| Archibald "Zeke" von Hoftenkraf |
Zeke takes a 5-foot step over and fires another arrow up at Vreeg.
MW Longbow: 1d20 + 6 + 1 + 1 + 1 + 1 ⇒ (10) + 6 + 1 + 1 + 1 + 1 = 20 (PBS, tiny size bonus, tiny dex bonus, Bless)
Damage (tiny): 1d4 + 0 + 1 - 1 ⇒ (3) + 0 + 1 - 1 = 3 (PBS, tiny str penalty)
| GM Grecko |
By my quick count Ralof hit vreeg 4 times where he should have been counting Point Blank Shot's extra +1dmg. So his last round is 17 + (4 retroactive points)
So Vreeg is 41+21 = 62dmg
Zeke hits an entangled Vreeg for a whopping 3 points. Vreeg is not looking too good at 65dmg.
-
On Vreeg's turn he takes 1 point of bleed. His eyes roll back and he feather falls to the ground unconscious. Bleeding out over the course of 4 more rounds...
-
The Skeleton will take another whack at Dylan, because he's got a 1 track mind.
Claw1: 1d20 + 2 ⇒ (15) + 2 = 17 Miss
Claw2: 1d20 + 2 ⇒ (20) + 2 = 22 VREEG's REVENGE!
C2Crit: 1d20 + 2 ⇒ (9) + 2 = 11 It was a long shot.
C2dmg: 1d4 + 2 ⇒ (1) + 2 = 3
*I wont bother to have you play out killing this skeleton. Ammy really just needs to roll higher than a 4 and it's toast..
| Dylan Arroway |
Dylan will do everything he can to stabilize Vreeg, even with the bleed damage. as a last resort he will cast Stabilize.
healcheck: 1d20 + 7 ⇒ (15) + 7 = 22
Once stabilized he will gag and put him in shackles to take him in for questioning at the citadel.
| GM Grecko |
Your healcheck will be able to stop the bleeding. He will stabilize at -1
With last rounds damage / healing, the dmg count is as follows..
Damage Summary
Zeke - 9dmg
Dylan - 19dmg 14dmg 17dmg
Ralof - 21dmg
Ammy - 21dmg (Ammy used 7 rounds of rage, and will be fatigued for 7 rounds after coming out of the rage. Although I think he has roused anger as a rage power so it's only a minor problem)
--
You take a few rounds to gag and shackle Vreeg.
--
Turning your attention to the disgusting mass of poorly sewn together flesh that is the carrion golem. You can't help but realize that while you have found the upper torso to match the lower torso you found earlier, you are still missing a head and arm.
--
Time wise (in considering buffs), 1 minute (10rnds) was spent on the battle and tying up Vreeg.
| Archibald "Zeke" von Hoftenkraf |
While Dylan is binding/gagging/stabilizing Vreeg, Zeke will investigate the Golem...
Perception: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 (GM boon)
"We're still short some parts. You," with a nod towards Amendithas, then towards the Golem, "We want the tatood parts."
Zeke will then have a quick look around the room,
Perception: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 (GM boon)
And then explore the west passage,
Stealth: 1d20 + 6 + 4 + 1 ⇒ (6) + 6 + 4 + 1 = 17 (tiny stealth bonus, tiny dex bonus)
Perception: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24 (GM boon)
| GM Grecko |
Proceeding through a quick search of the remaining rooms.. Starting from the upper left corridor.
The first room..
This chamber holds a large fourposter bed and a simple writing desk, along with a full-length mirror propped up against one earthen wall.
There is nothing of note here. It just looks like a place to lay ones head.
The second room..
This dry, well-kept chamber contains a narrow bed, a relatively empty shelf containing only a few books and some bones and skulls, and a long bench.
Upon the shelf is a tattered and well used book. A quick examination from the knowledgeable gnome reveals it is likely Vreeg's spellbook.
Heading back down to the lower left hallway. and opening the unlocked door...
Two wide, freestanding bookshelves stand in this room, the shelves filled with row upon row of tomes and scrolls.
A quick glance reveals many books on plagues and anatomy, but a more comprehensive search would take some time.
And because I forgot to post the description of the room the battle took place
The nauseating mixture of decay and strange chemicals fills the air of this large room. Glinting saws, pliers, long stitching needles, and other surgical equipment are organized on shelves and benches along the walls. A sturdy wooden table in the center of the room supports a large humanoid shape—a thing stitched together from a patchwork of dozens of different bodies. The thing would stand nearly seven feet tall if it rose.
| Dylan Arroway |
Dylan will take his time while removing the item off of Vreeg. When he has completed that task he will find the others. When everyone is satisfied that they have completely explored the remaining rooms Dylan has Amendithas carry the Derro to the door with the noisy creature behind it. After they get there Ralof can ready an action and Zeke being so tiny, have him open the door.
| Archibald "Zeke" von Hoftenkraf |
In the room where the battle with Vreeg, if Zeke sees a pliers or some other surgical tool that would be good for yanking teeth that's better than the pliers he took from the Derro earlier, he'll take the better tool and leave the pliers he had in its place.
Not sure if the 3-minute buffs are still going... I'm assuming we're still moving along quickly if there's time left on our buffs, so I'll include the tiny bonuses for now... adjust as needed.
As soon as everyone is in position (whatever that may be), Zeke will open the door:
Disable Device: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 (tiny dex bonus)
Perception: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 (GM boon)
...and then immediately move back down the hall:
| GM Grecko |
After taking time to search both the enemies and the rest of the rooms, here's what you find. (I'm assuming you'll keep detect magic up)
Magical Items
On Vreeg
Wand (DC18 spellcraft to identify)
Ring (DC16)
Robe (DC21)
On Uglout
Studded Leather (DC16)
In The Library
Scroll A (DC16)
Scroll B (DC18)
In Vreegs Room
Spellbook - Will tell you the spells later.
-
Mundane Items
On Vreeg
Masterwork Daggar
5 Bottles of liquid
In the Library
Several books might be worth some money.
| Dylan Arroway |
Dylan after getting the key to the door from Ralof, will approach door. When everyone is in position open the door.
stealth: 1d20 + 2 - 3 - 2 ⇒ (2) + 2 - 3 - 2 = -1(armor check armor/shield)
perception: 1d20 + 3 ⇒ (8) + 3 = 11
initiative: 1d20 + 3 ⇒ (9) + 3 = 12
| GM Grecko |
You open the door and step back...
Immediately you smell the disgusting stench of rotting flesh as you retreat to a safer distance. You see a lumbering mound of flesh similar to the Golem that you had just faced inside a room full of various boxes and jars smashed to bits on the ground..
The difference here is that this particular Golem seems to have been carefully made, not a quickly pieced together creature that was just faced.
His head is a bit too small for his body, and he is currently wielding a dismembered arm. Both his head, and the arm he's holding bear similar tattoos of the Shaonti.
Initiatives
Amendithas - Initiative: 1d20 + 3 ⇒ (16) + 3 = 19
Dylan Rolled 12
Ralof - Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Zeke - Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Golem - Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Order
Zeke
Ammy
Dylan
Golem
Ralof
| Archibald "Zeke" von Hoftenkraf |
Fortitude: 1d20 + 4 ⇒ (19) + 4 = 23
Zeke will step out in front of the hall and chuck his last bomb at the golem:
Bomb (ranged touch): 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 (PBS)
'Splode: 2d6 + 2 + 1 ⇒ (6, 1) + 2 + 1 = 10 (PBS)
Splash damage: 4
| GM Grecko |
Per Hangouts, Dylan is holding action til the Golem is next to everyone
The Golem takes a hit from Zeke's fire bomb
Slow: 2d6 ⇒ (2, 1) = 3
The Golem is none too happy about the attack. He is relegated to only standard actions for 3 rounds, He also takes negatives to attack/ac/and movement.
He still has a standard action to charge and is within range to do it even with the movement penalty.
The Golem charges forward.
Attack: 1d20 + 7 - 1 + 2 ⇒ (4) + 7 - 1 + 2 = 12 (Slow,Charge)
He lumbers forward but misses his target.
| Dylan Arroway |
Dylan climbs up onto the table in front of him.
fort save: 1d20 + 5 ⇒ (13) + 5 = 18
When Dylan is gets into position he swings his sword.
sword: 1d20 + 5 + 1 - 4 ⇒ (16) + 5 + 1 - 4 = 18 (higher ground, partial cover)
damage: 1d8 + 2 ⇒ (6) + 2 = 8
on someone's next turn move Dylan on table next to zeke
| Ralof the great |
fortitude: 1d20 + 5 ⇒ (18) + 5 = 23
ralof will stand his ground and fire a 2 arrows at the golem 1 being bleed
shot1: 1d20 + 7 + 1 - 1 - 2 ⇒ (7) + 7 + 1 - 1 - 2 = 12 (+7initial,+1pb,-1da,-2rapidshot)
shot1: 1d20 + 7 + 1 - 1 - 2 ⇒ (7) + 7 + 1 - 1 - 2 = 12 (+7initial,+1pb,-1da,-2rapidshot)
harrow point forthe secound!
shot1: 1d20 + 7 + 1 - 1 - 2 ⇒ (15) + 7 + 1 - 1 - 2 = 20 (+7initial,+1pb,-1da,-2rapidshot)
damage1: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8 (+2initial,+2da)
damage1: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12 (+2initial,+2da)
bleed2: 1d6 ⇒ 5
| Archibald "Zeke" von Hoftenkraf |
For the top of round 2: Zeke will take a 5-ft step diagonally to the NE, will draw his bow, and will then fire an arrow at the Golem (who may have soft cover).
MW Longbow: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 (PBS)
Damage(small): 1d6 + 0 + 1 ⇒ (6) + 0 + 1 = 7 (PBS)
| Amendithas |
As the golem nears the group, Amendithas will take a swing at it.
Large Bastard Sword: 1d20 + 7 + 2 - 1 ⇒ (16) + 7 + 2 - 1 = 24 (Rage, Power Attack)
Damage: 2d8 + 6 + 3 + 3 ⇒ (5, 1) + 6 + 3 + 3 = 18 (Rage, Power Attack)
| GM Grecko |
No healing was done, since last battle so damage carries over..
Damage Summary
Zeke - 9dmg
Ammy - 21dmg
Dylan - 17dmg
Golem - 10 +8 +(7) +18 = 43dmg
Ralof - 21dmg
Round 1 Summary
Zeke lobs a bomb in and messes up the Golem in a big way
Ammy holds action as does Dylan.
The Golem charges but misses. (2 Slow Rounds Left)
Dylan hops on a table and hits the golem with his sword.
Ammy also hits for some nice damage
Ralof hits with one thistle arrow, but it doesn't penetrate as it usually does, and the wound is stubbornly bleed-less.
*** Basically, a ton of damage to a crippled Golem (should be a fast fight!)
Round 1 over Round 2 Begins
Zeke steps back a bit and fires. His regular arrow is not as effective as it could be, but does damage none-the-less
| GM Grecko |
| Dylan Arroway |
Dylan swings his sword again at the golem
*edit*
sword: 1d20 + 5 + 1 + 2 ⇒ (20) + 5 + 1 + 2 = 28 (higher ground, flanking)
sword: 1d20 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14 (higher ground, flanking)possible crit
damage: 1d8 + 2 ⇒ (6) + 2 = 8
damage: 1d8 + 2 ⇒ (5) + 2 = 7
| Ralof the great |
ralof pulls out a single blunt arrow and fires it
bow: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10 (initial+7,+1pb,-2DA)
damage: 1d8 + 3 + 2 ⇒ (8) + 3 + 2 = 13 (initial +3, +2da
| Amendithas |
Amendithas takes another swing.
Large Bastard Sword: 1d20 + 7 + 2 - 1 ⇒ (17) + 7 + 2 - 1 = 25 (Rage, Power Attack)
Damage: 2d8 + 6 + 3 + 3 ⇒ (1, 8) + 6 + 3 + 3 = 21 (Rage, Power Attack)
| GM Grecko |
| Dylan Arroway |
Now that the crypt is fully explored Dylan will take a closer look at the magical items.
Spell Check: 1d20 + 5 ⇒ (15) + 5 = 20 (wand)
Spell Check: 1d20 + 5 ⇒ (9) + 5 = 14 (ring)
Spell Check: 1d20 + 5 ⇒ (20) + 5 = 25 (robe)
Spell Check: 1d20 + 5 ⇒ (10) + 5 = 15 (studded leather)
Spell Check: 1d20 + 5 ⇒ (7) + 5 = 12 (scroll 1)
Spell Check: 1d20 + 5 ⇒ (11) + 5 = 16 (scroll 2)
| GM Grecko |
Reposting this....
Magical Items
On Vreeg
Wand (DC18 spellcraft to identify) (Result 20) Wand of Ghoul Touch 43Charges)
Ring (DC16) (Result 14)..
Robe (DC21) (Result 25) Empty robe of bones (Patches have been used) Still considered a masterwork robe.
On Uglout
Studded Leather (DC16) (Result 15)..
In The Library
Scroll A (DC16) (Result 12)
Scroll B (DC18) (Result 16)..
In Vreegs Room
Spellbook - Will tell you the spells later.
-
Mundane Items
On Vreeg
Masterwork Daggar
5 Bottles of liquid
In the Library
Several books might be worth some money.
| Dylan Arroway |
Dylan, after looking over the items, gathers them all up and distributes them to everyone to share the load. Dylan runs and checks to see if the boys body is still where Uglout left it. If it is, he will carry it back to the surface so the boy can be identified and the parents can have closure. We head back to the surface and make our way to the citadel with Vreeg.
When we arrive at the Citadel we will talk with Cressida and present the last remaining body parts of the Shaonti warrior. We let them know the body parts are being used for golems and that we brought back Vreeg, Rolth's 2nd in command back for questioning.
When Cressida is ready Dylan will channel energy with the group present as well as Vreeg. When Vreeg awakens, with Cressida permission, Dylan removes the gag to question Vreeg about Rolth's plans.
CPE: 2d6 ⇒ (3, 3) = 6
| GM Grecko |
When trying to find the boys body, you realize it is not where Uglout had tossed it. You in fact are only able to find pieces of the young boy. The upper torso had been left in the Otyugh pit, while the lower torso was hastily sewn to the creature that attacked you with Vreeg. It's weak legs and amateur rush-job made it incapable of supporting the creature.
When returning to the citadel Cressida meets you with a smile. "Well done, friends! Well done indeed. Our scouts found that Thousand Bones was beginning to mount a strike force in order to retrieve the body himself had you failed. You have done Korvosa a great service today"
Turning her attention to Vreeg. "A Derro? Nasty bottom dwellers." When told of how Vreeg is Rolths 2nd in command she eagerly perks up. "Ahh, great news. Quickly then, lets get him out of the sunlight before he burns up"
She will lead you down to the antimagic cell where right before crossing the zone, she allows you to cast CPE. The guards then drag Vreeg into the cell and remove his gag.
"BAH! fools! You have no idea what you've done!" He shakes the bars for a bit before exploring other parts of the cell. He even tries to cast a spell that fizzles out... "BAH!..." Then it seems as if he begins to talk to someone else in the cell with him. "Don't worry for me, master will make it better. Time. yes. Time it will take, but all will be right." Vreeg says to no-one in particular.
----
It's at this point if you have some questions you wish to ask you can certainly do so.
| Dylan Arroway |
Dylan asks ”Where are you getting the body’s from, who is supplying you? What is Rolth’s plans, or are you not trustworthy enough to be privy to that information? Do you know the names of the people you have killed, so I can let their families know to give them closure?”
Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
| GM Grecko |
The Derro smiles at you with his bright white eyes.. "Names! BAH. What's in a name? A corpse by any other name would smell just as sweet!"
He continues the speech in Alko for a bit before switching back to common
"You'll see. Master will reveal his plans soon enough. You'll all have front row seats!"
Cressida speaks up. "I doubt we'll get much from him right now. Derro's are quite mad creatures. I'll have to make some arrangements to see if we can cure him of his madness. It's only then where we'll be able to get some answers."
She motions for you all to follow. "Come, I would like reward you for your efforts."
Assuming you follow, she leads you to her office where you each receive 400gp for your successful mission.
Before you leave however, a sage bursts through the door, startling even Cressida, She quickly composes herself and motions him over where he whispers something into her ear. Cressida's face drops as she hears the news. The sage leaves the room. Cressida then turns to you and says, "Triana's trial has concluded. She is to be executed at sunset"
| Dylan Arroway |
Dylan replies "Well, that was fast. It has only been 2 days. It is like the trial was just a formality, they already had the verdict planned!
| Archibald "Zeke" von Hoftenkraf |
"Who's this Trinia?"
| GM Grecko |
Cressida responds to Dylan. "You're right. It doesn't make any sense. These things take time. I fear poor Triana is being set-up for this."
She paces back and forth, pondering to herself.
"I have a favor to ask of you all. One you must feel perfectly willing to decline. I would like you to attend the execution. I need to know if they will even bother to present the evidence against her. I fear this execution is only to satiate the peoples need to see someone punished for this crime. With my fall-out with Sabina, I'm afraid I'm not welcome at this event. But if you can be my eyes and ears, I would be eternally grateful."
She turns to Zeke while pointing at the others, "They can fill you in on the details. But, she is the Kings alleged murderer."
| Dylan Arroway |
Dylan replies "I don't think I am on the best terms with Sabina either. When last we spoke she took offense when I implied people with power can be corrupt and seek more power, also that I don't trust them. I am hoping my last words of advise took root in her stubborn head. I reminded her that her honor is at stake, after all she said she would personally make sure the truth come out. At least one of us will attend the execution to get that information for you."
| GM Grecko |
"True, you haven't made the best of impressions with her. And, Ryder's incursion hindered an already tumultuous relationship... But, at least you didn't withhold a fugitive from them."
She moves back to her chair to sit.
"The execution will most likely take place in the castle courtyard. They will be screening for weapons, so be careful what you bring with you. Also, you might want to leave your guard identification at home considering the rift between the Castle and Korvosan guard right now."
"Any questions?" She waits for a response. "As I've said, this is a personal favor to me, and you must feel free to decline if you wish. You've had your own trouble with the Castle and I don't mean to put you in harms way, unless you're willing to take the risk."
| Dylan Arroway |
Dylan replies "I will take the risk, if only to make Sabina feel guilty for letting things transpire the way they have by seeing me there. I will report what I find out tonight. "
Dylan then get up and heads out. He leads the group back to Ryder's house and stows his weapons and puts on his clerical gear. When everyone who is coming with is ready they head off to the castle.
| GM Grecko |
Cressida responds to Amendithas, "I'm not sure what else to call it. He was in way over his head. It still pains me that they did not give him a fair trial, and this situation with Trinia is no different."
Turning to Dylan, "It would be wise to not make yourself known to Sabina or the Queen. The way things have been going, I cannot predict how they will react. For your own safety, it would be best to blend into the crowd."
She thanks you for taking on this mission as a personal favor to her as you head out of the Citadel.
--
Per Hangouts, you were going to use Zellara's Identify capabilities on three of the items. You can make rolls for those three items with the +10 bonus per the spell. (Keep in mind that Indentify also grants detect magic, so if anybody else has a high spellcraft, they could also use it)
| Archibald "Zeke" von Hoftenkraf |
Leaving the Citadel, Zeke is speaking command words to his hat, trying to figure out how to get it the same color as a small beetle he's holding.
"Say, now where was I... Ah yes, a long voyage by sea. I was just a young pup at the time and was growing restless here in Korvosa, so I put myself in the employ of a Dwarven merchant vessel. Berguilda was her name, and a fine ship she was until the 2nd mate got drunk one night watch and ran her aground on our way back from Janderhoff... Stranded for a fortnight on a rainy little rock until a Shaonti fishing boat came by..." He continues on for the entire walk to the house, unless stopped.
At the house, Zeke will have a go at the deck of cards on the unidentified items, if Dylan offers him the opportunity:
Spellcraft checks:
Ring: 1d20 + 6 + 10 ⇒ (12) + 6 + 10 = 28
Leather: 1d20 + 6 + 10 ⇒ (15) + 6 + 10 = 31
Scroll A: 1d20 + 6 + 10 ⇒ (3) + 6 + 10 = 19
Scroll B: 1d20 + 6 + 10 ⇒ (5) + 6 + 10 = 21
....and, if the opportunity presents itself,
Ryder's dagger: 1d20 + 6 + 10 ⇒ (7) + 6 + 10 = 23
*edit* Also, Zeke will examine Vreeg's spellbook if there's time, to see if there's anything there he can use as a Formulae.
| GM Grecko |
You get 3 uses out of Identify (3 items worth).. But it's enough to net you the answers to first three items.
The Ring is a Ring of Protection +1
The Armor is Studded Leather Armor +1
The First Scroll (Scroll A) is Ironically, a scroll of Identify.
..You will have to try again for the other items later.
Here's a list of the spells you will find in Vreegs Spellbook, when you get the time to study it.
3rd-
fly,
vampiric touch,
gentle repose,
water breathing
2nd—
blindness/deafness,
scorching ray,
spectral hand,
false life,
command undead,
darkness,
scare
1st—
shield,
cause fear,
chill touch,
magic missile,
ray of enfeeblement,
sleep,
feather fall,
0th—
detect magic,
mage hand,
mending,
ray of frost,
touch of fatigue...
...(Basically, all the Cantrips except Conjuration and Illusion cantrips)
| Dylan Arroway |
At the house Dylan will channel energy with the group present.
CPE: 2d6 ⇒ (1, 3) = 4
Afterwards he takes a look at everyone to determine how healthy they are.
Heal Check: 1d20 + 7 ⇒ (2) + 7 = 9 (Dylan)
Heal Check: 1d20 + 7 ⇒ (17) + 7 = 24 (Zeke)
Heal Check: 1d20 + 7 ⇒ (18) + 7 = 25 (Ralof)
Heal Check: 1d20 + 7 ⇒ (17) + 7 = 24 (Amendithas)
Dylan will use his CLW wand on Amendithas, Ralof, and himself.
CLW Wand: 1d8 + 1 ⇒ (8) + 1 = 9 Amendithas
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8 Ralof
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6 Dylan
Now that everyone is healed and cleaned up, hopefully we all will not stand out.
We head to the castle about 4 hours till sunset. On the way Dylan asks Zeke to help him learn his language a bit.
| GM Grecko |
You spend your time healing up and preparing for tonight's event. Heading to the castle 4 hours early, you only see a few people lined up outside the gates. These early birds seem anxious to get a prime location to witness the chopping block.
The gates have yet to be opened. Those that are waiting are having a grand ole time playing cards and dice games, passing around a bottle of whiskey. More than once you hear the phrase, "Death is too good for a traitor of the crown."
Taking a liberty to assume you'll ask around, you will learn that the gates are to be opened an hour in advance.
Whether you decide to wait it out for the 3 hours or come back later will only change how close you are able to get to the block. (For the sake of time and other interesting tidbits, I'll assume you wait)
While waiting, you see the occasional well-dressed man/woman stroll up to the gates, and are promptly let inside. With Zeke's high local knowledge as well as the others around you confirming, you are witness several important Magistrates such as Magistrate of Commerce Garrick Tann and the Magistrate of Regulation Lolia Perenne.
You also see several prominent members of various noble houses, such as those from the houses of Arkona, Endrin and Jeggare, among other houses.
It appears that this is an event not to be missed, and everyone of importance has been invited… Everyone, except members of the Korvosan Guard. A few still donning guard insignia are quickly turned away.
....The time soon draws near and they start letting people inside....
The Castle Guards are indeed searching those who enter for weapons, and promptly confiscating those they do find. They are in a hurry to search for weapons and are not doing a particularly good job of it.
Perception: 1d20 - 5 ⇒ (16) - 5 = 11 (Roll Slight of Hand if you try bringing a small weapon with you)
During their search, they are also attempting to turn away anyone they've been told to deny access to.
Perception: 1d20 - 5 ⇒ (4) - 5 = -1 (They don't seem to recognize you as one to turn away)
.... Part 2 to follow ....
| GM Grecko |
Following the crowd leads you to the Castle’s public courtyard. On one end of the courtyard, a large throne-like chair sits, surrounded by several of the Queen’s personal guard. In addition, the nobles you’ve seen enter the castle earlier are all seated on either side of the throne, eagerly awaiting the event to unfold. Servers rush to get those nobles drinks and food as they merrily chat among themselves.
In the middle of the courtyard, a towering muscular man wearing an executioner’s helm waits by an ominous headsmen’s block idly holding an immense axe.
Soon after the townsfolk take their places around the block opposite the courtyard from the nobles, Queen Ileosa emerges amid a great flourish and pomp as heralds announce her arrival with a fanfare of music and drums. This queen is not the subdued mourner you met only weeks earlier, Queen Ileosa has fully accepted the mantle of sole monarch now, and carries herself with poise, style, and grace. She wears a green and white silk dress worth thousands of gold coins, and is attended by a small army of servants, including Sabina. Sabina’s expression is neutral but ever watchful of possible problems in the crowd.
Perception: 1d20 + 2 ⇒ (5) + 2 = 7 (She doesn't seem to notice you in the crowd)
…
As sunset draws near, the excitement in the crowd builds. When the ominous beating of a single large drum begins, the assembled gawkers fall silent. The drum sets the pace for Trinia’s procession to the headsman’s block. As they reach the headsman’s block, one of the guards removes Trinia’s shackles and the hood, revealing a very frightened woman who nonetheless bravely holds back her tears, if only barely. Trinia is led up onto the platform, her arms bound behind her back by a leather cord, and she is forced to kneel over the wooden block before the headsman as Queen Ileosa stands and addresses the crowd.
“Fellow Korvosans! You have suffered greatly these past few weeks. Homes have burned, family members have died, fortunes have been lost. I feel your suffering, for not only have I lost a beloved husband, but with each riot, each burning home, each act of anarchy, my heart bleeds a little more. This has been a trying time for us, yet the torment is at an end. Before you is the face of your anguish and pain. Do not be deceived by this murderer’s timid nature—she is a black-hearted assassin, a seductress and sinner, a viper amidst us all. I offer you all her death as a salve against the hatred and hurt you have suffered. Her death will not rebuild Korvosa, nor will it bring back the king, yet tomorrow will be a new dawn—a dawn over a city ready to rise from the edge of anarchy to become stronger than ever before!”
“And so, without further delay, let us usher in this new dawn with justice! OFF WITH HER HEAD!”
---
During her speech you hear some cry out, ”Where’s your proof!” and others scream ”Kill the traitor!”. Clearly the crowds feelings are mixed.
Sabina stares intently at those making waves ensuring that they are not about to start anything more than that. Satisfied they aren't, she relaxes a bit.
…It’s at this point you could attempt to intervene if you wish…
| Archibald "Zeke" von Hoftenkraf |
While the group was waiting around all afternoon, Zeke would have asked about Trinia, and assuming someone fills him in on your involvement with her...
Zeke considers whether or not something seems legitimately amiss about the timing and protocol of the execution... Possibly a lack of notice to the public regarding the trial, evidence, or verdict...
Kn Local: 1d20 + 9 ⇒ (4) + 9 = 13
| GM Grecko |
While the group was waiting around all afternoon, Zeke would have asked about Trinia, and assuming someone fills him in on your involvement with her...
Zeke considers whether or not something seems legitimately amiss about the timing and protocol of the execution... Possibly a lack of notice to the public regarding the trial, evidence, or verdict...
You know that treason is indeed punishable by death, but most executions are held with little fan-fare. It seems as if the Queen is attempting to both quell the riotous populace, while simultaneously introducing her reign as ruling monarch of Korvosa. She has invited all the high members of the region to watch the execution and to mingle with drinks and entertainment afterward.
As far as timing and protocol... It is indeed fast and unusual. Typically, public trials are held before Korvosa's infamous judge Zenobia Zenderholm, better known as "The Hanging Judge". She has a reputation for being strict, but fair. With the trial held behind closed doors, no-one knows if "Zena" was even presiding over this trial, however, her lack of presence at this particular execution, when she attends nearly them all, is concerning.
| Ralof the great |
Ralof will push forward to the front of the crowd and yell at the queen and Sabina, "STOP THIS MADNESS, DO YOU EVEN HAVE PROOF?" if they say they do ralof will want to hear/see it.
| Archibald "Zeke" von Hoftenkraf |
Meanwhile, Zeke will nonchalantly begin wandering the crowd, enticing people to begin a chant, "Where's Zena, where's the proof? Where's Zena, where's the proof?"
Diplomacy: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8 (Truth's Agent trait)