GM Grecko - CotCT

Game Master Dr Grecko


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To Sum up, the first boar attack, Ralof watched Verik while Ryder missed on a color spray.

On Amendithas' next turn he fails to hit the pig, but Dylan connects with the flat of his sword to deal some non-lethal.

Boar damage tracker (20dmg + 9 NL) The Boar appears to be staggered, but is still standing

DC10 Knowledge: Nature:
Boars are notorious for fighting to the bitter end. (AkA. They do not go unconscious at 0 hitpoints [Ferocity])

The pig attacks:
Random Person: 1d2 ⇒ 2 Dylan again.

Gore: 1d20 + 4 ⇒ (5) + 4 = 9 Miss.
dmg: 1d8 + 3 ⇒ (6) + 3 = 9

Ralof keeps watch, while Ryder trys another Color Spray

Will: 1d20 + 1 ⇒ (4) + 1 = 5 Fails.

Unconcious/blinded/stunned: 2d4 ⇒ (3, 1) = 4
Blinded/stunned: 1d4 ⇒ 3
stunned for 1 more.

You got about 8 rounds before the Boar will a problem again.


I'm going to assume you either tie up or move the boar or just do this really fast, but after moving the trough, you find several bags of various coins and gemstones of considerable value.

Still haven't made the lootsheet yet due to holiday funtimes, but I'll include the monies on it when I get around to it.

-

So you still have to deal with Verik and the others.. Are you planning to walk to the citadel?


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan runs to citadel to get a wagon to transport convicts to Cressida. He then brings the wagon to the the front of store to load. So the convicts do not talk on the way to Cressida punch them all in the face to knock them out for the trip. Especially if there is a driver for the wagon that came with or we just gag them if that is what the rest of the group wants.

Or we can gag Verik and let Dylan punch the other two. Dylan is still angry about the wife and daughter that was killed.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

If the arrows and the dagger are the only magical items, I'll add a Knowledge Arcana check to my Spellcraft checks above to identify the magic aura while using detect magic:
Arrows: 1d20 + 5 ⇒ (4) + 5 = 9
Dagger: 1d20 + 5 ⇒ (8) + 5 = 13

At some point when there's time, Ryder will confer with Ralof to appraise the items:
Appraise Assist: 10d20 ⇒ (2, 10, 10, 11, 17, 19, 20, 8, 19, 17) = 133+1/ea I highlighted cells on the loot sheet to note where the appraise checks apply. Ralof, roll 10 appraises and add +2 for my assist.

While Dylan is off getting a wagon, Ryder will mosey into the hall and crouch next to Verik's chair, getting close enough to talk quietly to him, "So, Verik... what's the deal? Why did you defect from the Guard? ...keep company with this despicable lot?" Ryder gives a nod towards the other two, and awaits a response...
"You can't tell me you didn't know what was going on here - that 'killing floor' is strewn with human remains. Korvosa is better off without the likes of you, that's for sure."

Ryder will tear some strips of fabric from the bedding upstairs and use it to gag each of the three prisoners.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan would have helped appraise before he took off for the wagon.

Appraise Assist: 10d20 ⇒ (5, 15, 6, 5, 20, 19, 2, 2, 17, 11) = 102


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

Apraise: 10d20 + 2 ⇒ (15, 10, 8, 13, 14, 6, 10, 1, 18, 19) + 2 = 116 (+2 for assistance)


Verik looks despondent. He doesn't respond to the first question, but rather the second. "I have no-one to blame but myself. I should have known. I trusted these men to carry out... to help with.. It wasn't a bad plan. People need to eat, we were providing the people with food in these dark times. I had no idea how despicable these men could be."

He looks again at his men, and at you all. "I deserve my fate. The men were in my charge, and I am responsible for their behavior. I give myself freely to the guard and courts."

He pauses, "As far as to why I defected, I have my reasons, but I will speak nothing as to those intentions. Please, take me in, so that my men and I can face justice."

-------

He will answer no further questions, and if asked, he politely requests to continue to the citadel.

If you ask his men as to Veriks intentions, they know the basic plan is to help the people while instilling distrust in the queen. But as to why that was the plan, they are unsure as to the reason.

You eventually get to the heart of the Cowhammer boy's gruesome intentions. They would wait until Verik goes to sleep and carry out their contract killings. (With your combo of Diplomacy/Intimidate from before) You eventually get them to confess that they disposed of the bodies by butchering them and selling the cuts on the market. Disposing of the bones via the Boars and the drains down below.

-----


You eventually get to the Citadel with the prisoners in the wagon, and meet up with Field Marshal Cressida Kroft. She seems relieved that you have managed to handle the situation without killing Verik.

"You have done Korvosa a great service", she says. Recalling the conversation with Ryder earlier, "I see you even captured two of his fellow defectors as well. What became of the other two?"

She grabs a key from her belt to open a small safe in her office. She grabs the reward for Verik (1000gp) as well as an extra 200gp. Because you captured his defectors as well, here is an extra boon for your efforts.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ryder will ask Cressida, "Where does this money come from? This is a small fortune!"


Cressida just laughs at your comment. "Now if you'll excuse me I need to take care of these traitors immediately"

Then with a couple of armed guards she escorts the prisoners to the east side of the citadel, which in you short time there, know the Citadel prison to be kept.

---

It's still rather late (or early depending how you look at it) You could either sleep here or the Inn or Zellara's (Or a gutter if that's your thing).

Amendithas is still low on health and will only recover 2 hp during the night. Cressida did not give you another mission yet, so it's possible Amendithas could heal on his own given enough time. It's a common tactic however to heal up before resting so that all your spells are available the next day. (of course I think Dylan used them all)

Let me know your plans.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan tells Amendithas he will find him in he morning to heal him fully. He heads over to the in an settles in for the night after asking the inn owner to send over a hot meal every night for the next 2 weeks to the address of the man who lost his wife and child. He explains that he lost his family as a result of the turmoil in the city.

When Dylan awakens he thanks Tulis for her help and his skills in the battle the day before. Praying to have her help heal the city. He mesmerized his spells for the day and heads to heal Amendithas. Upon finding Amendithas he chats briefly about how he slept and casts CLW

CLW: 1d8 + 2 ⇒ (7) + 2 = 9


Theandra seems happily surprised that someone would be so generous, and offers to help with the cost.. It would cost 7g normally but she offers to do it for 5g.

----

You will have a few days to yourself before anything of importance happens. Other than selling/purchasing items is there anything else you want to do in the meantime?


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

After we go and sell/trade the "loot" Dylan will look for a butcher and try to convince his to come to AtWM and butcher the remaining animals to give the meat away. Trying to find a butcher to do it for free or for a very reasonable price.

diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25

He will also go visit the man who lost his family a couple time during the lull, helping to console and give comfort.

Dylan will also visit the orphanage giving aid and healing to all in need.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ryder will be sure to give Cressida a full account of what transpired at AtWM, in particular the confession of the other two, and Verik's apparent non-involvement in that aspect of their operation.

Ryder says to the others, "I'm going to go check on Zellara's place, and maybe crash there if it's quiet." Ryder will not object if anyone wishes to join him.

What's the scoop on Zellara's place... Can we 'claim' it? Any evidence that she owned or rented it?

Oh snap! I forgot about the deck! After Ryder gets some rest at Zellara's, he'll get curious about the magic dagger with the Harrow deck. Then, Ryder will search around the place for anything related to Zellara's situation with the place.

Presumably some time that following day we'll all meet up at the same shop as before to work out some trades.


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

ralof will join ryder.


Dylan: The man has sunk into a deep depression. He is grateful for your kind words and meals, but it is of little help after losing his family.

Ryder: Nobody knows Zellara had been killed but Gaedren and you. She had been manifesting herself via Major Image when she saw fit. As long as the monthly rent is paid, people generally have no problem. And, as you've seen with both Gaedren and Verik. Squatting is common practice in Korvosa.

Spellcraft: 1d20 + 6 + 10 ⇒ (11) + 6 + 10 = 27 (Identify)

The daggers magical properties is proving to be quite difficult to determine. Perhaps you don't fully understand the powers that are manifesting yet.

---

XP totals for the 4 Lackeys and Verik + the Boar = 675xp a piece.


To keep things moving along, I have filled out the loot sheets (to trade for) tab with offered prices. We can skip the roleplaying of the vociferous Dwarf

On the third morning, a Theandra has a message for Dylan. "You're wanted at the Citadel this morning. Miss Kroft asked that you bring your friends with."

It's been three days since the capture of Verik and his men, and the unrest in the streets only seems to have intensified. While it's not the outright bloodbaths from the initial outburst, it still very treacherous travel. You get the sense that even with your newfound authority it would not be safe to travel alone.

You will eventually meet up with the others and would head to meet Cressida.

When you get to Cressida's office, she is not alone. A handsome man sits in one of the chairs at her desk. When you enter, he rises and bows. Cressida introduces you to him: "Ahh, my friends, I am glad you have come. This is an old friend of mine, Vencarlo Orisini. Vencarlo, May I present to you Dylan, Ryder, Ralof, and Amendithas. These are the people I have been telling you about."

Ralof - KN:Local: 1d20 + 3 ⇒ (3) + 3 = 6 The name does not ring a bell to you.

Cressida continues: "While Vencarlo and I share differing views on Korvosa's government, I've come to respect him as a trusted friend and advisor. Particularly in these dark times, his input about the temperament and morale of the citizens is invaluable."

Vencarlo responds, "The young field marshal gives me too much credit I'm sure. I'm merely an astute observer into the human heart, and where to pierce it if necessary. Please, sit down, we have much to discuss. Cressida told me about how you bested Verik in battle, Is this true?" His eyes light up as if awaiting to hear a glorious tale of battle.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

If any of the items recovered from the AtWM encounter are Korvosan Guard issue items, Ryder will return them to the Citadel. J-Wo, you can cross them off the list accordingly. Can we sell all the stuff on the AtWM tab at the appraised value? ('cept what we're keeping)

While at Zellara's, Ryder will attempt to determine to whom rent should be paid to keep the place on the 'up-and-up' for the party to occupy.

At the meeting with Cressida and Vencarlo:
Ryder will shake Vencarlo's hand firmly when Cressida introduces him. Ryder will pause a moment after Vencarlo's question, giving a glance to Cressida, to make sure she didn't want to intercept the inquiry, and if Cressida says nothing,"We gave our full account of that encounter to Cressida - I'll refer to her regarding what information she wishes to share with you."


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

The morning after the attack on AtWM:
Amendithas thanks Dylan for the healing. He is feeling much better than he did the evening before. He's still shaken by his incompetence during the fight with Verik. He believes the overpowering stench must have been the culprit.

He'll accompany his companions as they make their stops throughout the city. Safety in numbers, especially with Korvosa in turmoil.

At the meeting with Cressida:
Amendithas nods his agreement to Ryder's statement. Turning his attention to Vencarlo. "What is it you wish to discuss?"


Ryder: Most of what they had was Korvosan Guard Issue. Verik had a few pieces that were not however.. In his Armor, Spear, and Bow.

As far as selling.. You get half of appraised value. Again, your biggest bang for your buck is to trade, where he will trade you items at a discount from regular price.

Paying Rent happens first of the month, and a tax collector comes to the residence. This would be common knowledge. You likely wont get in trouble for missing the day of, but would certainly get extra scrutiny if the payment is late.

At the Meeting:

Vencarlo seems disappointed, but seems understands. "Forgive me, of course, of course. Such matters not to be spoken without approval of course. Oh of all the times I had to keep quiet of some glorious victory..."

He then begins to wander into a tale of his own from his younger days. A story about having to fend off several Shaonti Barbarians from a royal caravan.

After about 5 minutes of Vencarlo going over the battle in exquisite detail, Cressida interrupts...

"As much as I would enjoy continuing the conversation, I fear we just don’t have time. Vencarlo has often come to me with news of important changes on the streets, and this is no different—indeed, what he’s learned could degrade into sanctions, embargos, or even war against Cheliax if we don’t act now. This problem is a man named Darvayne Gios Amprei. You might have heard of him—he’s an ambassador from Cheliax whose disdain for Korvosa is well documented, and yet he’s taken great pleasure in what our city has to offer. Even before this recent unrest, this man was ready to recommend to his government a sanction on trade, or perhaps even an embargo. Vencarlo has learned through his own considerable sources that Ambassador Amprei’s actual goals are to undermine Korvosa’s economy to the point where he can buy up large portions of the city from desperate landholders and establish himself in a position of power here. Whatever the ambassador’s reasons, we can’t let his bias or personal plans hurt Korvosa. Yet neither can we take drastic action—not only would killing him be wrong, but it’d simply martyr him in Cheliax’s eyes.

“Fortunately, Darvayne has his foibles. Again, Vencarlo has learned that Ambassador Amprei has been making fairly regular visits to a place in Old Korvosa called Eel’s End. This den of vice is run by a dangerous man named Devargo Barvasi, better known in Korvosa’s alleys as the King of Spiders. I’d love to put Barvasi out of business, but he pays his vice taxes regularly and never causes any problems—in fact, since he keeps his business constrained entirely within the five ships moored at Eel’s End, he’s actually one of the least of my worries. Truth be told, I can’t decide whether Devargo is a stirge or a kraken. He seems like a bloodsucking pest most days, but sometimes I fear just how far his tentacles have wormed their way into our great city. In this case though, his insidious web stretching across Korvosa’s underworld might prove to our advantage.

“Devargo would never let someone he recognizes as an ally of the Guard into Eel’s End, but your group’s a different case. I’d like you to pay a visit to Eel’s End and secure an audience with Devargo. Find out what he knows about Amprei, get proof of any illicit goings-on the ambassador might be involved with, and bring that proof to me to use to undermine any forthcoming attempts by him to get Cheliax to cut us off. Devargo might not be willing to part with his information easily. I’ll supply you with some gold to bribe him, and whatever’s left over you can keep for yourself. Remember: the man is dangerous, but so are you—if things get violent, I wouldn’t mourn his passing.”


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan asks "Is there any reason to arrest him and bring him in alive or just get the information from him? Also, do you have any recommendations on how to approach Devargo and his organization?"


Cressida responds, "The information is the top priority. We need proof that we can use against Darvayne to prevent Korvosa from isolating themselves from the Cheliax. As far as arresting him, that is not our priority right now.

She then goes to the safe and retrieves a small pouch. "You can use this gold as a bribe, if Devargo goes for it. To be honest, I don't know if it will be enough to get what we need. You'll have to assess the situation and do whatever you can to convince him to give up the information. Or take it by force if necessary."

The pouch contains 1000g in various gold/gemstones.

She then continues.. "Wearing guard livery might get you on the fast track to getting yourself killed. I would approach Devargo cautiously. From what we know, armed men are common and won't seem unusual. Eels End caters to the most retched of sort, but they are there to partake in the many vices. Gambling, drinking, and prostitution can be found at all hours of the day."

Vencarlo then chimes in with an eager look upon his face. "I was actually heading to my academy in Old Korvosa after we're finished here. If you'd like the company, I would love to tag along and reminisce about battles past?"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

After the meeting:
Dylan has no objection to company on the way to the docks and welcomes the company. He tells of the mob about to assault the nobleman and how Ryder and Dylan stopped them without any harm coming to anyone but the mob leader. He may also tell of any adventures he had in getting to the city from his homeland.

Once they part company, the group heads to eel's end.

"Lets scout around and get some information about the area before we ask for an audience with Devargo"


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

I sold all the items we had offers for in the loot sheet. I put all the cash into the 'party pot', and rolled it all up into platinum pieces (J-Wo, you wanna assess a fee for that? Most of that money is from the recent sales, and a lot of it is actually just trade value that will never actually be cash anyway). I divided the platinum value into four portions on the party pot sheet. Also, I divided the gemstones as-is. Once you take your platinum and gems (i.e. write them onto your character sheet), strike them off of the party pot to indicate you've claimed them.

Making purchases (trades) will be your own responsibility to deduct the monies from you own character sheet. If you want to make a trade, get it onto the 'to trade for' tab so you can still get a discounted price for the trade.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Harrow Draw: 1d6 ⇒ 1 = Strength

Ryder will use his magical Sleeves to have the clothing from an Explorer's Outfit.

Disguise check just to look a little older: 1d20 + 4 ⇒ (10) + 4 = 14 (no modifiers; add another +2 if the sleeves are of any benefit)

Are the longswords we carry blatantly Korvosan Guard issue? If so, Ryder will ditch the longsword for this soiree.

Ryder will stay close to Amendithas as the party 'scouts' for information.
Bluff: 1d20 + 8 ⇒ (4) + 8 = 12 if Ryder has to provide any explanation for why he/they are here in this part of town.
Diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11 to gather info.


As part of your buying/trading The shopkeeper will exchange your currencies at no additional charge.

Ryder is correct. The purchases and trades will be your responsibility. If you want to buy or trade for something, put it on the sheet, and I'll add the Sale Price via trade. Once that is done.. add the item to your sheet.. deduct your monies and remove it from the spreadsheet.

*Depending on available time, I may not be posting here for a couple of days. I'll see what the new years festivities allots me for time. Thiers plenty of intricacies to this next mission that I need to go over again to make sure I get things right.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will be going to bars in the area buying drinks again to loosen lips and see what he can find out about Devargo and Eel's End. If some of the info Dylan digs up is Derargo's favorite alcoholic beverage he will purchase a fair size bottle and give him it at the start of our audience with him.

diplomacy: 1d20 + 5 ⇒ (18) + 5 = 23


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

ralof will use his local knowledge to find out some information about the area.
local knowledge: 1d20 + 3 ⇒ (19) + 3 = 22


As you walk along with Vecarlo, recanting the tale of mob leaders, Vencarlo pays close attention to every detail. The excitement of battle sparks a fire in his eyes. His hand briefly reaches for his rapier as you get to the heart of the story, but he quickly recomposes himself and lets you finish.

”I’m sorry, I get caught up in a good fight story.” His facial expression turns from excited to his more typical serious expression. ”You were the ones whom brought Grau in, correct? Redeemed him, so to speak?” He continues before you can respond… ”I would like to extend my personal gratitude. Grau was one of my best students…. Along with Sabina…. Before we had a falling out of course…. It’s good to see him back on the right track. ”

As you part ways after crossing the bridge you begin by gathering some information… We’ll start with Ralofs Knowledge Check.

Ralof knows, through various experience and rumors that Eels End is a seedy “vice” operation catering to the needs of gamblers, prostitutes and alcoholics alike. The operation is actually several moored ships in a ring around a larger moored warship. The various types of entertainment can be found among the various ships while Delvargo himself can usually be found in the warship.

Dylan also finds out through various sources that Delvargo himself rarely visits the other ships, but his men are still afraid of him. He is known as the spider king and is often seen with several poisonous spiders crawling on his body.

You are able to learn that most everyone is welcome at all hours of the day to visit the gambling halls and bars, but those with expensive clothing are often looked at suspiciously. In addition, those that are obviously associated with the Korvosan Guard, Order of the Nail, or Sable Company are immediately turned away. *And yes, the shortbows and longswords you received are obvious guard issue.

Getting into the place will not be difficult, getting an audience with Delvargo may not be.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan suggests "when we get a meeting it might be wise to have some anti-venum potions on us if it comes to blows and he does not accept our bribe."


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan then heads to an apothecary shop to get some anti-venom potions for everyone.


It will take some time.. hours: 1d4 ⇒ 1 to find a shop that sells anti-venom. Go ahead and purchase what you need.

---

I added Vencarlo's picture to the google drive, as well as added the Eel's End configuration here: EE MAP

This is the "Vegas" of Korvosa. The place never sleeps and is always catering to all manners of vices. As a result, you feel confident that as long as you keep a low profile you can check out the area as you see fit.

One thing I forgot to mention is that it is not uncommon for normal patrons to be armed. When you finally do walk onto the pier, you will see many people carrying weapons. Not everyone carries weapons, and even fewer are heavily armored, but it does happen.

Devargo's "Enforcers" are indeed armored and guard the various establishments to prevent customers from getting too rowdy.

When you are ready to walk onto the pier to start the process let me know. Give me an idea of which ships you'd like to check out first and we'll roleplay them out one at a time.

*If it comes up, please be aware that this map has its squares divided in 10ft squares. If you place a token on the map, shrink it down to fit properly (4squares per square)


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan and company heads onto the dock. Dylan is looking around for anything of interest and also hoping to spot Darvayne Gios Amprei on the pier or one of the ships.

Perception: 1d20 + 2 ⇒ (19) + 2 = 21

Update Eels End Map


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Ryder is with Dylan. Ryder is scoping out each of the ships from the pier.

Perception: 1d20 + 0 ⇒ (2) + 0 = 2

"What are we going to do if we see Amprei or Devargo? You think Devargo even knows who Amprei is? Maybe we can use this bribe money to get Devargo to help trick Amprei into revealing his plans."


Neither Devargo or Amprei can be seen from the pier....

----

The sound of carousing booms from the elegantly painted ships moored to this long pier. Large signs painted in several languages hang from ropes slung between ships or are nailed to pilings.

The closest ship to the east bears a sign that says, “The Twin Tigers— Take the Tiger by the Tail and Try Your Luck!” (C4)

Opposite that, to the west, a barge’s sign says, “Welcome to the Goldenhawk—No Safer Stay in Old Korvosa!” (C3)

Further to the southeast is “Dragon’s Breath Corridor—Dream the Dragon’s Dreams at Affordable Prices!” (C6)

Opposite that is the “House of Clouds—The Caress of Our Lovelies Will Take You Straight to Heaven!” (C5)

Only the largest ship, to the south, bears no signage at all. Short rope bridges or gangplanks provide access to the decks of these ships from the pier, or from the decks of other ships. Sailors, thugs, drunkards, prostitutes, and what could even be a few well-dressed nobles carouse on the pier and the decks of all five ships, seemingly oblivious to Korvosa’s recent troubles. Here and there, large men dressed in chainmail patrol the area, grim faces in a sea of revelry. (C2)

---

Made the map a little bigger: EE MAP


I'm guessing it's mid afternoon after your initial meeting with Vencarlo and subsequent information gathering and shopping session. As it stands.. Eel's End it starting to get more and more busy. You can hear plenty of chatting and laughter as well as sudden cheers of "Victory" coming from the Twin Tigers.

While the other ships are quieter, you do see one or two patrons stumbling out of Goldenhawk, looking quite hung over. As well as customers enjoying the services of both Dragons Breath and House of Clouds.

The main warships mast is setup with several hammocks strung from pole to pole with a tarp setup to deflect the weather and sunlight... A few of these cots have sleeping guardsmen in them. You could probably deduce that they take shifts, and when not on duty, they sleep here.


Back to Dylans Diplomacy (Gather Info Check)... I apparently glossed over you asking about his favorite alcoholic beverage. You are able to find out from a local merchant he deals with that he absolutely loves a beverage called "Silk". It's cheap swill that he usually picks up by the case for 6g. A single bottle runs 5s.


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Joining his companions on the docks, Amendithas looks around. "The Twin Tigers looks interesting. Shall we start our search there?"

Eyeing the enforcers, he says, "...Or we could split into two groups and work our way to the middle ship from opposite sides? I don't necessarily think it's a good idea, but thought I would suggest it. It may cause less suspicion and we could always use our whistles if assistance is needed."


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan says "I am fine with going through the twin tigers first. It may be good to see what we can overhear regarding both Amprei or Devargo. And yes Ryder, I do think that Devargo knows who Amprei is, I thinks he would be aware of any predominate individuals who enter his establishments. I also think that is why Cressida thinks Devargo has evidence of his indiscretions. If more people know of our actions throughout the city, we may be making a name for ourselves and he may know of our presence. We are banking on the fact that our exploits are not well known yet. That could change if we continue to be victorious in our efforts. "

about the "silk"
Dylan would have bought a 1/2 case for the meeting to give him.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

"I dunno guys... my money's on finding Amprei over there." Ryder nods in the direction of the House of Clouds as he discretely counts out 10 gp from his coin pouch.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan rolls his eyes at Ryder, "We don't have time to indulge in your primitive base urges. I don't care what ship we start the investigation on, but in the interest in keeping everyone focused. I think we should all head to the Twin Tigers."

Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
(to convince Ryder to go to the Twin Tiger)


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

"Uh... OK... We can go over there next? I'm pretty sure Amprei's over there." Ryder begrudgingly follows the others over to the Twin Tigers.


Two hut-like structures sit atop this barge, the raucous sound of laughter and periodic roars of victory sounding from within.

You walk aboard the 50’ barge… Inside of each of the structures on the main deck, tables are packed with gamblers—dice clatter, cards are dealt, wheels spin, and coins aplenty dance and jangle to the fickle whim of fate.

A quick glance of the room reveals an enforcer on duty here keeping things under watch. Two men wrapped in dark red veils seem to be running this establishment.

One of them is operating the spinning wheel. With some exuberance, he expertly draws people in, keeping them entertained while the bets are being placed. While the wheel spins he remains garrulous with his patrons.

The second is more reserved. He quietly moves from table to table overlooking the gamblers and dealers.


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

On the way in, Ryder says to the others, "Let's stay within sight of each other, but spread out a little so no one knows we're together."

Ryder will then hang back a little, to enter after the others. Once inside, Ryder will observe the game(s) to see (1)how steep the betting is, and (2)if he recognizes a game, or can otherwise figure out how to join in.

As applicable...
Perception: 1d20 + 0 ⇒ (17) + 0 = 17
Wisdom: 1d20 + 0 ⇒ (8) + 0 = 8
Intelligence/untrained knowledge: 1d20 + 0 ⇒ (5) + 0 = 5
Sense Motive: 1d20 + 0 ⇒ (12) + 0 = 12

And if addressed by someone,
Diplomacy: 1d20 + 4 ⇒ (12) + 4 = 16 to invite himself to the game as a naive noob.

Ryder will be sure to keep one hand on his coin pouch all the time, or otherwise keep it concealed within his clothing.


The games being played all seem familiar in that you've heard of them, however you aren't as familiar with how to play them. The wheel is completely new to you, and it certainly catches your eye.

You see six stations where gamblers are sitting in front of the wheel, and each station contains the numbers 1-6 (in dice dot format). The bets vary, but are generally shelled out in 1g increments and can be placed on any combination of the 6 numbers.

On the wheel itself are 54 slots each containing 3 different numbers from 1 - 6 (Again in dice dot format).

Bets are placed, the wheel spins, and when it stops, bets are paid out based on where the wheel stopped.

*If you've ever seen a "Big Six" wheel, you'll know what I mean.

after a short period, one of the gamblers leaves the table. The man in the red veil speaks to you. "You, fine sir, you've been eyeing the wheel for a while, would you care to try your luck?"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Before they headed into the Twin Tiger Dylan tells everyone to keep an eye out for any dishonest play from the dealers, if they have evidence on Devargo of cheating could help in negotiations.

Dylan walks looking at all the gaming tables learning how they are played and looking for any sleight of hand from the each person running the tables.

sense motive: 1d20 + 6 ⇒ (7) + 6 = 13
perception: 1d20 + 2 ⇒ (16) + 2 = 18
wisdom: 1d20 + 2 ⇒ (3) + 2 = 5


male Elf Fighter 3 Wizard 1
status:
HP 37/37 | 26 regular arrows| 20 thistle arrows | 18 blunt arrows | 0/3 HWP
Stats:
AC 18; T 13; FF 15 | F+5; R+4; W+3 | init+3 | Per+10

Ralof will just follow the group and keep his guard up


Human Sorcerer 3 (Maestro Bloodline)
Status:
HP 22/22; 0 NL | Bolts: 33 | Spells 1:5/6 | BV: 7/7 | Fasc: 1/1 | Harrow Draw: Int, 1/1 | HwP(Dex): 1/3
Stats:
AC 13 (16 w/MA); T 12; FF 11 (14 w/MA) | F+3; R+4; W+3(+5 v charm/compulsion) | Init+6; Per+0

Without saying anything, Ryder approaches the table and places 5gp each on 5 & 6.


The others place their bets as well. "Alright! bets are placed. May the luck of Desna be with you!"

He spins the wheel. As it's spinning he sparks up a conversation with you.. "I haven't seen you around here before. What's your name, fine sir?"

The wheel stops spinning..

result: 1d54 ⇒ 32 (2,2,1) You are not a winner :(

"And we have some winners!" He pays out a few coins to the winners. "Tough break for the rest of you, but the wheel is a forgiving mistress and can quickly turn your luck around!" He finishes the payouts.

"Place your bets! Try your luck!"


Dylan walks around learning the games and looking for some nefarious actions by the dealers. You don't notice any of the dealers cheating, but it wouldn't surprise you from the rumors you heard earlier that cheating might go on here.

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