| Corvus SKA |
Day Job =Alchemy: 1d20 + 6 ⇒ (11) + 6 = 17
Corvus sets to work making various poisons of varying powers. Some to give you nothing more than a headache and others that will kill on contact. Some are compounds. No one item will harm you (and will therefore defeat poison-testers) but combined - say one in each course of a banquet - the result can be deadly.
Nimon
|
Sorry about the spoiler I just got home had no idea it did not work for you; when I previewed it, it was fine. but now I can not get into it and I forgot all I wrote. I will repost.
| Milax "The Black" |
...The Next day Milax finds you all in the morning and tells you to meet her in the Eastgate District.
"Seek out a dwarf smith named Seth Salt-Beard near Eastgate. Give him this copper piece and ask directions to the parade. Listen carefully to what he says and follow his directions. Be there no later than an hour past mid-day. I must find your friends now, I hope you have all discussed your roles in this. You must all travel alone to this meeting place, it would look too suspicious to have you all walking around together." Prepare to use Sense Motive to pick up on Seth's subtle clues and hints to the secret meeting place*If you do not have It consider using a Hero Point*
| Torry Maters |
A dwarf smith named Seth Salt-Beard? Should be easy enough. Torry remembers that most craftsmen will congregate along the same streets, giving them according names. Smiths Street, Bakers Street, etc. And by the faint sound of hammers he can hear its not too far off. "Follow the sound of hammers. If you can't hear them, ask for directions to the smiths.". Once Torry gets there he should be able to find it by asking around, or seeing if Salt-Beard shows up on a smithy sign.
| Sarvin of House Morilla |
The tiefling makes his way to the dwarf's smithy, trying to keep a hood up on his head, keeping the sun off his skin as he heads through the series of side streets, keeping quiet among the sounds of hammering until the proper time comes.
Sarvin counts the number of shops, making sure to stop once he has double checked that he is at Salt-Beard smithy. He then knocks on the door frame to try and get the attention of those inside. "I'm looking for Seth. I was told I'd find him here?"
| Noro Kas |
Noro finishes her drink and heads out (most likely the last to leave)
she heads to the Eastgate district. following "J" directions.
Checking in with a few friends down at the docks Noro tries to get a few clues about this Dwarven smith. Of course her questions turn into threats which ends up in a small brawl.
Noro leaves the uncooperative dock worker a chance to "sleep" on the pier.
diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5
not getting anywhere with the dopes on the docks she makes her way to the Eastgate area.
| Gerrik Lovejoy |
Fine by me. I don't want to be too close to these dirges too often.
Gerrik will make his way to the Eastgate and will not be shy about asking a local about the location of this Seth Salt-Beard. Always best to make good time when you are expected to appear somewhere. Best not leave anything to chance. If he sees anyone else in the party making their way to the smith ahead of him he will try to leave some space between them and simply follow them in.
| Agreal |
"Oh yeah I totally wasn't following. Just you know... Hey Look at that!"
Knowing that Jiri wouldn't be fooled Agreal just ran past towards the Eastgate and then goes towards smith's street.
| Jiri |
Jiri just shakes head and moves on with a grin. "I wonder what's going to happen when we all gather in a bunch around this Seth character." Once he gets to the general area he'll start searching.
knowledge local: 1d20 + 8 ⇒ (5) + 8 = 13 area of the city
diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16 asking directions
Perception: 1d20 + 4 ⇒ (6) + 4 = 10 spotting Seth
Nimon
|
Traveling in Absalom you notice that people have already started to gather for the parade. Guards are out in force and handing out harsh penalties for even the slightest offence. Rumor is a peasant called a Guard a cur and was beaten severely for it.
The East-Gate district is a lot quieter than the other distracts. Catering mainly to local traffic from Kortos with no access to the ports or from the main road West from Diobel, East-Gate has few foreign visitors.
Finding Seth Salt-Beard proves to be a fairy easy task. He even has a painted sign that reads Welcome Foreigners! Ask the Famous Adventurer Seth Salt-Beard for directions around Absalom 1cp!
I assume you follow directions when you meet Seth. If not I will handle it case by case
Why the coins district my friend, just follow the road and the crowd you can not miss it. Do not go to the Precipice Quarter there be undead about at night there." While he speaks he makes some subtle hand gestures and facial expressions..1d20 + 3 ⇒ (20) + 3 = 23
Aeadon/Jiri/Maldrek/Aqreal can read the below spoiler if they pass their rolls. Aqreal my first read Jiri's first spoiler if he makes his roll so that it makes sense.
| Sarvin of House Morilla |
The tiefling nods his head slowly, the short dark hair on his head just bouncing in the slight breeze coming from the street. "Absolutely will make sure of that." Sarvin responds simply, as his eyes work to catch all the subtle intricacies of the dwarf's subterfuge.
Once he has gathered what he can, he bows slightly to the stocky built smith, making sure to keep his eyes to the ground for just that moment, and makes his way along the street, knowing his colleagues will be along soon.
"Thanks for the directions, Master Salt-Beard and a blessed day to you!"
Wow that's a rough roll! I'm spending a hero point, just to make sure!
Sense Motive: 1d20 + 5 + 8 ⇒ (14) + 5 + 8 = 27
And precisely as he can, the alchemical student follows the directions, skirting the Precipice District and keeping his eyes open for what will be a quite obvious location.
| Jiri |
I assume I beat the DC? Not sure how that would work, you'd think the higher the dwarves roll the easier it would be for us.
Jiri follows the dwarfs directions, moving south towards the Precipice District, but not actually enter it. He'll keep an Eye out for some sign.
perception: 1d20 + 4 ⇒ (12) + 4 = 16
if he doesn't find the sign by the time he reaches the Precipice district he'll turn back and search some more
Nimon
|
Sarvin you did not have to roll. See spoiler listed Noro/Torry/Gerrick/Sarvin. How it works is the Bluff DC is 15 to pass along a simple message. If he fails it goes to an opposed sense motive to those observing him(also enemies). So yes the higher his roll the easier it is for you. Unfortunatly for some of you he rolled less than 15, which then means your sense motive DC is relative low(at least less than 15).
| Agreal |
"Well hello officer. Sorry about running I will try to keep it civil. I simply haven't heard of this fair before today. Will there be a lot of people?"
diplomacy: 1d20 - 1 + 4 ⇒ (12) - 1 + 4 = 15 (Used hero point after roll)
sense motive on guards: 1d20 + 5 ⇒ (7) + 5 = 12
If they let Agreal go he makes his way slowly to the smith's street and to seth's shop.
Nimon
|
Yes Sarvin you are fine you didn't need to use it.
| Sarvin of House Morilla |
Along his way, the tiefling tries not to make overt eye contact with those around him, just trying to seem like a student getting to view the city for the first time.
And along the way, he'll use his great eyesight to try and find the mark.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23
| Noro Kas |
Noro makes her way as she remembers the directions.
she walks slowly trying to keep a low profile. having never been in this section of town. she hopes none are regulars with the arena and possibly recognize her.
Nimon
|
As you walk down the road you see a road block ahead. Apparently the Precipice District is quarantined off. More than likely this is for the feast since all manor of nasty thing is rumored to exist in the Precipice since the quakes including undead roaming unchecked in the night. As you look around to avoid the sentry outside the entrance to the Precipice quarter, you notice a ruined gate that was probably connected to some old wall that has been destroyed, probably with the quakes that so devastated the Precipice Quarter. The portcullis seems stuck halfway down and portions of stone are missing reveling the mechanism that operates it.
| Sarvin of House Morilla |
Sarvin does his best to restrain a whistle from escaping his lips as he admires the size of the portcullis. Strange place...
Religion: 1d20 + 7 ⇒ (10) + 7 = 17
Appraise: 1d20 + 9 ⇒ (1) + 9 = 10
Perception: 1d20 + 5 + 20 ⇒ (18) + 5 + 20 = 43
After noticing the signs and symbols, he grins, knowing his judgment was spot on, only wish he had more time to admire the craftsmanship. Noticing the individual in the shadows, he follows, keeping several feet behind in hopes that the breakout of combat would give him the advantage.
| Aeadon of House Ormuz |
Knowledge (Religion) vs DC 10: 1d20 + 9 ⇒ (8) + 9 = 17
Craft (Traps) vs DC 10: 1d20 + 11 ⇒ (20) + 11 = 31
Perception vs DC 25: 1d20 + 21 ⇒ (15) + 21 = 36
Aeadon had no trouble finding the clues and signs. As he thought knowledge was not lost on the Smoke Knights and they made use of it. He makes his way to the contact.
| Gerrik Lovejoy |
Religion Untrained: 1d20 + 2 ⇒ (17) + 2 = 19
Appraise: 1d20 + 8 ⇒ (16) + 8 = 24
Perception: 1d20 + 5 + 20 ⇒ (6) + 5 + 20 = 31
Gerrik looks around, peering at the gate but isn't quite sure these are the signs he seeks. Just as he is about to turn away he catches a glimpse of movement. Turning back, he proceeds past the gate.
| Maldrek Zorn |
Maldrek's eyes lit up as he saw the signs of diabolism, years of effort and research were finally starting to pay off... Let the damn priests call him a godless tiefling, he would be using them as pawns and slaves soon enough. Maldrek went down the alley after the contact he kept several feet away though, now is the not the time to get killed...
Religion1d20 + 7 ⇒ (8) + 7 = 15
Appraise1d20 + 7 ⇒ (11) + 7 = 18
Perception1d20 + 23 ⇒ (10) + 23 = 33
| Milax "The Black" |
Just to be clear the portcullis is not in the Precipice district, it is just north of it still in the Eastgate District, apologies for not making it clear. I know my posts have had some grammar errors and mechanical errors. Please understand I am very busy in preparing my trip, but you have all shown such enthusiasm I did not want to wait to get started and I will do better in the future to paint a clearer picture.
You follow the hooded figure to a basement through an outside entrance between two old shacks. This part of Eastgate is very poor, and currently very empty.
The basement is dark and damp, but there is a slight glow up ahead. The amount of mold and debris make it clear that this basement must flood often during high tides and the rain season, luckily neither are due for a few months off.
Once you get to the bottom of the basement, the hooded figure is standing in the center of a small 10x10 room. Jiri is the last one in and is asked the close the door behind him. Once he does the hooded figure casts a spell and balls of light appear from her hands and dance about the room. The light doesn't do much to improve the setting, but at least you can see the rats and spiders.
You all did well, better than I expected honestly. Now then where do we begin? Well, no more need for this. Milax says as she removes her hood and clothing, and unbinds her tail and lets it stretch. I hate having to bind my tail.
She looks at everyone smiling. Ok, let's begin. As you have noticed the Precipice district is quarantined, and there is a Parade going on. This provides us with some unique opportunities. There is a rival group of individuals in Absalom that have made some moves against us. It is time to return the favor. Her smile hardens and becomes a sinister sneer.
I need one of you to act as a Foreign Dignitary lost and approach the sentries to the south. Puurrferably one of you that can speak a foreign language, but not so foreign that it is out of place. Tien would be best since it is known that they frequently get lost in our town and are very new to the city. Second I need one of you who can pretend to be the Lady or Lord's translator who can speak well and be convincing or intimidating. The two of you will approach the sentries to the south and insist that they help you get back to the coins and protect you from the rough neighborhood. More than likely the guard will send one or two of his men to escort you up Northwest through the Merchant's quarter. That is where you and two more of you that can fight will ambush them and steal their uniforms. Luckily the men pulling duty here are not very high up the hierarchy and probably have little to no magical support. Once inside, that will change though and we will encounter patrols with veteran fighters and experienced spell casters, possibly even some bounty hunters from Alkenstar looking to put their guns to use. That is why we need the uniforms first.
Who will these people be and do you have any questions?
| Milax "The Black" |
Your abilities with the crossbow will be useful, but there are currently too many sentries to take them all on at once. If we can divide them up into two groups we have better odds. Milax responds to Maldrek then looks to Jiri Yes you are a good speaker, but Varisian is too common here, and I do not know anyone that could pull off a Dragon or Halfling. Anyone else?
| Corvus SKA |
Corvus steps forward, her balance and poise reflecting her regal upbringing. With perfect diction she offers, "I would be delighted to assist the group and play the part of the Lady in question. With respect to languages, I can offer Elven or Thassilonian."
Corvus reels off a few sentences in each language to guage the reaction of those assembled.