gather Information Take 10: 10 + 14 = 24
Diplomacy Take 20 (dancer): 20 + 14 = 34
Perform (keyboards) Take 10 (Aid Another to enhance her performance?): 10 + 13 = 23
Perform (keyboards) in case a roll is required to Aid Another: 1d20 + 13 ⇒ (2) + 13 = 15=success
Perhaps give her a bit of Inspire Competence (+2) to further enhance her performance.

If he learns of Danes actions, he'll chat with the serving girls, not in seduction, but to befriend them (as he is focused on the dancer and will wait until she is completely under his power before straying) and to undermine Dane's efforts.
If indifferent:Diplomacy Take 10 (barmaids): 10 + 14 = 24
If friendly:Diplomacy Take 20 (barmaids): 20 + 14 = 34


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

How are you taking 20 on diplomacy?


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

Feat: NATURAL CHARMER (racial: dhampir):
You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking 20 still requires 20 times the normal time to perform the skill.

It takes longer, and they have to be at least Friendly, but there ya go.


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

Haha. Dane has no chance.


Sorry about that Anton. I had a quiet weekend so have been on a bit of a posting frenzy and forgot about your weekend off-time. I'll slow things down during those days in future.
Perform(Dance): 1d20 + 10 ⇒ (20) + 10 = 30
@Anton: The dancing girl's performance had never been a disappointment, but tonight the crowd is stirred up into a frenzy. Ale and wine flow freely, so much so that Bellam gives the girl a sizable bonus for the extra income. Dane's warnings are forgotten in a flood of compliments and admirers. She embraces Anton in joy, attributing his assistance to here success.
(That's a nat 20 for you. Yep, she likes Anton)

Rumours: 1d20 ⇒ 3
@Durova: Durova strikes up a conversation with an elderly half-elven patron of the inn. The old man admitted to knowing little about the castle in its current state. However, he knew its history better than most.
"Did you know Castle Balentyne was first built by an old Barcan King? The first real attempt to keep out the hordes from the north, it was. Oh, and this inn didn't always just provide food, drink and a place to sleep for those troops either. It was also where the soldiers came to meet... ladies of ill repute. Of course, once House Darius took the thrown that ended mighty fast. Stuffy bunch of kill-joys."
He looks at Durova with a conspiratorial grin.
"But not everyone liked the new rules. I heard a rumour that there used to be a secret passage to the basement that allowed a former Lord of the Watchtower to sneak in here and have a good time. Of course, that was decades ago and it's bound to have been filled in by now."

@Sion:
Barnabus gets more ale in front of them.
"Let's get started then..."
Fort Save DC 10: 1d20 + 10 ⇒ (11) + 10 = 21
Fort Save DC 10: 1d20 + 9 ⇒ (19) + 9 = 28
Fort Save DC 10: 1d20 + 8 ⇒ (15) + 8 = 23


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

Fort: 1d20 + 10 ⇒ (20) + 10 = 30
Fort: 1d20 + 9 ⇒ (11) + 9 = 20
Fort: 1d20 + 8 ⇒ (3) + 8 = 11

"Tonight will be a good night."


"Aye, it'll be a good one all right."
Barnabus laughs as he downs the next few ales.
Fort Save DC 10: 1d20 + 7 ⇒ (13) + 7 = 20
Fort Save DC 10: 1d20 + 6 ⇒ (1) + 6 = 7
Oops. Nat 1.
The dwarf's loud speech slowly dissolves into a slurred mush, although (to his credit as a heavy drinker) he neither passes our nor throws up.
"Ya know what Balentyne needs lad? A good ol' fashioned bugbear attacks. Them human soldiers are too green, and a bit of sword play would do 'em wonders."
He sways slightly as his voice raises.
(Sion, pass 1 more fort save to 'win')


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, yeah, it was a lost cause before that nat 20, but now it's certain. Though I will note that since Dane's making sure to go out of his way to keep Anton from knowing his attempts at subversion, it'd probably take a bit for Anton to catch on.

Dane watches the performance, not bothering to hide his scowl. So, chains and blades it is for you then... Pity, the crying never adds much. Dane begins to applaud at the end, his still present scowl apparent on his face, but lost in the enthralled crowd.

Poor Dane, someone should really tell him Dhampires are a thing, he'd be so much more relaxed! :P

That night, Dane also brings his paperwork problem to Mordesel and Anton's attention, asking if they couldn't arrange a Quartermaster's request for manacles to be arranged by tomorrow night. So that he could present it to Captain Eddarly tomorrow.


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

Fort: 1d20 + 7 ⇒ (8) + 7 = 15
Fort: 1d20 + 6 ⇒ (17) + 6 = 23

"I didn't think I would win so easily. I guess that makes us even. Why doesn't the king take the fight to them? Surely he wishes to rid his lands of them." Sion spends some of the night making friends woth the dwarves, drinking much ale.

Someone should check out that tunnel when lights go out.


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

After the festivities, when the group meets up, Durova is sure to mention the rumor he heard about a tunnel from this inn into the castle proper, and perhaps a search for secret doors might be called for.


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

No worries re the weekend thing. I was just surprised. And it was a lot of back and forth RP that didn't really involve Anton, so no harm done. It's also one of the reasons I set up his 'regular' actions of Gather Info and Diplomacy dancer.

Re: Dane. You talked directly to the dancer. All that would need to happen would be her mentioning it in a "You're such a great guy, I wonder why your friend was suggesting otherwise" manner. Don't know what his problem is. Anton saw Dane's interest in the women and magnanimously left the two beautiful bargirls for him to play with. The dancer, however, fits in with Anton's plans for our siege.

Anton accepts the embrace with a smile. "Nonsense my dear. I knew you had it in you. Now everyone can see the beauty and talent that I witnessed within you the moment I my eyes came upon you. You were my muse," he whispers to her before stepping back, albeit staying close, and allowing the crowd to offer her just accolades, using his own words to promote the dancer and his own performing skills further. e.g."Ahh, her dancing inspired me such that my fingers flew into the paterns of her moves. She made me a better musician."

Diplomacy take 10: 10 + 14 = 24 to improve their attitude to her further, but also stay close to her so as he can bask in the goodness, in hopes of improving the general attitude towards him and make potential diplomacy checks with those in the crowd a little easier (e.g. maybe a slightly better starting attitude).

-----

That evening, after returning from having walked the dancer home Anton listens to Dane's request and shrugs. "It should be feasible to create a request for supplies. Why do you need manacles? Particularly through the quartermaster rather than through a typical merchant? Would it not be better to make you transfer papers for some part-time work to the garrison to give 'Dale' a reason to be inside, perhaps as an observer there to learn defensive techniques, or somesuch, he could take back to his home garrison?"

(This is assuming a walk home and nothing further except perhaps a kiss, with promises for more in the future. Otherwise, he might not be able to make it back before the midnight lock-up)


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 smiles at the mention of a tunnel, I believe we've found one already, Durova, if you remember my discovery last night. He turns to Dane, I'd say it's more than a cellar. I'll scout it out tonight. Sion, could I get that map for this expedition?

Before heading to his room, Mordesel stops to speak with Anton, Would you like to get that requisition order? Or shall I?

He then heads off to his room, and waits till around half past midnight. He sneaks out of his room and begins to make his way to the cellar, watching for any who may be around.

Perception: 1d20 + 15 ⇒ (4) + 15 = 19
Stealth: 1d20 + 10 ⇒ (17) + 10 = 27


@Sion
Barnabus is surprised himself that he no longer has it in him to drink, (his fellow dwarves blame it on the whiskey he had an hour ago) but in any case dutifully concedes victory to Sion regardless.
"Take the fight to them goblinoids? That's a tall order. The north is a blasted wasteland. Nothin' worth claiming unless you like ice and rocks, by all accounts. It ain't like them beasties are ever organised enough to invade anyway, so why bother? They attack the watchtower, get peppered with arrows, shot by balistas... Oh, and they got heated sand now. Ha! Them goblinoids don't have a chance."
He slurs his speech and is obviously struggling to keep to the conversation.
"Mind you lad, any king who conquered the entire isle would be considered the greatest ruler who ever lived."
Your conversation is interrupted by Captain Eddarly. The handsome officer had left his own table to approach Barnabus.
He glares for a moment at Sion but quickly redirects his attention on the dwarf.
"Barnabus Eisenbauch. I realise this is your free time but the Lord Commander will be enraged if you are unfit for duty tomorrow morning."
"Aye lad, I be fine!"
"I disagree. The hour grows late in any case.
The other dwarves mutter and moan at the hint but reluctantly prepare to leave. Barnabus snarls something in dwarven but stands to depart. He grins at Sion.
"Nicely done lad. Been a pleasure."
He and his dwarves stagger to their rooms. Eddarly orders his own men out a few minutes later, coinciding with Bellam's 'Last Round' call.
(I felt it was time to end this loooooong day)
-------------------------------------------------------
@Anton: The dancing girl (named: Yalana) flirts with you but nothing more comes from it. It seems she is a virtuous woman, though still extremely grateful regardless. At this point, her attitude is as high as it can reasonably go.
--------------------------------------------------------
With night fallen and the inn cleared, Mordesel creeps through the halls. Cautiously, he makes his way to the cellar and locates the door, just as he had done the night previous. There is no sign of Bellam or anyone else.
The door opens easily.
(Let me know if anyone is going with you, what you're taking, etc)


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

Right now, unless someone volunteers to go with me, I'll be on my own. I'm taking the map and my gear, though once I enter the passage, I'll change my disguise to that of a servant.


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 knows he isn't stealthy, so he's more than happy to stay n the room at night.


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

Re:Anton Dane's problem is that he's proud of his heritage and doesn't want the shame of being last of his line. Given that his time as a mortal is coming short, he's getting antsy to get a move on that. Also, he feels that given therisk of accidents, miscarriage, chance that the 'seed' might not take on the first go, that they might not bear a son that he needs to gather a harem, and this town is probably his last chance to do so. So he's getting uppity about Anton ruining the goods. Since the ladies are unlikely to willingly go with the party as Dane's harem, his insistence on getting manacles, and my joke that someone needs to tell Dane about Dhampires being a thing.

And technically, Dane actually extolled Anton as a great guy, through thick and thin. He just implied that Anton is a womanizer but according to hearsay doesn't offer anything in bed worth risking her reputation over. Sorry if things got too unclear.

In response to Anton's questions, Dane replies. "Because Eddarly requested a supply requisition form, and it's far too late to go changing my story now. And do you honestly believe I can just purchase manacles without raising suspicions at the very least? Shall I just kip in to the nearest smith and ask 'hey, do you have anything for taking human captives? Oh no, it's for a rat problem.'" Dane scoffs at the notion. "The military is the only ones who's got honest motives to having them. So that's where I need to get them from. And its for a... personal project."

Dane decides that since no one else seemed to decide to go with Mordesel, that he would instead. Upon reaching the passage, Dane disguises himself as Bellam himself.

EDIT: Oh, and looking at the rules for Diplomacy and raising people's attitudes towards you, and realized that this is slated as taking about a minute of conversation. Given that Dane's probably got more than 1 minute's word in with people, rather than saving those previous rolls for the next day, I figure I'll set Dane to have chatted extensively with the wait staff given that he's been sitting there all day waiting. ...And maybe toss in one more towards the maids. Given the night's events, Dane's giving up on making further in-roads with Yalana.

Diplomacy (Bar Maid #1): 1d20 + 4 ⇒ (19) + 4 = 23
Diplomacy (Bar Maid #2): 1d20 + 4 ⇒ (16) + 4 = 20


Mordesel enters the secret passage alone. It is long and winding, but eventually ends at a dead end. Of course, Mordesel searches for a bit and quickly finds the way to open it.
The door opens to roughly octagonal shaped chamber. Pitch dark, there are sconce holders on the sides of the walls, but no torches are present.

The chamber appears to be some sort of storeroom. It holds a vast stockpile of durable rations, clearly intended as long-term supplies (the food is bland at best, but acceptable if you're not picky). Several thousand days’ worth of iron rations fills this vault alongside barrels of potable water and other durable provisions. Aside from water and food, a crate of wine (labeled in elvish) sits to one side. There is little else of value or interest.

A trapdoor sits in the stone ceiling in the center of the chamber.
-----------------------------------------------------------
Dane has much better success with the barmaids and strikes up conversations with the girls. Over time they become more open. (Attitude changes to friendly)


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

It looks like Dane had said he'd go with, disguised as Bellam.

Mordesel studies the map, but cannot find an octagonal store room. He turns to Dane, whispering, I can't find this room on the map. He pauses for a moment thinking. Barnabus might not even know about the store room. Just a reminder that this map is not definitive. Mordesel listens at the trap door for a full minute.

Perception: 1d20 + 15 ⇒ (13) + 15 = 28

This next part is assuming Mordesel hears no signs of people. If he does hear people ignore the next part.

Mordesel slowly opens the trap door a small crack and looks around.

Perception: 1d20 + 15 ⇒ (4) + 15 = 19
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19

Again, assuming he sees nothing. Same as above.

Mordesel makes his way out of the trap door and begins to examine the room, comparing it to his map.


Oh, right. Dane is with you. My bad.
Mordesel and Dane strain to hear anything above them but are confident that there are no sounds to hear. The trap door leads up to an almost circular stone chamber, except for the right-angled corner in the north-west.

A single wooden door stands in the western wall and a flight of stone steps starts on the south wall, heading upwards to the next level (in a clockwise pattern, following the wall up).

Although devoid of life, the chamber clearly sees regular use and the air is still quite warm. A functional forge lies against the eastern wall and a small vent is also in the wall to allow smoke to escape (although its too small to crawl through). Various smithing tools sit on tables as well as half-finished items (arrow heads for example)

Of more interest are the weapon racks. In total there are twenty halberds, longswords, breastplates and heavy steel shields. All bear the marks of the Talirean military (thus making them nearly impossible to sell).


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 murmurs in reply, "It's not something you'd mark on a map even if you did. But I think you're right." Dane listens while Mordesel listens, though instead, at the door they came from, lest Bellam come in behind them unannounced.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Once Mordesel exits, Dane follows, and shifts his disguise to that of a soldier, though not "Lance Corporal Dale Reeves" just a soldier who's features are as bland and unmemorable as Dane can make them, but he moves with similar caution to Mordesel.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17
Stealth: 1d20 + 1 ⇒ (2) + 1 = 3


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 is... less than silent, and is grateful he no longer looks like Bellam. Looking about the room, Dane points at the map. "Here." Room 2


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 nods. So that would mean these stairs lead here. His finger comes to rest on the map.
Room 32
So, we've got our bearing. Where we go next depends on what we wish to discover tonight. It seems that this stairwell is one of only a few ways up and down, so it won't seem too strange if we're seen coming out of this room. But I was simply planning to find out exactly where the passage leads in, then camp on one end to see how often Bellam uses it. Do you have anything you wish to scout out while we're here?


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 stares at the map contemplatively. Mumbling to himself, Dane asks, "What does this 'F' mean?" Dane looks around the room, trying to find trace of what this "F" is, then he utters an sound of exclamation. "Floor." Looking at the map, Dane nods to himself, and smiles. "These C's and F's on the map, I believe they're hatches. See?" Dane begins, tracing lines across the map. "Floor." He points at the F in room 26. "Ceiling." He points to the C in room 14. Repeating the process, he points again. "Floor" Dane points to the F on the Keep's Roof. "Ceiling." He points down at the C on the fourth floor of the Keep. "We can't be certain if all of these are hidden, or if some of them are actually used by the guards on a regular basis. Whoever built this citadel may well have planned for the castle to be built to secretly move troops about in ways that the enemy couldn't follow. I'd say we investigate some of these hatches and try to discern the truth." Dane walks up to the forge, inspecting it, and holding his hand over it to see if there's any signs that it's been used recently, or if it's been long abandoned. "We should also check the path to the gatehouse from the second level. Looks like it's the way to the gatehouse that can't be closed off, probably our best bet to take that during an attack, assuming there's not too many guards."

Dane paces back towards Mordesel, "First, lets get this hatch closed and make sure we can figure out how to open it from this side. Can't have anyone stumbling upon it and realize there's a breach in their security. I'd say I go in the hatch, close it, and let you try to open it, if you can't figure out how, I'll open it up again after a couple of minutes and we'll just head back. No information we can find is worth anything if we can't get back without breaking down the front door to the inn."


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 raises an eyebrow at Dane's response. "So we're tasked with taking down the castle, and you wish to use our resources and the contacts you have made amongst the guards for a personal project rather than the advancement of our mission? Interesting. I would have expected having our man amongst the guards would have been more valuable but I'm sure you know more about such military-type things than I. Carry on. Just try to keep it from affecting the outcome of our little task here," he says with a smile and a shrug. "Oh, and by the way," he continues as Dane moves to leave, "you could have told the blacksmith 'I'm a bounty hunter and need manacles for my prisoners,' or any of a score of other acceptable excuses."

"You two be careful in there."

-----------

Note: There are no retries of Diplomacy to influence attitude (whether it was a success or failure) on the same individual until 24h have passed.

Oh, and there are likely more than three women in the town capable of childbearing, so I'm sure you'll have your hands (and manacles) full, regardless. ;P And we can't tell you about dhampir since we don't know why you're being all weird, lol.

@GM:
I assume that by saying Yalana is 'virtuous', you mean that it is in her values and nature sufficiently enough that no level of Diplomacy or Bluff would work?

Anton is continuing with the Diplomacy/Bluff combination with her along with playing keyboards in the evening for her dancing and otherwise for several reasons:
1. to improve both of our 'artistic' cred, so that Anton (or both Anton and Yalana) may be able to squeeze our way into Ye Merrie Men.
2.a) There is a maintenance aspect to it and to get her to fall in love with him and yes, eventually consommate the love.
b) He can corrupt her subtly over time (e.g. start with slightly more revealing dance attire, slightly more provocative steps, etc.)
c) She becomes one of his main 'blood dolls' when the time comes.


@Anton: Yalana is indeed virtuous and moral, so two days of (albeit high) diplomacy rolls are insufficient to bed her. Don't forget, she was born and raised in a strongly (and a stuffy, slightly oppressive) Lawful Good society. That isn't to say its impossible though, but it will take time. Your artistic cred(s) is indeed on the rise and you can certainly start to corrupt her. At this point, she'll do almost anything you say provided it doesn't break any laws (and even then...). FYI she's a 2nd level Expert.

@Dane:Yes, The 'F' is a trapdoor in the floow. (It's actually the trapdoor leading to the cellar which you came from. I should have mentioned that.)
Dane tests the trapdoor. It opens and closes easily enough, regardless which side it is opened from.

The chamber is clearly an armoury and blacksmith. The forge is still warm, meaning someone has worked it quite recently (probably during the day).

XP Reward: For discovering a way into the Castle Balentyne you are each awarded 400XP. That also includes the information gathering and some roleplaying bonuses.


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

@GM: Anton is playing the long game, so there is no rush. Corrupt her to loosen said morals but keep her burgeoning love and eventual lust for Anton.

Aside from that, Anton continues to Gather Information (24) about the area, the castle, and the people within; continues to perform to enhance perform cred; and keeps an eye/ear out for Ye Merrie Men (wanting to join as a performer {with his Orate or Keyboard skills} or as a hand/understudy {to 'learn the ropes'}, so to speak). I like having several options when it comes to tearing down a castle. Tunnel (secret entry) + Performers & help (valid entry) + other possible access points = havoc.


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

Still here, but as the posts appear to be from the same night, Durova is catching up on his beauty sleep!


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

Well, since Mordesel suggested he wanted to head back himself anyway, I'm going to assume we just head back to not hold everyone up. Assuming that's cool with you GM.

Dane closes the hatch behind them and begins walking down the path back, still in his soldier's disguise since the only one he'd expect to meet here would be Bellam at this point.


That's fine, I was just waiting for confirmation that you were heading back.
Dane and Mordesel, go back through the tunnel and back to the inn. Thankfully, the passage is empty as before and Bellam does not appear.

Tired from the trip, you both get some sleep.

Day 3.


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

Once awoken in the morning Dane sets to work. Dane only takes enough time over breakfast to chat up one of the barmaids.

Diplomacy (Bar Maid #1): 1d20 + 4 ⇒ (17) + 4 = 21

Then Dane sets off into town to try and first gather more information.

Diplomacy (Gather Information): 1d20 + 4 ⇒ (2) + 4 = 6
Diplomacy (Gather Information): 1d20 + 4 ⇒ (8) + 4 = 12

At first, Dane just looks for general information, then he begins asking a specific question: Where does Captain Mott live?


Day 3

Random stuff:
.: 1d100 ⇒ 56Rumour: 1d20 ⇒ 9 ...: 1d20 ⇒ 13 ...: 1d20 ⇒ 1

The dwarves are on the way out when you head downstairs for your morning meal. Bellam seems to be in a somewhat gruff mood as he brings you all some bread, cheese and sliced ham, but remains silent.

Dane spends several hours in the town trying to find his answers, but those he questions seem to have no idea (although some have heard that Captain Mott has a house somewhere in town).
Time in hours: 2d4 ⇒ (1, 4) = 5 (general gather info is 15 (lower in the inn), specific information is higher.
The entire fruitless task takes 5 hours, but at least he's made some progress with the above-average barmaids.

Anton struggles to uncover more information about the castle. Few people know a great deal but the bard is uncovering various tales.
An inn patron having an early lunch talks to Anton.
"The castle? I don't know much about it, except there's a hundred of Talingarde's finest soldiers guarding it. I've heard that mage is strange, but he's nothing compared to Mad Martin. He tends the rookery in the Watchtower, you know, sending messages and such. They say he never leaves except for necessities. He talks to the birds like people and has named every one!" Time in hours: 1d4 ⇒ 4


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 follows the others, looking for any new rumors he might uncover. He looks around the market, if there is one to see if anything interesting is being discussed by the merchants.


Durova's Diplomacy check: 1d20 + 8 ⇒ (19) + 8 = 27
Rumour: 1d20 ⇒ 15
Durova overhears some conversation but few of any interest. Of particular note is that between two merchants.
"Did you hear about prisoners escaping from Branderscar?"
"No, I didn't. Mean bunch?"
"The worst! I don't think they ever caught either. They must be getting some outside help if they've been on the run all this time."
"Ha! Someone help a bunch of criminals? You worry too much friend. More likely they're cowering in some cave in the mountains. If they haven't starved to death first."

An interesting conversation but not relevant to your current situation.


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 keeps his initial focus, and presses on through the day trying the direct route, asking people if he can get specific directions to Captain Mott's house. He maintains his disguise as Dale Reeves for this outing.

This time, I'm going to go off of the Diplomacy for requesting Aid, since this almost definitely falls under the banner of "Give simple advice or directions" and thus a much lower DC. At the least, it'll take less time than Gather Information.

Diplomacy (Request): 1d20 + 4 ⇒ (8) + 4 = 12

With or without the information, Dane breaks for lunch, and makes time to talk to the other barmaid.

Diplomacy (Barmaid #2): 1d20 + 4 ⇒ (15) + 4 = 19

Then realizing the inn has been the best font of information in the city so far, Dane decides to ask around about Captain Eddarly. Given the coming ruse, Dane specifically asks questions about his history, lacing in the most important question: Has Eddarly ever served on the western border?

Diplomacy (Gather Information): 1d20 + 4 ⇒ (19) + 4 = 23


Day 3
Simple advice or direction? I disagree. Asking for directions to the nearest inn or temple would be. Dane finds that people generally don't know where Mott lives (he's one of several officers, not all that important really) and any that do probably don't want to say anything.
Disappointed, Dane returns to the inn. the inn is fairly quiet, giving him time to converse with the barmaid. She knows little about Eddarly.
"That Captain Zack Eddarly is considered quite a handsome one. Such a gallant! And still unmarried at his age. He’ll make some lady of proper breeding quite a catch."
She says slightly dreamily. She knows nothing of his career or previous.

Dane spends a few more hours trying to uncover information about Eddarly. Little comes out of it. Apparently, he served in the capital before his posting here and is from a wealthy family. He's never been on the western front (to anyone's knowledge) and although a skilled swordsman he has little experience in warfare. Uninteresting.

It is now early afternoon when a boy rushes into the inn, concern on his face. He and Bellam converse quietly, ensuring they are not overheard. Bellam gives the lad a coin and the boy leaves. Now worried about something, Bellam calls Mordesel over to the counter.

For Mordesel:
the innkeeper speaks with hushes tone.
"I don't know what's going on but I just heard word that Captain Eddarly, half a dozen of his soldiers and Father Donnagin are on their way. The Mitran priest rarely comes to Aldencross unless he's suspicious about something or there's some kind of crime to uncover. I don't know what kind of thing your friend got going with Eddarly but it better be good and honest or Father Donnagin will get it out of him, mark my words."
He grits his teeth.
"Does your friend know about the..."
He indicates the cellar and (by extension) the secret tunnel.
"I want nothing to do with this, but the last thing I need is for them to clamp him in irons and then spill the beans about my..."

"So, you need to tell him what's happening. Ask him if he's going to run or face what's coming."


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 doesn't do much on day 3. Walking around town visiting a few of the local shops and talking to the people.


Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15 rumour: 1d20 ⇒ 10 ...: 1d2 ⇒ 2
Day 3
Sion spends several hours chatting to various shopkeepers. Mundane concerns (weather, supplies, worries about the bugbears, etc) are the usual topic.

During his discussions, Sion hears a group of horses approach down the road. Seven riders, all wearing the tabards and colours of Balentyne, trot down the street. They looks somewhat weary from traveling. They do not pause and continue on their way to Castle Balentyne.

Curious of this development, Sion strikes up a conversation with a nearby stall operator.
"Those fellows? That's Captain Varning and his rangers. They're back from their patrol. They've been gone five days out in the wilderness but if you ask me, these patrols are a waste of time. They’re just an excuse for Varning to get out of the tower and gallivant around the country side instead of doing his fair share of guard duty. Probably came back to Balentyne to rest up and watch that Merrie Men performance. Lucky layabout... Oh err, just between you and me of course."

btw, The Merrie Men performace will be on in two days time (Day 5).


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 spends his third day attempting to seek more information from the patrons at the inn.

Gather Info: 1d20 + 3 ⇒ (16) + 3 = 19


Rumours: 1d20 ⇒ 1
Mordesel talks to patrons of the inn. The conversation turns to Lord Commander of Castle Balentyne.
"Lord Havelyn is a good soul but so grim and gloomy. For so great a lord to be unhappy, he must be guilty about something!"


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 continues with what is almost a routine. Talking to patrons of the inn as well as the merchants and clients in the market, in order to gather what information he can about the area, the castle, and the leadership. This is interspersed with regular meetings with Yalana (e.g. breakfast & lunch dates) and the evening dinner and performance with her, advising her of the subtle ways to improve her craft.

Gather information (all): 10 + 14 = 24
Diplomacy & Bluff (Yalana): 20 + 14 = 34
Perform (keyboards): 10 + 13 = 23


So, Mordesel, Dane and Anton are currently in the inn. Durova and Sion are in the marketplace and talking to merchants.

It is currently 2pm. There are 6 civilian patrons in the inn and 2 off-duty soldiers (see below), in addition to Yalana (the dancing girl), one barmaid and Bellum the innkeeper.
------------------------------------------------------------
@Anton:
From your investigations, you determine a few minor tidbits of information.

The dwarves are generally mistrusted by the human soldiery in Balentyne. True, they are respected for their hardiness and workmanship, but there is a prejudice against them:
"Those dwarves are a thieving lot! I heard a rumour that one of them was caught picking a man’s pocket."

You also overhear a conversation between the two off-duty soldiers briefly before they departed the inn.
"I can't wait for dinner tomorrow. Finally, some edible food."
"I've heard that Mama Guisseppe’s beef stew is good. Is it true she goes up to the Watchtower to cook a batch every Thursday?"
"You bet, every week. She's a nice old lady. It's become a tradition."
"Guess we better get back to the barracks then."
The other man shrugs.
"Yeah, I'm done drinking anyway. So why not."
The two of them depart.

You realise that tomorrow is Thursday.

Should it matter, Yalana is currently infatuated with you.
--------------------------------------------
Four guards, led by Captain Eddarly enter the inn. Next to the captain stands a portly man wearing priestly attire. One of guards is holding a small chest.
After a short silence, Captain Eddarly spots Dane and gives him a nod. The barmaid scurries away from Dane's table. Both the portly man and Eddarly take a seat at Dane's table. The four guards remain standing.
"Corporal Dale isn't it? You'll be happy to know that we have your requested supplies."
The soldier holding the chest approaches and opens the box. Inside are half a dozen steel manacles. After opening it for a moment, he closes it again after a nod from the Captain.
"Allow me to introduce to you Father Donnigan of the Mitran church. He is here to finalise the arrangement and to ensure the paperwork is correct. A minor formality."
The portly man simply smiles and bows his head politely.
"So, I trust you have the requisition orders now?"

Dane:
Sense Motive: 1d20 + 2 ⇒ (11) + 2 = 13 You're getting an unpleasant feeling about this situation.


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 smiles despite his misgivings, "Ah yes, ah here it is." Dane fumbles about in his pockets for a moment before producing the document. Having purposefully crumpled the document a bit to give false signs of travel and hopefully make any mistakes in the forgery a bit harder to detect, Dane hands the paper over. "Somehow the thing managed to find its way to the very bottom of my pack, wouldn't you know it." Dane looks at this Father Donnigan as he hands over the paper, looking for any signs of weaponry, spells, potions, anything that would indicate that this priest is expecting more trouble than an errand to an inn.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

GM:
The paperwork will detail the need for manacles, but specify that they're getting a proper shipment from Ghastenhall, but are requesting aid from more local barracks to help until the new shipment arrives. It also specifies that the manacles will be returned after the shipment arrives, and specifies "Dale" and several others with various skills and various goods given them to negotiate with as needed.


Linguistics and Bluff check needed. Also, a will save Dane.


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

Isn't that usually a secret roll? Though Anton made the forgery for Dane, regardless.

Will Save: 1d20 + 1 ⇒ (7) + 1 = 8
Bluff: 1d20 + 4 ⇒ (12) + 4 = 16


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

Dam. Attacked by an old priest


Quite right, linguistic checks are done in secret. Done.

GM rolls:
1: 1d20 + 5 ⇒ (1) + 5 = 6
2: 1d20 + 11 ⇒ (8) + 11 = 193: 1d20 ⇒ 12

Captain Eddarly looks over the paperwork with a sly smile.
"Interesting..."
He shows the priest the requisition order. Father Donnagin doesn't even glance at it.
Dane:
You are suddenly aware that you are under the effect of an enchantment of some sort. You cannot lie.

Captain Eddarly continues.
"Before I hand over the manacles I just need to check a few details first. Formalities of course."
He smiles.
"Tell me, Corporal Reeves, were you actually stationed at Fort Nymella?"


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

Does Yalana usually hang out in the inn in the afternoon, or are we merely finishing up our lunch date? If the latter, we'll probably take our leave shortly. If it looks like there's trouble and other patrons go to make themselves scarce, we will too.

Note: Anton would not have put his name on the forgery. He's not part of the "and several others" (Anton has other plans), nor would anyone else who didn't want to be. I don't really recall a discussion of the contents other than get a few manacles.

Note 2: Anton's Linguistics is +7. Not sure if one of the rolls was supposed to be that. Not sure why bothering to roll of they're not even going to look at it, lol.


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, quickly comes up with the closest thing to a lie that he can. "I was there, yessir."

Readying an action to draw my "glaive" and attack if this answer doesn't seem to satisfy.

And don't worry Anton, Dane's got a plan to avoid the whole team suffering from the fallout. The several others are random names of different troops who were "stationed at fort Nymella," not the collection of civilians that the rest of the party is pretending to be. No reason for any of you to be listed on military paperwork, it's just to make it look like this isn't just "Dale" alone, but a semi-mass copy that was made.

Also, how is Eddarly equipped out of curiosity? Breastplate like Dane saw in the armory? Lighter? Heavier? Carrying a sword I presume?


Anton's name isn't on the forgery, I had assumed that. Captain Eddarly did look at the forgery but yeah, it didn't matter much. As a GM, I do stuff like that. :P
Sense Motive: 1d20 ⇒ 1
"Hmm, perhaps. Then why did the raven we sent to Farhold two days ago report back that they've never even heard of a lance-corporal Dale Reeves in that area? And I am especially interested about your story regarding Sir Balin..."
A good word twist, but the questions are still coming. Eddarly has a longsword and is wearing a chainshirt.

Dane prepares for combat...
Note. Dane currently sitting down (-2 AC and attack rolls). For the surprise round you could stand up and draw your weapon, but attacking isn't possible (remember, you can only ready a standard action) without quickdraw feat.
Roll your initiative when you post your readied action (well, technically surprise round action but whatever)

Initiatives

Captain Eddarly: 1d20 + 4 ⇒ (12) + 4 = 16
Father Donnigan: 1d20 ⇒ 5
Four Soldiers: 1d20 ⇒ 15

I'll do the map on roll20 later

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