Magnimar Special Investigations Unit One (Inactive)

Game Master Nazard

A serial police drama set in Magnimar - unit One.


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Khismia, Heward, Phillip, Laya, & Robal - 16h00 - Rag's End - District F:

The rest of you make your way down the cliff and through the nicer Shore district neighbourhoods to Rag's End. You can already see an increased City Watch presence in that area, and can tell that the locals have noticed also. The streets are a little more deserted than they should be at this time of day.

Now that you're here, what's the plan? Walk around listening for screaming? Start asking around?


Female Halfling Bard (Archivist) 1

Raggedy End's Group:
"I suppose we should start asking around," Laya suggests. "Though we should be discrete. No mentioning of flying heads. Don't want to cause a panic." She turns to Robal. "Describe your friend again."

Once she's got a description, she'll start asking around.

Diplomacy to gather information: 1d20 + 6 ⇒ (15) + 6 = 21


Rag's End:
Heward is more direct. "Not a panic, but a certain amount of fear would help us. Most folks down here won't help the Watch unless it directly benefits them. If we convince them that vargouilles are worse than us, we'll be a step ahead."

He turns to Robal, "Where would Mig be likely to hole up? Who does he know that might help him?"


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End:
Phil helps to try and get Robal to help "C'mon man, if we get him in time we might be able to help him the way we helped you."


Raggedy End - 16h30:

Robal looks back and forth as the three investigators begin to bombard him with questions. "You're right, folks won't help the Watch down here. Not with all the flat feet you folks have poking around down here! I'll show you some of his usual hangouts."

You spend the next half hour following Robal from slum to slum, finding no trace of Mig.

How much information are you giving people you ask? Just about Mig? Flying heads? Something in between?


Rag's End:
Heward thinks getting the news out is the best way to get some cooperation. He'll talk about the curfew, Mig, flying tentacled heads, and vargouille reproduction. If people seem skeptical, he'll show them Robal. At least at the first bar. If the panic is too bad maybe he'll roll it back a little.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End:
Phil lets the Wallas way roll for the first bar at least so as to gauge it's success before potential suggestions of refinement...


Rag's End:

When Heward starts talking to folks about the curfew and vargouilles, folks are definitely skeptical, most assuming that Heward's been early to the drinking party. Then he shows them Robal, and some folks come to check out his scarred and scabbed scalp. Most of the men proclaim the whole thing sick, and want nothing to do with the lot of you. Some decide that the whole thing is still just a big hoax the Watch is putting on as an excuse to come in and mess up their lives. That group seems to be thinking that now is a good time to get angry. Then a few other folks suggest that if this is what's happening, then Mia must have been a var-girl for years now, which brings raucous laughter and diffuses the situation immediately as several of the angry men offer up cheerful toasts to Mia.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End:
After the failure at the first bar, Phillip helpfully suggests "Perhaps appealing to their sense of decency ain't exactly the best approach? Not many here have much sense of faith in humanity. We need to appeal to some more basic instincts..."

Phil looks up at Heward to see if the sergeant is going to allow a less conventional approach...


Rag's End:
"I was hoping to appeal to their sense of self preservation. What have you got in mind?"


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End:
One of the daggers at Phil's belt appears in his hand, before being placed back into his belt a moment later. Left behind however is a small glittering item pinched between two fingers - a decent size ruby that should bear a bit more weight "Avarice and greed Sergeant, a language I wager these folk might be more open to"

DC 16 Perception would show that Phil removed the gem from a hollow in his dagger's hilt.


Heal 1d20 + 5 ⇒ (13) + 5 = 18
Diplomacy 1d20 - 2 + 2 ⇒ (20) - 2 + 2 = 20
Awgin's passion for plants overcomes his normal, surly disposition as he and Calatin speak with the shop owners and rare plant enthusiasts.


M Human Wizard (Divination School Specialist)/2

I'd better get some dice out then...

Diplomacy: 1d20 ⇒ 10

Alchemy: 1d20 + 6 ⇒ (12) + 6 = 18

(Or can I use Knowledge: Nature - 1d20 + 8 ⇒ (1) + 8 = 9 - instead? Oh, never mind, not with that roll!)


Rags not Riches:
Perception 1d20 + 6 ⇒ (11) + 6 = 17 "Nice trick. I hope you have a thousand more. How do you want to play this?"


Calatin & Awgin - 16h45:

Those are some very nice rolls, and you get results from them. It takes a few shops before you find somebody who even knows of the herb, and then a few more shops to start figuring out where to buy them. A couple stops for pastries later, and you learn that the only place to buy the herb in the city are a few Garundi herbalist shops in the Bazaar of Sails. Tracking those down is fairly easy, and you find small quantities of the herb, enough to innoculate four arcane casters, costing a total of 40 gp.

[spoiler=Perception DC 15]As you leave the final herbalist shop, you notice you're being followed.

[/spoiler]


Perception: 1d20 + 6 ⇒ (1) + 6 = 7
We gotta tell Laya about this bakery. This muffin is enough to round and elf's ears.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End:
Phil makes the ruby disappear back into his sleeve before the group moves on to the next tavern. To Heward's query he gives a somewhat cryptic response "Hopefully she'll play as sweet as a well tuned lute... but if the song's off-key... feel free to step in and save me from getting myself killed... and keep the watch badge in reserve... savvy?" To Robal he gives a whispered "Just trust me and follow my lead"

When they get to the next tavern, Phil takes a few deep breaths before aiming a solid kick at the door. Following in after the boom as the door flies wide he projects his voice above the din "Right, which of you bastards wants to make some money?" pausing for only a moment before grabbing Robal by the shoulder and walking in side-by-side continuing "We're looking for a bloke named Mig who shifties around with this'un. The greasy little bugger's up his neck in crud and I've come to collect. All you need to know is" producing the ruby between his fingers and held up before him "that iffin ye can lead us to him it'll be worth your while... Now who's for talking?"

While scanning he'll also be checking out for anyone who has a flicker of recognition but doesn't speak:
Diplomacy: 1d20 + 7 ⇒ (2) + 7 = 9 Crap...
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Sense Motive: 1d20 + 11 ⇒ (15) + 11 = 26
MO would be the same at each bar they come to until he's confident they've a worthwhile lead.


M Human Wizard (Divination School Specialist)/2

Perception check: 1d20 + 7 ⇒ (19) + 7 = 26

"Yes, it's excellent," mumbles Calatin, words muffled by the muffin he's eating. Hey, it's only the third!

Then he grabs Awgin by the sleeve and pulls him over to a shop display. Since when did Calatin have an interest in hunting equipment?

"Don't look round now, Awgin," he murmurs, "But I think someone is following us..."


"If I don't look, how will I know who's following us? I thought you were smart enough not to use such a stupid line. I guess I was wrong. It doesn't matter though. I'm sure they saw how smoothly you yanked me over here and since we aren't kissing, they'll reaize that they were seen." Awgin tries to get a look at their pursuers.


Rag's End:
Phillip Hargreaves wrote:
Phil makes the ruby disappear back into his sleeve before the group moves on to the next tavern. To Heward's query he gives a somewhat cryptic response "Hopefully she'll play as sweet as a well tuned lute... but if the song's off-key... feel free to step in and save me from getting myself killed... and keep the watch badge in reserve... savvy?" To Robal he gives a whispered "Just trust me and follow my lead"

Heward looks down at the Watch tabard covering his mail. With a sour expression he undoes the ties, rolls it up and pushes it through his belt. Then he follows Phillip into the bar.


Awgin & Calatin:

Your pursuers aren't that hard to spot. Though they wear no uniform or distinguishing marks, they stand staring at a bookseller's table with far too much authority to be everyday customers. Two men, both hard of face and well built, they peek glances over at you occasionally, clearly not pleased that you have obviously made them. They give up the pretence of looking at the books and watch you openly, though they make no hostile moves.


Rag's End:
Made some more rolls for you...
The first three bars fail to yield any useful information, and at the second, you wind up beating a hasty retreat or invoking the authority of the Watch, which only adds to the size of the mob of angry patrons. By the fourth bar, even Phillip is starting to think this might not be the best approach, when he finally spots someone, one of the waitresses, give a start at Mig's name, an even bigger start than when he kicked in the door. Before you can approach her, however, she manages to slip out the back.

Welcome to the MSI game debut of the chase rules, folks! You can choose either a DC 15 Acrobatics check to hop over some tables, or a DC 15 Intimidate check to get the crowd to move. Each of you can choose either approach, but only get one check per round. Success means you advance a "square", failure means you're stuck here in the bar for another "round" and can try again the next round.


Rag's End:
Made some more rolls for you...
The first three bars fail to yield any useful information, and at the second, you wind up beating a hasty retreat or invoking the authority of the Watch, which only adds to the size of the mob of angry patrons. By the fourth bar, even Phillip is starting to think this might not be the best approach, when he finally spots someone, one of the waitresses, give a start at Mig's name, an even bigger start than when he kicked in the door. Before you can approach her, however, she manages to slip out the back.

Welcome to the MSI game debut of the chase rules, folks! You can choose either a DC 15 Acrobatics check to hop over some tables, or a DC 15 Intimidate check to get the crowd to move. Each of you can choose either approach, but only get one check per round. Success means you advance a "square", failure means you're stuck here in the bar for another "round" and can try again the next round.


Female Human (Keleshite) Rogue (investigator) 2

Rag's End:
Acrobatics 1d20 + 8 ⇒ (17) + 8 = 25
Khismia takes the path of least resistance, stepping up onto a table where she kicks a drink into a patron's lap, then leaping to the surface of the bar and over the back.


Didn't anticipate a chase when I dragged Robal along. I'll stay with him.

"Out of the way!" Heward booms and brandishes his halberd overhead. "Go get her." He encourages the pursuing Watchmen and Khismia.

Aid another, Intimidate 1d20 + 5 ⇒ (7) + 5 = 12

"Come on, you," he snarls at Robal and turns to go out the front door, dragging the prisoner behind him.

Are there 2 rounds worth of actions there?


Female Halfling Bard (Archivist) 1

Rag's End:
Yeah, Laya's totally designed for chases. ;)

Is the standard -2 penalty in place for characters with slow speeds?

Acrobatics: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13

"Oh my," Laya mutters. She starts to run forward, hops up on a chair and onto a table, but unfortunately, her bag gets caught on the chair, pulling the chair into the table, destabilizing the table, which then topples over. Rubbing her head, she sits up on the floor. "I think I'll let people more suited to this handle it," she says with a sigh.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End:
Seeing the waitress take off Phillip makes a start to go after, voice booming to clear the crowd before him "Move out, coming through" throwing the gem into the midst of the crowd on one side and ducking the other way...
Intimidate: 1d20 + 3 ⇒ (16) + 3 = 19


Khismia smoothly vaults over most of the crowd, jumping from table to table, while Laya's attempt to copy that feat results in a spectacular fall. Phillip and Heward shout to move the crowd, Phillip diverting the mob to one side as he shoves his way through the other side.

Khismia and Phillip burst into the kitchen to see the waitress, panicked look over her shoulder, disappear through a back door into an alleyway. By the time you cross the kitchen and out the door, you don't see her.

Knowledge Local DC 15(with district prestige modifiers) to know a likely route through the back alleys (either because you've been here before, or through innate knowledge of how back alleys work), or Perception DC 15 to hear running footfalls.

Heward, in a normal combat round, that would all have been fine, but in a chase scenario, you only get one "action" per "round", so you'll emerge from the front of the tavern next "round".

Laya, yes you have a -2 penalty to all chase rolls. Are you giving up the chase or trying again? Phillip's action with the gem has presented a clearer path. DCs to pursue reduced to 10 (same skills, though).


Female Human (Keleshite) Rogue (investigator) 2

Rag's End:
Perception 1d20 + 9 ⇒ (15) + 9 = 24
Khismia comes to a skidding stop outside the kitchen door and stops a moment to listen carefully before taking off again at a run.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End Chase: The Kitchen Conundrum

Hot on Khismia's tail Phil barely avoids a collision as she skids to a halt. Eye's scanning left and right...
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
...he picks up the sound of footfalls receding and some freshly disturbed debris and takes off elbow to elbow with Khismia.


Awgin makes it a point to stand between Calatin and their observers. "Calatin, you know how I've been making jokes about you going on a murderous rampage? I hope these guys aren't willing to help you with that." With a quick glance at Calatin, Awgin decides against the run away option. Instead he offers, "We got two choices, try to lose them in a crowd, which I don't think will work too well, or choose our battle field. What do you think?"


Female Halfling Bard (Archivist) 1
Nazard wrote:
Laya, yes you have a -2 penalty to all chase rolls. Are you giving up the chase or trying again? Phillip's action with the gem has presented a clearer path. DCs to pursue reduced to 10 (same skills, though).

Laya's really not cut out for chasing people, and she knows it. There are party members better suited to it (like Khismia and Phillip). Let them have their chance to shine, I say. :)

Laya stands up, straightens her hat and unruffles her clothes. With a sigh, she heads in the direction the others have gone, taking her time to carefully go around obstacles.


Khismia and Phillip burst out into the late evening streets. You spot the waitress trying to cross the street. She glances back, sees you hot on her tail, and gets distracted, unable to get passed a horse and wagon, and nearly run over.

She's within your reach this round. Either a successful grapple check to tackle her or a successful Intimidate check will get her to stop and in your custody.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End Chase: Wagon Interrupted

Rushing forward at the girl, Phil grips his cutlass in reverse grip - drawing it in a smooth movement to smack the waitress across the head with the heavy hilt...
Charging Cutlass (non-lethal): 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 for 1d6 + 2 ⇒ (1) + 2 = 3
Crit conf: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 for 1d6 + 2 ⇒ (1) + 2 = 3
..."Now quit running before I hit ye again"


Or that works, too.

The waitress lets out a yelp just as Phillip cracks her on the skull, her eyes rolling back into her head, and she collapses into Phillip's arms.


Female Human (Keleshite) Rogue (investigator) 2

Khismia pauses to catch her breath at the sudden end of the chase, eyeing the buccaneer with his cutlass and prize. "Not the first time you've chased down a terrified woman, eh, pirate?" she asks Phillip cuttingly.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Phil shrugs "Actually... it is, but that's beside the point. I learnt early that they wake up happier if you hit em with the round bit and not the sharp end. Once we've got her back with the Sarge I'll wake her up" moving forward to grab the waitress by an arm, slicking back his ruffled hair before asking with a smirk "Lend a hand?" asking for help dragging the woman back towards the sergeant and the kitchen.


M Human Wizard (Divination School Specialist)/2

"I prefer the direct approach. And do not enjoy running around!"

Calatin waddles towards the fellows, calling out "Hoy! What are you following us for? Is there something you want, or have to say to us?"


Awgin tries to stop Calatin from getting within arm's reach. "They may be looking to target you with the poison. Stay away from them." He hisses at his partner.


Female Human (Keleshite) Rogue (investigator) 2

"Pick her up and carry her like a person for whose well-being you are concerned rather than dragging her through the filth like a piece of meat," she hisses at him. "You look like a slaver and will attract the attention of those willing to stand up to a ruffian to defend a woman's virtue."


As Calatin approaches the men, one moves for his sword before the other stops him. After a few harsh whispers between them, they both hold their hands out, well away from their weapons, and back away from Calatin.

"We bear you no hostile intent, mage. What is your business in the Bazaar?"


Male Halfling Inquisitor of Calistria (Heretic archetype)

Smirk bedding into his face Phil muses "Aww, you do care for some things then" before forsaking the assistance of Khismia and picking up the waitress in a fireman's hold for the short trip back to the tavern.

Catching up with Laya and Heward at the kitchen, Phil finds a chair and puts the waitress down gently. Rolling her head forward, Phil finds the lump on her head and prods it gently with his fingers "There now lass, we'll bring ye back around"

Casting cure light wounds: 1d8 + 2 ⇒ (8) + 2 = 10


Awgin maintains his position (as best he can) between the two and Calatin. "We're looking for flowers. You don't have a problem with us looking for flowers do you?"
Hey I have this skill called In-ti-mi-date. Why not give it a try and see what it does.
Intimidate 1d20 + 8 ⇒ (20) + 8 = 28
Well if that's as good as I can do it.


Female Human (Keleshite) Rogue (investigator) 2
Phillip Hargreaves wrote:
Smirk bedding into his face Phil muses "Aww, you do care for some things then" before forsaking the assistance of Khismia and picking up the waitress in a fireman's hold for the short trip back to the tavern.

She shrugs. "I see no reason to attract unwanted attention. I have no authority in this part of Magnimar." She follows him back, keeping an eye on any curious passersby.


Calatin & Awgin:

The two men, who had mostly been ignoring Awgin in favour of the greater threat they seem to think Calatin poses, back away with a start, hands going to swords, and one of them even bares several inches of steel, more out of reflex than malice. "No-no problem with looking for flowers. No offence is meant. By order of the Princess, all suspected mages are to be kept under surveilance, in case they should begin rampaging against the citizenry."


Rag's End:

The growing knot on the waitress' temple disappears with Phillip's spell, and she comes to. Looking about, the tries to bolt again, but Phillip's firm hand on her shoulder keeps her down, and she doesn't try again. She looks at Robal with extreme fear.


Male Halfling Inquisitor of Calistria (Heretic archetype)

Rag's End:
Taking in the look between the waitress and Robal, Phillip stands to position himself in her eyeline and block that view "Now lassie, how do ye know him and why did you bolt at the mention of Mig?"


"Know him?" she asks nervously, glancing past Phillip at the grave robber. "I don't, but if he's into the same stuff as Mig is, he's not safe to be around. Mig and I hook up some times. I went by his place last night, and he was seriously messed up. I figured he'd gotten high on something, till I saw them tentacle things hanging out of his head. So I'm like, 'Mig! What happened!', and he turns around and his head just falls off, rolls across the floor, then starts flapping around the room with these bat wings. I ran out of there so fast and got outside when there was this awful screeching. I just ran faster and didn't stop till I got home. I don't know what Mig's messed in, but it's some serious s#@%!!"


Female Halfling Bard (Archivist) 1

"Well, that confirms what we feared," Laya says. She approaches the waitress and smiles comfortingly at her. "I'm Laya. Don't worry about Robal. He's already been cured. I'm sorry we're too late for Mig. Can you lead us to where you left Mig? The creature that killed him and took his body needs to be caught and destroyed. I promise you will not need to go near the thing and you will be kept safe."

Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26


The waitress, clearly still terrified, takes some assurance from Laya's kind words and soft tone. "I...I...how close?"

Once you reassure her that you'll keep her safe, she relents to show you the way. Do you want to go straight there, or hook up with Awgin and Calatin?

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