War for the Crown with DM Vayelan

Game Master vayelan

Loot Log
NPC Tracker
Stachys and Loyalty Tracker

Map: The Betony Estate
Persona Tracker
Persona Subsystem Rules

Tanager Jubilee Tracker

Encounter Map: Palace of Birdsong


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Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Thanks Greenly.
Yes...it has been a couple weeks of major ups an downs in many ways.


Dro'gan, my sympathies to you and your family.

Also, I can empathize with the positive news. One of my proudest moments was when I went to a charity gaming tournament with some friends, and the store where it was being held was actually selling a copy of a short story anthology that had one of my works in it.

...

Anyhow, unless there are any other preparations you guys would like to make, I can advance the scene to the march on the palace.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Good to Go for me.


Female Half Elf Superstitious Urban Barbarian 6| HP: 71/71| AC: 14 (11 T, 13 F)| CMB: +8, CMD: 19| F: +9/14, R: +2/7, W: 2/7| Init: +8| Perc: +8/10| Speed 30ft| Rounds of Rage: 17/20| Active conditions: Good Hope, Prayer, Align Good.

Transformer popped on my street while battling the hurricane winds, power's out for idk how long, I'll be able to post if my phone maintains a charge otherwise feel free to bot me as needed also I love the plan, Vayelan, thank you as always for your competent and capable DMing, I can't believe after like four? years we are almost done with book 2!


HP: 39/39 | AC: 18 / T: 13 / FF: 16 | Fort: +4, Ref: +8, Will: +12 | CMB: 6, CMD: 18 | Init: +2, Perception: +7

Good to go, too, just would like my weapon :) Plus as said, each of the relics should be with someone so that they can acquire a triumph(I do suspect ousting Lotheed and reclaiming the place for the Princess might count as such).

Greenly has the Ring, Meraki the Mask, Drogan the Crossbow, the Longsword should go to Mira, no others were mentioned but if there is anything else Amandine should take it with her.


@Greenly - Thank you for the praise. Even if this book took much longer than expected, I'm very glad that you are enjoying it.

...

I've updated the encounter map, but the best .jpg I could find of the palace has some of the areas blocked out.

I'll try to get my scanner working again so I can scan a complete copy of the map from the AP book, but until then we'll have to make do with this partial map.


HP: 39/39 | AC: 18 / T: 13 / FF: 16 | Fort: +4, Ref: +8, Will: +12 | CMB: 6, CMD: 18 | Init: +2, Perception: +7

I do have access to many maps from diverse AP's on a shared space with friends.
I took the liberty of replacing yours with a un-blocked one and added the second floor below.

As Greenly said, thanks for doing a great job running this, if we can take minor things off your load, I'm happy to do so.
(If it's something like you not needing to fix your scanner. Don't ask me to do a loot sheet or something :D )


Mira Wulff wrote:

I do have access to many maps from diverse AP's on a shared space with friends.

I took the liberty of replacing yours with a un-blocked one and added the second floor below.

As Greenly said, thanks for doing a great job running this, if we can take minor things off your load, I'm happy to do so.
(If it's something like you not needing to fix your scanner. Don't ask me to do a loot sheet or something :D )

Thank you so much, both for the praise and for the improved map!


Before I post an update, are you guys simply reading the ruling aloud on the front steps of the palace, or is Dro'gan using his crossbow to fire a bolt with a message through an open window?

I want to know how to frame the response from those inside.


HP: 39/39 | AC: 18 / T: 13 / FF: 16 | Fort: +4, Ref: +8, Will: +12 | CMB: 6, CMD: 18 | Init: +2, Perception: +7

Well, seeing how it's hearsay about where in the mansion he is, I think shooting it through some open window would not really "count" as "delivered to person", we might absolutely shoot it into some remote guest chamber that nobody will enter in the next couple months.

So I think knocking on the door, then loudly reading at the front steps if nobody opens is the go-to in this case.

I do not have access to it, but I think with our entourage we will find someone that can provide spellcasting service or a scroll for Clarion Call.
This seems like one of the niche applications for using this spell, making sure everybody on our side and inside the palace will hear what is said.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Either way is fine with me, but my character has no problem moving up and just making sure somebody inside 'hears' the charges and responds.

I'm just worried that the longer we wait, the worse things will be inside.


Investigator 5 / Swashbuckler 1 | HP: 51/51 | AC: 19 (T: 13, F: 16) | CMB: +4, CMD: 17 | F: +4, R: +9, W: +5 | Init: +7 | Perc: +10, SM: +11 | Speed 30' | Inspiration 6/6 | Panache 5/5 | Phrenic Pool 2/2

Yes, I meant reading it loudly out front. Shooting it into the building hints at violence, while to goal is to signal this is only violent if Lotheed insists it must be.


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We could resolve this as a team verbal duel, with the party going against Count Lotheed, Lord Titus, and his hangers-on. I imagine Lord Titus' mediocre contributions would leave the count very frustrated.

In lieu of rolling initiative or having a surprise round, each of you can roll Sense Motive to identify his biases.

Then you can each take turns making a skill check using one of the verbal duel tactics, with either the count or one of the other NPCs making a rebuttal.


HP: 39/39 | AC: 18 / T: 13 / FF: 16 | Fort: +4, Ref: +8, Will: +12 | CMB: 6, CMD: 18 | Init: +2, Perception: +7

Sounds good to me.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

How should we start? Do we even make it up the stairs without an incident?


HP: 39/39 | AC: 18 / T: 13 / FF: 16 | Fort: +4, Ref: +8, Will: +12 | CMB: 6, CMD: 18 | Init: +2, Perception: +7

I guess that answers that question :) Albeit I think right now it's Amandines turn to banter with him.


CG Female Tiefling Ecclesitheurge of Nocticula (Redeemed) 6 | 39/39 HP | AC18 T14 FF15 | CMD17 | F +7 R +6 W +11 | Spd 40 | Init +3 | Perc +5 | Diplomacy +10, Fly +12, History +9, Painting +10, Sense Motive +17, Spellcraft +9, Survival +10 | Agile Feet 8/8 | Channel 5/5 | Active Conditions: Prayer, Good Hope, Align Weapon

Apologies everyone, I've been having a really difficult month with my health. I'm trying to get back into things, hoping to get some proper posts up later today after work.


Dro'gan 'Manyfaces' wrote:
How should we start? Do we even make it up the stairs without an incident?

Yeah, sorry Dro'gan. I think we were typing out posts out at the same time.

...

Anyhow, each of you can attempt a DC 15 Sense Motive check to identify any of the count's biases so you know strengths and weaknesses for this (potentially modified) verbal duel.


Investigator 5 / Swashbuckler 1 | HP: 51/51 | AC: 19 (T: 13, F: 16) | CMB: +4, CMD: 17 | F: +4, R: +9, W: +5 | Init: +7 | Perc: +10, SM: +11 | Speed 30' | Inspiration 6/6 | Panache 5/5 | Phrenic Pool 2/2

I hope you're doing better Meraki, and feeling alright. Glad to see you're still with us!


CG Female Tiefling Ecclesitheurge of Nocticula (Redeemed) 6 | 39/39 HP | AC18 T14 FF15 | CMD17 | F +7 R +6 W +11 | Spd 40 | Init +3 | Perc +5 | Diplomacy +10, Fly +12, History +9, Painting +10, Sense Motive +17, Spellcraft +9, Survival +10 | Agile Feet 8/8 | Channel 5/5 | Active Conditions: Prayer, Good Hope, Align Weapon

My brain is a tad frazzled as to what is happening (my eyes keep sliding over the Verbal Duels rules) but I saw everybody was rolling Sense Motive, lol.


Honestly, my mind goes a little numb when I review the Verbal Duels rules for the umpteenth time. I think I understand them, but I'm going to run what may be a watered down version to fit our PbP format. Considering how much time and effort you have invested in getting a chance to defeat Count Lotheed without violence, I really want to ensure that you can resolve this encounter using your words and minds.

...

With four successful Sense Motive checks, you identify that Count Lotheed has a weak bias against Allegory (-2 on your checks to use), a strong bias against Emotional Appeal (-5 on your checks to use), a weak bias in favor of Presence (+2 on your checks to use), and a strong bias in favor of Logic (+5 on your checks to use).

Here are the different verbal duel tactics and the associated skills:

Allegory - Knowledge (history), Knowledge (religion), Perform (act), Perform (oratory).

Baiting - Bluff, Intimidate, Perform (comedy), Sense Motive.

Emotional Appeal - Bluff, Perform (oratory), Sense Motive.

Flattery - Bluff, Diplomacy, Knowledge (nobility).

Logic - Knowledge (any that is relevant), Profession (any that is relevant), Appraise.

Mockery - Bluff, Intimidate, Perform (comedy).

Presence - Intimidate, Knowledge (nobility).

Red Herring - Bluff, Perform (oratory).

Rhetoric - Diplomacy, Linguistics, Perform (act), Perform (oratory).

Wit - Linguistics, Perform (comedy).

...

Whoever wants to make the first exchange should pick one of those tactics and make a check with one of the associated skills.

Count Lotheed will then make a roll in response, and we will go from there.


Female Half Elf Superstitious Urban Barbarian 6| HP: 71/71| AC: 14 (11 T, 13 F)| CMB: +8, CMD: 19| F: +9/14, R: +2/7, W: 2/7| Init: +8| Perc: +8/10| Speed 30ft| Rounds of Rage: 17/20| Active conditions: Good Hope, Prayer, Align Good.

I imagine we each want a shot at the bastard but I nominate Amandine to go first


Investigator 5 / Swashbuckler 1 | HP: 51/51 | AC: 19 (T: 13, F: 16) | CMB: +4, CMD: 17 | F: +4, R: +9, W: +5 | Init: +7 | Perc: +10, SM: +11 | Speed 30' | Inspiration 6/6 | Panache 5/5 | Phrenic Pool 2/2

I can do it after work this evening.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Technically her opening statement is a logical argument. She could simply roll a logic roll with any decent Knowledge skill (Nobility/Local/History) most likely.


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Investigator 5 / Swashbuckler 1 | HP: 51/51 | AC: 19 (T: 13, F: 16) | CMB: +4, CMD: 17 | F: +4, R: +9, W: +5 | Init: +7 | Perc: +10, SM: +11 | Speed 30' | Inspiration 6/6 | Panache 5/5 | Phrenic Pool 2/2

Maybe we should give Meraki a bit of time to see if she wants to take a round?

I can do it if she's not feeling up to it.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Agreed. That makes sense.


CG Female Tiefling Ecclesitheurge of Nocticula (Redeemed) 6 | 39/39 HP | AC18 T14 FF15 | CMD17 | F +7 R +6 W +11 | Spd 40 | Init +3 | Perc +5 | Diplomacy +10, Fly +12, History +9, Painting +10, Sense Motive +17, Spellcraft +9, Survival +10 | Agile Feet 8/8 | Channel 5/5 | Active Conditions: Prayer, Good Hope, Align Weapon

I'm up! Sorry, thought I was supposed to wait for Vayelan to ask for another roll.


Investigator 5 / Swashbuckler 1 | HP: 51/51 | AC: 19 (T: 13, F: 16) | CMB: +4, CMD: 17 | F: +4, R: +9, W: +5 | Init: +7 | Perc: +10, SM: +11 | Speed 30' | Inspiration 6/6 | Panache 5/5 | Phrenic Pool 2/2

I hope everyone is satisfied with a conclusion that didn't involve combat? It's easy for me since Amandine is a schemer rather than a fighter. But the more martially inclined characters might have gotten left out in the cold.

Hopefully the quickness (at least I assume we've completed book 2 for all practical purposes) will make up for the time it would have taken to dungeon crawl the palace.

I'm excited to move on to a new book and setting where there will surely be more things to fight than before.


HP: 39/39 | AC: 18 / T: 13 / FF: 16 | Fort: +4, Ref: +8, Will: +12 | CMB: 6, CMD: 18 | Init: +2, Perception: +7

For my part, I'm perfectly fine with the outcome.
Mira is not a great Fighter - she has options, but definitely also prefers to talk, deceive, flirt and scheme.


Female Half Elf Superstitious Urban Barbarian 6| HP: 71/71| AC: 14 (11 T, 13 F)| CMB: +8, CMD: 19| F: +9/14, R: +2/7, W: 2/7| Init: +8| Perc: +8/10| Speed 30ft| Rounds of Rage: 17/20| Active conditions: Good Hope, Prayer, Align Good.

I was hoping to lop off a few heads but I mean we haven't seen Gul Guisarne yet. And I love a good roleplay takedown.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

My character is built to be ok at both angles, so either way works for him. However…the question of loot arrises? No palace fight, no dead bodies to loot…


Female Half Elf Superstitious Urban Barbarian 6| HP: 71/71| AC: 14 (11 T, 13 F)| CMB: +8, CMD: 19| F: +9/14, R: +2/7, W: 2/7| Init: +8| Perc: +8/10| Speed 30ft| Rounds of Rage: 17/20| Active conditions: Good Hope, Prayer, Align Good.

Traveling this weekend, I'll try to keep up but it might be fuzzy until Wednesday


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

So…we’ve defeated the bad guys, and the kingdom has been returned to the rule of law! What are we going to do now?

Dro’gan:
I’m going to Disneyland!!!


Umm...unfortunately, this is not the end of the book.

By subduing Count Lotheed and Sir Gusairne, you have accomplished two of the four objectives given to you in Martella's letter.

The other two objectives are 1) securing the Lotheed's charter from the archive (area H24) and 2) destroying Duke Panivar Lotheed's teleportation circle (area H36).

As for loot, there are quite a few rooms in the palace that the book stats out with treasure, including the palace vault. There are some items in the vault described as only being useful to Martella, but I believe the more physical wealth items are up for grabs.

I think it's fair to assume that Martella has accounted for some of the items around the palace to "go missing" during this transition of power.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Fair enough! Then once the Count and his Cronies are in custody and removed from the palace, we can move in…and destroy the teleportation circle? That should be our first priority I think. Prevent another take over, or enemy invasion, before it happens?


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

I think Amandine has stepped away due to work overload? She is not responding in any of the games we are in together for about a week now, so I ask for patience for her responses until she can get back.


Investigator 5 / Swashbuckler 1 | HP: 51/51 | AC: 19 (T: 13, F: 16) | CMB: +4, CMD: 17 | F: +4, R: +9, W: +5 | Init: +7 | Perc: +10, SM: +11 | Speed 30' | Inspiration 6/6 | Panache 5/5 | Phrenic Pool 2/2

Many apologies, yeah, I've been bogged down with a series of work emergencies and haven't had much free time at all the last couple of weeks. I have a gameplay post in now.


HP: 39/39 | AC: 18 / T: 13 / FF: 16 | Fort: +4, Ref: +8, Will: +12 | CMB: 6, CMD: 18 | Init: +2, Perception: +7

Oh well, same was true for me. Glad I didn't hold things up :D (here, at least)


CG Female Tiefling Ecclesitheurge of Nocticula (Redeemed) 6 | 39/39 HP | AC18 T14 FF15 | CMD17 | F +7 R +6 W +11 | Spd 40 | Init +3 | Perc +5 | Diplomacy +10, Fly +12, History +9, Painting +10, Sense Motive +17, Spellcraft +9, Survival +10 | Agile Feet 8/8 | Channel 5/5 | Active Conditions: Prayer, Good Hope, Align Weapon

Meanwhile, I managed to get sick again. Yay me, lol.


Female Half Elf Superstitious Urban Barbarian 6| HP: 71/71| AC: 14 (11 T, 13 F)| CMB: +8, CMD: 19| F: +9/14, R: +2/7, W: 2/7| Init: +8| Perc: +8/10| Speed 30ft| Rounds of Rage: 17/20| Active conditions: Good Hope, Prayer, Align Good.

Align Weapon should bypass Greenly's superstition too if you end up having to cast in combat


Investigator 5 / Swashbuckler 1 | HP: 51/51 | AC: 19 (T: 13, F: 16) | CMB: +4, CMD: 17 | F: +4, R: +9, W: +5 | Init: +7 | Perc: +10, SM: +11 | Speed 30' | Inspiration 6/6 | Panache 5/5 | Phrenic Pool 2/2

Align Weapon might just be the thing that saves our butts!


Female Half Elf Superstitious Urban Barbarian 6| HP: 71/71| AC: 14 (11 T, 13 F)| CMB: +8, CMD: 19| F: +9/14, R: +2/7, W: 2/7| Init: +8| Perc: +8/10| Speed 30ft| Rounds of Rage: 17/20| Active conditions: Good Hope, Prayer, Align Good.

Hey sorry, I do ghost tours so these past few weeks have been nasty nasty busy

It's calming down now but this week and next are busy for unrelated reasons; I'll post when able, I apologize


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Female Half Elf Superstitious Urban Barbarian 6| HP: 71/71| AC: 14 (11 T, 13 F)| CMB: +8, CMD: 19| F: +9/14, R: +2/7, W: 2/7| Init: +8| Perc: +8/10| Speed 30ft| Rounds of Rage: 17/20| Active conditions: Good Hope, Prayer, Align Good.

Hey things are finally returning to normal so sorry I've been gone


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Apart from a bit of denouement, you have finally completed book 2 of the AP, so...

Welcome to Level 7!


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Level 7! Woot!!

OK...just to make sure we have the details on loot:

Wand of Lightning Bolt (Charges 21) -Claimed by Mira
One pot of Marvelous Pigments -This obviously something for our painter Meraki I feel!

Scroll of Alter Self (definitely a Bard spell-can anybody else cast this?)
Scroll of Animate Object (This is a Bard + Cleric spell)
Scroll of Deep Slumber (This is a Bard + Mesmerist Spell)
Scroll of Gentle Repose (Cleric spell...?)
Scroll of Speak with Dead (Cleric spell...?)
Scroll of Summon Monster IV (Bard and Cleric Spell again)

"...a shabby belt and stylish red boots that radiate magical auras."
-These need to be identified.

Know(Arcana) - Boots: 1d20 + 4 ⇒ (17) + 4 = 21

Know(Arcana) - Belt: 1d20 + 4 ⇒ (4) + 4 = 8


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

There is also the loot from the vault I opened:

"Upon opening the vault, you find that the lion's share of the Lotheed family wealth is represented by countless property deeds and stock certificates for various companies. These would be of no use to you and the party, instead serving to fund Martella and Princess Eutropia's operations.

However, you do find three chests loaded with currency, as well as some other curios upon shelves."

Loot: 10,060cp; 12,711sp; 4,618gp; 26pp;
Oil of Shrink Item, a jar of Restorative Ointment, a scroll of Raise Dead
The Star of Cassomir, a fist-sized amber cut into a four-pointed star and containing a preserved, coiled snake inside (worth 750gp)

I would like to make a rare request...
If we have no other reason, I would like for us to consider the possibility of giving the 'Star of Cassomir' to the Swan.

I feel this might cement her in our good graces...possibly?
I'm unsure how helpful she will be in the future as far as the story goes, but anything is possible.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Amandine's loot:

"Inside the safe, Amandine finds a cache of documents. These include birth certificates, death certificates, newspapers, royal announcements, and travel documents. The oldest of these records seems to go back some 300 years. What information is hidden in these documents that kept the former count's ghost bound to the material plane?

Linguistics DC 20:
The birth certificates - issued for men named Panivar Lotheed II-VI - are forgeries of relative decent quality. Meanwhile, the other papers all feature announcements and sketches related to six men bearing the same name and very similar descriptions.

As a recap, Duke Panivar Lotheed VI is supposedly Martella and Count Bartelby's great uncle. He is the actual head of the Lotheed family and steward of Meratt, but he is notoriously reclusive and lets other family members - first Mercater, then his son Bartelby - govern the county and manage the palace in his stead. These document represent a secret investigation that the late Count Mercater Lotheed was undertaking when he died.

The drawer in the desk, by contrast, is much easier for Amandine to unlock. She finds that Bartelby Lotheed keeps a few valuables inside that may be of use."

Inside the now-unlocked drawer you find 127gp, a circlet of persuasion, and a wand of lesser restoration (12 charges) that the count used to eliminate fatigue after late nights working.

-OK..yeah. I have to say the Circlet is tempting for the future, but Amandine is probably the best one for this item in the end. Unless her other CHA bonuses don't stack with it's Competence bonus.


Male Fetchling (Native Outsider/Human) Bard 6 (Busker) /Varient MC Sorcerer (Ectoplasm)| HP 43/43 (-0 NL)
Stats:
AC 17, T 13, FF 14| CMB +6, CMD 19 | F 3, R 8, W 5 | Init +4, Perc +9 / Low-Light Vision/Darkvision 60ft/ Stunts(7rds/day)|Current: Shaken/-2Con

Finally the remainder of what we found:

"Mira, Game Room:
This room, right off the main entrance gallery, features a billiards table and walls lined with dart targets, scoreboards, and cabinets full of gaming supplies.

It looks like the Lotheeds do much of their personal entertaining in this cozy room, whiling away cold or rainy days playing billiards or cards. A small office in the back of the room serves as an art studio, and you find a half-finished family portrait that depicts a much younger Count Bartelby, his half-sister (and the party's patron) Martella, and their then-living father."

Loot: A set of four ivory carambole balls (worth 50gp each) sit on a table. A Minor Extend Metamagic Rod has been casually racked alongside the pool cues.

"Greenly, Armory:
You march upstairs to pillage the armory. You find, leaning against a nearby wall, an inert clockwork soldier that was deactivated by the Count and seneschal as part of their surrender.

In the nearby captain's quarters, acting on a hunch, you find that one of the bedposts is hollow - and the compartment inside contains a spare set of keys for the palace, including the archives and royal apartments. The shelves in the quarters also contain books on elven history, organization, and psychology."

As for the armory itself, it contains an array of masterwork-quality weapons: an Aldori dueling sword, 5 halberds, 5 heavy crossbows, 2 rapiers, 5 short swords, and 2 shortbows. The armory also contains 240 crossbow bolts, 144 arrows, a masterwork large steel shield, and - for some reason - a book of crude, salacious drawings.

"Meraki, Library:
The short, rectangular library is well-stocked, containing detailed works on a wide variety of fascinating subjects, including many unique journals and dissertations from various historical figures from Taldor and elsewhere.

The library features a number of antiques on display, including a functioning Jistkan timepiece (worth 1200gp), a teak-and-ivory globe (worth 400gp), and the quill used to sign the Treaty of the Wildwood (worth 250gp). These items are sealed in glass cases protected by alarm spells, but these defense measures have been inadvertently disabled when the Count was deactivating the hazards in the palace within his control.

There is also a locked drawer in a desk, and with some help from your allies, who have recovered some keys, you find that the drawer contains a pair of Spectacles of Understanding and a Headband of Vast intelligence +2

Looting is so much fun! So what are we keeping and/or selling?

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