GM Grecko - CotCT

Game Master Dr Grecko


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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

As we leave Eels End Dylan mentions "Well, that went well, got more out of him for the orphans than I thought he would. How are you felling Ralof?" before Ralof can answer Dylan channels energy.

channel positive energy: 1d6 ⇒ 3


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
GM Grecko wrote:
He leans forward. "Trust me, you will own him with these letters."

Ryder thinks a moment, and looks to each of his companions for a quick nod of approval, or an opportunity to object, and then extends a handshake to Devargo, "We have a deal."

Ryder will tell the enforcer escort that he has a debt to settle with Anpugit, and will go back to his boat to give him the 50 gp still owed to him.

Once outside of Eel's End, Ryder will suggest an immediate return to the Citadel to turn the evidence over to Cressida.


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

On the way to the citadel with our evidence Dylan asks Ralof "how are you feeling Ralof, back to 100 % yet?"

If Ralof wants more healing Dylan will channel positive energy again.

channel energy: 1d6 ⇒ 3


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 replies to Dylan, "I am feeling fine."


You find your way back to the Citadel. The rioting seems to have died down some from earlier, so to make your way back takes little effort.

Upon delivering the letters, Field Marshal Cressida, reads them. She blushes as she goes over some of the more racy details contained within them. She then hands them over to a clerk to take for safe keeping.

"These should indeed come in handy. They should provide for much needed leverage against the ambassador."

She then goes over to a small safe and fumbles around for some gold coins (500g). "Here, I want to thank you for a job well done. That couldn't have been easy to do considering the source. The day may come when we have to deal with Devargo permanently, but for now its a necessary evil."

"I have no more work for you at this time. Should the need arise, where do you plan on staying?"... She awaits your response.

----

You will have some time to your self before the next mission. There are several things you can do. Buy/Sell items, check out Vencarlo's school, see how Grau is doing. Or whatever else you feel like doing. It will be about a week in game time before she contacts you again.


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 replies "I will be staying at the "Three Rings Tavern" and if I am not there I will be helping out at the orphanage."

Dylan then waits for everyone to respond so they can all leave as a group.


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 says to Cressida, "Devargo was actually not that difficult to deal with. He was open to negotiation, and we were able to find a common ground without any issue. He has done Korvosa a great service, and he deserves the benefit of the doubt, and even some amount of leeway, should he come under the scrutiny of the Korvosan Guard in the future. He may prove to be valuable resource again in the future, and I think it would be advantageous to do what we can to maintain an amicable relationship with him."

I don't recall... has Dylan every accompanied us to Zellara's place?If not mentioned explicitely, I'll assume that Ryder found an opportunity to have taken Dylan there, or will do so now. Since Dylan is staying where Cressida knows where he is...

"I have some things to tend to. Dylan will know where to find me."

Ryder will go 'home' to Zellara's and see to maintaining the rent, and will exercise some newly manifested powers of sorcery...


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

Amendithas looks at his companions, I think I'll visit Vencarlo's school if anyone would like to join me."

To Cressida he adds, "If I'm not there or at the Three Rings Tavern, I'll inform you of my lodgings."


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 replies to Amendithas "Sure, sounds like fun, I will head to the orphanage in the morning."


Cressida takes note of Devargo's willingness to help. She then bids you well as she breaths a sigh of relief that things are starting to calm down in the city.

For those going to Vencarlo's school (probably not right away I assume), he personally meets you at the door. "Ahh Welcome! my friends. I heard you might be paying me a visit. I heard that you managed to get the information without a fight. That is indeed a handy quality to possess."

He then points over to a small circular area where several students are lined up ready to do battle with one another.

"We were just about to take part in some training exercises. A scrum if you will. One on one. Would you care to join in the battles? All non-lethal of course."


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 replies "Sure, it is always good practice to hone your skills."


"Great!, lets see how you fair against one another. The rules are simple, keep it non lethal, the first to score 3 hits is the winner!"

A battle is already underway in the battle circle. Combatants are swinging back and forth, some taking a defensive posture, others don't bother fighting defensively. At the end the winner takes a bow while the loser congratulates the winner. It is a friendly game designed to hone ones skills in combat.

At the end of the match, clerics of Gorum tend to the wounds of the combatants, and they await another round of fighting.

Vencarlo looks at Amendithas and Dylan. "Care to give it a go?". He motions to you both to enter the battle circle.

-------------------

The goal here is to fight with non-lethal (-4 to attack). Another option at your disposal is "Fighting Defensively" (-4 to attack, +2 AC)

Obviously a combined -8 to attack would be hard to overcome, but it will give you a bit more AC for the round.

-------------------

For those of you that don't know, I'm going on vacation for a week where internet access will be limited. This is a good scenario that you guys can run yourselves while I'm away.


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 draws his sword and gestures to Amendithas to enter the ring. Dylan gets ready.

initiative: 1d20 + 3 ⇒ (11) + 3 = 14

When Amendithas nods he is ready Dylan says"Here we go."

Long sword: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20(non-lethal)
damage: 1d8 + 2 ⇒ (5) + 2 = 7

Possible Crit
Reconfirm: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2 Epic fail on reconfirming
damage: 1d8 + 2 ⇒ (1) + 2 = 3


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

Amendithas nods his approval and follows Dylan into the ring.

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

...And we're back to Amendithas' usual rolls.

Following Dylan's strike, he responds in kind.

Large Bastard Sword: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 (non-lethal)
Damage: 2d8 + 6 ⇒ (6, 2) + 6 = 14


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 strikes again with his long sword.

Longsword: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18 (non-lethal)

damage: 1d8 + 2 ⇒ (5) + 2 = 7


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 to Amendithas after the first blow and into the second "You need better armor, the armor you're using is made for some more quick and agile. Too many openings wielding such a large weapon."


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

Amendithas voices his agreement. "I will have to visit some shops before we report back to Cressida."

He attempts another swing.

Large Bastard Sword: 1d20 + 8 - 4 ⇒ (8) + 8 - 4 = 12 (non-lethal)
Damage: 2d8 + 6 ⇒ (2, 8) + 6 = 16


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 answers back "I recommend the armor I have." as he swings his long-sword hoping end the skirmish quickly.

long-sword: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3
damage: 1d8 + 2 ⇒ (5) + 2 = 7


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's activities during the downtime:

(1) He touches base with Zellara's landlord and lets him know that Zellara had passed away and that he'll take over the rent as the new tenant and will pay whatever is next due. Ryder will indicate that Zellara was a friend of his, and show his Korvosan Guard badge if prudent to assure the landlord that there was no foul play on his part.

(2) He spends quite a bit of time alone at Zellara's developing/honing his new abilities:

Having been quite frustrated at the AtWM encounter regarding the cumbersome and awkward swapping of his crossbow for his wand, and considering the multitude of scrolls he now carries, he practiced and practiced drawing and holstering his weapons, wands, and scrolls until he could draw and holster anything he was carrying very quickly (Ryder takes Quick Draw as his 3rd level Feat).

He'll cast Ghost Sound and Ventriloquism and practice manipulating the sounds (the former much more than the latter, which has limited castings/day as a 1st level spell).

He practices his new Charm Person spell on Ralof, suggesting that it would be a good idea for him to clean Zellara's place top to bottom (assuming Ralof otherwise objects). DC 15 Will save.

(3) He visits Inara at the orphanage, asks her out to dinner.

(4) He scrounges around the area for a bar/inn where he can get in a performance. He'll use the opportunity to practice his new spells, Ghost Sound and Ventriloquism; as well as his new ability to Fascinate a crowd (i.e. 2 people at 3rd level). The Ghost Sound and Ventriloquism will just be used as neat tricks to add some flare to the show. He'll use the Ghost Sound to make the audience sound like their cheering or booing for things they shouldn't be, to comedic affect. Ryder will attempt to disguise the verbal & somatic components of the casting into his performance. This performance won't be quite so 'Stompy' as his last performance, but will still incorporate rhythm as the backbone of the performance (since that's really the heart of his Perform skill). He'll interact with the crowd in a more comedic fashion this time. He'll use his Fascinate ability to fascinate two men in the crowd: Ryder will invite an attractive waitress to stand near the men, and when she has their attention, he'll motivate the men to keep their attention there by offering them each 2 sp if they can keep their attention on her while the crowd counts to 10. He'll challenge the waitress to keep their attention by offering her 2 sp per man that she's successful with. Ryder will sit in front of the men and drum his hands on his legs and ask the crowd to start counting, and will then invokes his Fascinate ability to draw their attention away. DC 15 Will save. Since the effect only lasts 1 rnd/level, I'm assuming it would take 1 standard/full-round action (6 seconds) to invoke the ability, leaving ~4 seconds for them to turn to him in the nick of time and duly impress the croud.

Targeting a DC15 "Enjoyable" performance:
Perform: 1d20 + 8 ⇒ (4) + 8 = 12
Earnings: 1d10 ⇒ 4 sp


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

(5) He will go visit Jarvis for a Harrowing / Harrow Reading.


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

Amendithas returns Dylan's swing.

Large Bastard Sword: 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 (non-lethal)
Damage: 2d8 + 6 ⇒ (8, 5) + 6 = 19


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 having blocked all attempts by Amendithas swings his long sword once again.

longsword: 1d20 + 5 - 4 ⇒ (9) + 5 - 4 = 10(non-lethal)
damage: 1d8 + 2 ⇒ (5) + 2 = 7


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

Once the practice is over Dylan will accompany Amendithas to upgrade his armor.

Day 1
After Dylan wakes up he will head to the orphanage and donate the one gold from Devargo as well as donate 10 more gold himself. The rest of the day he will be tending to any injuries the orphans acquire. He then heads back to inn.

Day 2
If Dylan can get Amendithas to join him he will head back to the Academy and see about practicing either 2 vs 2 or 2 vs 3. Dylan pairing up with Amendithas to practice helping to protect Amendithas with his shield. Hoping to protect him more and heal him less in battle.

Day 3
Dylan heads to the city infirmary and helps tend to the wounded and helping however he can.

Day 4
Dylan heads back to the orphanage and helps to repair anything that needs repaired and injuries however minor. He also just interacts with the kids an plays some games with them. He will attend Ryder's show and heads back to Inn.

Day 5
Dylan heads over to Zellara's house and spends part of the day conversing with the group getting anxious to have another assignment. Then heading back to the inn and relaxing.


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

"Maybe I should stick to fighting with knives,"muses Amendithas as he returns another swing.

Large Bastard Sword: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 (non-lethal)
Damage: 2d8 + 6 ⇒ (2, 7) + 6 = 15


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 returns the swing.

Longsword: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7(non-lethal)
damage: 1d8 + 2 ⇒ (1) + 2 = 3


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

And again.

Large Bastard Sword: 1d20 + 8 - 4 ⇒ (13) + 8 - 4 = 17 (non-lethal)
Damage: 2d8 + 6 ⇒ (8, 4) + 6 = 18


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

Again
Longsword: 1d20 + 5 - 4 ⇒ (1) + 5 - 4 = 2(non-lethal)
damage: 1d8 + 2 ⇒ (8) + 2 = 10


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 for his next actions is going to fight from a defensive stance and say some inspiring words to himself. (+2 moral bonus on next round)

"Come on, he is a big target, wait for an opening and strike quickly!"


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

Listening to his own inspirational words Dylan waits for an opening and Swings.

Round after Inspiring words:
longsword: 1d20 + 5 - 4 + 2 ⇒ (18) + 5 - 4 + 2 = 21(non-lethal, inspiring word)
damage: 1d8 + 2 ⇒ (6) + 2 = 8
Dylan after hitting Amendithas for the third time is relieved for he was starting to get fatigued. "Good sparing match, lets go see about getting you some better armor more suited to your abilities." Dylan then turns to Vencarlo "Thank you, I think we learned a lot. Do you have any advise for us? Maybe we could return and try working in teams, a little 2 on 2 or even 2 on 3? Have a good day."

After the priests heal up Amendithas we depart. that is if Amendithas wants to leave right away, or for the sake of story line, after Amendithas gets new armor they return and continue to spar.


Ryders Weeklong activities:

Ryder wrote:

(1) He touches base with Zellara's landlord and lets him know that Zellara had passed away and that he'll take over the rent as the new tenant and will pay whatever is next due. Ryder will indicate that Zellara was a friend of his, and show his Korvosan Guard badge if prudent to assure the landlord that there was no foul play on his part.

Through various city records, you are able to determine where to find the landlord of the property. He seems indifferent to the news of Zellara's passing, but delighted at the prospect that you will be continuing to pay her dues. A 10g/month charge is due, starting at the end of the week.

Ryder wrote:

(2) He spends quite a bit of time alone at Zellara's developing/honing his new abilities:

Having been quite frustrated at the AtWM encounter regarding the cumbersome and awkward swapping of his crossbow for his wand, and considering the multitude of scrolls he now carries, he practiced and practiced drawing and holstering his weapons, wands, and scrolls until he could draw and holster anything he was carrying very quickly (Ryder takes Quick Draw as his 3rd level Feat).

He'll cast Ghost Sound and Ventriloquism and practice manipulating the sounds (the former much more than the latter, which has limited castings/day as a 1st level spell).

He practices his new Charm Person spell on Ralof, suggesting that it would be a good idea for him to clean Zellara's place top to bottom (assuming Ralof otherwise objects). DC 15 Will save.

Ralof will have to make his well save here. If successful, you have a chance at a spellcraft check to identify the spell Ryder attempted to cast on you (DC 16)

Ryder wrote:

(3) He visits Inara at the orphanage, asks her out to dinner.

She politely declines your invitation, saying that she has her eye on another prize.

Ryder wrote:

(4) He scrounges around the area for a bar/inn where he can get in a performance. He'll use the opportunity to practice his new spells, Ghost Sound and Ventriloquism; as well as his new ability to Fascinate a crowd (i.e. 2 people at 3rd level). The Ghost Sound and Ventriloquism will just be used as neat tricks to add some flare to the show. He'll use the Ghost Sound to make the audience sound like their cheering or booing for things they shouldn't be, to comedic affect. Ryder will attempt to disguise the verbal & somatic components of the casting into his performance. This performance won't be quite so 'Stompy' as his last performance, but will still incorporate rhythm as the backbone of the performance (since that's really the heart of his Perform skill). He'll interact with the crowd in a more comedic fashion this time. He'll use his Fascinate ability to fascinate two men in the crowd: Ryder will invite an attractive waitress to stand near the men, and when she has their attention, he'll motivate the men to keep their attention there by offering them each 2 sp if they can keep their attention on her while the crowd counts to 10. He'll challenge the waitress to keep their attention by offering her 2 sp per man that she's successful with. Ryder will sit in front of the men and drum his hands on his legs and ask the crowd to start counting, and will then invokes his Fascinate ability to draw their attention away. DC 15 Will save. Since the effect only lasts 1 rnd/level, I'm assuming it would take 1 standard/full-round action (6 seconds) to invoke the ability, leaving ~4 seconds for them to turn to him in the nick of time and duly impress the croud.

Targeting a DC15 "Enjoyable" performance:
Perform: 1d20 + 8 ⇒ (4) + 8 = 12
Earnings: 1d10 ⇒ 4 sp

Will: 2d20 + 0 ⇒ (3, 13) + 0 = 16

Despite the waitresses best efforts, both men fail to keep their attention on her. The crowd laughs at their failure.

The addition of recent routines causes you to stumble somewhat in your performance, but the crowd politely claps for you anyway.

Ryder wrote:

(5) He will go visit Jarvis for a Harrowing / Harrow Reading

Assuming you tell Jarvis about the situation with Zellara, he responds, "I apologize for my initial outburst at you before, I recognized her card from my deck earlier. I had honestly thought you had stolen them from her. Now I realize that it was her attempt to bring you and your new companions together. She will be missed."

He then proceeds to give you a harrow reading as usual.


Dylan Arroway wrote:
Dylan then turns to Vencarlo "Thank you, I think we learned a lot. Do you have any advise for us? Maybe we could return and try working in teams, a little 2 on 2 or even 2 on 3? Have a good day."

After seeing Dylan score the final hit against Amendithas he claps, "Well Done!" He turns to Amendithas, "Dylans point may be valid, but be aware that it is not all about the armor you wear, but your speed in battle. Allow me to demonstrate."

He then jumps into the ring and points to two of his heavily armored students. They both enter the arena. Despite not having any armor and without drawing his weapon, they seem unable to hit Vencarlo as he bobs and weaves about the circle. After a minute of this, he finally draws his rapier and in a flourish is able to eliminate both combatants within 4 rounds.

The students cheer as he leaves the battle circle.

"Sometimes, its about knowing where your opponent will strike as opposed to relying on your armor to save you. Please, stop by again sometime, there is always more to learn."


Dylans Activities:

Dylan wrote:

Day 1

After Dylan wakes up he will head to the orphanage and donate the one gold from Devargo as well as donate 10 more gold himself. The rest of the day he will be tending to any injuries the orphans acquire. He then heads back to inn.

Inara welcomes you as you enter the compound and graciously accepts the donations. She tries her best to spark up conversations with you, but awkwardly stumbles through them.

Dylan wrote:

Day 2

If Dylan can get Amendithas to join him he will head back to the Academy and see about practicing either 2 vs 2 or 2 vs 3. Dylan pairing up with Amendithas to practice helping to protect Amendithas with his shield. Hoping to protect him more and heal him less in battle.

Rather than play it out I'll sum up

Vencarlo goes through battle tactics training for small skirmish groups. It includes instructions on Flanking (+2 to hit), using terrain to your advantage (+1 to hit for higher ground) and Aid Another (+2 bonus applied to the person you are assisting) The clerics of Gorum inform you of a potentially useful spell (Shield Other L2) that can allow you to take some of the injuries inflicted upon your allies, useful against monsters with deadly blows.

Dylan wrote:

Day 3

Dylan heads to the city infirmary and helps tend to the wounded and helping however he can.

They gladly accept your assistance

Dylan wrote:

Day 4

Dylan heads back to the orphanage and helps to repair anything that needs repaired and injuries however minor. He also just interacts with the kids an plays some games with them. He will attend Ryder's show and heads back to Inn.

Inara watches as you play games with the children. Every now and then you catch her eye, and she awkwardly resumes her duties.

Dylan wrote:

Day 5

Dylan heads over to Zellara's house and spends part of the day conversing with the group getting anxious to have another assignment. Then heading back to the inn and relaxing.

Things in the city are truly settling down. You find it easier to relax than just a few days earlier. However, you do still here rumblings and murmors of discontent about how the queen rose to power. Some even claim the queen murdered her husband.


The morning following (day 6) you awake to an unusual amount of activity in the streets. It doesn't take long to realize that something is up.

I'll need to know exactly where you are this morning. Also if you haven't finished leveling, better get it done now :)


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 wakes up at the Inn, upon hearing the activity in the streets he puts on his armor and looks out the window.
perception: 1d20 + 3 ⇒ (10) + 3 = 13
He will then proceed to head down to the diner area and ask "What is all the commotion outside?"

If it is nothing major, Dylan will order breakfast.


When looking out the window you can barely make out some of the commotion. You hear the words "murdered" and "hang her" among muffled obscenities.

When you ask Theandra about the commotion she responds, "It appears the rumors were true after all, the King was indeed murdered. They're searching for the suspect right now."


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

Re Ryder's Harrow reading from Jarvis: Cost? Results?

Ryder would be at Zellara's on the morning in question.

Harrow Draw: 1d6 ⇒ 4 = Int

I think I'll just refer to Zellara's as "home" now. Prior to the story beginning, Ryder's home was probably some place he was squatting, or someplace no one cared about, in Old Korvosa, so I'm assuming Ryder can just abandon whatever it was, and that he had no worthwhile belongings there (or otherwise went and collected any personal affects sometime ago).


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 goes back upstairs and preps his spells for the day and then heads to get the others, then head to the citadel to see what they can do to help with the unrest in the city.


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 got up early in the morning to walk over to the northern bridge and look out at the thief camp and remembers on how every thing started. Ralof starts to think more about raiding the thief camp. he tries to remember anything he may have known about it.
Kn. local: 1d20 + 4 ⇒ (12) + 4 = 16
He then heads over to meet with the rest of the group.


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The Thief Camp to the north of east-shore is comprised of displaced Shoanti and Varisians that no longer feel the urge to travel. Being outside the city walls, they are not subject to Korvosan Laws or protections, and as such often resort to theft within the city to survive.

They have no known affiliation with the cities thieves guild, known as the Cerulean Society.


Ryder Koss wrote:
Re Ryder's Harrow reading from Jarvis: Cost? Results?

Because I dont want to get in the habit of harrow draws, I think rather than go through the process I'll just sum up what you might receive from a reading. The cost would be 5g.

....Jarvis draws card upon card, the cards foreshadow feats of great agility, with potentially dangerous consequences.


I had spoke with Amendithas in person yesterday and he said he would be at the Three Rings Tavern as well. So it looks like we have the three fighters up north and Ryder at his new home.

In the morning you all were aware of the rumblings about the Kings murderer being named. about an hour after sun-up Ryder receives a hurried knock upon his door.

You may decide to discretely look who it is before opening, if you do, you see a Korvosan Guard whom seems to be having a hard time catching his breath. He will identify himself as a guard member if asked at the door.

Assuming you open the door for the guard....

Open Door:
He steps in just a few steps and says, "Field Marshal Kroft needs to speak to you right away! Remain here, she will be coming to meet you shortly. I must leave to inform the others."

And before you can ask any questions, he hurries out the door towards the Three Rings Tavern at a sprint.


... At Three Rings.

The door opens abruptly to a breathless Korvosan Guard. He speaks briefly with Theandra about your individual where-abouts and proceeds to gather you all up. "Field Marshal Croft needs to speak with you immediately, she has requested we meet at a neutral location, Please, if you will follow me?"

The Guard then begins hustling off in a fast paced walk at first, motioning for you to follow, and if you keep pace, the fast walk becomes a near sprint..

I assume you follow the guard?

*edit, I just re-read that Dylan was on his way to the Citidel, you would have encountered the guardsmen in route and he would have told you to meet up with Ryder at his place.


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 heads to meet up at Ryder's house.


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

Per the Hangouts discussion, the ret-con is that the location of Zellara's (aka "Ryder's new home") is still unbeknownst to the Citadel/Cressida, so a Korvosan Guard did not show up at Ryder's door. The meeting will take place at the Inn, and Ryder will not be in attendance.


After a short time, Cressida herself walks into the inn along with two other guardsmen. The first guard explains that he was unable to find Ryder, and she seems slightly concerned that he is missing. ”No time to waste.” She motions for everyone to follow her into a private room, and has the guard’s setup posts outside.

“I’ll make this brief. You’ve doubtless heard the stories that the king’s killer has been named. Yet there’s something more going on here, I’m afraid. Queen Ileosa could have quietly had this Trinia Sabor arrested at any time, yet the way in which she revealed the information to the city seems to me like she wants the riots to come back. Certainly, with the mob and the Hellknights out on the street, the girl doesn’t stand a chance at a trial—they’ll lynch her the moment they find her. And even if she did kill the king, mob justice isn’t the way. Worse, if she’s innocent, the real killer can use this distraction to throw us off the trail forever.

“Before Trinia is executed, we need to be absolutely sure she did this thing. And that means we need to catch her before the mob. We know where she lives—a flat in Midland at 42 Moon Street—but soon, so will the mob. The Hellknights don’t seem to care as much about catching her as they do about containing the mob—something about the “order of law” makes it a greater priority for them to contain than a possible assassin. I can’t say I disagree completely, but the problem is, the Hellknights are only making it worse. The mob’s covering most of Midland now, and Trinia’s flat is near the middle of the mess. I’ve got all available guards at work keeping things from getting any worse—and if I were to send them into Midland, they’d trigger a riot.

“I’m sure you can see where this is going. I need you to get into Midland, find Trinia, and bring her back to me so we can deliver her, safe and sound, to somewhere where she can be interrogated—preferably with magic, so we can be absolutely sure about her role in Eodred’s death. Get in there, catch her, and get out without letting the mob get its hands on her. I’ll have agents and officers nearby. If you can get her to one of them, we’ll be in the clear.

Any questions?”


The City Map link has been updated to show the location of both the Three Rings Tavern (#7) and Trinia's Flat (#8)


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 " If we run into opposition, should we try to knock them out? I don't want to cause any harm, but I think that if we tell them to stand down, and they don't, they made their choice too. "

When the group heads out Dylan tells the faster of the two companions to run to get Ryder and we will meet up at the flat. Dylan and the slower of the two companions will get to the flat and make sure no unruly personnel enter and make first contact with her and explain the situation.


In that case, Amendithas would be the one to run down to pickup Ryder as he has the faster movement.

Although you are in two separate groups, your experiences are rather similar. As you get further into midland you can tell the mob is gaining strength. While you are able to avoid them by staying off the main roads, you might find yourself in the thick of things if you venture too far. The Hellknights are indeed trying their best to keep the peace, but their presence just seems to aggravate things further.

You can also tell that the hunt is on. Sable Company's gryphon riders are patrolling the sky's around midland, searching for Trinia. The Order of the Nail is searching the streets as well. You feel it is best to not get in their way.

You guys meet up right at 42 Moon Street. At ground level, the light barely makes it through the rigged up cat-walks, cloths lines, and overhanging roofs of the Shingles district above. A set of creaky stairs with the number 42 on the post lead up to the rooftops above.


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 starts to head up the stairs to the Flatt.

Diplomacy: 1d20 + 7 ⇒ (16) + 7 = 23

Dylan knocks on the door and says "Trinia, this is the Korvosan Guard. We are here to take you in for questioning. It would be wise to come with us as there are mobs of people looking for you. We want to get to the truth. We are here to get you safely back to Cressida."


Ralof - KN:Local: 1d20 + 4 ⇒ (17) + 4 = 21
Ryder - KN:Local: 1d20 + 2 ⇒ (1) + 2 = 3

Figured it might be good for a Kn roll here to see what you would know about the Shingles district.

Ryder spends most of his time entertaining locals and nobles and as such does not know a ton about the districts, however, Ralof has spent many nights high above the city in the dangerous Shingles district.

In many ways, the Shingles is like its own sub-ward of the city of Korvosa. Here, in shanties built atop roofs, on the upper floors of otherwise abandoned tenements, and amid jungles of chimneys, peaked roofs, and eroding gargoyles, are vagabonds, thieves, monsters, and perils to match those found in the most dangerous slums. Stirges haunt gutters here, as do nests of imps. Pseudodragons lair here too, although in their frenzy to keep the imp population under control, the little dragons often cause nearly as many problems as do the tiny outsiders. Criminals use the Shingles as a highway to move about unseen by the guard. Worst of all are the chokers, hideous aberrations with long boneless arms who have taken to the Shingles with a tenacious fecundity that has resisted all attempts to date at eradication. Stories of chokers wending arms down through chimneys or upper windows are common, and serve as the primary reason most citizens avoid climbing above the second floor in regions the Shingles overshadow.

You know to be cautious, and although dangerous enemies such as chokers are not active during the daytime, there is plenty of danger whether it be nests of imps, or rickety catwalks giving way to a dangerous fall below.

It is here where you are searching for Trinia.

------------

You hear no response from Trinia to your calls for her to surrender herself.

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