GM Phntm888's Way of the Wicked Campaign - Group 2 (Inactive)

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Aldencross
Balentyne
Calendar
Balentyne Map
Victory Points: 0


1,551 to 1,600 of 1,668 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>

Geborah

"Baron Osterman was a fine man, but he decided he wanted more civilization to the south. He signed over management and authorization for sale of the manor to the town of Aldencross, and left for Ghastenhall. Let me finish up a few things here, and then I'll show you to the manor."

About 15 minutes later, he leads you through town down towards Osterman Manor. "Myself a Knight of the Alerion? Ha! In my youth, I dreamed of it, but it was not to be my path. No, I believe it was Lord Havelyn, the Commander of Balentyne, who you heard of as a Knight of the Alerion. He's in charge of the defense of the town - I just handle the day to day administration. He's the only Knight of the Alerion there, although most of the guard captains, except Captain Samuel Barhold, keep houses within the city. The other captains are Franz Mott, Ryan Varning, and Zacharias Eddarly. Most of the soldiers up there are related to someone in town, though. Father Donnigan is the chaplain for the fortress, and the main authority of Mitra's church for the town. Brother Justin of Travismere handles the day to day business and cleaning of The Church of St. Alden here in town, and leads worship services here. Father Donnigan comes down for services on Sunday, but most of the soldiery attend services led by Father Donnigan in the Choir Hall at the fortress. You're new in town, so I'm guessing you haven't heard the famous singing saints of Balentyne? It's so magnificent. When singing within the choir hall, the stone carved saints seem to resonate with the music, making it sound like they, too, sing. It gives the whole area a more holy feel to it."

Giving you a rumor for that Diplomacy check.

You arrive at the manor. Dominik Vallison takes out a key and unlocks the front door, showing you in. The interior has clearly not been cleaned in some time, as everything is covered in a thick layer of dust. Sheets have been placed over the furniture, and the curtains are drawn. The air smells stale and musty, as though no one's been in the house for a while. Dominik says, "Well, this is it. I'll pay you 10 gold for the first week, and then 5 for each adjacent week. If you do a good job and someone buys the place, I'll recommend they keep you on. It should only need to be cleaned and aired out once a week, so you'll have time to pursue a possible job at the fortress as well. So, will you take the job?"

======================================================================

Wraith

You enter the Illuminated Scroll. The door makes not a sound, nor do your footsteps on the carpeted floor. You see, seated at a desk, a middle aged man with spectacles writing on a piece of parchment. A pair of empty chairs sits before him. Still, as soon as your first foot hits the carpet, he looks up immediately. Seeing you, he smiles and says, "Welcome to the Illuminated Scroll. I am the proprieter, Jacobian Scaramore. I have many services available. Do you need some legal services? Accounting? I have some small spellcasting ability, as well as some scrolls to sell, if you've the capability to use them." He gestures to a display case to the left, where several rolled scrolls sit, tiny plaques denoting what they are.

Scrolls:

Level 1
Protection from evil
Mount
Unseen servant
Comprehend languages
True skill
Sleep
Memorize page
Ventriloquism
Magic Aura
Preserve

Level 2
Companion life link
Life pact
Admonishing ray
Blur
Cat’s grace
Bear’s endurance


"Auntie Geb" bows and nods. "Such a generous offer! I can hardly say no to that. I'll make sure it's locked up tight when I'm not here," she says, holding out her hand for the key.

After he's gone, the disguised priestess sighs, then paces through the manor, sizing up the task. I suppose to pass as an honest worker, I'll have to do some honest work. She's quite familiar with how a large house should be kept clean--though she's always been the one to check the servant's work, not the one to do it. Onerous work, but not terribly complicated. I'll get started today, then sneak Timeon in later to make the job go faster. She briefly considers making the squire do the whole thing, then reluctantly discards the idea. Two will do a more impressive job than one. She makes a methodical plan for cleaning the house, starting with the highest parts and ending with the lowest, so that dust will not settle on places already cleaned. Then she searches the house for cleaning supplies...and for anything unusual, hidden, or out of place.

She spends the day making sure the job is well begun, then tromps back to the Lord's Dalliance to connect with the others. She tells them about the manor, and relates all that the Reeve told her of town and fortress. There may be more to the Mitran choir hall than stone and piety--might be worth further investigation, though it's hard to imagine how we could turn it to our advantage.

The evening she dines in the inn's common room, chattering with the locals. Knowing that the town will burn in a month's time makes it much easier for her to feign interest and sympathy in their pathetic lives.

Diplomacy to gather information: 1d20 + 12 ⇒ (7) + 12 = 19
Rumor number, if applicable: 1d20 ⇒ 8

Then it's to her room to perform her ritual devotions away from prying eyes, then to bed. Tomorrow will be more of the same, she thinks as she drifts off to sleep, mildly surprised to find the prospect of a daily routine comforting.


Geborah locates a closet with cleaning supplies - brooms, mops, dusters, soap, and buckets - as well as a well she can draw water from. There's also a rack for washing the sheets covering the furniture, and rope to string up clotheslines to hang them.

The large house has half a dozen bedrooms, and a steeple up top that you can climb to that affords a grand view of the watchtower a mile or so distant. The basement is quite large, and you notice the sounds of the street outside barely penetrate down here, with the door closed. There is also a great deal of space in the house.

Once she's done for the day, Auntie Geb returns to the Lord's Dalliance. She finds herself speaking with a retired soldier, grizzled with grey in his hair, who complains, "Soldiers today! A worthless, shiftless lot! Balentyne is in total disarray. Soldiers today are too lazy – not like in my day. Why, in my day, we were up with the dawn doing our exercises, and no one shirked their duties. Soldiers..." His tirade about soldiers goes on for another couple minutes.

Rumor discovered.


LE Female Magpie Familiar (Magical Beast) | HP: 17/17 | AC: 16 (14 Tch, 14 Ff) | CMB: -1, CMD: 9 | F:+2, R:+4, W:+5 | Init: +4 | Perc: +12, SM: +6 | Speed 10 ft, 40 ft flying | Active conditions: None

Golachab perches on Geborah's bedpost until the priestess's breathing slows to soft snores.

Then the familiar hops out their room's window and flutters down to a window of the inn's common room, one "Auntie Geb" asked be left open to let in fresh air. She settles quietly on the lintel, innocuous as any common magpie, to watch what the innkeeper does in the late hours of the night.

Come morning, she plans to dip her beak in one of Tatienne's inkpots and write out a report for her mistress. Only a little trick, but sure to delight.


LE Female Changeling (Ash Hag) Cleric (Theologian) 4 // Witch VMC | HP: 34/34 | AC: 18 (12 Tch, 16 Ff) | CMB: +3, CMD: 14 | F:+6, R:+4, W:+9 | Init: +4 | Perc: +10, SM: +13 | Speed 30 ft | Active conditions: none

Toilday, the 23rd of Neth--Day 3

The next morning, before she leaves the privacy of the room, Geborah conceals her true nature with the Undetectable Alignment abjuration, then eavesdrops on more of Aldencross's secrets.

Ears of the City rolls:
1st Ears of the City roll: 1d20 + 12 ⇒ (9) + 12 = 21
2nd Ears of the City roll: 1d20 + 12 ⇒ (9) + 12 = 21
3rd Ears of the City roll: 1d20 + 12 ⇒ (12) + 12 = 24
4th Ears of the City roll: 1d20 + 12 ⇒ (17) + 12 = 29

She uses a mirror to inspect her disguise, then heads down to breakfast to confer with her allies and make plans for the day, sharing all she has learned with them.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Day 2

Wraith returns to the inn, and under the pretense of some casual conversation shares what he found at the scroll vender.


Wraith, if you want to try getting any rumors on day 2, feel free.

Golachab spends the night perched in the common room, with nothing happening until Bellam and his wife come down to begin making breakfast. Golachab's trick is quite impressive, not the least of which because it's a bird writing. Fortunately, none but you are aware.

Geborah:

Rumor 1: 1d20 ⇒ 8
Rumor 2: 1d20 ⇒ 3

You again hear an old soldier complaining about the current guards at Balentyne, but you also hear some old woman or other talking about how she thinks Lord Havelyn's grim demeanor shows he's guilty of something.

Rumor discovered.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

ok

Diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10

Nothing to write home about.


Unless anyone wants to do something in the night of Day 2, we are officially onto Day 3.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Nope I can only handle one night of drinking, and a wizard with a hangover is a terrible person in any situation...Sleep is Wraith's friend tonight!


Toilday, the 23rd of Neth--Day 3

'Auntie Geb' seems to eat a quiet breakfast by herself, but Geborah spends the time in silent communication with the rest of the Knot.

She reiterates what she's learned from eavesdropping and from her travels about town. ...we should look for ways to follow up on these rumors. Speaking of which, I had my little feathered friend watch out for the innkeep last night, with no success. We'll try again tonight.

She pays attention as Wraith describes the spells available in the scroll shop. Not exactly the death magics you were hoping for--but I'd advise you to buy and transcribe the Mount scroll. I can imagine many uses for such a spell. What I'd really like is a healing implement, a wand...perhaps you could see if Brother Justin in the village church has one for sale, or can get one from Father Donnally. I'd advise you to be very careful around them, especially the Father...of all the people in town, they are the most likely to see through our guises. Well, them and Lord Havelyn, who is apparently a holy knight. Since you and Tatienne might come into contact with them today, I'll cast Undetectable Alignment on the three of us in our rooms after breakfast. She does!

She turns wistful. This all feels so familiar, slinking around and pretending to be a sheep among sheep...perhaps it's hard for you to understand, Tatienne, since you didn't have to hide growing up. Wraith...I don't know how you managed to survive childhood, unless you looked more human back then. It was hard enough for me, and I seem far more human than you do...although, truth be told, I've less human blood than you have. Had any of you guessed that yet? She permits herself a tiny smile.

I'm going to clean the mansion. Stop by, if you like--it could be a useful base of operations, particularly the basement, if we need more privacy than we can get at the inn. I have a few other plans as well--I might try to get to see the mad raven keeper with an 'injured' bird. She gives a fond glance to the magpie sleeping high in the tree outside the inn.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Day 3

Oh, I had to hide in my way, Tatienne thinks, taking a rare moment to reflect back on the difficulties of her childhood. I was a sickly child, and sickly children need to deflect and bluff and Cheliax.

But that was long ago, and the forge that made me, so of course, it was worth the trial.

And, yes, I figured there was something to you, Geborah. Though I would not have thought you'd be less human than our dear Wraith. With no offense meant to our wizard, you wear your skin better.

I shall visit you later at the mansion. But first, I have a castle to inflitrate.

---

Grasping her forgery, Kala approaches the front gate of Balentyne, and presents the letter of introduction to the nearest guard. "I'm hear to see Lord Havelyn, soldier. To be clear, he is not expecting me, though I hope to gain an audience."


DAY 3

Auntie Geb wrote:
Wraith...I don't know how you managed to survive childhood, unless you looked more human back then. It was hard enough for me, and I seem far more human than you do...although, truth be told, I've less human blood than you have. Had any of you guessed that yet?[/i][/b] She permits herself a tiny smile.

My lady Geb I did not look any different. My luck was that my mother was very smart in that she didn't tell anyone she was pregnant. She moved town to town, following a destiny left by my father. So when I was born I was somewhere safe, but my mother was sacrificed to my father to bless or curse me. From then on I spent time in various cult sects... out of sight. When I discovered my magic I continued to follow the trail left by my father until I spent a decade in a crypt learning ancient magics. So I actually had it easy, I wasn't around for people to spot.

Giving Geb's form a quick once over, Actually I suspected we all were special in some way...Being not entirely human is a plus in my books, but since Tatienne is human and proven her worth. I've made an exception for her as well, Balam is also impressive, but that because he's following a path I am very much envious of. He gives Tatie a wink at this.

Falken in the mean time has been taking to the group with simple banter, in an attempt to keep it looking like the group is talking to each other and not just having a serious staring contest.

---

As for his day, Falken does seek out those that could sell him healing magics. As well as seek out the businesses that have dealing with the fort.

Know Local vs Healing: 1d20 + 11 ⇒ (3) + 11 = 14
Know Local vs Businesses: 1d20 + 11 ⇒ (8) + 11 = 19


Day 3

As she heads for the inn door, 'Auntie Geb' grabs Timeon by the ear and gives it a affectionate but painful yank. "I need that list of names," she whispers. 'Give it to me by the end of the day, or I'll assume it's a list of no one." She nods at Balam, confident that the knight will keep his squire on the straight and narrow as they scout out the town's environs.

The disguised priestess spends most of the day cleaning the Osterman manor. At lunchtime she heads for the town market or similar busy spot to pick up a simple meal--but before she arrives, she covertly casts Detect the Faithful, so she can sweep through the knots of people with it. There's a remote chance that some hidden worshippers of Asmodeus remain here, after all.

Late in the afternoon, she flops into a overstuffed chair she's been dusting. "Enough for one day, I think. Time to see if we can't get in to see the rookery." She strokes Golachab's crest fondly. "Bringing the madman an injured bird might be a good excuse, but we can't just smear blood on your feathers--such a ruse might arouse suspicion." She clicks her wicked nails together. "And I just can't bring myself do you any real harm, my sweet. So what shall we do?"


LE Female Magpie Familiar (Magical Beast) | HP: 17/17 | AC: 16 (14 Tch, 14 Ff) | CMB: -1, CMD: 9 | F:+2, R:+4, W:+5 | Init: +4 | Perc: +12, SM: +6 | Speed 10 ft, 40 ft flying | Active conditions: None

The magpie launches from her mistress's shoulders and flutters through the house to the manor's parlor, where behind the bar a few small bottles of inexpensive liquor still remain. She settles by the bottles and struts among them, looking at the labels, then puts her claw on one and chirps decisively.


1 person marked this as a favorite.

Geborah picks up the bottle and smiles. "You really are the most remarkable scoundrel, my sweet." She uncorks it and fills one of the tiny glasses with the potent spirit, then slides it to her waiting familiar.

* * * * *

Not long after, 'Auntie Geb' approaches one of the guards on duty at fortress Balentyne's gates. "Young man, if you please...my songbird is terribly ill. I beg you, take us to Master Rayard at the rookery. I know he doesn't see many visitors, but he'll want to help, I know it."

Golachab does in fact seem quite ill. She'll have a devil of a hangover, Geborah thinks.


Tatienne:

The guard looks at you, then looks at the order, and says, "What is your name and requested business with the Commander?"

Wraith:

You learn that Brother Justin, who maintains the chapel to Mitra here in Aldencross, is a faithful devotee of Mitra who has not made the journey to the Vale of Valtaerna, and thus is not blessed with the ability to call upon Mitra for divine miracles. The chapel of Mitra has no healing magic available. Your best bets for finding some sort of healing magic likely lay with the town alchemist, Teryth Caldwin, and his shop, Master Caldwin's Cauldron, or else in the fort itself, with Father Donnigan.

You learn that most businesses deal with the fort in some way or other - Aldencross pretty much exists in order to supply the fort.

Geborah:

Detect magic and similar divinations, like Detect the Faithful have a visible magical effect. Are you sure you want to walk around like that?

The guards on the gates shake their heads. "I'm sorry, but no one is permitted in the rookery except the guards, and the raven keeper will not leave the rookery. Perhaps Teryn Caldwin, the alchemist in town, can help you. His shop, Master Caldwin's Cauldron, is located on the western edge of town." Number 11 on the map.


Geborah:

You detect no faithful of Asmodeus here in Aldencross. It appears that, this close to the Watch Wall, they've done a very good job of stamping out worship of the Lord of the Nine.


Was I able to figure out the major or regular dealings with that roll... Something that could help us either infiltrate or sabotage the fort?

Falken heads towards the alchemist shop to see what they have in supply.


Nothing business-wise that would help you infiltrate or sabotage the fort.

Wraith:

A bell rings as you open the door to the shop. From the backroom emerges a bookish fellow with a leather apron and a pair of goggles above his head. He says, "Good morning, sir. Welcome to Master Caldwin's Cauldron. I am Teryth Caldwin, proprietor. How may I assist you today?"


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

GM Phntm888:
Tatienne nods and smiles, extending her hand. "Kala Thorn, of the Eagle Knights of Andoran. I'm here in your land conducting a research project on behalf of the Eagle Knights, to write a history and engineering tract regarding the fortifications of Talingarde. This fort, and the wall, are of particular interest of course, being that you've held back marauders here for well beyond living memory."

"We wish to build a string of fortifications along our border with the damned nation of Cheliax, and so myself, as well others of our order, have been dispatched to the goodly nations of the world. I would appreciate the chance to interview people at different levels within the fort's heirarchy, from Havelyn to the enlisted men, and if a tour or residency were possible, that would be even better."

"I am authorized in return to offer my expertise, as both a scholar and a warrior, to any issues that may need addressing, and to offer a small stipend for the fort's upkeep, to be utilzed as Lord Havelyn desires."


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Before entering Wraith takes a moment to change his appearance so that he's not currently looking like either Falken or Wraith.

"Well met, Mr. Caldwin. I'm here for two fold business. One I need to stock up on healing potions or unguents. Plus a farmer I have dealings with has come across a nest of dire rats and is looking for something to deal with them. They've come to fear any human wandering around in the farm, so he was looking for something to treat bait with that can help in their struggle."

Bluff about who needs the poison: 1d20 + 6 ⇒ (18) + 6 = 24

As the man is thinking on the question, Falken will peruse the shop to see what he has in stock.


Tatienne:

The soldier frowns, but pounds on the door it opens, and he hands the letter of introduction to another soldier and says, "Deliver this to Lord Havelyn. Let him know that Kala Thorne, of the Eagle Knights of Andoran, wishes to speak to him."

The door closes, and the soldier says, "Wait here, please."

After about half an hour or so, the other soldier comes back and has a whispered conversation with the first one, handing him your letter, then shutting the door. The first soldier hands you your letter of introduction, and says, "Lord Havelyn extends his welcome, but is unable to grant your request, as Andoran and Taligarde are not allied nations. He says that the correct procedure would be to travel to the capital of Matharyn and submit the petition to General Vastenus Barca, who would then make the decision to grant you authorization to enter Balentyne. Lord Havelyn apologizes for having wasted your time, and offers the blessings of Mitra to you in all your endeavors."

Wraith:

Haha, this is an NPC shopkeeper I have a full stat block for! I don't have to make up his Sense Motive check of...-1. Not even gonna roll.

"Well, I have some healing potions for sale, and can make more upon request. I also have several other remedies - antitoxins, antidotes, and the like. For the dire rate problem, I sell arsenic, which should be sufficient for dealing with the infestation."

Healing potions of cure light or cure moderate are available, as are potions of delay poison. He can also do standard alchemical items.


GM Phntm888 wrote:
The guards on the gates shake their heads. "I'm sorry, but no one is permitted in the rookery except the guards, and the raven keeper will not leave the rookery. Perhaps Teryn Caldwin, the alchemist in town, can help you. His shop, Master Caldwin's Cauldron, is located on the western edge of town."

Vexed that her ruse doesn't instantly succeed, Geborah gives the guards some grudging respect for their discipline and order. Then she smiles inwardly--give her a set of rules, and she knows how to turn them to her advantage.

"But...everyone says Master Rayard knows more about taking care of birds than the alchemist does. I don't have to go into the rookery, and he doesn't have to come out--if you take me to the door, I can ask for his help, and pass my songbird in to him! There's no rule against that, is there? Please...she might just be a little ball of feathers to you, but to me she's my dear friend." The grandmotherly old woman seems to be on the edge of tears as she lifts her ailing magpie lovingly to her cheek.


1 person marked this as a favorite.
LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

GM Phntm888:
Kala's eyes widen in surprise, and she stands stunned, as the seconds tick by. casting guidance (standard), using sudden insight (swift)

Eventually, she stammers. "O-O-oh, Decimus is not arrived yet? I am sorry for the confusion, he should have arrived with the proper paperwork from Matharyn days ago, and I had assumed you knew of my eminent arrival, and as I had not seen him at the inn, I assumed he was here."

A look of worry briefly crosses Kala's face, before she pushes it aside and assumes a more neutral, composed demeanor. "Truthfully, that is worrisome; my companion in arms and scholarship traveled to Matharyn to petition General Barca, whilst I was conducting some research in Ghastenhall. I have already spent two days too long in Ghastenhall, and I figured that I would the one delaying him, not the other way around. I pray that nothing has befallen Sir Decimus, and that he shall arrive soon with the authorization. In the meantime, if you or Lord Havelyn have any questions for me, I'll be waiting for my companion at the Lord's Dalliance."

Taking her letter of introduction back, worry again settles across Kala's face, the woman's mouth turned down into a frown of worry, her eyebrows pinched. "I appreciate your Lord's blessings, and am hopeful that nothing of too serious a nature has delayed Sir Decimus. I hope to return soon with good news, and General Barca's authorization."

Turning to leave, Kala hesitates for a moment and turns back around. "I'm sorry, I have one more question. If misfortune of some sort has found my companion and I have to travel to Matharyn for the paperwork, what exactly am I requesting? I'm sorry to ask, but those logistics were Decimus's to figure out. I assume authorization from the General himself, but is there anything else that is needed?"

bluff, guidance, sudden insight: 1d20 + 5 + 1 + 2 ⇒ (6) + 5 + 1 + 2 = 14


GM Roll:

Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15

Geborah:

The guards looks sympathetic, but shake their heads. "Sorry. Orders are orders, and breaking them would mean punishment. To be honest, while Mad Martin may know more about helping birds than Master Caldwin, the old coot probably wouldn't be much help. Only cares for his ravens. Master Caldwin will likely be more helpful to you, even if he's odd."

Tatienne:

The guards chuckle and shake their heads. "You don't have to pretend someone else was supposed to be here. You're an outlander - you didn't know the proper procedure. You just need authorization from the General - I'm sure you'll be able to find his offices once you reach Matharyn. Pleasant journeys."


Crestfallen, the old woman trudges away from the heartless guards.

Inwardly, Geborah admires their sense of duty. They know that breaking their orders means punishment. We will need such discipline in our own forces. Still, they are only human. Find the right lever and it will move them. Not a bird...a child? And not the common guards, but those that make the rules, and so feel entitled to bend them?

She mulls over future plans on the way back to the inn. Seeing Balam and Timeon returning from their exploration of the terrain around Aldencross, she gives the dark champion a silent assignment for the next day. Find some errand or training excuse that will allow you to watch the fortress gate from a reasonable distance, and make note of all the traffic that passes through. Then she hisses at the squire, "The list of names? Your time grows short. If you need pen and ink, ask 'Kala'."

Once again, she joins in the gaiety of the common room in the evening, and sifts the crowd for rumors.

Gather information, with Devil's Pact: 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Rumor number, if applicable: 1d20 ⇒ 20

After some time, she calls the innkeeper over to thank him.

"The reeve found me work cleaning the old Osterman manor! It's not a living, but it's a start. I owe you for pointing me in his direction, and for offering to speak with your brother...and I'm in a mood to celebrate! Let me buy you a drink." She wrinkles her nose at the dwarves guzzling ale nearby. "But--not to sound above my station--my late employer had a fine cellar, and liked to share a cup with me some nights--I have a thirst for the fine stuff, now. I have some coin set by, in case I couldn't find work, and it looks like I can spare some for a really good glass of wine. What do you have that we can both enjoy?"

Then she silently reports to the others what she has learned all day, and her failure with the guards. This will be a tougher nut to crack than Brandenscar. But we have time and resources we didn't then. We'll make our deadline.

Tired from a long day's exertions, she retires to bed.


Wraith? Tatienne?


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Wraith decides to buy 6-10 CLW potions based on availability, and seek out enough poison for a nest of about 10-20 "dire rats".

Based on price, he'll leave a deposit if things need to be made.

Afterwards he'll change back into his Falken persona and wander the town seeing what rumors he can find.

Diplomacy: 1d20 + 2 ⇒ (9) + 2 = 11


GM Rolls:

Bluff: 1d20 + 2 ⇒ (8) + 2 = 10

Jezabel Diplo: 1d20 + 5 ⇒ (7) + 5 = 12

Wraith:

Prices are standard out of the CRB for potions of CLW.

Master Caldwin only has 4 potions of cure light wounds available, and will have to make the rest - he usually doesn't get purchases in those numbers. As for the arsenic, Master Caldwin raises his eyes in surprise at the amount and says, "For that large an infestation of dire rats, you may be better off petitioning Balentyne to send some soldiers to clear them out. Where is the infestation located, again?"

Geborah:

Timeon provides you with a short list of names - it appears to only include his mother, father, and younger sister.

As you engage the town in the evening, you over hear a couple of laborers talking about the inn. In particular, you hear, "Do you know how the Lord’s Dalliance got its name? It was once a brothel! I hear there used to be a secret passage to the basement that allowed the Lord of the Watchtower to sneak in here and have a good time. Of course it must have been sealed up years ago."

Bellam beams happily and says, "Well, I'm most certainly pleased to have been of assistance. I know the manor's sat dusty for a while, now, so maybe with a good cleaning the Reeve can finally sell it." At the mention of wine, Bellam shakes his head and says, "I'm sorry, but it's hard to get any of the good stuff up here. I wish more merchants would bring such through - perhaps that Falken Gren might be able to on a return trip."

Geborah Sense Motive DC 10:

Bellam is lying - he has something very good in his cellar.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

"About 3 weeks walking south of here. Part of the reason I'm here is actually to hire some mercenaries or adventurers to help deal with the problem. I've got a couple already that are willing, but they asked my help in provisioning them. Hence the large order of healing salves.

Bluff: 1d20 + 6 ⇒ (20) + 6 = 26

"I'll take the 4 healing salves you have now, to get the help on the way and order another 4 for pickup in a couple days. As for the arsenic, its for after the rodents are dealt with, to keep the nest from returning. Do you have any supply I can send with my hired help? If not I'll look into other ways to deal with it."


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

'Kala" makes her way back to town, frowning the whole way, as the woman mulls over her options. It seemed a direct approach was not going to work. Instead, she'd need something more sneaky.

Settling in at the bar, she buys a drink and then approaches another group of soldiers, buying a round for them as well.

"Always happy to buy a round for enlisted men..."

diplomacy to gather information: 1d20 + 8 ⇒ (18) + 8 = 26

Taty's looking to uncover any rumors of course, but also to dig up any information specific to the soldiers' duties - do they go on patrol in the surrounding area? If so, how many? Do they drink at the pub often? How many guards are at Balentyne?

As she talks with the men, Taty broadcasts her failures to the group. I ran into a well-oiled - and immovable - bureaucracy. 'Kala' will be leaving town soon. Perhaps I can gain entry to the Fort as a new recruit? Or, if there's no recruiting, maybe we should make some? We could waylay a patrol. Or, perhaps before Kala leaves town she can serve another purpose? I'm thinking she could kill an off-duty soldier, and be seen leaving town in a hurry, if some sort of drunken spat is better cover than an altercation with a group of soldiers in the surrounding area.

Otherwise, I could spend a few days spying on the Fort itself from a distance in order to get a good idea of the guard rotation, any regular visitors, and so on. But I'd like a spyglass for such an endevour, and that is something I can't afford. It may need to be purloined - if there is even one in town.


Geborah silently affirms Tatienne's ideas. I assigned Balam and Timeon to keep track of who entered and left the keep today. Having another set of eyes on that task for a day or so seems wise. If you can identify servants from the town that work in the fortress, we might be able to impersonate and replace one or more of them.

Perhaps 'Kala' could attempt to 'recruit' some of the guards as she 'leaves town'. Offer them an unreasonable sum of money to sign up for some do-good mission, then march off into the wilderness with them...straight into our ambush. It's similar to a plan I'm concocting to deal with their troublesome priest, but different enough not to raise suspicion, and it might leave the fortress short-handed enough that they'll hire Balam, Timeon, and whomever you pretend to be next.

I overheard something very interesting today as well--there may be a secret passage into the fortress in this inn's basement, dating back to when it was a brothel that catered to the men of the fortress. Wraith, could you prepare enough Invisibility spells tomorrow to cover us three if we need to evade discovery? If so, we can slip out of our rooms and down to the basement at midnight tomorrow, to see if there's any truth to the rumor.

Sense Motive: 1d20 + 13 ⇒ (2) + 13 = 15

There may be more secrets hidden down there--I believe the innkeeper has a private stash of fine liquor. That he would go to the trouble of concealing it suggests there's something illicit about it; if we discover his secret, it may give us leverage over him.


Wraith:

Master Caldwin raises his eyebrows. "So far away? Was there no where closer than that you could have gone. Well, I have enough arsenic for you, at least. It will take a few days to make the healing potions you've requested. I'll need a 10% deposit. If you give me your name, I can send word to you when they are complete. Are you staying at the Lord's Dalliance?"

Wraith, give me a Perception check.

Tatienne:

Talking with the soldiers, you get them to open up about some of the fort's activities. In particular, "I hear Captain Varning is leading another patrol out tomorrow. I wonder how long they’ll be gone this time? The last time they were gone for five days! If you ask me, these patrols are a waste of time. They’re just an excuse for Varning to get out of the tower and gallivant around the countryside instead of doing his fair share of guard duty."

With a little questioning, you are able to learn that Captain Varning likes camping at a place called Freeman's Rock, and he reliably camps there three days after leaving Balentyne. It affords an excellent view of Lake Tarik, as well as offering good hunting.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Sense Motive: 1d20 + 3 ⇒ (4) + 3 = 7

While I don't think my sense motive is telling me anything, Wraith is gonna play it safe.

"Possibly, but I was signed up with a group to travel here, and while they've killed a few dogs and spooked some of the farmers, making it a bit harder to do their work. I felt it wasn't a problem for the out of the way destination. As for the Lord Daliance? If that's the local inn I'm not staying there, I'm staying with some friends in the farmlands south of here." Wraith looks out the store front at the light, "Actually I need to finish up my errands so I'm not on the road too late."

"As for my name, its Carson, Carson Pratt." Wraith holds out his hand to shake. After which he pulls out his money pouch.

Bluff: 1d20 + 6 ⇒ (12) + 6 = 18

Wraith counts out the 220 for the 4 potion, plus deposit on 4 more. "If you'd be willing to hold on to them, I'll come back before I leave and get them? How much do I owe you for the rat poison?


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Tatienne continues her conversation with Geborah and Wraith even as more drinks are bought.

One of the Captains, Varning, leaves tomorrow on patrol. He's often gone for days at a time, and they camp at a place called Freeman's Rock three days after leaving Balentyne. Freeman's Rock is off of Lake Balentyne.

I think we should meet Varning there and kill him and his men in their sleep. We could even draw another patrol into an ambush based off of that.

'Kala' takes a stiff drink of her ale, which she has largely let languish while the guardsmen carouse.

We could even pin the murder of the men on someone in the fort - someone suspicious or unliked. We wait a few days, animate Varning's corpse, and send him into attack Balentyne. Varning's zombie will have a note on it, or a message carved into its skin, something along the line of, "for your crimes," addressed to our mark.

Taking another drink, 'Kala' grins at the closest soldier, a look half-pleased, half-predatory. Perhaps this one could be a nice diversion for the evening.

It would open up the need for recruits, draw more soldiers out of the castle on a very personal manhunt, and cast suspicion on a person in power, perhaps even removing them from the equation. Thoughts?


For a moment, before she can control it, the old lady breaks into a sadistic grin. Such devilish ideas, Tatienne! I love them. But we had best not alert the fortress until we can take out their ravens--we don't want them sending for reinforcements. The time for terror will come later.

We should certainly ambush the patrol, though, and I've a scheme to lure the priest out of his hole after them, if you are able to forge a message from the patrol captain. Shall we plan to search for the secret tunnel tomorrow night, then chase after the patrol the night after? Which side of the fortress do they patrol--town side or bugbear side?


GM Rolls:

Sense Motive: 1d20 - 1 ⇒ (20) - 1 = 19
Bluff: 1d20 + 1 ⇒ (18) + 1 = 19

Wraith:

So, I just looked at the price of Arsenic, and apparently it's 120 gp per dose. For 240 gp, you can buy out the Alchemist's entire stock of Arsenic. I'll leave it to you to figure out a delivery system. Perhaps there's another rumor you could pick up that might help with that.

"Of course. It will take me two days to brew the potions you need. You can come by to pick them up then."

Wraith, I need a DC 19 Sense Motive for you to read the below spoiler.

Spoiler:

The Alchemist picked up on the fact you didn't give him your real name or where you're staying, but he's trying to hide it.

Intelligence DC 12:

Hey, remember what Timeon said about Captain Zak Eddarly being overly friendly with Captain Franz Mott's wife, Kaitlyn? Remember how that rumor came up a couple of times now? What do you think the deal is with that?

Tatienne knows where Freeman's rock is, and that Captain Varning won't be there until 3 days after he leaves Balentyne. In order to ambush him before then, it would take a bit of tracking. Given that his patrol is mounted, you probably wouldn't be able to catch up with him since you don't have anyone really skilled at woodscraft.


Sense Motive: 1d20 + 3 ⇒ (7) + 3 = 10

What was the perception roll for then?

At the mention of the price for arsenic, Wraith looks a little disappointed. "Well then, that was more then I expected. My costs take healing salves into account, but I wasn't expecting the rat poison to be so much."

Wraith takes the mans hand again, "Thank you for the help, but it seems the healing salves are the only items I'll require."

With business at hand done, Wraith nod to the man before leaving. Finding the man a little suspicious but not being able to place it Wraith changes his plans. Without changing his face he makes his way through the market, trying to reinforce the lie about other errands. After a half hour or so, he'll head to the south gate, and once through head along the road for a few before ducking into the woods.

Then he'll take a while to circle the town to come back in at another point, changing his face yet again to something new. He'll even burn his invisibility spell to give him a few minutes cover. This is also when he changes his features. Just before the inn, he duck into an alley to revert back to Falken.

Stealth to Circle back to town: 1d20 + 7 ⇒ (17) + 7 = 24
Perception to see if followed: 1d20 + 4 ⇒ (4) + 4 = 8

At this point he give them a breakdown on what transpired. He'll also inform them that he'll reimburse the 20 gold that might be lost if he discovers that the man was too suspicious and seems to have guards patrolling the area.

* * *

I like were your thoughts are at Tatie, but my animating is only of the bones and not the flesh. It'll most likely be killed before it ever reaches them, plus it might even raise their threat level.

Wraith thinks over the other aspects discussed, Is this Captain Varning married, maybe we could murder her leave just enough suspicion that leads to one of the other captains and Varing could do some murdering for us or vice versa use this situation to blame the captain of a crime and make it look like he ran with his men?

Int Check: 1d20 + 4 ⇒ (3) + 4 = 7

While my character doesn't remember, I couldnt recall whether we got that out of Timmy or not.


I was going to have you make the Perception roll to see how much arsenic he had. Once I'd read how much it costs per dose, plus how much the alchemist's entire stock of arsenic costs, well, I just told you how much it would cost to buy his entire stock.


GM Phntm888 wrote:
Tatienne knows where Freeman's rock is, and that Captain Varning won't be there until 3 days after he leaves Balentyne. In order to ambush him before then, it would take a bit of tracking. Given that his patrol is mounted, you probably wouldn't be able to catch up with him since you don't have anyone really skilled at woodscraft.

How far is Freeman's Rock from Balentyne? Which side of the fortress is it on, town side or bugbear army side?

Intelligence check: 1d20 + 1 ⇒ (20) + 1 = 21

The disguised priestess looks around the Inn for Captain Edderly, or either of the Motts. It's better to frame someone for a crime they want to commit--and best of all is one they've really committed. Let us see if there are already fault lines between the fortress's captains. I shall send Golachab to spy on Goodwife Mott tonight, to see if she is as faithful as they claim.

She steers the conversations by the fire to the people of the town, and where they make their homes, attempting to locate the Mott and Edderly houses.

Gather Information roll: 1d20 + 12 ⇒ (6) + 12 = 18

That done, she retires for the night, leaving the window of her room open so her spying familiar can come and go as she pleases.

Oathday, the 23rd of Neth--Day 4

Geborah wakes early and performs her devotions, using Undetectable Alignment on herself, Wraith and Tatienne. Again she sifts the town's secrets with the divinations of hell. She also checks to see what (if anything) Golachab learned in the night.

Ears of the City Gather Information roll #1: 1d20 + 12 ⇒ (20) + 12 = 32
Ears of the City Gather Information roll #2: 1d20 + 12 ⇒ (9) + 12 = 21
Ears of the City rumor number 1, if applicable: 1d20 ⇒ 19
Ears of the City rumor number 2, if applicable: 1d20 ⇒ 8

After informing her pactmates of what she's learned, Geborah proceeds to the Ostermann manor and cleans through the morning. At noon, she heads to Timeon's old family estate, to pay a call on his parents and sister. "Timeon--such a dear young man--suggested that I check to see if you had any work for a housekeeper, or know any who do." She pauses. "But that's just a part of why I'm here. You know, Timeon and his new master, Sir Kadmarian, really did an extraordinary job of watching out for us on the way here. The knight is too lofty to accept any payment from the likes of us, but we'd like to pay the squire back, in any case. It would be nice to put a smile on his face after the tragedy he won't talk about. So...we thought we could throw him a party, in a week or two--a surprise party! Naturally, you are all invited."


Opposite side of town from the fortress. The fortress is only a mile from the town, remember. The bugbear side is the other side of the Watch Wall, which is rather difficult to cross. The Aldencross map has a "To Balentyne" arrow on it that shows which direction the fortress is.

Geborah, what time do you go to bed? I need to know that so I can tell you what Golachab finds out. The Mott House is number 8 on the map - already marked.

Geborah:

You learn nothing new from your Ears of the City - rumors of a raven arriving at the rookery and that same old timer complaining about soldiers being lazy. Not like they were in his day, let him tell you.

I'll get you where Timeon's family lives soon - I need to figure out where to place them in town. You'd think the AP could include this, but no, didn't even occur to them.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Hmm, now that I think of it, we probably don't have time to get to Freeman's Rock. We could still ambush them on the way from the rock, as they approach town, perhaps?

Yes, that could work, Tatienne concedes. We murder Edderly and pin the blame on Mott, or vice-versa. One of us would need to make an appearance in town as the murderer, bloody and lost to grief or rage. And we'll need to plant the murder weapon - preferably an actual weapon of the murderer - at the murderer's home.

If Goodwife Moot is going to cheat, it would make sense that Mott would be on duty. I can break into the home tonight, if she is gone, and look for a weapon with which to do the deed.

intelligence: 1d20 + 4 ⇒ (4) + 4 = 8


I see I haven't communicated this correctly. Freeman's Rock is an excellent place for you to ambush them. There is no guarantee you will be able to find them on their way back, as you don't know their route. It takes the patrol 3 days to get to Freeman's Rock, as they take a circuitous patrol route. It is much quicker to go straight there.

Intelligence DC 10:

Impersonating a Captain of the Watch Wall seems like a lot of work. What do you think would happen if someone happened to tip off Mott that Eddarly and his wife were having an affair, and told him exactly when he could find the two of them?


GM Phntm888 wrote:
Geborah, what time do you go to bed? I need to know that so I can tell you what Golachab finds out. The Mott House is number 8 on the map - already marked.

Geborah has put a surprising amount of effort into cleaning the Osterman manor. This is partly because she believes that impressing the reeve will get her closer to a position in the fortress, and partly because her pride demands that she do a better job than the mere servants whose work she's observed in the past.

That meticulous labor, in addition to her prying and plotting, leaves her fairly worn out at the end of the day. She is glad for the excuse her elderly appearance gives her to retire before most of the townsfolk.


Before midnight, then?


LE Female Changeling (Ash Hag) Cleric (Theologian) 4 // Witch VMC | HP: 34/34 | AC: 18 (12 Tch, 16 Ff) | CMB: +3, CMD: 14 | F:+6, R:+4, W:+9 | Init: +4 | Perc: +10, SM: +13 | Speed 30 ft | Active conditions: none
GM Phntm888 wrote:
Before midnight, then?

Yep.


GM Rolls:

1d100 ⇒ 38

Geborah:

Golachab reports to you the next morning that Kaitlyn Mott was alone until Captain Franz Mott returned after midnight. You suspect that Kaitlyn and Zak do not meet every night in order to avoid rousing suspicion. Perhaps another night?


Int Check: 1d20 + 4 ⇒ (20) + 4 = 24

Falken shares the Int check information. The rest of the night is spent in bed. Once morning comes, Falken joins the group for breakfast. So whats everyones plans, If were not chasing the good captain I'm going to watch the road to the keep to see who's visiting that might help us.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Taty laughs as Wraith points out her overambition. Of course. I am guilty of favoring labyrinthine, complicated plans from time to time.

We should strike while the iron is hot. Let's ambush the soldiers at Freeman's Rock. Varning may not take another trip out there before our time is up.

1,551 to 1,600 of 1,668 << first < prev | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Phntm888's Way of the Wicked Gampeplay - Group 2 All Messageboards

Want to post a reply? Sign in.