GM Dinketry |
It is the middle of the day. Though you’re shielded from most of the people crossing the bridge, folks moving parallel to the river on the opposite bank are watching you. You’re not incognito.
"Remmy" Shri Colo |
Whoops, missed that.
We're d-deputies. Remmy casually explains as he puts the wayfinder back around his neck.
Lawful f-forces ya know.
perception: 1d20 + 6 ⇒ (16) + 6 = 22
Kita Kyuichi |
It is the middle of the day. Though you’re shielded from most of the people crossing the bridge, folks moving parallel to the river on the opposite bank are watching you. You’re not incognito.
Incognito as far as not revealing our affiliations
Segray Starnon |
Segray can cast dancing lights if needed.
Segray follows the others silently.
Perception: 1d20 ⇒ 18
Chelk |
Chelk looks around while he readies his shield. "Never hurts to have a noble crest on display in Taldor" he chuckles, nodding towards the shield with its intricate design. "Even if no-one round here will recognize it"
He peers into the gloom.
Perception: 1d20 - 1 ⇒ (2) - 1 = 1
He can barely see his own feet.
GM Dinketry |
Mercutio, Remmy, and Segray spy the tell-tale cracks of an obscured entrance way in the recess of the wall under the bridge.
I've placed you all on the beach. Those under the bridge will appear transparent, as you can see on the map.
GM Dinketry |
You’re in no rush, Kita. You can take 10.
The samurai checks out the door and satisfies himself that there are no traps present.
"Remmy" Shri Colo |
Remmy snuffles the air and steps forward, checking the thing for traps himself.
perception: 1d20 + 6 ⇒ (18) + 6 = 24
You l-lead. I'm s-sneaky, I'm not THAT s-s-sneaky.
GM Dinketry |
Kita opens the door, and spurred by Remmy, moves in after the dancing lights proceed ahead of him.
Map on the second page of the Saint Lymirin Bridge link
Segray Starnon |
Segray does not have dancing lights but light.
Before going into the tunnel, Segray casts a spell on Kita's katana. It now radiates light as an oil lamp.
GM Dinketry |
Kita leads Chelk and Segray into the dank and dark tunnel. Centuries old and carved into the basalt foundation of the town, the tunnel moves forward 50 feet before ending in a T-intersection.
Uzziah Potus |
Uzziah maintains his guard at the top of the rope. Casually scanning passerby for any untoward motives.
Segray Starnon |
Segray continues to follow the men.
GM Dinketry |
Kita leads Remmy, Chelk, and Segray into the dank and dark tunnel. Centuries old and carved into the basalt foundation of the town, the tunnel moves forward about 50 feet before ending in a t-intersection. The samurai chooses the left passage and moves forward, his blade radiating light on a small cramped passage.
I'll allow everyone else to move themselves on the map for now. It's the second page of the Bridge map.
GM Dinketry |
Kita proceeds down the left-hand tunnel, which begins to head up rough-hewn steps. The tunnel ends on a stout wooden door.
GM Dinketry |
The door, though seemingly free of traps, does not appear to be able to be opened. Remmy thinks that it might be barred from the other side.
DEAD END, says the GM.
GM Dinketry |
The tunnel continues along a narrowed passage, finally opening up in a larger chamber with no exits. At the southern end of the chamber, the group finds a collection of crates and barrels, all empty. The barrels still contain a small amount of viscous briny liquid at their bottom. The maker's mark on each barrel appears to have been scratched out.
"Remmy" Shri Colo |
Appraise: 1d20 + 3 ⇒ (5) + 3 = 8
Remmy sniffs the briny liquid and squeeks loudly.
Salted pork! Delicious!
He is apparently to distracted by the smell of the food to be of much help with the maker's mark.
Mercutio Menschjaeger |
Appraise: 1d20 + 6 ⇒ (18) + 6 = 24
Knowledge (Nobility): 1d20 + 15 ⇒ (3) + 15 = 18
"Ah-ha, what's this? A gar! Like the one on Count Orlundo Zespire's coat of arms."
Kita Kyuichi |
Kita looks around with annoyance.
"So, we have pirated goods, but no evidence pointing to who the pirates are or any connection to the Earl.
I guess we will have to set up a stakeout."
GM Dinketry |
Correction, Kita: you have empty crates and barrels stamped with the scratched-out mark of Count Zespire. You have no goods.
Segray Starnon |
Segray scratches her head.
"Sooo, we need wait for the pirates to show up? Say, like, come back during the night?" she asks.
Kita Kyuichi |
"Looks like that is what we will need to do. We should go inform Uzziah."
Kita will head back out to the entrance and call up to Uzziah. "Come down the rope, we need to discuss what to do next."
When they are able to talk Kita will relate what they found, and wait to see if Uzziah has any better idea than to wait around inside the cave.
Uzziah Potus |
A flash of skepticism appears and disappears on Uzziah's face as he approaches the rope. But he takes it carefully and arrives on the ground without incident.
After receiving the information Uzziah thinks for several minutes before speaking back up. "The best plan would be to wait in the storage room."
GM Dinketry |
The group moves into the storage room area in the early afternoon, setting a rotating watch. The day goes by slowly and sinks into nightfall.
To be clear, you've not had the opportunity to rest properly - this is still the same day. I've placed everyone in the tunnels (save for Uzziah) and drawn wall guides.
GM roll: 1d6 ⇒ 61d4 + 2 ⇒ (4) + 2 = 6
The evening winds on uneventfully, the foot traffic across the bridge slowing and then ceasing completely after the mid-night bell. Uzziah's watch - grudgingly agreed to - has been dull, and the elf yawns at his post by the entrance to the smuggler's tunnels while his comrades attempt fitful rest deeper within.
Suddenly, Uzziah becomes aware of the sound of rushing water in a rhythmic fashion - as if paddles were being used on the river. Sure enough, the dull light of a hooded pole lantern comes into view under the bridge as the prow of a long and narrow river barge pulls up close to the beach. A well-muscled sailor hops nimbly off the deck onto the beach and quickly secures a rope. Despite the dim light, Uzziah can see the movement of at least two other people on the well-laden barge. A whispered voice sounds out, just decipherable to Uzziah's post.
"Carlo, take Dalan and check out the tunnels. I have been told that there were some armed snoopers under the bridge earlier today. Bring them to us if they're in there."
The figure known as Carlo grunts in assent and unsheathes his rapier as he awaits his colleague.
Uzziah, what do you do? Note that the entrance to the tunnel is a single 5 foot square.
Uzziah Potus |
Hmmm...just two? Uzziah thinks as he walks to the 'T' intersection in the tunnels. Without a light source, he positions himself just around the corner toward the storage room. If things go awry they'll wake up anyway. Uzziah readies Sleep for when he can see both of them.
He'll cast it so that both are in the area focusing on the one who doesn't have the light source.
Casting
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Effect
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
Description
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.
GM Dinketry |
Two sailors slowly advance into the tunnel, the first one (Carlo) bearing a hooded lantern. Just inside the entrance, Uzziah springs his trap on them and casts his spell.
Will Save: 1d20 + 1 ⇒ (12) + 1 = 13 FAIL!
Unfortunately, Uzziah, your spell only affected one of them based on the HD limit of the spell.
The sailor without the lantern passes out while Carlo squints into the darkness ahead. He chuckles. "That's how we're going to play it then, eh?" he grunts before racing forward, rapier bared.
Round 1! (I'll add others to the combat as they enter.)
Uzziah, you may act!
Uzziah Potus |
Uzziah smirks, As if you pose a danger to me... Uzziah begins casting (Sleep)
Concentration: 1d20 + 12 ⇒ (11) + 12 = 23
to cast defensively if he is next to me or I am hit. Might as well roll now
Oh and 5ft back down the hallway.
Segray Starnon |
Perception: 1d20 ⇒ 18
GM Dinketry |
The sailor named Carlo moves up swiftly and boxes the elf's ears between his rapier and the hooded lantern.
Improved Dirty Trick: 1d20 + 7 ⇒ (6) + 7 = 13 SUCCESS!
Uzziah, you are deafened. Despite the fact that you're casting psychically, the deafened condition affects you. Please see here for the specifics. I'll have you, Uzziah, roll the 20% spell failure chance (01-20 fails) at the beginning of your turn.
"They've got a caster!" Carlo yells over his shoulder.
Everyone hears that. Round 2!
All of the PCs may act!
Mercutio Menschjaeger |
"Ah, ruffians! You have *no* idea how glad I am to *finally* see you," Announces Mercutio, as he sets aside his violin and draws his estoc. "IT'S PARTY TIME!"
The others feel their blood begin to percolate with dark euphoria, and comely specters at the edge of vision reaching out to them as though asking for a dance....
Everyone who wishes can take on Dark Euphoria (Inspired Rage), and with it, the Dance of Lost Souls!