Runelords

Game Master Wrath

Running the Rise of the Runelords AP. 6 players. Nearly at the end of the first book.


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Male Dwarf Paladin / 4

Feldspar writes a short, precise account of all that he witnessed and overheard, including the unprovoked attack on Tania and Jeddick's admission of illegal activity, and those who have been implicated. He assumes responsibility for bringing the man in to the Sheriff's office and signs the report, "By the weight of Torag's Hammer, I swear that all I have stated here is true. Feldspar, the Flamebeard, true defender in Torag's grace."

After neatly folding the pages and placing them on the Sheriff's desk, Feldspar looks to True. "Well it seems that your suspicions have been proven accurate. What would you like to do next? Should we seek out this Captain Manius to have him brought forward to answer for his crimes?"


Idrian and Algus

Spoiler:

Idrian pushes past the men, trying desperately to reach Algus and the street not far from here. He feels something strike him in the side of the head, sharp and heavy, almost like he's been hit by a slab of rock.

White light burns behind his eyes momentarily before his vision clears and he realises that the leader of the drunks has just punched him as he ran past. His ear throbs with the force of the blow and he feels a little unsteady on his feet. Still he manages to reach Algus even as the sound of pounding feet comes up behind him.

Turning on the spot, the hunter confronts the three drunks with more confidence. They stand blinking slightly in the brighter light of the main road. With a snarl, the man who led the attack points a thick finger at the two companions. "You was lucky this time you cowards. Best think twice afore you come knocking at the "Feedbag" again."

He turns and leads the men back to the rough tavern, berating them the whole way and cuffing some of them for their lack of ability in taking the new comers.

Well, fight avoided fairly much. I know that seemed a bit anticlimactic, but running was an effective way to end it. Unfortunately, it comes with the penalty that now certain aspects of town think of you two as rather cowardly and it will have an impact on how they react to you. On a plus, yuo didn't get pounded into the dirt or end up with a broken nose :). Idrian, you have 5 points of non lethal damage from the leaders punch (AoO).


Male Human 2nd Level Alchemist

That could be advantageous, though...I mean, that means we're being underestimated, heh. makes for a good surprise factor, IMO. it didn't feel that much of an anti-climax, I mean we're just starting off; so no worries. D:

"You all right, Idrian?", Algus tells him with the usual, hoarse tone that the Mutagen gives him. he quickly puts his mask back on; the Mutagen's effect would still take a bit of time before wearing off, and his feral visage could bring about more unwanted attention.

"We got the location of the Creedy Boys now. I think we should let the others know....but perhaps one of us should scout ahead to that hideout, in case they've already been tipped on our incoming arrival.", He says as he hands Idrian a small recipient with an ointment, for the blow he just took.

Mr. Wrath:

I actually don't really mark the Ointments or anything of the sort on my Character Sheet since they're usually just for non-lethal damage, like bruises or the like. I think they'd be kinda redundant in crafting costs or the like compared to a full-blown CLW potion or similar...but if you find that kinda weird, I can put them on my inventory, just tell me how much they'd cost, and how much non-lethal damage they'd heal. apologies beforehand, if this causes any complications.


As the Sheriff takes Jeddik out of the room, Jo'no whispers softly to his comrades, "I have learnt that the Creedy's have their smuggling operations in Crest's Cove. Chances are, if that's where they are holed up, we might find their link with the Scarnazi's too"

"We do need to deal with the Captain though, but I'm not sure what is best. The Sheriff and his men are the proper authorities, but if the Captain catches wind of what's going down, then he might take off hastily, taking True's mother along with him."

"True, is there any way we can get to your mother and protect her or relocate her to keep her out of the clutches of the Captain, or will she refuse to cooperate without a significant amount of evidence?"

Jo'No then helps him self to some Chuffa, and writes out a quick narrative as to what happen.


Idrian flexes his jaw as he gently touches the side of his face. "Thanks." He takes the poultive Algus offers him. "Tell the others. Good idea." He heads to the Rusty Dragon to await his friends and drink some of the pain away.


Female Human Cleric 2

True writes a factual account, leaving nothing out. She does not give Jeddik the benefit of the doubt and takes pains to detail his attempts to escape and evade capture and jail.


All

Having completed the task of recording the events for the Sheriff, the group agrees to at least meet up with Algus and Idrian again before making a decision.

When they arrive at The Rusty Dragon, they can see the other two have alredy arrived and are drinking quietly from mugs of ale. Idrians face has a small bruise under the eye, already fading under teh influence of Algus' ointments.

As the the four friends move over to join them, Amiko moves to intercept them. Her face holds a frown, something not often seen on the pretty face of the young woman.

"I understand you're need to search for answers about what's happening here my friends. However, please avoid bringin that trouble into the Dragon again. I cannot afford that type of reputation here."

Having said her piece, she stands back and offers them a seat, before moving to fill their orders for drinks. It's as close to anger as she was likely to get with her old friends.

As they sat and shared their tales, they all realised they had come to a choice. Go after the Creedy's at their hideout, or chase down the lead on the Vestrit and her unsavoury crew.

Firstly, sorry for the short delay from me. Only got my computer back yesterday and now find myself having to reinstall all the bits I need. I'm typing my updates between installs, updates and plannign for my classes.

I took the opportunity to tie your threads back together now they've both pretty much come to a conclusion. As the DM talk suggests, you have two choices really. If you want to split the party to tackle these, I can run with that, but it may prove quite challenging in both cases. It may make very good in game sense for that though so don't be afraid to chase that option. Cheers

Almost forgot, you can share what you learnt with each other as well I guess. It will prove useful :)


Male Dwarf Paladin / 4

Feldspar bows to Ameiko. "My apologies. I did not give appropriate consideration to you or your customers and will endeavor to keep both in mind in the future."

Once he's sitting at the table with his companions, a large tankard of ale in front of him, Feldspar considers the options before them.

"Both issues are of concern, yet I believe we should focus first on the Vestrit. True's mother is in increased danger as time passes, and should the captain have an opportunity to continue his 'trade'," he speaks that last word with distaste, "the danger to others may be greater as well."


Jo'No nods to Feldspar. "I also believe we should deal with the Vestrit immediately. I don't think it will take too long to get it resolved, one way or another."


Tania simply nods, smiling at the thought of adventure...


Male Human 2nd Level Alchemist

"The Creedys could end up leaving their hideout, however. I'm sure that the ruckus me and Idrian caused near the Fatman's Feedbag was enough to startle a few of their friends...", Algus tells the group as he takes a drink from his usual brew. "Like I told Idrian before, one or a couple of us should go and scout their hideout and if possible coax any information out of them. I offer up for that task myself, if needed. from what you've told about the Vestrit situation, it shouldn't be too hard to fix that problem..."

In the back of his head, the foreign thought that clouded his mind still remains, subdued and restrained for the time being. as the rest of the group rests, Algus politely requests a room to Ameiko, in order to brew another dose of Mutagen. the new formula worked well, but he felt that perhaps he'd need a more intimidating presence in the face of the Creedys.

if possible, Brewing up Mutagen(STR variant).


Even though he was no where near here when the trouble happpend, Idrian just knows somehow he'll be the one that gets the 'credit' for it."Going alone is a bad idea. We don't know how many are there or their state of readiness. There's no need to take that chance. Besides the Creedy's will wait a while before making a move. We have plenty of time to help with Tania's concern."
Idrian will take the time to go by a weaponsmithy. He needs to get a back up weapon.


Having agreed to help True first, the group sets to planning their next actions.

Ok, The Vestrit is currently moored in the sheltered bay, but not flush with the docks. Given its extended stay, this is how the dockmaster keeps the docks clear for other traders. You would imagine at least a skeleton crew on board to keep watch, with most of them on shore leave untill the ship is ready to sail.

True's home is in town itself. I haven't allocated it an actual location yet, as I prefer to keep things loose that way for story telling pruposes, but if you want a hard map location let me know and I'll sort one for you.

Targets of interest are the Captain (Obviously) and most likely his first mate. With those two out of action, it's unlikely the ship wil be able to sail.

How do you plan on tackling this situation?

Algus, it will depend on what the group plans on whether you have time to brew another mutagen.


Looking at the rest of the group, Tania simply says: "True, we've known each other for so long now. Just let me know how I can be of help..." She then listens to the others to see where they want this to go.


"It's your family, True. I'll follow your lead." Somewhere along the way, Idrian will pick up a light mace.


Female Human Cleric 2

"There is some danger in this and the captain seems a dangerous opponent. I appreciate what you all have said but what real evidence do we have to assault his vessel? Just the words of Jeddik and a strange shaped and smelling hold perhaps. This smacks of the vigilante and I do not work outside the law. Maybe we can obtain more evidence aboard the Vestrit but ..... I cannot allow my mother's part in this to influence my decision. It is good to have your support but I should discuss this with the sheriff first."

"Meanwhile the Creedy's hideout should be our target."

True will ask Sheriff Hemlock about the legality of raiding the Manius' ship and how best to approach it.


Male Human 2nd Level Alchemist

Apologies for being away for a bit. D:

"I agree with True that's an illegal venture...not that it matters much."Algus says as he returns to the table, seeing how the group may be moving fast. the lack of a Mutagen may difficult things, he thinks, but can be managed.

"What the captain of that ship is doing is wrong, and could also endanger your mother, True. the ends justify the means, in my view...especially when you're going up against possible slave traders or smugglers. whichever the choice, I'll follow, though.", he tells True with the usual calm, soft tone that he has.


Male Dwarf Paladin / 4

"We must abide by the local laws." Feldspar says firmly, nodding in agreement with True. "Therefore speaking with the sheriff is clearly our first course of action, unless a discussion with True's mother is decided on. I've no doubt that the poor woman has been duped by her suitor; once she is informed of the truth, perhaps she will realize she too has some incriminating information that did not seem so out of context."

I'm a little confused...I thought we'd decided to deal with the Captain first, but True seems to disagree. Which is it going to be?


We did, but he hasn't done anything illegal that we can prove without committing crimes ourselves. That doesn't matter to my character, but it does to others. I appreciate True staying true to her alignment and character.
"If you are absolutely sure, True, we will back off the Vestrit. But you say the word and my bow will be ready."


Female Human Cleric 2
Feldspar Flamebeard wrote:
I'm a little confused...I thought we'd decided to deal with the Captain first, but True seems to disagree. Which is it going to be?

Its my fault, I didn't get a chance for True to voice her opinions before yesterday (sick daughter) but that is where the confusion lies. Sorry, unfortunately I was hoping I had missed some reason for raiding the ship but so far I'm not even sure if we know that the Vestrit is a slaver.

True shakes her head at Feldspar, "I have spoken to my mother once and her heart lies with Manius. There is no point in trying to change that without some hard facts, my mother is like me in that respect."

True gets up from the table, "please can we let it lie until I have a chance to speak with my cousin? Sandpoint and its people must be our priority over one woman. The Creedy's owe us some explanations so that we can track down the instigator of the goblin attack, before it happens again."

"Ameiko, thank you for such service and I too owe you an apology. Sorry for the disturbance."


Ok, we'll run with the Creedy's then. Busy at work now, so I'll update tonight. A fair call on not acting now, btw. You really do only have tenuous info at best.


Tania shrugs just a little as True breaks her sweet dreams. She thinks: Oh yeah, illeeegal... Pfff! How about fun, adventurous, dan-dgerous!

She smiles though at the mention of the Creedy boys: "I'm with you True. Plus it sounds FUN, ADVENTUROUS and, especially, DAN-DGEROUS. Life should be worth a song!"

As they move out, she looks at Ameiko: [b]"Dearest Ameiko, my humblest apology. I wish I could make it up to you. Perhaps I could sing one or more nights at the Rusty?"[b]

Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13


From what the two groups had learnt from separate sources the Creedy's were not far from town by boat. It was a simple thing to organise the hiring of a small skiff to take them down the coast, given their newfound repuation in town.

As the small party sails out of the bay, they get a good look at the Vestrit for the first time. It is a sleek vessel, definitely of Chelaxian design, with its broad mainsails and well formed figurehead. From the outside, it appeared nothing more than another merchantman in from lands afar, but for all of them in the skiff, it held a more sinister air.

The weather on the ocean is fine, with only a slight swell. Even so, those not so used to travel in this way find themselves a little woozy from teh roll of the boat. Almost before they realise the time has passed, Idrian's sharp eyes point out the lightning blasted tree that marks the bay he and Agus were told about. They had reached their goal.

The bay itself is nicely sheltered and a little concealed from view of the main shipping channel. If it hadn't been for their prior knowledge, it is quite possible that the group may sailed passed it without much thought, thinking it nothing more than slight inlet into the forest covered cliffs of the coast.

To avoid potentially bogging this down in a long drawn out planning session, I've skipped to the point where you're near the Creedy's hideout.

You can choose to set to in the bay itself, or a little ways North of it. Setting to in the bay is easiest, but is very open to spotting. North will require a climb up a small set of cliffs. There's plenty of rope on the skiff, and I've assumed you have all your necessary equipment. Any questions you may have wanted to ask in town before leaving, place them under a suitable heading in your next post and I'll answer them if its possible you'd have found out. Also, gear you'd like to purchase before coming can be assumed to have been successfully negotiated. Just let me know. (None of you have neough gold to make me sweat on unusual purchases hehe)

I'll do the Sheriffs info after this part so we don't go on a tangent. Cheers


"We should go ashore before getting to the hide away. If they have any brains the approach will make us easy to spot and give them time to prepare for our arrival or just flee."


Female Human Cleric 2

True nods and heads north towards the cliffs.


"I'm with you Idrian."


Male Human 2nd Level Alchemist

Algus simply nods at Idrian and follows True towards the cliffs.


Jo'no follows the others.


Idrian makes his way to the bandit hide out.

Perception 1d20 + 9 ⇒ (14) + 9 = 23 +2 v Humanoid (goblinoid)
Survival 1d20 + 4 ⇒ (16) + 4 = 20 +2 v Humanoid (goblinoid)
Stealth 1d20 + 8 ⇒ (9) + 8 = 17 +2 v Humanoid (goblinoid)


Tania helps unload the boat. She gets the climbing gear ready and offers to open the climb up the cliff to set up a rope. She'll then follow Idrian's lead.

Climb: 1d20 + 4 ⇒ (3) + 4 = 7
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
Stealth: 1d20 + 6 ⇒ (5) + 6 = 11


Female Human Cleric 2

"I'll wait here until you are sure its safe up top. It will give me time to take off this armour for the climb." True begins to unstrap one shoulder of her chainmail.


Male Dwarf Paladin / 4

Feldspar looks at the climb and glances back at True. "I will have to do the same, it seems." Reluctantly, he turns his attention to removing his armor and preparing for the climb.


Jo'no looks up the cliff face to the top, and shakes his head. "As Tania can attest to based on the number of trees I feel out of as a youth, I am not a good climber. I'll wait down here until someone can secure a rope."


The small vessel they travelled in bobbed happily in the low swell while the group gatehred around and prepared to climb the cliff. As Idrian carefully checked their immediate surroundings for trouble, Tania prepared to climb the cliff and secure a rope for her less nimble companions to ascend.

She very quickly ran into trouble though, and found herself clinging to the rocks surface as her foot slipped out from under her part way up the face. Heart racing, hte young bard settled herself to try again, looking briefly down at her companions on the pebble beach below her. Deprressingly enough, there was more cliff to be climbed above her, than what was already passed.

While the others held their breath below, Idrians eyes never stopped scanning the clifftop for signs of trouble. The briefest hint of woodsmoke and cooking meat wafted past, and his very keen senses picked it out from the smell of rotting seaweed and ocean spray. Someone was defnitely in the area, though not overly close.

Climb DC is 10 for the cliff. Its very rough, with ledges and cracks running through it. A mixture of sandstone and granite, which is a bit unusual for sea cliffs, but not so uncommon around the Sandpoint area. It will take True two successful climbs to navigate. Would be best if she rolled a few extras in case. I'll take them in order.

Once a the top, a securing a rope is guaranteed, and the climb DC drops to 5, as everyone can brace ther feet against teh cliff while using teh rope.


Climb: 1d20 + 4 ⇒ (4) + 4 = 8
Climb: 1d20 + 4 ⇒ (14) + 4 = 18
Climb: 1d20 + 4 ⇒ (15) + 4 = 19
Climb: 1d20 + 4 ⇒ (19) + 4 = 23
You always call me True... ;p


Tania Teg wrote:

Climb: 1d20+4

Climb: 1d20+4
Climb: 1d20+4
Climb: 1d20+4
You always call me True... ;p

This is the point wher I'd get slapped if I was in a bar :). Sorry Tania, will endeavour to get that sorted for you. I have another game where a character is called Anya, and I sometimes mix the three of you up completely in my head (True, Tania and Anya). Taking myself off for a suitable punishment so I won't forget next time.(Supervising year 9 boys football, it's just like torture only rougher)

Tania manages to reach the top of the cliff after a few false starts. Huffing slightly from the effort, the young woman quickly moves to a sturdy looking tree nearby and secures the rope for her friends to climb. Standing, she looks around and notes a large section of woodlands grows right up to the cliffs at this point, the conifers obviously hardy enough to wtihstand the harsh salty spray from the ocean below. She also notes the small bay curving in from the cliffs just south of her position. A vessel not unlike their own sat mored to a small pier, which led to a pebble beach. A jagged opening in the cliff just above the tide zone showed the location of the Creedy's hideaway, and sure enough, standing out the front was a man Tania recognised from the raid afternoon. He was the one that had started the fight with the dockworkers on the day of teh goblin raid.


Female Human Cleric 2

True is the straight-faced blonde and Tania is the pretty red-head if that helps.


Jo'no grabs ahold of the rope, lets out a sigh, and begins the ascent.

Climb check: 1d20 + 0 ⇒ (17) + 0 = 17


Tania signals the others she has seen someone and that they should try to remain as silent as possible. She will make sure that the group stays out of sight, then will draw her shortbow and ready an arrow while keeping an eye on the man in the distance.


Climb 1d20 + 1 ⇒ (7) + 1 = 8
Thank goodness for the rope.


Male Dwarf Paladin / 4

Feldspar, shorn of his armor and feeling dreadfully exposed without it, walks up to the rope, tests it warily and begins the climb.

Climb Check: 1d20 + 2 ⇒ (12) + 2 = 14
Climb Check: 1d20 + 2 ⇒ (4) + 2 = 6

Pulling himself up over the top, he immediately begins to put the armor back on, moving swiftly but cautiously to ensure everything is in its proper place.


Male Human 2nd Level Alchemist

cold wave hitting hard over here and not much time to post. apologies.

Climb check!: 1d20 + 2 ⇒ (15) + 2 = 17

Having spent much of his travels hiking and going through less populated, treacherous paths, the climb feels like a callback to such days to Algus.


Female Human Cleric 2

True ties the kit onto the rope before the dwarf armour and hers is dragged up to the top. Then she follows last of all on the end of the rope, whispering a silent prayer to duty and honour.

Climb check 1d20 + 4 ⇒ (8) + 4 = 12


The group regathers at the top of the cliff where Tania points out the man on watch. He looks to be smoking, and from the distinctive mauve colouring of the smoke, it would appear to be Melas, a mildly narcotic weed.

Despite his relaxed appearence though, he has a clear view of the entire bay and the cliffs around it. It would take some careful movememnt to get close enough to tkae him out of the equation.

The only safe way to approach the cave appears to be a trail that doglegs back and forth down the cliff on the far side of the bay. Getting there would be easy, given the think forest of confers and bracken fern. Getting down the cliff trail unoticed would be much harder.

Second time I've typed this, so I'll be more succint this time sorry. The bay is about 100metres across at the beach end (about 300 feet), which puts him at extreme range for bowshot basically. Getting to the goats trail requires no rolls assuming you take your time to be careful. Getting down the goat trail unnoticed will require good stealth rolls since there is very little cover except for a few rock outcrops and the angle of elevation.

Once at the trail, you can shoot down at him if you choose to do so. The range is only about 30 feet, but you'll need to lean out to target him so you'll be quite visible for that time.

Feel free to plan away and see how we go. I'll try to get a map together but I'm still woking out some kinks with maptools since my PC repair. Cheers

The cliffs and bay look like this


Female Human Cleric 2

The priestess assesses the lay of the land and listens to the more preceptive members of the party as they point out how well sited the guard is.

"So we only get close to the cave by entering the woods here and staying beyond that guards hearing as we travel round to the far side with the winding path that leads down to the entrance. I'm no woodsman but is that the right of it?"


Tania waves her hand, as if splashing waters over her head and softly intones: "Gadalahazeb Mutandob." And her dark grey pants and vest shed their dust. Her red-brown hair get their life back as the sweat vanishes from her hair and face. Visibly refreshed, she takes a stick lying on the ground and draws a map in the earth, while replying to True: "That's how it looks. Now the tricky part is going down to take care of him. Perhaps Idrian and I should walk down, trying to remain undetected, while you guys remain ready to charge down? I can move pretty fast and Idrian cantake him down from a distance." She turns towards her old friend with a little smile: "Unless Jo'no has a trick up his sleeve?"


Jo'no glances down at the map and nods in agreement. "I am unable to assist in a stealthy approach. Most of my utility magic is only effective within 25 feet. I can assist in a ranged volley, but only at 110 feet."


Idrian nods at Tania's suggestion and moves away from the group as quietly as he can.
Stealth 1d20 + 8 ⇒ (15) + 8 = 23


Tania follows Idrian a few steps behind, doing her best to remain silent.

Stealth: 1d20 + 6 ⇒ (18) + 6 = 24


The small party thread their way carefully through the woods to the point above the Creedy's hideout. As everyone else gets themselves into position, Tania and Idrian carefully decend the pathway to the cave itself. As they move, they can hear the man below them talking quietly to himself, in what seems to be quite an angry manner.

"Damn 'em fer bringin' me out 'ere. Thne they's set me ter watch while they drink it up! Bah.

For a small moment he turns and everyone held their breath, but then he turned and moved off to the waters edge. Placing his cigarette in his mouth, he proceeded to undo the buttons of his pants and urinate noisily into the water "Yeah, that's what I think o' yer plan, ye bastards"

Both of Idrian and Tania quickly take advantage of the situation and come to the bottom of the path where they take up positions in some rocks just beyond the caves view.

Tania and Idrian are at the bottom of the trail (nice stealth rolls). 10 feet from their target. A quick dash will catch him by surprise, but it is across pebbles and scree so will most likely be noisy. Once he's out of the play though, everyone else can move freely down the slope.

They can't see inside the cave from their postion though, so no idea if anyone inside will see them act.

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