GM Neirikr's "The Masque of Quarters" (Inactive)

Game Master Neirikr

"Don't you know that a midnight hour comes when everyone has to take off his mask?"

The Forgotten Track


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Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Vision of the Fifteenth Step wrote:

Olivia sniffles, looking to Brynmor and then over to Myrna, who is busy preparing her concoction. With no strong objections forthcoming, her expression turns to frustration, and then fury. Nevertheless, she gets up and follows you out the clinic, stomping her feet all the way.

As soon as you are in the empty hallway of the former cellblock, Olivia turns and kicks a nearby box—hard. Though she is hardly a match for the likes of Pike, neither in skill nor temperament, a lifetime of hard work has left her robust and well-muscled. Unlike Pascal, she appears to have adapted reasonably well to imprisonment.

"This is so unfair!" she half-whispers, half-shouts. "How down do we have to fall before hit the bottom!? He doesn't deserve this..."

A pang of grief and guilt spikes Raveen's side, but it doesn't show on his face except in a shadow under his grey eyes as he observed the muscled Olivia.

"We won't fall far if we stand together," he replies softly, leaving the last few syllables hanging. "Myrna won't let Brynmor leave. Who knows--perhaps a true prayer from you can be heard in heavens above."


Olivia sniffs, looking as if she wants to agree, but something soon eclipses that dawning hope: surprise, perhaps, or suspicion. She runs a hand through her hair—a dark tangle draping down just below her ears—though it seems more like an excuse to break eye contact than any real attempt at grooming.

"That's a pretty thought," she says, warily. "I haven't really prayed in a while. Who are you, anyway? You're new here..."

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Vision of the Fifteenth Step wrote:

Olivia sniffs, looking as if she wants to agree, but something soon eclipses that dawning hope: surprise, perhaps, or suspicion. She runs a hand through her hair—a dark tangle draping down just below her ears—though it seems more like an excuse to break eye contact than any real attempt at grooming.

"That's a pretty thought," she says, warily. "I haven't really prayed in a while. Who are you, anyway? You're new here..."

I'm who almost killed your love, Raveen thinks morbidly.

"I'm Raveen. I'm the one with a sun in his cell," he answers. He looks back towards the gigantic mine shaft, and added, "I used to work downstairs, but the higher-ups seem to think I can do more than hit rocks with a pick."


"Downstairs?" says Olivia, raising an eyebrow. "You don't look that dangerous..."

She shuffles her feet, still looking at you askance. "What're you in for?"

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen smirked, and mused aloud, "No reason is good enough to throw anyone in this hole..."

As Olivia breaks eye contact, Raveen studies her.
Can she help us? he thinks.

Perception to find anything else: 1d20 + 9 ⇒ (9) + 9 = 18
Sense Motive to assess character: 1d20 + 8 ⇒ (16) + 8 = 24


The impression that you get is that of honesty and simplicity—not necessarily that of outright naivety, but the forthright manner of someone disinclined to subterfuge and unused to suspecting the worst of her fellow man. You would imagine that Olivia has led a life relatively free of skulduggery, but has had to learn the merits of distrust fairly recently. Were you to earn her confidence, she would be staunch ally, for whatever her support is worth: she is steady and strong, but her outside appearance proffers no hints of any special skills beyond operating heavy machinery.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Understanding that an honest persona would best suit Olivia, Raveen pauses after his muse, and says, "I was trespassing, apparently. I...remember a ship."

His memories seemed foggy yet.

"And being captured, and interrogated," he adds, eyes narrowed. "Not much after that. Myrna says she recognized seeing me a while before I remember my first meeting with her."

He tuts.
"It's like it's another world down here."


"Yeah," Olivia says uneasily. "Lots of folks here with holes in their memories. I s'pose that's why they call it the 'Forgotten Track'..."

She scrunches up her brow, as if trying to wrack her brain for something. "I used to work the docks in Xer. My flat had a shrine to Gozreh—a small one, but large enough to land me here. Must've heard me praying. I don't remember the journey, either. Just... woke up in a cell one day."

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Vision of the Fifteenth Step wrote:

"Yeah," Olivia says uneasily. "Lots of folks here with holes in their memories. I s'pose that's why they call it the 'Forgotten Track'..."

She scrunches up her brow, as if trying to wrack her brain for something. "I used to work the docks in Xer. My flat had a shrine to Gozreh—a small one, but large enough to land me here. Must've heard me praying. I don't remember the journey, either. Just... woke up in a cell one day."

"Forgotten Track, huh?" Raveen says, putting his hands on his hips thoughtfully while looking away. "Myrna mentioned something strange. Something about the black-robed ones once being prisoners..."

He then turns to Olivia. "Know anything about that, or was it before your time here?"


Olivia seems to tense up, reflexively glancing over her shoulder before answering.

"I've heard some rumours," she says quietly, "but they couldn't be true... could they? That's too awful, even for them."

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen was quiet for a moment. Olivia's answer was not what he expected.
"Brynmor will be fine, you'll see," he said with an air of soft confidence. "I'm sure Myrna is working hard to get him healed from the fall."

Will wait unless Raveen's Sense Motive reveals Olivia knows more than she is letting on
Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19
Diplomacy to convince to tell him: 1d20 + 10 ⇒ (2) + 10 = 12


Olivia seems genuinely disturbed, her general unwillingness to resort to dishonesty shining through plainly in such an intimate setting—and such a vulnerable state of mind. The next few moments pass in something of an awkward silence, with Olivia pacing nervously back and forth.

Finally, Myrna opens the door to the clinic. She is still looking back into the room, from which Brynmor can be heard gruffly protesting, "Y'know, I think I can get up already..."

"What you think is irrelevant," the healer snaps back. "You'll stay in that bed until I tell you, even if I have to tie you to it!"

Olivia rushes past Myrna, sparing her a brief, tear-filled look of gratitude. She goes over to the Kellid, who is awake and eminently confused and frustrated until he sees her enter. The two embrace, and have a whispered conversation between themselves.

Myrna beckons you over, wiping her hands on her apron. "Thank you for looking after her. I don't think he suspects anything. I told him it wasn't as bad as it first seemed, and I'll make sure to tell her the same. I'll let him out after a couple of days, just to keep up appearances."

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen falls into his customary silence, listening to the noises outside the clinic.

Quote:

Olivia rushes past Myrna, sparing her a brief, tear-filled look of gratitude. She goes over to the Kellid, who is awake and eminently confused and frustrated until he sees her enter. The two embrace, and have a whispered conversation between themselves.

Myrna beckons you over, wiping her hands on her apron. "Thank you for looking after her. I don't think he suspects anything. I told him it wasn't as bad as it first seemed, and I'll make sure to tell her the same. I'll let him out after a couple of days, just to keep up appearances."

Raveen is quiet as Myrna beckons him over. He is quiet for a moment, thinking.

"Well done," he says finally, exiting his reverie. Observing the two, he couldn't help thinking of others he once let down.
"One less Herald," he whispered under his breath.


"I wouldn't have had the means without your help," says, Myrna, with genuine warmth in her voice. "Now, you should get some rest. The warden seems to have allowed our little excursion for now, but I expect the Heralds will come asking for all of you in the morning..."

Anything you want to do before bedtime? You have access to the clinic and everyone in it, for now, and technically the rest of the cell-block-turned-storage-area as well, if you want to sneak out. Remember that the warden's planned underground expedition will set out the day after tomorrow, and you are expected to deliver a report of seditious activity to be allowed to participate—that is assuming you're not planning on setting off a riot before then.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen falls quiet.
Two days...
"Where do they keep what they confiscate?" Raveen asks gently.


Myrna cracks a mirthless smile. "What the guards and other low-ranking Razmirans don't steal along the way? Well..."

The healer's body language becomes closed off, arms crossed and shoulders crouched. Her former standoffishness appears to have cooled somewhat, in light of your earlier conversation, aggressive coddling and over-concerdness having simmered down to a lukewarm trepidation.

"Near the warden's quarters," she finally says, with noticeable reticence, "behind the shrine, separate from his quarters. I've been there once or twice... that I can remember, anyway. The warden has allowed me to retrieve some things from... before, when I've been able to convince him it was necessary."

"You want to get there," she adds—not accusatorily, but also without overt enthusiasm.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

"Not now," Raveen answers, eyes seeing to the distance. "But I have some things in there I am worried about."

Some one, he corrected in his mind. The master wouldn't like being objectified.

Raveen glances at Myrna, assessing her stance and body language.


Raveen's Sense Motive: 1d20 + 8 ⇒ (11) + 8 = 19

Myrna is conflicted: she looks to be struggling with two non-complementary urges. For now, the healer's protective instincts appear to be winning out over her sense of self-preservation—she genuinely wants you to be safe, even if it means helping you do something dangerous.

"There are people down here who can get things for you," she mutters, "from the outside, but not from the warden. Your possessions might as well be on the far side of the moon, as far as they are concerned. However, I... I might be able to get you in there. But what on earth could be worth the risk?"

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen pauses for a moment. Besides his armor, there was his amulet, his cloak, his enchanted dagger, his mirror, his combat gear...
But if he could choose only one?

"A talking head hidden in a potted plant," he answered.
In response to an incredulous stare, he shrugs, and adds, "There's weirder things out there..."


Myrna blinks, and then shakes her head vigorously. "This might be one of those 'less I know the better' kind of scenarios..."

She pauses. "And this... head... is supposed to do... what?"

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

"It's supposed to help," Raveen answers neutrally. He holds Myrna's gaze, before echoing her words. "'Less I know the better' and such."


Myrna shakes her head once more, now with resigned weariness. "Fine. Let me know when you want to get in. I need a bit of time to set it up, so don't be too spontaneous about it. Got it?"

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen says nothing for a while. The Warden gave him two days, but with the Other's help, sabotage can extend that period until his guard was down.

Quote:
"--so don't be too spontaneous about it."

"How much time do you need to prepare?"


"At least a day," Myrna answers. "Preferably more, but that's the best I can do."

The healer shakes her head, as if she does not entirely believe what she is saying.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

"I will need a place to put it," Raveen says in a tone that did not indicate he was referring to an undead talking head, but instead a potted plant. "How often do you have visitors in your clinic?"

This was not a conversation he was used to having.


"Not very often," answers Myrna, shaking her head. "The guards know that me and the warden have an... understanding."

The healer motions to her makeshift cupboards, and then to the empty boxes and other junk. "You could hide it with the other plants, or somewhere amongst the rubbish. I'm not really allowed to grow anything in here, but Curnow and his friends couldn't tell a cactus from a pine tree."

"So," she huffs, "since I'm being so godsdamned accommodating, do you mind telling me when I'll be risking my life for your benefit?"

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

"In that case, there's no time to lose. I need it as soon as possible," Raveen says.

Did Raveen manage to properly see the warden's rod of control when he met him enough to assess its weight and dimensions?

He then asks, "Is there anything in the area? Any guardians or some kind, or strange runes?"


Raveen Liquean wrote:
"In that case, there's no time to lose. I need it as soon as possible," Raveen says.

Myrna nods. "Then I'd suggest you volunteer to help me tomorrow, when the Herald comes calling."

Raveen Liquean wrote:
He then asks, "Is there anything in the area? Any guardians or some kind, or strange runes?"

"Much of the warden's den is unknown to me," she answers. "Or at least, I don't remember seeing it anymore. This much I do know: at least one of the Heralds stands guard at all times. I can arrange for them to be elsewhere, for a time. The storage area is undoubtedly trapped, but I know how to bypass the locks. I've done it before. Whether there are unseen guardians inside, I can't say. They've never pestered me, anyway, so I assume they are tied to any magical defences the warden has built into the storage. We do need to steer clear of his laboratory and quarters—he's bound to be there, experimenting."

The healer shudders once more unwittingly.


With a plan in place, Myrna shoos you to bed. Olivia occupies a bunk next to Brynmor, and you can hear them whispering late into the night—they must not get many opportunities to talk without being observed. Myrna stays up for a while, scribbling something on a piece of paper before she, too, retires for the night. As the healer extinguishes the last of her dinged-up lanterns illuminating her clinic, sleep finally claims you as well...

A Dream:
You stand upon a frozen lake, under a full moon—monstrously bloated and luminous, it leaves no room for the start to shine. Nothing can be seen of the fog-wreathed coastline, save for an immense ruined cathedral on the far shore. The surface of the ice beneath is dark and perfectly smooth, much like a mirror of obsidian: it reflects your masked visage perfectly, silhouetted by the lunar orb above—a pale eye, feverishly searching for something in the depths. As you stare into the immense looking-glass, something vast slithers and stirs underneath its surface, casting shadows deeper than the starless void above. The surface begins to crack, and you turn to run...

~

The inevitable toiling of the morning bell elicits groans and moans from both Brynmor and Olivia, the former of whom manages to roll out of bed. The Kellid merely writhes in his berth, restrained by the bedding and layers of gauze, liberally applied by Myrna to cover for the fact that her supposed patient is perfectly healthy. You feel the effects of the dolorous ringing as deeply as ever, knowing you might be spared the pain if you only donned your mask...

Nearly as punctual as the bell, the female Herald throws open the door soon after. There is a long pause as you state your intention to aid Myrna, her unseen eyes on you, studying. The more one looks at the warden's Heralds, the less human they seem: too deliberate, too impassive, too motionless.

"Very well," she finally says, turning her gaze on Brynmor and Olivia. "You two will return to your posts."

Olivia rises and tries to help Brynmor up from his bed, but Myrna interjects. "You can have the girl, but not him. The stupid oaf will be bedridden for another couple of days, at the least. Otherwise, you might as well throw him down the shaft for all the work he'll get done in his condition."

Brynmor protests feebly, clearly terrified of the looming form of the Herald in the doorway. "Uh, no need. I'm fine, really I—"

"No, you aren't," Myrna states flatly, cutting him off. "As far as I know, I am the expert here."

After yet another exchange of intense stares, the Herald quietly acquiesces. The healer ushers Olivia towards the threshold, where the armoured priest takes her by the arm and starts leading her away. Myrna moves for the exit, as well, but stops for a moment before she leaves, grabbing her bag.

"You have free reign of the clinic," she whispers to you, "but whatever you do, stay here. I'll return in the evening, and we'll go fetch your... plant."

Raveen is more or less free to do whatever he wishes, except leave—unless he wishes to disobey Myrna, that is! Do remember that Brynmor is still around.

So, I know the plan, but describe what Raveen is actually doing.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Craft (Carpentry) to make replica of warden's staff: 1d20 + 9 ⇒ (4) + 9 = 13

Raveen wakes up with a start as the dream collapses upon him. He paused, collecting his thoughts, before casting out his eyes into the dark clinic--swathed in various gray tones indicative of dark vision.

"Another dream," he murmurs, holding his palm to his forehead. The same themes, repeating every night?
Ruins, reflections, symbols of eyes, and a deep darkness.

"What are you?" he whispered, remembering the Other, cloaked in Naberius's image.

Whatever it was, the Warden will not have it.

Come morning

Quote:
There is a long pause as you state your intention to aid Myrna, her unseen eyes on you, studying. The more one looks at the warden's Heralds, the less human they seem: too deliberate, too impassive, too motionless.

As the Herald studies Raveen, he studies her back, careful to not show defiance in his gaze.

Sense Motive for a hunch; DC 20: 1d20 + 8 ⇒ (12) + 8 = 20
Perception to find weapons: 1d20 + 9 ⇒ (5) + 9 = 14

On a side note, Raveen's spell DCs were 1 point below; I've edited them

Quote:
"You have free reign of the clinic, but whatever you do, stay here. I'll return in the evening, and we'll go fetch your... plant."

"I can't wait here," Raveen answers softly. He pauses for a moment, making sure no one is listening, before whispering. "I need to find a scapegoat for the warden."


Raveen Liquean wrote:
Craft (Carpentry) to make replica of warden's staff: 4 + 9 = 13

That might pass, but only if the warden has no time to inspect it closely. You know, a "grab your keys while running out the door" kind of situation.

Raveen Liquean wrote:

As the Herald studies Raveen, he studies her back, careful to not show defiance in his gaze.

Sense Motive for a hunch; DC 20: 12 + 8 = 20
Perception to find weapons: 5 + 9 = 14

You get a sense of suspicion from the Herald's body language: either the she is doubtful of your motives based on intuition, or she has some reason to expect subterfuge. Maybe there is more to the situation than meets the eye? Regardless, she does nothing to stop you—in the moment, at least.

The chain wrapped around the Herald's waist might serve as a weapon, as would her spiked gauntlets—her imposing physique leaves no doubt she could kill a man with her bare hands if need be. He does not carry a sword or the like, nor anything resembling ranged weaponry.

Raveen Liquean wrote:
"I can't wait here," Raveen answers softly. He pauses for a moment, making sure no one is listening, before whispering. "I need to find a scapegoat for the warden."

Myrna shakes her head, though more in resignation than resistance. "There should be something in that cupboard—no, that one over there—that will put your new friend to sleep. I'm sure you'll recognise the oil of a taggit root, yes? Three drops, ingested. A pinch of anise will mask the smell."

She turns to follow the Herald, glancing over her shoulder. "Just don't expect me to come rescue you if you get into trouble..."

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen nods, heading to the cupboard when Myrna leaves. He performs a simple mixture to create a sleeping drought.

Craft (Alchemy): 1d20 + 8 ⇒ (6) + 8 = 14
With alchemist's supplies it's probably a +2 for 16

Raveen then approaches Brynmor with the mixture, giving him a smile.

"How're you holding up, chief?"


"I'm fine," grumbles Brynmor. "Really! I don't feel like anything's broken, no pain or nothin'—other'n these godsdamned bandages squeezing on me. Though I s'pose the doc knows what she's sayin'..."

The Kellid makes a token attempt at achieving a more comfortable state of supinity, but ends up slouching back on his makeshift bedding. He looks askance at the vessel in your hands. "Whatcha got there?"

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen studies the Kellid as he speaks.

"Just more of the miracle-juice she made to keep you relaxed," Raveen lies with a smile. "After all, a snapped back shouldn't feel so good, should it?"

Bluff: 1d20 + 10 ⇒ (13) + 10 = 23

Raveen sits down near Brynmor beforehand, saying, "It's not required for a few minutes. Mind if I ask you something?"


Raveen Liquean wrote:

Raveen studies the Kellid as he speaks.

"Just more of the miracle-juice she made to keep you relaxed," Raveen lies with a smile. "After all, a snapped back shouldn't feel so good, should it?"

Brynmor takes the tonic, staring down at it suspiciously. "Drugs. Yeah, that makes sense..."

Raveen Liquean wrote:
Raveen sits down near Brynmor beforehand, saying, "It's not required for a few minutes. Mind if I ask you something?"

"Might as well," mutters the Kellid, shifting his weight on the cot, "since I'm not going anywhere. Whaddaya want?"

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Raveen explains to Brynmor how he's relatively new here, and mentions how he feels like he has a foggy memory how he was arrested, trying to elicit information on who gets their memory messed up.

Afterwards, he mentions Myrna, Olivia and Overseer Pascal (and the rest of the platform group like Finch), wanting to know what they're like.

Lastly, he asks if it would be rude to inquire in regards to his missing eye.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Bluff to elicit information: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
Bluff to (lie if required): 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
Diplomacy to convince: 1d20 + 10 ⇒ (18) + 10 = 28
Sense motive vs Brynmor to assess/detect lies: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

With all this information Raveen tries to see if Brynmor can be trusted to be part of the ring he will make to escape


Raveen Liquean wrote:
Raveen explains to Brynmor how he's relatively new here, and mentions how he feels like he has a foggy memory how he was arrested, trying to elicit information on who gets their memory messed up.

Brynmor has certainly heard of people losing their memories, but he himself does not have any gaps in his recollection—that he knows of, at least. The Kellid seems to be of the opinion that the only ones who get their "noggins scrambled" are those who annoy or defy the warden, and those intended for re-education. Sometimes, they are one and the same. He has no idea how the "scramblin'" actually occurs. He nonetheless offers his condolences, in his own terse manner.

Raveen Liquean wrote:
Afterwards, he mentions Myrna, Olivia and Overseer Pascal (and the rest of the platform group like Finch), wanting to know what they're like.

While he is not personally acquainted with Myrna, Brynmor knows to respect the healer: moreso now that he has been ministered to personally. He has a vague idea that the half-elf is from Daggermark, but he admits "it's just scuttlebutt". Still, the thought that she might be a guild-trained poisoner plainly makes him uneasy.

As the conversation turns to his workmates, Brynmor gets a bit more wordy: you get the impression that he genuinely enjoys their company. He says Pascal is a "good 'nough bloke," though he has not made up his mind about whether the pudgy Taldan is too soft to be an overseer, or just the right kind of personable to inspire his underlings. Nevertheless, the man has a way with bureaucracy, and knows how to "sweet-talk" the Razmirans—things that Brynmor is utterly incapable of. Apparently, Pascal was caught for fraud or forgery ("or som'n like that"), which probably explains why he was not trusted to be a scribe, despite his literacy.

Finch is annoying at times, but mostly Brynmor seems fond of the halfling. At first he was nervous about trusting his life in her hands, but eventually he figured out—to his disbelief—that the halfling actually cares about her fellow inmates, even those she does not know personally. Apparently, she was something of a cat burglar, though Brynmor does not know the exact details about her "career". The fact that she is still alive means that she did not rob anyone too important.

When it comes to Olivia, Brynmor seems at a loss for words, and finally mutters something about reliability and trustworthiness. He is utterly smitten with her, and very bad at hiding it. You manage to gather that they met in the Track, and not before they were imprisoned. Otherwise, they would likely have been separated.

Raveen Liquean wrote:
Lastly, he asks if it would be rude to inquire in regards to his missing eye.

The Kellid shrugs, though you sense an undercurrent of discomfort beneath his apparent nonchalance. Obviously, there is a story there he does not wish to get into in detail. "Life in t'Kingdoms will do that to you. I'm just glad I got out with all m'limbs. Eh, bugger that place, I left all of it behind me a long time ago..."

Other than explaining his lack of tribal tattoos, looking at the man again with the knowledge of his place of origin does give you a new perspective: the scars, the general ruggedness, the jaded look in his eyes—it is not altogether impossible to imagine him as a brigand, highwayman, or a river pirate. He is more than just a menial labourer, that much is certain—more dangerous, and perhaps less trustworthy. Then again, you sense a hint of remorse in his words.

Moreover, it occurs to you that despite his past, Brynmor must not have been imprisoned for anything involving violence, since he works in the upper levels.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

After getting his mark off Brynmor, Raveen smiles and points at the drug in Brynmor's hands.

"Careful, or all the good work the doctor did goes to waste," Raveen says.

After Brynmor falls to sleep, Raveen contemplates the man's words.
He looks around the clinic, spending his first few unsupervised minutes re-checking Myrna's stores with this new information. He might not be a poisoner, but his skill in alchemy wasn't minor.

Craft (Alchemy) to identify poisons other than various drugs: 1d20 + 8 ⇒ (9) + 8 = 17
Perception for hidden things: 1d20 + 9 ⇒ (5) + 9 = 14 +1 extra if danger sense applies


Brynmor takes his "medicine" with only minimal grumbling, and before long you hear the Kellid's loud snore.

Looking through Myrna's stores does not reveal anything ouright incriminatory. Certainly, any number of the various ingredients could be toxic to humanoids, either by themselves in high dosages, or in combination with others. None of them are exclusively detrimental, and could be used in healing just as well as in mixing poisons. Then again, that might just be the sign of an cautious person, not an innocent one.

You find no signs of hidden stashes or anything of the sort, though your quick search is superficial at best.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

9-hour period
First 3-hour period
Actions
Map the Floor (Perception)
It'll either be automatic, Perception (+9), or survival (+9)
Raveen tries to explore the structure of the prison to find any edge that might help him (a useful corridor, another ledge to climb/use with rope, etc.)
Second 3-hour period
Actions
Weed out Dissidents (Sense Motive +8/Perception +9/Auditory Hallucination)

Raveen will eavesdrop, read body language, and maybe even cast the Auditory Hallucination spell (if required) to deceive/root out dissent, but at the same time assessing if these dissidents are possible allies or moles/traps laid by the Warden or his men.
Raveen has 2 spells prepared, DC 16 Will, whispering to them whatever Raveen deduces can reveal their true faces.
He also makes wise use of his Disguise Self mask ability to avoid being seen too frequently in his normal form.


Raveen Liquean wrote:

Actions

Map the Floor (Perception)
It'll either be automatic, Perception (+9), or survival (+9)
Raveen tries to explore the structure of the prison to find any edge that might help him (a useful corridor, another ledge to climb/use with rope, etc.)

With the layout being what it is—one ramp circling the edge of the shaft—there are very few apparent routes up or down. This is likely by design: you can plainly see that even if the prisoners down below managed to overcome their guards and riot, and the bell did not immediately take all of them out, the Razmirans could simply collapse a part of the ramp and trap them down below. You can see many different routes down the various ropes connecting the platforms to the bottom of the mine, some of which might be discreetly traversable even during the prison's working hours—disused pulleys, spare lifts and the like. Of course, your hidden modifications make Pascal's platform the safest option by far, especially for moving multiple people at once.

Now that you are relatively free to roam, it does occur to you that finding more rope and stashing it near the platform might be useful, as would knotting it in advance.

Raveen Liquean wrote:

Actions

Weed out Dissidents (Sense Motive +8/Perception +9/Auditory Hallucination)
Raveen will eavesdrop, read body language, and maybe even cast the Auditory Hallucination spell (if required) to deceive/root out dissent, but at the same time assessing if these dissidents are possible allies or moles/traps laid by the Warden or his men.
Raveen has 2 spells prepared, DC 16 Will, whispering to them whatever Raveen deduces can reveal their true faces.
He also makes wise use of his Disguise Self mask ability to avoid being seen too frequently in his normal form.

Most of the prisoners working the lifts appear docile: they keep their heads down and do as they are told. Of course, that is the warden's intention, separating the petty "criminals" from the hardened dissidents below. Then again, this does make it easier to snoop out those few inmates who have trouble acclimating to prison life. Most of the discussion you overhear are inconsequential, young people's grumblings quickly hushed by their elders. However, from about half a dozen different conversations, you start to piece together a picture of something more organised. There seems to be someone amongst the scribes that has been able to deliver letters out of the prison—for a price. People are understandably interested in getting word to their loved ones, as many of them were imprisoned without any sort of trial of public announcement, simply disappearing at the whims of the Razmirans.

The name you keep hearing is "Snell," and you get the sense that no one likes him all that much.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Sense Motive: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Second 3-hour period
1st Action
Reinforce the Path (Craft (Carpentry) +9)

Raveen, with this conclusion, re-purposes some of the oldest pulleys, lifts, and utilizes spare rope to reinforce his hidden modifications.

2nd Action
Investigate Snell (Diplomacy (Gather Information +8/Convince of something +10)

Raveen goes after Snell the Scribe, trying to get a read on the man (what he's like, any favors he made for prisoners or is owed, and whether he can be a mole planted by the Warden as a way for prisoners to vent without being overly aggressive).

OOC-- I forgot you said 2 actions per 3-hour period; here are the two actions for the second (I.E, 6th hour)


Raveen Liquean wrote:

Second 3-hour period

1st Action
Reinforce the Path (Craft (Carpentry) +9)

Raveen, with this conclusion, re-purposes some of the oldest pulleys, lifts, and utilizes spare rope to reinforce his hidden modifications.

The task is not overly difficult, especially so since you have the ability to appear as if you belong anywhere you happen to be at any given moment. After a few hours, you have set up a few different stashes of improvised climbing equipment, and adjusted disused lifting mechanisms to provide discreet and passable routes from one platform to the next. This should prove useful, particularly if you need to move multiple people at once and quickly, or a smaller number without being noticed.

Craft (carpentry): 1d20 + 9 ⇒ (16) + 9 = 25
Stealth: 1d20 + 14 + 4 ⇒ (4) + 14 + 4 = 22

Raveen Liquean wrote:

2nd Action

Investigate Snell (Diplomacy (Gather Information +8/Convince of something +10)
Raveen goes after Snell the Scribe, trying to get a read on the man (what he's like, any favors he made for prisoners or is owed, and whether he can be a mole planted by the Warden as a way for prisoners to vent without being overly aggressive).

The common sentiment is that Snell is not a good person: he directly benefits from the degradation of others, and there is little to no chance he could have achieved what he has achieved without some sort of direct connection to the Razmirans. His relatively cushy position and contacts both inside and outside the Forgotten Track might not prove he is a plant, but it is certainly a strong possibility. Either that, or he is extraordinarily skilled at keeping his activities hidden from the warden.

Diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Does the investigation check reveal any friends or foes of Snell? Raveen might use such rivalries or friendships as an opening for contacting the man.


Masking yourself as one of the Razmirans gives you more freedom to move about than most disguises, yet it gives you the uncanny feeling of being watched at all times. Everyone has their role in the system, and you realise that you are slightly out of place. You know enough to project an air of "I am supposed to be here," walking briskly and with purpose past the various crews operating the lifts, and into the former cell block housing the scribes.

There is a lone Acolyte posted at the door—short and stocky, likely a dwarf. Peering behind him, you notice the interior walls have been cleared out, leaving a wide open space to be refilled with cramped shelves, piles of papers and flickering oil lamps. About a dozen crouched figures toil at low desks, copying documentation with ink-stained fingers. You know Snell's post is near the back: desk number 9. There are no other guards in sight.

"What are you doing here, brother?" gruffs the dwarf, adjusting his mask—it does not appear to sit well over his beard. "It's not time for a shift change."

You get the sense that the Acolyte is not really suspicious, as such, but annoyed at this disruption of his daily routine.


Unknown (Probable Male) Unknown Race ???

Insight to determine best approach to the guard: 1d20 + 8 ⇒ (7) + 8 = 15

"I'm not here to change shifts," the masked man replies, looking past the shorter acolyte, narrowing his eyes at desk 9. He turns back and says, "I believe that inmates under my watch have tried to contact someone here, and I want to know why."

The masked man was unsure whether or not the acolyte before him took bribes from Snell, or to what end he might defend the man, but preferred to take the slow approach.


The dwarf glances over his shoulder and lowers his voice into a conspiratorial whisper. "Who's that? I mean, who're you after?"

You cannot get a clear read on the Acolyte. He does not sound all that suspicious, but perhaps more worried for his own sake: after all, if one of his charges was caught flaunting the rules, he would be in trouble, bribes or no. Finding a way to cover for him might help, or at least appearing to do so.


Unknown (Probable Male) Unknown Race ???

"A subtle man," the masked man replies, focusing at the shorter acolyte. "I've noticed that some of my charges have been trying to contact a Snell here. Can you help with my investigation?"


The Acolyte cranes his head to one side quizzically, his mask immediately falling askew.

"Snell?" he repeats dully. "Doesn't sound like him at all. Always plays by the rules, he does—precisely so at that. Never causes me any trouble. Honestly, I've thought he might make for a good convert, what with him being such a dedicated kiss-ass..."

The dwarf glances over his shoulder again. You cannot quite make it out from all the shelves, but there is definitely someone working at desk 9.

"What're you after, exactly?" grumbles the Acolyte, fixing his mask. "Might as well report him right away. It's not like they're going to believe him over you..."

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Greetings and felicitations! Dot into the gameplay thread and delete so you know when we're getting started. You know the deal.


Intense.
Suitably dark music


There we go. Use the present tense, please, unless you are describing past events within the narrative.


Raveen Liquean wrote:
Does my perception check also cover hidden traps? If so, it could include a +1 bonus to be 24

Technically yes, though the intent of the roll was to get a general sense of the space. At least there aren't any traps in the floor or walls Raveen could see from where he was lying. Looking for traps on the door would take more time, and a separate roll.

I'll just address the rest of your questions here, to save some time. Raveen has only a brief while to explore before the bell, regardless.

On Activities:
Raveen Liquean wrote:
1. Checks on his bandages--why is he bandaged from the chest to the arm, and how does the injury look like it was caused?

As Myrna alluded, the wounds seem to have required stitching. That would indicate slashing trauma, but the full extent of the damage is hard to judge without removing the bandages. There's some fresh blood on the linen, so the injuries can't be too old.

Mechanically, Raveen is at half his hitpoints, and has the fatigued condition.

Raveen Liquean wrote:
2. Can he walk?

Yes, he is able to stand up as soon as he knows not to put his weight on his wounded arm. Likewise, he is able to walk, though every step is painful.

Raveen Liquean wrote:
3. Can the pile of rags (Raveen assumes is his bed) be used to provide a modicum of cover or concealment?

Not really, no. The pile consists of a few ratty blankets, full of holes and barely large enough to cover Raveen's body. Certainly not enough to block out bright light.

There's totally some fleas, as well. :P

Raveen Liquean wrote:
4. Are there any objects that Raveen can use as a pen or paper, or even carve something in the stone wall (possibly by another stone)?
Raveen Liquean wrote:
5. Are there any objects Raveen can hide on him as a weapon or lockpick (or roughly craft them)? Raveen is more inclined to woodwork (carpentry), but he can improvise.

There's the bucket, which could be broken into splinters to make a fragile shiv, or something like that. Its absence would be rather conspicious, however, and it couldn't mark the solid stone walls. They are more like granite than sandstone, to get you an idea of what you're dealing with. There's some straw on the floor, which might be used to write something, perhaps using blood as ink. That's hardly ideal, though, and there isn't really a surface to write on save for the floor and walls.

Raveen Liquean wrote:
6. The doctor seems like another prisoner, who is given healing tools so she can treat fellow prisoners. Does Raveen sense that (through Sense Motive or by the way she handles her tools)?

That's a reasonable theory. She seems proficient enough, though perhaps nor professional in the "academically trained" sense. Other than that, you'd probably have to ask her, or at least see her work some more.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

This is really cool so far!

For some reason, I get the feeling that the orb in Raveen's cell is the sunlight mirror re-purposed. If so, talk about irony.

Also, Raveen wants to see if any other prisoners also have the runic manacles--and if they cast anything.


Good to hear that you're enjoying it. I'm having a blast as well. :)

BTW, just checking before we move on: Raveen doesn't seem to have any ranks in Knowledge (arcana). How come? That's what you would use to know stuff about magical theory (as opposed to the practical applications associated with Spellcraft), so I want to make sure were on the same page before I tell you anything about the manacles. As far as I know, Spellcraft won't give you much information without casting detect magic.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

I'm actually not sure. It must have accidentally dropped during editing.


Well, let me know what your bonus is. We can use your Spellcraft rolls, but switch them out to Knowledge (arcana).

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

It's +7. I've corrected it on my sheet (and found that I've erroneously allotted one extra skill point).


Gotcha, thanks.


There. Sorry about the novel, but I needed to get you all the way down, and there's a lot of stuff along the way.

Also, I might have way too much time on my hands now that I'm done with my thesis. :P

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Well, you won't see me complaining. :D

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

To make things easier, I'll ask for in-game clarifications here instead of making it necessary for you to hunt for them in my gameplay posts.

1. Is Raveen's hair shorter or longer than how he usually has it? It usually reaches just above his shoulders, which he has in a low ponytail. This can sort of indicate to him how long he was imprisoned--I don't presume they'd give such broken prisoners razors to shave with. :D
2. Since Raveen began making his own blood-tally, I presume he isn't faced with D.25 (day 25) under his bed. That'll be something.
Myrna said she saw Raveen, but I doubt it was for a long time.
3. Can Raveen get a sense if one of the prisoners has innate or talent in magic, like a sorcerer (or any caster) or a race with spell-like abilities? This might be a tad cruel, but Raveen would like to provoke said person to use their magic and see how the prison/guards reacts.
Knowing what Raveen does about sorcerers (dangerous individuals with a tendency to explode), the guards might not react so violently if they were used to it.
4. Does the bell above the shaft have any ropes to make it ring, or is it hanging suspended? I'm asking to know if the runes on the bell are what make it ring--in which case the manacles (or the magic network, so to speak) is more complex than it appears.
5. Does Raveen see Myrna in the throng?


Raveen Liquean wrote:
To make things easier, I'll ask for in-game clarifications here instead of making it necessary for you to hunt for them in my gameplay posts.

Makes sense. That's what the discussion thread is for.

Raveen Liquean wrote:
1. Is Raveen's hair shorter or longer than how he usually has it? It usually reaches just above his shoulders, which he has in a low ponytail. This can sort of indicate to him how long he was imprisoned--I don't presume they'd give such broken prisoners razors to shave with. :D

His hair doesn't seem notably longer than usual, though it has become too messy and tangled to tell for certain. He doesn't seem to have had a bath in a week or so, at the very least.

Raveen Liquean wrote:

2. Since Raveen began making his own blood-tally, I presume he isn't faced with D.25 (day 25) under his bed. That'll be something.

Myrna said she saw Raveen, but I doubt it was for a long time.

The cell holds no signs of having been occupied by Raveen for an extended period of time. Either someone has been very thorough in removing them, or he has been brought there only recently... -ish.

Raveen Liquean wrote:

3. Can Raveen get a sense if one of the prisoners has innate or talent in magic, like a sorcerer (or any caster) or a race with spell-like abilities? This might be a tad cruel, but Raveen would like to provoke said person to use their magic and see how the prison/guards reacts.

Knowing what Raveen does about sorcerers (dangerous individuals with a tendency to explode), the guards might not react so violently if they were used to it.

Technically, yes. I mean, you have a class ability that allows you to recognise such things, but currently all of the prisoners have been stripped of whatever might have marked them as belonging to a certain class. There aren't any gnomes or other races with spell-like abilities, that much seems certain.

You can certainly attempt either your class ability or some other check to try and recognise any possible casters, but it will be slightly harder due to the circumstances. You'll also have to keep avoiding the attention of the guards as you do. We'll get to that once you're done chatting with your new friends...

Raveen Liquean wrote:
4. Does the bell above the shaft have any ropes to make it ring, or is it hanging suspended? I'm asking to know if the runes on the bell are what make it ring--in which case the manacles (or the magic network, so to speak) is more complex than it appears.

The exact ringing mechanism is hard to make out from a hundred feet away, but the bell does seem to be hanging from a series of large chains connecting it to structures above it. The symbols on the bell aren't glowing, currently.

Raveen Liquean wrote:
5. Does Raveen see Myrna in the throng?

She is nowhere to be seen.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Vision of the Fifteenth Step wrote:

Technically, yes. I mean, you have a class ability that allows you to recognise such things, but currently all of the prisoners have been stripped of whatever might have marked them as belonging to a certain class. There aren't any gnomes or other races with spell-like abilities, that much seems certain.

You can certainly attempt either your class ability or some other check to try and recognise any possible casters, but it will be slightly harder due to the circumstances. You'll also have to keep avoiding the attention of the guards as you do. We'll get to that once you're done chatting with your new friends...

And what an interesting bunch of friends they seem to be.

Vision of the Fifteenth Step wrote:
The exact ringing mechanism is hard to make out from a hundred feet away, but the bell does seem to be hanging from a series of large chains connecting it to structures above it. The symbols on the bell aren't glowing, currently.

Alright. That's good.

Last question: does Raveen find the work more focused on extracting certain minerals, or excavating the rock for space?
It could also be the primary purpose of this work is to exhaust the prisoners and keep them under control.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Also, Raveen will spend some of his time mining in disguise-crafting a stone pen or getting a piece of charcoal.
I'm thinking carving it into the wall or tinkering on it when no one is noticing.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Edit: Raveen is mostly listening to Andrzej and his surroundings. Being exhausted, his attempts at sneakily doing stuff is limited.


Raveen Liquean wrote:
Raveen turns to work unless Andrzej has something else to say.

Not right now, no.

Here's how we'll go about this: you certainly have time to accomplish things while working, though your time is limited—just describe whatever you're doing in the gameplay thread, and give me a roll. Merely listening in to conversations is a simple Perception check, pocketing a piece of stone would be a Sleight of Hand check, etc. The workdays will be divided into two ~6 hour chunks, basically giving you a chance to accomplish two such tasks (or activities) a day.

Some other possible activities:

  • Appraise to determine what sorts of ores and minerals you are mining
  • Bluff to pass messages to prisoners elsewhere in the throng (Andrzej might be able to help you with this)
  • Diplomacy or Intimidate to squeeze favours out of other prisoners (after establishing a method of communication)
  • Relevant Craft checks to fashion crude tools or weapons from available materials (perhaps more easily accomplished in your cell)
  • Disable Device or Escape Artist to try freeing yourself or others (probably not a wise move right off the bat)
  • Perception or Sense Motive to find out more about your surroundings, as applicable
  • Survival to scavenge materials from the mines (assuming you have a chance to move about more freely)

Of course, those are just suggestions—feel free to come up with more. Talking to Andrzej and/or Pike is free, since they're right there. Knowledge checks don't require an activity, and neither do social rolls made during an immediate conversation (such as your chat with Andrzej). When using skills such as Knowledge or Perception, it's good to specify what you're trying to accomplish, so I can give you the relevant information—broader queries will results in more general answers.

Doing anything that takes a considerable amount of time off work requires an accompanying Bluff or Stealth check to avoid attention—Andrzej's presence effectively gives you the benefits of the aid another action on these checks. These don't necessarily make you fail your primary activity, but might result in separate consequences. Remember that Raveen is currently fatigued (not exhausted!), which affects any Dexterity- and Strength-based ability and skill checks he might make.

Whatever you decide to do, I do require a Constitution check to see how Raveen fares at the end of the day. You'll have a chance to do things in your cell in the evenings, but being completely exhausted from work might limit those actions. The DC is 10 to begin with, and will be modified according to the circumstances. Note that the fatigued condition does not affect Constitution-based checks.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Gotcha. I've made a post right now.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

I attack the gazebo!


1 person marked this as a favorite.

No gazebos so far, dreadful or otherwise. :P


Raveen Liquean wrote:
I will change the plan for the first segment of the second 6-hour block. It will be used to craft a feeding bowl rather than gathering information. Raveen is a good carpenter (+8), and he can't comfortably deny Andrzej's his food.

That's very thoughtful of you—and certainly a good way to win Andrzej's trust—but I don't think Raveen has the tools or materials to achieve such a feat. First, you would have to acquire them. Just write me a new pair of actions, if that's something you'd like to pursue instead of what you wrote previously.


Raveen Liquean wrote:
I believe the DC for a typical item is 10, making this a high-quality item.

That it might be if Raveen had the time, tools, or materials required, but he is short on all of the above: the working conditions are hardly ideal, there is little wood to be found just lying around, and a pickaxe is not an ideal tool for carpentry. The result is still adequate enough, since the task is so simple—creating a roughly concave piece of wood is hardly rocket science.

Had you used your activities to acquire tools or materials, and/or worked in your cell during the evening, the result might have been better. Not that there is much to be gained from making a really fancy bowl in this particular situation, but for future reference, that's how I see these things working out.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

That explains the -5. Got it.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Is it plausible that Raveen covers his work by pretending to sharpen his pickaxe or pick his toenails?
I can sense a beating coming if she doesn't buy it. :|


Beating or stabbing, depending on how badly you flubbed the roll. Thankfully, you didn't. ;)

Grand Lodge

1 person marked this as a favorite.
Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Give bowl, gain meme.


Andzrej would most likely be of the Star Arcana. Or maybe the Fool? ;P

Whenever you're ready to end the workday, give me a DC 10 Constitution check to see how tired you are. The base DC is 8, with modifiers according to various circumstances. Right now you're fatigued and wounded, raising the DC by one respectively.

Edit: I should probably explain the whole introductions thing, shouldn't I? Now that you know the basics of communication and have established at least a few contacts, you are able to look for information and services on your own. You can still ask Andrzej for help, of course, sparing your activities for other things—but then he's involved, for better or worse. Rather than introducing a bunch of NPCs all at once, I'll do so as you require certain types of people for whatever reason.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Sun (optimism, may follow Desna), Star (also confidence and hopefulness), Emperor (troubled by personal issues), or Hanged Man (hanging between extremes), I think.

Question: Did Raveen get anything from his Sense Motive versus Andrzej on the topic of spellcasters?
Also, Raveen wants to know about Myrna (count it as included in the general inquiry about prisoners).

General
So I'm paired with Andrzej and Pike normally unless I volunteer for spelunking, in which case I have an increased degree of freedom--such as finding more resources, more time away from sight, at the risk of combat or death.
Makes perfect sense.


Raveen Liquean wrote:
Sun (optimism, may follow Desna), Star (also confidence and hopefulness), Emperor (troubled by personal issues), or Hanged Man (hanging between extremes), I think.

Hmm. The others might fit, but definitely not the Emperor. Andrzej has some profound issues with patriarchal authority and power structures.

Raveen Liquean wrote:
Question: Did Raveen get anything from his Sense Motive versus Andrzej on the topic of spellcasters?

Just what's written under the spoiler tag—make of it what you will.

Raveen Liquean wrote:
Also, Raveen wants to know about Myrna (count it as included in the general inquiry about prisoners).

Assuming that Raveen mentions her by name, Andrzej will readily identify her as another convict, one that is tasked with healing injured prisoners. As far as he knows, Myrna requested the posting herself. Before her tenure, the prisoners had no access to healing of any kind (as the priests of Razmir are quite stingy with their curative magic), but she somehow managed to persuade someone higher up that it was necessary. Though she is somewhat aloof, Andrzej has nothing but good to say about her: many of the people in the throng would be dead without her expertise. He has no idea what she is originally in for, though—she doesn't like talking about herself.

Raveen Liquean wrote:

So I'm paired with Andrzej and Pike normally unless I volunteer for spelunking, in which case I have an increased degree of freedom--such as finding more resources, more time away from sight, at the risk of combat or death.

Makes perfect sense.

Just so.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Maybe Andrzej is emperor the same way Kanji is one?


Sorry about the brief lull in posting. Midsummer celebrations really took it out of me.

Persona does tend to do the thing where the person representing a certain Arcana is somehow in opposition to—or struggling with—the qualities they are expected to embody. Of course, such reversals are also a possibility in fortune telling, depending on the method. I was going off of a more traditional reading of the Tarot, where The Star exemplifies inspiration and hope, as well as sharing those things with others—being a guiding light, as it were.

That is very much what Andrzej is about: he is in opposition to authority because authority benefits from stamping out his chosen virtues, not because of some inner conflict with is own authoritativeness. The Star is not a card of definite, practical solutions, and accordingly, Andrzej is not a leader. That's where Raveen comes in.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Makes sense, going traditionally. Of course, more character traits will appear later with interaction--as they are with Myrna (the melancholy, silent strength, sympathetic determination).
Midsummer--sounds nice. Seasons over here range from midsummer (as in literal middle of summer) to midwinter (middle of winter). :D

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Guile points (like some other class points) are usually spent before knowing the result.
Is it fine to choose to use the point after seeing the result? PBP has its quirks, and one is seeing your roll in the preview.


Yeah, don't worry about it. Not much we can do about it, and it doesn't really break anything. It's still a finite resource you have to use strategically, even more so since you're alone.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

That club strike knocks the wind outta Raveen, I tell you what.
Does Raveen get the chance to notice the individual markings on the door, though?

Quote:
There seem to be individual marking on some of the doors, but you are unable to have a proper look at them.

From here.

Edit: Can Raveen use Stealth instead of Bluff if he makes his check from a point of cover or concealment? My Bluff isn't as good as my Stealth.


Raveen Liquean wrote:
Does Raveen get the chance to notice the individual markings on the door, though?

Oh yeah, thanks for the reminder. He sure does. To put it succinctly, some of the cell doors are marked with various arcane sigils, carved and painted into either the doors themselves, and/or their frames. Most doors have no markings, and most of the ones that do have ones that are identical to others, but a notable minority seem to be unique. In addition to your own, these latter cases include the cells of your new friends Andrzej and Pike, but also those of the dwarf and Friar Keyes, for example. Even without being able to look at them more closely, I think Raveen would be able to deduce that these are magical traps, intended to keep the occupant contained in one way or another. Some of the more dangerous and hard-to-contain prisoners must have customised safeguards.

Raveen Liquean wrote:
Can Raveen use Stealth instead of Bluff if he makes his check from a point of cover or concealment? My Bluff isn't as good as my Stealth.

Sure, but as you imply, that depends on the circumstances: both what you're doing (and whether it is mostly mental or physical) and what's going on around you (such as the amount of guards on patrol, lighting conditions, and other prisoners who might be providing auditory or visual distractions). I don't think Stealth would be applicable when gawking around in the throng while being led down, for example, but if you're physically doing something in the mines themselves, there are definitely moments when you're not being observed by guards directly. There's also a lot of noise, with all that picking going on.

~

Just as a heads up, I'll be at my friend's summer cottage from Wednesday 'til Sunday, and probably won't be posting during that time due to a lack of internet. I may be able to get a post or two in before I'm off, but I might disappear for a few days after that.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Gotcha

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Plans
I have a couple of plots and ploys floating around, but executing each requires preparation and information. In some may, I'll try to lay out a couple here to see if we're on the same page, keep engagement clear, and determine whether or not Raveen noticed potential for each.
I'll rank the plans from high-risk/high-reward grand plans to mere maneuvers.

1. Escalate to Freedom. As a mine, minerals and refuse come and go. Since the materials are escalated to the top floor Raveen can see (let's call it the 'bell floor', it seems as the prime avenue for escape.
Method. There are several ways, but start with being freed from the grounding iron stake, involve getting into a cart, being carted to the elevator, and coming out on the top floor.
Concerns. It is unknown whether or not Raveen can still cast spells. He didn't yet, and prefers to see (or compel) someone to cast one for him (which is why he's asking about Keyes and is trying to see if he channels). Without casting, this plot is doomed to fail, because getting into a cart requires an ally who will push the cart without revealing Raveen (such as by being charmed or willing), as well as cover (illusion of rocks and impure minerals), invisibility or concealment on the elevator, and the ability to improvise on the top floor.

2. Grand Switcheroo. A plan depending heavily on the arcane, Raveen needs Nalutari for this one. The ring and manacles (as well as the control rod and bell) are the instruments of Raveen's plans.
Method: Raveen must weave a spell (or have contact with the control rod) to switch the effective roles of the ring and manacles. The two are linked (with one being the receiver and one being the detector), so switching the link to make every ring a manacle (and every manacle a ring) will allow Raveen to use the bell to cripple every character wearing the ring. Using the rod, he can disable or break the manacles, allowing the psychological element to vanish and cause a prison riot, riding the wave to freedom.
Concerns. Despite having good UMD and a knowledgeable teacher, it is unknown if this trick can be pulled off with any reliable result. Furthermore, this requires defeating or stealing the rod from the warden and getting to the top floor, which might require a plan in of itself.

3. Compliance. A plan that is based on the fact that Raveen's memories are already messed up, and is quite a daring one. Raveen could choose to join the ranks of the priesthood.
Method: Simply declaring that he will bend knee or pledge himself to the Living God during the daily call. Not everyone who claimed he will join returned, and those who returned are different. This implies more mind-messing shenanigans, but it is possible that Raveen the illusionist and investigator can have a mental safeguard (such as using self-hypnosis on himself and concealing his true self until a trigger).
Effectively, Raveen will try to 'hide himself' in a mental safe house so that any rewiring is done without him being affected.
Concerns: Andrzej's warning is still too fresh for Raveen to risk without more investigation on to how the memory modification is done (psychic magic, music, good old mundane torture and hypnosis), and must be wary to not risk his enemies performing a good enough job that Raveen's true self is trapped behind an unbreakable wall. As magical hypnosis goes, this requires Raveen to be able to cast spells unmolested.

4. The Myrna Way. Myrna has tried several times to escape and was punished, but has considerably more freedom than other inmates due to her talent in healing. This could be the key to victory.
Method: Showcase Raveen's own talent in carpentry (+8), alchemy (+8), or even perform (+5) if desperate enough.
Since underground mining shafts requires support columns (to support the roof), which are most commonly made of wood, carpentry can come in handy.
Alchemy is also useful to make items like grease, minor potions, plaster, cement, and water purification sponges.
In a pinch, Raveen can whistle or play a merry tune on a flute (though he will hate himself for doing so).
Concerns: Although this might give him freedoms, it will also increase the attention on him, which might make escaping harder.


I don't have the time for a full breakdown, but I'll comment on each plan briefly... Nevermind... :P

Plan #1 has some risks, mainly having to do with Raveen's ignorance of what's above. It has the benefit of being relatively simple, without a lot of variables outside the previously mentioned lack of information. Leaving so much hanging on a couple of spells that could be seen through by a more observant or strongly willed individual is always a gamble, however, so having a back-up plan for that eventuality could be useful.

Plan #2 is very ambitious, but theoretically sound. If Raveen was able to get his hands on the control rod, I would absolutely allow for a UMD check to switch things around, so you can at least count on being able to do something with it. Nalutari's whereabouts are currently a mystery, so don't count on her help. Getting the control rod is a big challenge, but definitely doable. You probably won't be able to do it alone, though, especially if you're planning on fighting the warden.

Plan #3 is very risky. Raveen might be strong-willed, but as it is, he doesn't really have the tools to keep the warden from poking around in his mind. He'd be at the mercy of his Will saves, basically, and everything he is planning might be laid bare. This and Plan #1 may be a valid methods of getting to the warden for some other scheme (such as Plan #2), but hardly plans in and of themselves. I definitely wouldn't recommend doing either unprepared.

Plan #4 would definitely be a good method for gaining some more freedom, though Raveen would have to find a way to convince the higher ups that he is useful enough elsewhere to make up for the fact that he is considered to be a high-risk prisoner. Myrna is very much an exception, but getting a temporary assignment for some specific purpose might be doable. If you can pull it off, this might be a way to get through the first hurdle of Plan #1 (being literally nailed to the ground).

One thing I'd like to point out is the fact that none of these plans fully utilise potential allies amongst the convicts. The chances of Raveen escaping on his own are slim, if not impossible. Additionally, any contacts he makes here would also be useful in realising his plans outside the prison, though he might currently be a bit unclear as to what they are. Still, he is in hostile territory without any allies, and even if he doesn't end up leading a revolt, a couple of accomplices wouldn't hurt.

Edit: As for whether or not he can cast spells, Raveen is definitely aware that he currently doesn't have any memorised. That's something I think I should make clear. Compelling someone else to cast a spell before you attempt the same is a good precaution, but he also needs to get a chance to prepare his own before he can do the same, in addition to procuring any potential material components.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

@Plans:
*Rubs hands suspiciously*

All right...

@Allies: True, none of my plans involve allies yet. Raveen is still in the process of gaining new allies and establishing trust with existing ones. Once I know the talents of every one, we can start folding them into a plan or another.

@Spells: Right...Raveen has already used all his spells, and needs to prepare to regain use of his slots.
I actually forgot about that. Too many 5e made me forget that you don't automatically regain your spell slots after rest.
This raises a question: Is the memory mess-up from the point of capture? Can Raveen remember anything up to that?
I believe the starry dream at the beginning is Raveen's lingering impression from the memory modification, but I need to know whether Raveen remembers how he was captured, and whether he remembers what he came to do before captured (namely the cursed spellbook).

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

My post will follow the answer once you're back.


I have returned from the trackless wilderness of Satakunta! What an amazing trip: five straight days of roleplaying games and sauna. Exhausting, but totally worth it.

Now, back to business...

Raveen Liquean wrote:
@Spells: Right...Raveen has already used all his spells, and needs to prepare to regain use of his slots.

Did he actually use them himself, though? Wizards prepare their spells through memorisation of arcane formulae, and Raveen's recollections of the past are hardly reliable right now...

Raveen Liquean wrote:

This raises a question: Is the memory mess-up from the point of capture? Can Raveen remember anything up to that?

I believe the starry dream at the beginning is Raveen's lingering impression from the memory modification, but I need to know whether Raveen remembers how he was captured, and whether he remembers what he came to do before captured (namely the cursed spellbook).

The last thing Raveen remembers clearly is boarding a vessel to the city of Xer, located in southern Razmiran. The point of departure is up to you, depending on where you think he would have ended up after leaving Westcrown—likely one of the nations surrounding Lake Encarthan, or along the Sellen River to the east. Raveen does recall being after a cursed spellbook of some ill repute, and that it was last seen in the possession of a Nidalese scholar who had been doing research on the Isle of Terror. Any details beyond that (such as the name of the book or its former owner) are hazy. Whatever happened to him after embarking is a complete blank.

You're free to roll Intelligence checks to remember more, or rather, piece things together by correlating whatever fragmented memories Raveen might have left—much like a Knowledge check, in that more specific queries yield more specific answers. Of course, this has its limits.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Sounds nice. I'm travelling to Turkey myself this weekend (13-17).

@Memories: Clear, sir. I'll make the checks in that case.

DM Vision wrote:
Plan #4 would definitely be a good method for gaining some more freedom, though Raveen would have to find a way to convince the higher ups that he is useful enough elsewhere to make up for the fact that he is considered to be a high-risk prisoner. Myrna is very much an exception, but getting a temporary assignment for some specific purpose might be doable. If you can pull it off, this might be a way to get through the first hurdle of Plan #1 (being literally nailed to the ground).

I forgot to follow up on the alternative Plan#4--if he donates his spellcasting services as the other caster prisoners, he may even get an opportunity to regain his spells, but will have understandably higher degree of oversight.

At the same time, the fact that he can channel magic is clear--his prison is equipped with anti-magic anyway, so it's not like they don't already know.


What are you up to in Turkey? I've been there once on a family vacation, when I was twelve or so. Sadly, that trip was kind of limited to a resort location. Not a very, uh... authentic experience.

Raveen Liquean wrote:

First 3-hour period

Actions
Scavenge
It'll either be automatic, sleight of hand (+14), stealth (+15), or survival (+9)
Raveen seeks out a few inconspicuous materials.

Please advise if there is a discarded shoe or a bit of leather of any type can be found in the vicinity near me or my allies, as well as a few small balanced stones.

There are stones aplenty, certainly. A piece of leather, maybe. Let's say there's a 25% chance you'll find something that fits the description...

Less than 25%?: 1d100 ⇒ 70 ~ Nope.

Raveen Liquean wrote:

Second 3-hour period

Question: Is it possible for Raveen to have some rest done? The last club left him sore, and he needs his evening slot to craft.

Not really, no. Even if he wouldn't get beaten up for slacking off, the environment is far too cramped and noisy for Raveen to relax.

With that knowledge, would you like to rethink your actions?

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

@Turkey: For adventure and glory!
...with a side of hair transplant :D
The good thing in Istanbul is that public transportation is very cheap, and Google is readily available, so making everything authentic is possible easily.
That reminds me--most people who travel to Egypt either hit resorts (such as Sharam El Sheikh) or hit downtown, between the extremes of isolated reservations and the insufferable bustle of everyday Egypt. Traveling experiences hit between those two.

@No Leather Hmm...Raveen is trying to make a sling. The string he can fashion out of knotted bandages or hide them under his bandaged (by wrapping them around his arm or leg), while the cup that holds the sling shot can be slipped into his normal shoes.
So a segmented hidden weapon that takes 1 move action to draw the components, and 1 standard to put them together.
I believe he can do the same with cloth, provided it is of study make.
One reason Raveen is doing so is to interact with the orb--hit it with the slingshot (not the bullet, just the cup at the end of the string) to see if it is truly intangible, and then see how hard it is.
The second reason is to have a way to throw something of roughly coin-size. That is for another plan. >:D

@2nd 3-hour period Ah. In that case, I posted something else in my 2nd period. The 1st period is still dedicated to find something that makes a sling.


@Turkey: I hope I'll be able to visit again some day. Egypt would be nice, as well. Honestly, I'm really bad at travelling anywhere outside of Finland, since I tend to get very anxious in large crowds. Both countries are kinda off limits now, anyway—at least according to the Ministry for Foreign Affairs.

@Sling: Sure, you could totally make a sling entirely out of fabric (say, a piece of blanket). It's basically a length of string with a pouch in the middle, right? Probably not as durable as leather, so I'd give it the fragile weapon quality, but it's completely doable with what you have. A couple of hours of work and a DC 7 untrained Craft check should do it, I think.

As for the orb, you could just throw a rock at it if you wanted. You have 1d8 ⇒ 8 rocks in total.

That's... a lot of rocks.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

@Travel I haven't personally done a lot of traveling, but it was a good experience. Hope you can get one as good or better. :)


Raveen Liquean wrote:

Constitution: 1d20 + 7 ⇒ (11) + 7 = 18

Since I'm no longer fatigued but still wounded, the DC is 9?

Indeed. As it is, you don't get fatigued, and using the evening to Craft means that you won't recover HP. But you get a sling!

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Question before I post: is first-aid possible? With it, Myrna can help Raveen regain 4 hit points.
If so, Raveen will ask, but I wanted to make sure first.

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