GM Grecko - CotCT

Game Master Dr Grecko


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The hero's start heading for the orphanage and merchants of Endrin Square. Chit-Chatting along the way.

Perception Checks:
Ralof: 1d20 + 7 ⇒ (10) + 7 = 17
Ryder: 1d20 + 0 ⇒ (16) + 0 = 16
Dylan: 1d20 + 2 ⇒ (20) + 2 = 22
Amendithas: 1d20 + 0 ⇒ (9) + 0 = 9

Everyone, but Amendithas, notices that the mob has either moved into Eodreds Walk, or an entirely new Mob has formed. (Hard to tell from this distance)

"I bet you're a stuck up Dandy that services the Queen!"... you can hear from someone in the mob.

You have the options again of pushing through or finding another merchant.


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 the group "We better help calm the mob down and get everyone to disperse before a fight breaks out."


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 says, " I agree, but it can get messy fast. You guys go forward and if you need me I will be here with my bow. "


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 just stops, his mouth hanging open, looking back and forth between Ralof and Dylan, wondering which one is crazier... "Uhhh... what? I'd suggest we go around, but it seems they're blocking our way this time... why don't we just make our way through and be on our way?"


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

Somewhat surprised by Ryder's comment "What if it were you the mob was picking on? Would you want people who can help to run away with their tails between their legs? No, plus I want to resolve this without any violence."

And with that Dylan approaches the mob slowly trying to get more detail about what is going on. Trying to listen to all of the comments from the mob and the individual/group the mob has targeted.


Dylan walks towards the sounds of the mob, hoping to get a better idea of what's going on and to potentialy stop whatever they are doing. (You will be 100ft ahead of your companions)

As you approach Eodred’s Walk, you notice a mob of six men wielding shovels, chair-legs, and lengths of iron pipe surrounding a beardless young nobleman... One of the laborers, a fat bald man with greasy muttonchops framing his rotund face, jeers and addresses the young man in a booming voice, “Bet’cha never worked an honest day’s wage in your life, eh, Queen’s Man? M’brother had his arm crushed by a barrel on the docks when he was younger than you. Never raised a mug of ale with that wrist again. Wanna know what it feels like?”

It didn’t sound like you wanted to stealth up there, but you could have the option to try.

Mob Perception: 6d20 ⇒ (2, 8, 11, 15, 7, 2) = 45

A stealth check > their best perception roll and you would remain unnoticed.

If you don’t bother or they notice you:

Noticed:
Oh, what do we have here? Another Dandy for the Queen? Scram, or you’re next!”… The man with the muttonchops then turns his attention back to the nobleman. ”Where were we…. Oh yeah. Hold out yer wrist!.

Either way, the man moves toward the nobleman and seems intent on causing them harm.


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 appreciates a guy who sticks to his convictions, however misguided Ryder thinks those convictions are. Ryder stays with Dylan as he approaches the mob. Ryder doesn't bother being stealthy... When accosted by the man, Ryder says, in a Beguiling Voice "The Queen?! The Queen can go (insert setting appropriate sexual expletive here - something related to a pack animal) "

as Daze DC 14 will save, 1Rnd. Ryder will continue to keep the 'leader' beguiled as long as he can (up to 7 rounds worth), while Dylan does whatever he's going to do to disperse the crowd.


Because it may matter:

Initiatives:
Dylan: 1d20 + 3 ⇒ (18) + 3 = 21
Ryder: 1d20 + 6 ⇒ (14) + 6 = 20
Mob: 1d20 + 1 ⇒ (16) + 1 = 17

Dylan will get a chance to attempt to do what he can first, and then we can resolve the Beguiling Voice.


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 upon seeing the leader advance, yells out "Good people, why do you persecute this man, just because he was born a noble. He has done nothing to you. Having to endure more hardship doesn't give you the right to gang up on him. Does a gang of orphans have the right to gang up on you? From their perspective you have had a privileged life. I know a border soldier that watched his best friend ran through with a sword. Is his loss less than your brother. Does he have the right to run you through. Everyone has adversity in life, it is your response to adversity that determines your character."

Dylan during his speech advances to stand by the noble and poses a question to the mob " Now, you have 3 choices...defend the noble from this injustice, lay down your arms and disperse, and I don't recommend the third."

Dylan as he finishes his last few words"for I will defend this man with all my ability from this injustice, because draws his sword and shield, and as he points the sword to the sky like the he-man cartoon and invoking his spell like ability 'light' into the sword shouts "I HAVE THE POWER" as he shouts he wills the light to its brightest and then brings it down into a defencive pose while willing the light down to a slight glow. "Your move"

the theatrics was to try to fool the mob to think the sword was magical and I had the backing of Tulis.

Diplomacy for the speech Diplomacy: 1d20 + 5 ⇒ (4) + 5 = 9

Intimidate for the theatrics Intimidate: 1d20 + 1 ⇒ (9) + 1 = 10


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 get his bow out expecting the worse out of the cheesy speech, thinking to himself "I was right this is going to get messy."


Here’s how I see this playing out mechanically anyway. It will take 4 rounds for Dylan finish his speech (counted up the words). During which time, Ryder uses his extraordinary voice on the leader. The Mob listens to the entire Dylan speech.

Will Saves for leader: 4d20 ⇒ (6, 11, 13, 6) = 36 All Fails

After the four rounds, his diplomacy fails (partially because it needs a minute to work per the rules.. Mostly because of the bad roll) And his Intimidate also fails. (Could have been the He-Man style that did it. Love it BTW)

Up until Dylan shouts “I have the power” Ralof and Amendithas could not hear what was being said as they are too far away.

After which time, the mob shouts ”GET EM!” and then come after you.

I will start this battle on Sunday, as I don’t have the time to prepare a battlemat today


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

While Dylan is speaking to the crowd, Ryder continues to speak to the leader in order to continue to beguile him which prevents him from taking any action. Ryder does not try to speak over Dylan, only to keep the leader's attention, but Ryder does try to persuade the leader with what he's saying, along with anyone else who is listening to him. Continuing from the initial jab at the Queen...

"I mean, seriously, that wench is the worst thing to happen to this city since, well, since anything I can remember... I would be willing to bet she is behind the king's death, and I, for one, am going to find out the truth, but what does this sorry sap have to do with it? If you got right down to it, we all just want what is best for Korvosa, don't we? What are you doing to help Korvosa? Beating up the people whose money keeps people like you employed? How about you and your cohorts go find something more productive to do with your time?"

I deducted 4 Beguiling Voice uses for the day

As applicable:
Diplomacy: 1d20 + 4 ⇒ (17) + 4 = 21
Bluff: 1d20 + 8 ⇒ (7) + 8 = 15

If the mob still attacks, Ryder will 5-foot step as needed to avoid an attack of opportunity, and then cast Color Spray (DC 15 will save negates) to hit as many fools as he can, even if that means including the nobleman in the area of effect.


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

The first action Dylan will do is to take a 5 ft step back if it does not cause an attack of opportunity and cast Shield of faith on himself. Spell lasts 1 minute and is a +2 deflection bonus to AC.


Hmm, it didn't occur to me while we were discussing this in person yesterday, but I just realized that Ryder would be trying to talk at the same time as Dylans speech. Although even without that issue, Dylans poor attempt to intimidate them is what sets them off.

Their just wasn't enough time to influence their attitude before they were provoked to attack.

Starting Map

Two of the men maintain their hold on the nobleman. The leader (#1) is still under the effects of beguiling voice. The 3 that are freed up, move towards Dylan and Ryder and begin to attack with their shovels and table legs. (Improvised Weapons)

3&4 attack Dylan:
Three: 1d20 - 2 ⇒ (1) - 2 = -1
Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Four: 1d20 - 2 ⇒ (6) - 2 = 4
Damage: 1d4 + 1 ⇒ (1) + 1 = 2

6 attacks Ryder:
Six: 1d20 - 2 ⇒ (11) - 2 = 9
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Map

All 3 Miss... The commotion is loud enough that Ralof and Amendithas can hear. We go back to the top of the initiative order but we will need Ralof and Amendithas initiative rolls

Intiatives for Ralof & Amendithas
Amendithas: 1d20 + 2 ⇒ (8) + 2 = 10
Ralof: 1d20 + 3 ⇒ (2) + 3 = 5

Order is Dylan > Ryder > Mob > Amendithas > Ralof

Dylan takes his 5 foot step back and casts Shield of Faith on himself MAP

Ryder takes a 5 foot step and casts color spray.. He can catch 3,4, & 6 in the effect MAP

Will Saves: 3d20 ⇒ (11, 9, 12) = 32

They all succumb to the effects of Color Spray. Unconscious for
Three: 2d4 ⇒ (4, 2) = 6
Four: 2d4 ⇒ (3, 4) = 7
Six: 2d4 ⇒ (1, 4) = 5
Rounds

I'll post the mobs actions in the morning


The two men who were holding back the noblemen release their grip and come after the Dylan and Ryder.

The leader snaps out of his dazed state and moves to attack

#5 On Ryder:
Attack: 1d20 - 2 ⇒ (6) - 2 = 4
damage: 1d4 + 1 ⇒ (3) + 1 = 4

#2 On Dylan:
Attack: 1d20 - 2 ⇒ (17) - 2 = 15
damage: 1d4 + 1 ⇒ (3) + 1 = 4

#1 The Leader (using a club) - on Dylan
Attack: 1d20 + 2 ⇒ (17) + 2 = 19
damage: 1d6 + 1 ⇒ (1) + 1 = 2

The two lackeys miss, while the Leaders blow magically deflects off Dylans Shield of Faith for a near miss.

The nobleman scuttles inside the building

MAP

Amendithas and Ralof are up then back to the top (Dylan and Ryder)


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 draws his sword and moves toward the conflict.

Not sure if a roll is needed for that.


Nope, no roll needed, you can draw a weapon as part of a move action as long as your BAB is at least a +1 (it is). I believe your movement is restricted by wearing medium armor, so you can move 30' of your 40' base. Double Moving will get you 60' closer. I'll update the map for you.

MAP

You should be able to reach the scrum next round.

----------

I suspect Ralof will try to move forward and shoot. Be aware of the cover rules, as the building is currently providing Cover to #5 and Total Cover to 1 & 2.

Cover Rules


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 moves here Map oh how i hate my armor -10 movement!
And takes a shot for #5
bow: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d8 + 1 ⇒ (3) + 1 = 4


By my count you moved 35' and attempted to shoot. Remember, you get One Move Action and One Standard Action per round. The Standard Action can be attack or another move. Since you decided to move and shoot, you move 20' and attack. You should be here: MAP

Slow movement isn't all that fun, but as an Archer, at least you can still attack your enemies even if you're slow :)

It was a tight shot, and the arrow deflects off the building missing its target.

Another thing to look out for.. is the +1 attack and damage for point blank shot only happens if you are within 30' of your target


I forgot to do a surprise round summary... oh well

Round 1 Summary

Dylan backs up and casts Shield of Faith to protect him in battle. It would prove to be a wise decision...

Ryder takes a step back and casts Color Spray, rendering 3 of the mob unconscious.

The 2 remaining mob members and their leader step up to attack. The leader would have connected had it not been for Dylan's Shield of Faith.

Amendithas Runs towards the sound of battle, eagerly awaiting the chance to pummel the enemies of his new-found friends.

Ralof inches forward attempting a difficult shot around the corner of the building, missing his target.

Round 2 Begins


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 attacks the leader with his longsword

attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d8 + 2 ⇒ (8) + 2 = 10


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

*ahem* non-lethal damage, there Mr. Do-Gooder??

Ryder yells out, "Ralof! What the hell!", as Ralof's arrow ricochet's by. "Are you seriously trying to kill these fools?!"

If Dylan recants and spares the poor sap's life:
Ryder 5-foot steps backwards and casts Flare on the leader, or if he's just incapacitated, either of the other two. DC 14 Fort save negates, else be Dazzled 1 minute (-1 to attack rolls).

If the wayward citizen of Korvosa dies by the cleric's sword:
Ryder staggers backward, rather astonished at what he's just observed from the cleric. He yells to the remaining two, "Run you fools! Run!"

Either way, here's the MAP


Will Save: 1d20 + 1 ⇒ (17) + 1 = 18 He shrugs off the effect of flare

The Leader is struck by a powerful blow from the Cleric. The blow opens a large gash on the front of his chest. The look of shock on his face is telling. He did not expect this. The blow is enough to render the man staggered. He is obviously overmatched. On his turn, he takes a single move action (all he can do) to drop to his knees "Plea... <coughing> Please! Don't Kill me!" Blood pours from his mouth as he coughs out his plea.

The last two turn and run at the sight of their leader and 3 others completely helpless. (Withdraw Action to prevent Attack of Opportunity) They head off towards the sounds of a much larger mob to the NW.

If you wish to chase them down you can.


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

Dylan's turn preceded Ryder's, so Ryder would not have cast Flare after Dylan already cut him down. Instead, Ryder yells to the others to run as he moves to the leader to lend aid.

Heal check: 1d20 + 0 ⇒ (18) + 0 = 18


Yes, I realized your move was after his, I put the will save in a poor spot to make that clear... It was a bit difficult to choose what action you wanted to use, because his attack didn't actually kill him, just rendered him staggered.

What our group typically does, is use a base DC 15 heal check to determine the health of a combatant, so it would probably take a heal check to realize he was near death.

Ultimately, it's not going to matter here as he is surrendering and the others are running.


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

Well, I did mention the possibility of the leader being incapacitated, which I think would have been indicated to Ryder in that moment as the man fell to his knees pleading for his life bleeding profusely (both free actions bt-dubs). I think just the magnitude of the attack was telling enough. I guess if I'm staying true to my word, Ryder's action would have thus been to Flare one of the other two assailants, but certainly not the leader at that point. Ultimately, as soon as he was able to, Ryder would still go to lend aid to the leader.


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 after telling the rest of the group to go check on the noble who slipped into the building gets out his horn and starts to channel positive energy into the leader.

channel energy: 1d6 ⇒ 3


I posted on the discussion forum on that topic, Ryder. We'll get things ironed out regarding that front there. As it stands, it really didn't effect what is going on here so we'll carry on

Assuming everyone wants to go off initiative?

Dylan channels energy and heals the now greatful leader. "Thank you!, Thank you for not killing me"

He stays put as you decide what you want to do with him.

As a side note, you have some rounds to go before the color spray'd combatants become conscious again.


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

Once Dylan heals the leader, Ryder says, "He warned you, fool." Ryder gets up and gathers all the makeshift weapons and throws them away from the area so they aren't immediately accessible to any of the mob when they wake.

Ryder then goes into the building, whether or not he's the first to do so.


As soon as you attempt to open the door, the door swings open and the nobleman steps out.

"Thank you kind sirs for helping me in my time of need. These men accosted me after I told them I would serve the Queen as just as I have served the King. They apparently took offense to that."

The Thug Leader spits at the feet of the nobleman at the mere mention of the Queen.

"Please accept this offering for saving my life".... He hands you 5 platinum pieces.

"You can do with these ruffians what you wish, but I must find somewhere safe to go while this all blows over"

He then takes off in a noticeable hurry, not stopping even if asked any questions.

The unconscious men will begin to wake up, although the secondary effects of colorspray would apply for a few rounds more


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

so is the 5 platinum pieces to split or is it each?
Ralof says, "Lets go sell all these items. Then we will figure out what to do."


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

Pretty sure that's just 5 platinum which he handed to Ryder at the door. I'll put them on the loot sheet for everyone to claim one.

Ryder quickly pockets the platinum so that the thugs don't see it. He then looks at Ralof and says, "Great idea. Let's go. First let's go get Loris." Ryder starts walking towards the tavern, and says to the thug leader as he passes him, "Well? Go on. Get out of here!"


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 Ryder tells the leader to leave Dylan introduces himself "My name is Dylan Arroway, what's yours? waits for answer " May I ask you a few questions? I see you do not like the queen, is there any particular reason why? Like did she make a bad ruling or law since she took power."

"there has to be a better way to spend your time than picking on nobles that worked for the king, and are just continuing to do their job just for a different ruler. He may not ever really worked this the queen. He may just be a number counter or some thing. My suggestion is spend some time at the orphanage. Take a few under your wing and teach them your trade skill. Like the old saying, 'give a man a fish, feed him for a day, teach a man to fish, feed him for a lifetime.' A tradeskill would help them be a productive member of society. If not they could fall through the crack and work for the criminal world. Think about it...just think about it.

And with that Dylan channels energy one last time.

channel energy: 1d6 ⇒ 3

diplomacy: 1d20 + 5 ⇒ (14) + 5 = 19


It was indeed just 5pp. He handed it to Ryder and then took off. From his words, you can assume he meant it as a reward for all of you to share

The remaining thug and their leader hesitate for a second to ensure none of the others object, and if not they head off towards the sounds of the distant mob.

As you enter the Tavern to pick up Loris, you arrive to see it empty of all but the bartender. When asked, the bartender mentions he left shortly after the rest of you. However, one thing stuck out as unusual. While Loris was finishing his breakfast, the bartender overheard him muttering to himself, "The deed is done, this is not my home, nor my problem. What do I owe Korvosa?". He then left the tavern.


Hmm.. Dylan posted while I was crafting my last one.. I just noticed. This will be his response

"My name.. is.. Muldark.."

GM Roll: 1d20 ⇒ 8
Dylan Roll: 1d20 + 2 ⇒ (8) + 2 = 10

The thug was hesitant in giving you his name.. You believe that he probably gave you a fake name.

"What, you don't know.. Of course, you innocent fools! Why didn't I see it! She will ruin Korvosa forever!"... The mere mention of the queen is enough to set him off again. He does not wait for you to finish the second part of your speech. He spits at your feet and runs off towards the distant mob.

The others follow after snapping out of the effects of color-spray.

The Channel Energy can be saved


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

"Alright then. It appears Loris has chosen to pursue another path. I guess we'll just be on our way then."

Ryder exits the tavern and starts heading towards the bridge to East Shore.


You cross the "High Bridge" and into the East Shore. Ships are coming and going on the Jeggare River to the north near the docks. You had just came from a relatively nice section of the Eastern Heights district, and as you enter East Shore, this area of Korvosa is also moderately well maintained. While it's no Western Heights district, it has a cleanliness that some of the other parts of Korvosa lack. More importantly, it seems as though the riots have not reached this area of Korvosa yet and it remains relatively undamaged.

*The consensus seems to be to sell some loot and then stop at the Orphanage, so I'll start with Endrin Square

You are able to find a merchant shop that claims to deal in buying, selling, and trading both new and used items.

Upon entering the shop, you see an abnormally large Dwarf standing behind the counter. He see's you enter the shop, and greets you with an almost overabundance of exuberance for the typically gruff Dwarven race. "Hello There! Welcome to my shop!", he exclaims excitedly. "My name is Grunyar. Please, feel free to look around. I have a great selection of items. In fact, if you don't see what you want, I can probably find it for you as well."


Oh yeah. For defeating the 6 mob members and saving the nobleman, you all receive 400xp. That bumps you up to level 2.

I expected that encounter to be a little harder, but color-spray can be a pretty nasty spell :)


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

"hello good dwarf, how are you today? My companions have some wares to trade/sell. I will browse to see if anything catches my eye."


"Ahh-ha! wares for trade/sale is what's putting my son through Theumanexus College!".. he jokes as he takes a set of stairs down to greet you. While he looked like an abnormally tall dwarf as you entered, it's clear he's actually quite small, even for a dwarf.

He points you over to a selection of various weapons/armor and miscellaneous items. There is indeed quite a variety of things to choose from.

"This is only some of my wares. If you're looking for something specific, I might have it in back. Or, if I don't have it here, I can have it commissioned as well."

"Lets see what you've brought in trade."

Assuming you hand him the items to look at, he will take it back to his counter, grabs a magnifying glass and starts appraising.

I've noted his offers on the spreadsheet as well as his offers of what his prices of the items you are requesting via trade.


Grunyar starts rifling through the items writing down his appraisals for the final offering. When he gets to the Brooch, he stops

"Well, now isn't this a fine piece..." He picks up his magnifying glass and studies it carefully. "Look at these markings.. beautiful craftsmanship... The way the imp and pseudodragon coil around looks almost like a yin-yang patter....."

He stops, and takes a look at all of you.

"Not that it's any of my business, but where exactly did you get this?"

"This here is a registered stolen item. It belongs to Queen Ileosa herself."

"I can't risk purchasing this from you they'd shut me down... However, there is a substantial reward for it's safe return to the Queen. I believe the reward is set at 1,200gp." He hands the brooch back to you.

"However, we can certainly do business on the rest of these items." He hands you a sheet with the offer on it.


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 dwarf's mention of the stolen brooch piques Amendithas' interest. Would you happen to have any knowledge of how the queen's jewelry was stolen? And where do you recommend it be returned? We wouldn't want to risk being accused of thievery.


Grunyar focuses his attention on the half-orc. "I honestly have no idea. We merchants get a list of things to look out for every now and then from the Citadel"

"If I were you, I'd take it to the castle. I wouldn't risk some low paying guard to return it. Just tell them how you came across it. Or lie.. really well. Truth is, I don't want to know how you got it. If you could keep my name out of it the better, I don't need the extra scrutiny if you know what I mean."

He looks at the massive sword on your back. "Sweet Abadar! that's got to be the biggest sword I've ever seen. Interested in selling it?"


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 joins the conversation, "We, uh, liberated these items from a thief. This ring is the only thing we thought we'd have any hope of returning to its owner." Ryder shows the shopkeeper the inscribed ring. "I'm actually glad you were able to identify where the broach came from. You have our word we will attempt to return it, and we'll leave your name out of it."


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 adds "It would be prudent to return the broach as soon as possible."


Grunyar takes the ring from Ryder. "It's certainly a nice ring... It obviously belongs to someone named Emmah, but I don't know of any reports of it being stolen. I'd take it off your hands for 70g if you want?"


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

"No thanks, I'll hang on to it - I'm sure it was important to someone, and I hope to find out who."


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

"Well I for one want to sell as much as possible. Anything here you would sell for a composite longbow?"


"I have a nice composite longbow right here. I'm sure we can make it part of the trade"

I'm going to let you guys figure out what you want and make adjustments to the spreadsheet. We're at risk of dragging down to a halt if we spend too much time doing in char shopping.

To keep things moving in gameplay, lets skip ahead. If you have any questions put them in discussion, or send me a hangouts message

Grunyar says, "Thank's for your business fellows, if you have any other items you want to sell, don't hesitate to stop by."

I'm assuming you'll want to go to the castle? after you stop by the orphanage 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

Dyan says"Hey guys, lets head to the orphanage real quick, then we can head to the castle to return the broach." then dylan turns to the merchant " Thank You Grunyar, I hope we can continue to do business with you in the future."

after listening to the dwarf's reply Dylan starts heading towards the door to go to the orphanage.

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