Typhon B'Ru |
Dunno what bypasses their DR, but my thrown dagger was just steel. I don't throw the MW silver one. XD.
After Corwin and Bandru go, starting round 3
"Ach. Bandru that looks like it hurt. Nasty little buggers."
melee with mw silver dagger: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d4 + 2 ⇒ (4) + 2 = 6
Bandru Varz |
Corwin still need to go for round 2?
DM medlii |
Round 2
Tessa kills the final remaining ex-guard with another blast of fire. The imp laughs as the fire washes over it.
Corwin uses the wand of magic missile to blast the imp in the doorway.
1d4 + 1 ⇒ (4) + 1 = 5
None of your characters have knowledge: planes, so technically you don't know this. But they are just standard imps. DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10, fast healing 2
That is the end of round 2, now we can do round 3.
AC 17, touch 16, flat-footed 13
Fort +1, Ref +6, Will +4
Imp 1: undamaged
Imp 2: 7 damage taken
Updated map.
Corwin Avelard |
Um, I did go. I hit G3 with a magic missile? Back yesterday at 9:12.
Corwin moves into the room as the creatures flap around. "Wonderful...imps. I see someone forgot to unsummon the trash. No matter, we can deal with this issue here and now." Corwin says, eyeing the two small creatures through the doorway.
Corwin produces his wand from his sleeve, levels it at the guard before Bosch and lets loose a dart of magical energy that flies through the air to strike the guard squarely in the chest.
[ooc]Move through the door towards the bed on the right, shoot Magic Missile wand at G3.
[dice=Missiled!]1d4+1
[/ooc]
DM medlii |
Gotcha, sorry Corwin. I got mixed up between round 1 and round 2.
Round 3
Typhon misses the imp with his silver dagger.
Both imps stab furiously with their tails, one at Bandru and one at Typhon.
Imp 1 attacking Bandru: 1d20 + 8 ⇒ (13) + 8 = 21
Imp 1's damage to Bandru: 1d4 ⇒ 1
Imp 2's attacking Typhon: 1d20 + 8 ⇒ (1) + 8 = 9
Imp 2's damage to Typhon: 1d4 ⇒ 2
If an imp hits either of you, you need a DC 13 fortitude save or be poisoned
Verik rushes forward to the doorway. "Yeah! Back to hell with you!" he shouts as he raises his longspear to impale the imp.
Verik's longspear attack on Imp 2: 1d20 + 9 ⇒ (19) + 9 = 28
Verik's longspear damage on Imp 2: 1d8 + 6 ⇒ (2) + 6 = 8
AC 17, touch 16, flat-footed 13
Fort +1, Ref +6, Will +4
Imp 1: no damage taken
Imp 2: 3 damage taken
Bandru (24.5)
Typhon (24.4) attacked imp and missed
Imps (20.3) one attacked Bandru and one attacked Typhon
Verik (18.2) attacked imp2 and hit
Tessa (9.0)
Bosch & Roscoe
Corwin (6.0)
Bandru Varz |
Flurry of Bows, Point Blank Shot, Perfect Strike, Flanking with Verik
FoB PBS: 1d20 + 5 + 1 + 2 ⇒ (16) + 5 + 1 + 2 = 24
FoB PBS: 1d20 + 5 + 1 + 2 ⇒ (10) + 5 + 1 + 2 = 18
Damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8
FoB PBS: 1d20 + 5 + 1 + 2 ⇒ (5) + 5 + 1 + 2 = 13
FoB PBS: 1d20 + 5 + 1 + 2 ⇒ (20) + 5 + 1 + 2 = 28
Damage: 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Crit Confirm: 1d20 + 5 + 1 + 2 ⇒ (10) + 5 + 1 + 2 = 18
Confirmed Damage: 2d8 + 2 + 2 ⇒ (6, 3) + 2 + 2 = 13
first arrow damage 8
second arrow damage 17
Bosch Glasthane |
"Roscoe," Bosch said again, before moving to engage the imps. He swung hard with his greatsword.
Greatsword (I2): 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Roscoe/Woscoe |
The dog hesitated for a single moment before moving in and trying to chomp on the unengaged imp with his jaws.
Bite (I1): 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Bandru Varz |
fort save: 1d20 + 4 ⇒ (13) + 4 = 17
DM medlii |
Round 3
Bandru pins the imp to the doorway with a hail of arrows. It hisses as it lets out its final breath.
Bosch, Roscoe, and Verik swarm the remaining imp, hurting it badly.
Since Bandru goes before Bosch, we'll assume Bosch and Verik attacked imp 1. That alley is getting crowded but it looks like everyone fits.
AC 17, touch 16, flat-footed 13
Fort +1, Ref +6, Will +4
Imp 1: 8 damage taken
Imp 2: dead
Verik: 9 damage taken
Round 3 actions:
Bandru (24.5) crit on imp 2 and kills it
Typhon (24.4) attacked imp and missed
Imps (20.3) one attacked Bandru and one attacked Typhon
Verik (18.2) attacked imp1 and hit
Tessa (9.0) Healed Verik
Bosch & Roscoe attacked imp1 and hit
Corwin (6.0)
Bandru Varz |
Bandru fires again at the imp that is left.
round 4
1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7
1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3
1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Typhon B'Ru |
If its still alive after Corwin and Bandru go....
Ty will duck and dodge around our guys to reach the space on the other side of the Imp.
pretty sure there isn't a Dc for moving through friendly space but it is a crowded alley.
Acrobatics: 1d20 + 5 ⇒ (10) + 5 = 15 (15' move)
melee MW S. dagger: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d4 + 2 ⇒ (1) + 2 = 3
no flanking couldn't reach, so no sneak att.
" I hate little buggers that are faster n me!"
And swing n a miss, Horrible average of late.
Corwin Avelard |
Corwin transfers his staff to his left hand and points at one of the imps with his right hand. "Siv!" he intones, and a ray of blueish energy leaps from his finger. The imp, seeing the spell, is ready however, and simply tucks its wings for a moment, dropping beneath the spell, which expends itself by frosting over a part of the wall.
Ray of Frost: 1d20 ⇒ 8
chilling!: 1d3 + 1 ⇒ (3) + 1 = 4
DM medlii |
The imp flits at Bandru again, to get revenge for the archer's well-aimed arrow. In its rage, its lashing tail doesn't come close to hitting Bandru.
Imp's sting at Bandru: 1d20 + 8 ⇒ (6) + 8 = 14
Imp's damage: 1d4 ⇒ 4
Verik strikes at the imp with his longspear, but it nimbly dodges out of the way.
Verik's Longspear on Imp: 1d20 + 9 ⇒ (7) + 9 = 16
damage: 1d8 + 6 ⇒ (8) + 6 = 14
AC 17, touch 16, flat-footed 13
Fort +1, Ref +6, Will +4
Imp 1: 11 damage taken
Imp 2: dead
Verik: 9 damage taken
Round 4 actions:
Bandru: one arrow hit on imp
Typhon: misses imp
Imp: misses Bandru
Verik: misses imp
Tessa
Bosch & Roscoe
Corwin
Tessa Alee |
Frustrated by her inability to hurt these things with fire, Tessa resorts to her plain old crossbow. Boring!
move action draw crossbow, standard action attack
xbow: 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 2
unfortunately, she fires wildly and to no effect.
"Miért nem ezeket a hülyeségeket írni?"
Typhon B'Ru |
posting early, have to work late tomorrow and may not be able to get on PC. My actions after Corwin, Bosch n Roscoe and Bandru. IF the Imp is still there by then.
Ty glances at Tessa, noticing for the first time she speaks gibberish when in combat. Shaking his head he'll take a 5 ' step to flank the Imp and attack.
attack w/MW s. dagger: 1d20 + 7 ⇒ (18) + 7 = 25 (weapon finesse+2,Bab+1,MW+1, weapon focus+1, flanking+2)
damage: 1d4 + 2 ⇒ (3) + 2 = 5
sneak stab: 1d8 ⇒ 5
" Die you stinky little bat."
Bosch Glasthane |
"Focus Ty," Bosch says, applying his greatsword to the ill-fated fiend.
Greatsword: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Corwin Avelard |
Corwin squints a bit, aims a bit better and releases another shot of frozen magic at the imp.
Ray of Frost (touch attack): 1d20 ⇒ 10
icy: 1d3 + 1 ⇒ (3) + 1 = 4
DM medlii |
Bosch and Roscoe both manage to damage the imp. It ignores the icy bolt from Corwin, but Typhon's silver dagger slips through its scaly hide and does considerable damage. Wings tattered, it flops unceremoniously to the ground.
"Huh. That was a bit tougher than I thought," Verik says, wiping his brow. "A shame they wouldn't surrender."
Typhon searches around the room, his eye out for valuables and information. Each of the four guards have a crossbow and a longsword. Stashed under the bed, he also finds a bag containing various coins that total 100 gold pieces.
Typhon's perception: 1d20 + 8 ⇒ (19) + 8 = 27since Ty may be absent tonight
Bosch Glasthane |
Roscoe pauses to sniff the imp's corpse and then proceeds to spend several minutes licking the dirt in the alley and making small retching sounds.
"A shame indeed," Bosch says, apparently unperturbed by Roscoe's behavior. He clapped the redeemed guard on the shoulder, "They made their choice and paid the price. Now, let us return to the Citadel."
Tessa Alee |
"And don't worry," Tessa adds, suddenly speaking common again, "we'll report that you were directly aiding the people of Korvosa, that you agreed of your own will to return to duty, and that you helped us run the rogue guards to ground and fought them - and these demons - when they resisted. I won't stand for it if you're to be punished."
Typhon B'Ru |
Woot Loot!!
Ty will round up the guards gear and coins, then turn to Verik.
" Yah, you did well, I think you'll be ok, just choose yerself some better friends next time."He pauses to watch Roscoe..
"He gonna be okay Bosch? Sounds like he's goin to hurl a bit."
wonder if the watch owns these swords or if they were privately bought...Don' wanna get in trouble wit' the new bosslady.
Bosch Glasthane |
"I'd imagine these things don't exactly taste too good," Bosch said, nudging a dead imp with his toe. Roscoe then proceeded to produce a sound that could only be described as hocking and spat up some clear mucus before looking up at Typhon and wagging his tail a little at the attention.
"I've seen him eat trash just fine but I suspect even he has limits."
DM medlii |
Return to the Citadel
Citadel Volshynek is much busier on your return in the late afternoon. Guards bustle about, and no one seems to notice you or pay much attention to you passing through to Field Marshall Cressida Kroft’s office. Upon reaching her office, you find that Cressida is not alone. A handsome man sits in one of the chairs at her desk. As you enter, he rises and bows as Cressida introduces him. ”Welcome back. I’d like to introduce you to an old friend of mine - this is Mr. Vencarlo Orisini. Although Vencarlo has always been, shall we say, an outspoken critic of Korvosa’s government, I’ve always valued him as a friend and advisor. Particularly in these dark times, his input about the morale and temperament of the citizens of Korvosa is invaluable. Vencarlo, these are the Korvosans I was telling you about - Corwin Avelard, Bandru Varz, Typhon B’ru, Tessa Alee, and Bosch Glasthane.”
Vencarlo rises from his chair and bows deeply. ”It’s a pleasure to meet all of you. Please Miss Alee, take a seat.” He pulls the chair out for Tessa and gestures for her to sit. ”If Korvosa had more fine folk like you, we’d already be out of this mess.”
Cressida smiles at the group, and raises her eyebrows at Verik, who is standing quietly towards the back of the room. He looks at his feet as Cressida speaks. ”Indeed. You’ve returned Vancaskerkin in one piece and not in chains. Well done. Please, tell me what happened.”
Knowledge Local: 1d20 + 9 ⇒ (8) + 9 = 17
You recognize the man as one of Korvosa’s most respected and renowned teachers of the honorable arts of fencing and swordplay, owner of Orisini Academy in Old Korvosa. Vencarlo's outspoken disdain for Korvosa’s government has earned him trouble on several occasions in the past.
Corwin Avelard |
I hate my work network...the post I made didn't go through.
"Good evening Mr. Orisini, or should we call you Maestro Orisini? You do run the prestegious Orisini Academy, so I believe that the appellation would be appropriate."
Corwin quickly explains the visit to the butchery, the encounter with Verik, the discovery in the basement and the chase of the remaining guards to the tenament.
"I believe that there may be a connection to the criminal underground. Perhaps an interest in causing chaos to increase their profits?" Corwin finishes.
Typhon B'Ru |
Ty will nod in return of Vencarlo's bow, then listen quietly as Corwin relates their adventures to date.
"As Corwin says, there's some kinda criminal shakedown goin on with those blokes, but Verik here seems OK to me, helped us stop em from more devilry, and helped us stop those little devilish thingys as well."
With that he'll lapse back into silence, waiting to see what comes next.....
Bosch Glasthane |
"Why settle for merely increasing their profits? A minor coup could be engineered by the right minds with thoughts toward advancement in this climate," Bosch said with a grim look.
"Nice to meet you Master Orisini," Bosch said, returning the bow.
Roscoe wanders over to the swordsman and sniffs the man, snorts and wanders over to Cressida's side to put his big head in her lap. Whether the dog disapproved of some aspect of Vencarlo's person or whether he was simply a shameless hunter of easy affection had yet to be seen.
Bosch: Sense Motive (Vencarlo Orisini): 1d20 + 5 ⇒ (14) + 5 = 19
DM medlii |
Citadel Volshynek
Cressida listens intently to the story Corwin relates, asking questions to clarify certain points and absentmindedly scratching Roscoe behind the ears.
”Vancaskerkin, thanks to these fine citizens, you’ve earned yourself probation, rather than trial for treason. I would like a word with you in private when we are finished.”
”Yes, Field Marshall,” Vancaskerin says with a salute. He looks obviously relieved.
Cressida addresses the group as a whole. ”That is an interesting assessment. There could be many reasons for what you saw - greed, links to the criminal underworld, or a coup are all plausible. My next request may relate to that criminal element. Vencarlo has often come to me with news of important changes on the streets, and this is no different—indeed, what he’s learned could degrade into sanctions, embargos, or even war against Cheliax if we don’t act now. This problem is a man named Darvayne Gios Amprei. You might have heard of him—he’s an ambassador from Cheliax whose disdain for Korvosa is well documented, and yet he’s taken great pleasure in what our city has to offer. Even before this recent unrest, this man was ready to recommend that the Chelish government sanction trade with Korvosa, or perhaps even enact an embargo. Vencarlo has learned through his own considerable sources that Ambassador Amprei’s actual goals are to undermine Korvosa’s economy to the point where he can buy up large portions of the city from desperate landholders and establish himself in a position of power here. Whatever the ambassador’s reasons, we can’t let his bias or personal plans hurt Korvosa. Yet neither can we take drastic action—not only would killing him be wrong, but it’d simply martyr him in Cheliax’s eyes.”
“Fortunately, Darvayne has his foibles. Again, Vencarlo has learned that Ambassador Amprei has been making fairly regular visits to a place in Old Korvosa called Eel’s End. This den of vice is run by a dangerous man named Devargo Barvasi, better known in Korvosa’s alleys as the King of Spiders. I’d love to put Barvasi out of business, but he pays his vice taxes regularly and never causes any problems—in fact, since he keeps his business constrained entirely within the five ships moored at Eel’s End, he’s actually one of the least of my worries. Truth be told, I can’t decide whether Devargo is a stirge or a kraken. He seems like a bloodsucking pest most days, but sometimes I fear just how far his tentacles have wormed their way into our
great city. In this case though, his insidious web stretching across Korvosa’s underworld might prove to our advantage.”
“Devargo would never let someone he recognizes as an ally of the Guard into Eel’s End, but your group’s a different case. I’d like you to pay a visit to Eel’s End within the next few days and secure an audience with Devargo. Find out what he knows about Amprei, get proof of any illicit goings-on the ambassador might be involved with, and bring that proof to me to use to undermine any forthcoming attempts by him to get Cheliax to cut us off. Enacting an embargo now would badly hurt Korvosa’s trade and supplies at a time when it is ill-afforded. Devargo might not be willing to part with his information easily. I’ll supply you with some gold to bribe him, and whatever’s left over you can keep for yourself. Remember: the man is dangerous, but so are you—if things get violent, I wouldn’t mourn his passing.” Cressida hands Corwin a small pouch filled with 1,000 gold pieces. ”Oh, and as we discussed, your payment for your previous mission.” She gives Corwin a similar pouch, also filled with 1,000 gold pieces.
As Cressida begins to unroll a map to give directions to Eel’s End, Vencarlo steps in, saying ”I’m visiting some friends who live around the citadel, but was planning to head back up to my academy in Old Korvosa. I’d love to escort you part of the way there whenever you’re ready.”
It is currently about 5pm in game time. Once your discussions with Cressida are done, your characters will have some time to do whatever you'd like before continuing with the mission. If you'd like to set out to Old Korvosa today, you are more than welcome to, but Cressida gives you the sense that dealing with the Chelish ambassador is not something that needs to be dealt with at this very moment.
Bosch Glasthane |
Two pouches to Corwin? Or was that a typo?
"Our last couple of days have been filled with a remarkable amount of violence for a bunch of concerned citizens. I would prefer to postpone this investigation for now. We all need some rest and time to make peace with our course. I have also acquired some new property I need to see to and I probably should set about refitting Roscoe's barding. That damned dog keeps growing," Bosch said, more concerned about his companions than himself. Dealing death to another man was never an easy thing to do for the first time.
At the mention of his name, Roscoe's tail thumped against the side of Cressida's desk like a drum. The dog either could not understand the context or did not care.
What style of sword does Vencarlo wield?
Typhon B'Ru |
Yeah Ty would like to sell the 4 longswords and crossbows, plus purchase 10 silver bolts for future defense against flying Imp-like critters.
Ty shrugs and responds."I'm all at peace here, but I do have some business to take care of, if we aren't in a hurry to deal with this ambassador problem. I will say I've heard of Devargo, some o' me friends at the docks go to his establishments for Pesh or Shiver, cant say he's a nice gentleman."
He's concerned about the violence...I grew up as a Lamb then went native on the dockside. Violence IS life...
With that he'll nod to Vencarlo and Cressida and take his leave.
"Nice ta' meetcha. Ma'am."
DM medlii |
Yes, there are two bags of gold. 1000g for returning Vancaskerkin in alive. Another 1000g for bribing the King of Spiders to get information on the Chelish Ambassador or to keep if you decide to get the information using another method.
Vencarlo has a rapier
”Certainly, the Ambassador can wait a day or two. It has been a busy few days for all of us. Thank you for all that you’ve done so far,” Cressida says as you leave.
Verik adds quietly ”Thank you.”
Vencarlo walks out of the citadel with you. Bosch gets a better look at the swordsman. He is a tall man of advanced years, yet with a twinkle in his eye and a bounce to his step that hints at a vibrancy and inner fire of a man half his age. He wears his salt-and-pepper hair pulled back tightly into a bravo’s top-knot. His eyes are a cast of deep green like the ocean after a storm. He is of Old Chelish blood, and it shows. Orisini wears black leather gloves to ensure the oils of his skin don’t rust the pommel of his shining steel rapier.
"It is good to see that you know when the sword is necessary and when it is not," Vencarlo comments. "Death may solve a problem quickly, but you never know what good that man may do while he still lives."
Vencarlo chats a bit with each of you as you take your leave of Cressida. You get the feeling that he is quite knowledgeable, friendly, and talkative.
As you part ways, Vencarlo adds "I’m staying at the Three Rings Tavern, just across the way there while I check in on some friends at this end of town, make sure they got through the rioting okay. Stop by when you're ready and I can show you to Old Korvosa.”
Typhon B'Ru |
"Yah, the wrist sheaths are for emergencies, or if i need a knife in a hurry. the belt knives are more melee type and my boot knives are balanced for throwing. Hate to toss em away tho, sometimes they don't come back. Learned the hard way when diving that you DONT want to lose your knife." He'll pause to consider for a second then..." What I really need to do is learn to use both hands at the same time. I can use either hand to fight with but become very clumsy when trying to use both at once...
Anyway, it seems you are skilled with your rapier, I notice the easy grace and balance with which you walk. Are you trained with the dagger as well?"
Aside from, the selling and purchase of the 10 silver tipped bolts Ty doesn't really have anything else to do. Not enough money for a magic dagger and not sure I want to spend on MW. Less Bosch can make em half price or something. 8D.
Bosch Glasthane |
"Aye, that's my forge," Bosch said, "I make things to last before I make them pretty. I'd rather have a sword that can stand a hammer strike than one that acts as a crutch for my ego. May I?" He asked the swordsman, gesturing the the blade at the man's hip.
Bandru Varz |
Looking to Vencario.
My gods weapon has served me well.
Corwin Avelard |
"I am pleased that someone paid attention to the lecture. The students who should have been taking notes were simply sleeping!" Corwin replies with an easy smile.
"Friends, let us divide the gold now. I suggest we take a few days to get affairs in order, then meet here to deal with the Spider. What do you think?"
"I also plan on checking out the warehouse more fully. I am currently without a domicile, and I think that with some repairs, it might do quite nicely as a school and home."
Tessa Alee |
"Corwin, I could lend a hand fixin' that place up. I have a place, but it's a hole in the wall of a tenement, basically. It'd be cheaper for us to pool money anyway. If you'd be ok with that."
Tessa jingles her hefty sack of coins.
"First, though, I think I'm gonna go shopping!"
DM medlii |
Vencarlo
Typhon notices that the two smaller fingers of Vencarlo's right hand never seem to bend, suggesting that they are injured or even missing. It is difficult to detect since he wears gloves on both hands...
perception check: 1d20 + 8 ⇒ (18) + 8 = 26
Shopping
The Fishery
Corwin's Knowledge Engineering: 1d20 + 8 ⇒ (8) + 8 = 16
Fixing the Fishery:
Aesthetics & Comfort
In terms of aesthetics and comfort, there are a few things about the fishery that you might desire to be added or changed:
Inventory of what the fishery does have:
Note that these costs are assuming someone else will be doing the work and providing the materials. If you can come up with other ways to get the fishery fixed, let me know and I will reduce the prices accordingly.
EDIT: Tessa asked me about casting mending to repair stuff. It will take 16 hours of casting mending various parts of the building, which will reduce the total repair cost by 50%. Our two spellcasters can divide this time up between them if they'd like. You still have to pay for some stuff to get added on - you can't just mend a railing that was never there to begin with, for example.
Bandru Varz |
I need only buy some silver arrows but would find it an honor to help repair the fishery.
Bosch Glasthane |
"I have tools and such I would like to move there as well," Bosch added.
We could draft the older orphans to help us too, that should give us some unskilled labor.
Typhon B'Ru |
You could maybe knock out the northern wall and turn the upper room into an open forge room. ( maybe turn the stone fish pool, rectangular one , into a forge?) the 2 southern upper rooms could be private bedrooms, with the entrance being the common room. turn the big area (lower area on 1st map) into a training/practice/magic room, or an orphanage type large room. Lambs sub-room could be cleaned up as a bedroom for Tessa, and even tho its not seaworthy, if it isn't in danger of sinking the Barge could be made into a small residence for somebody. Or not, just ideas bouncing around.
"I can do manual labor and if we need someone in the water, I'm your man. Without my armor of course."
Corwin Avelard |
Corwin nods as each of the others decide to pitch in, each in their own unique way.
"Well this is a pleasant surprise. I can't say thank you enough. I think that we can make this a cornerstone of the neighborhood."
Going to need a bedroom for Corwin and Wren. Then one of the spaces needs to be set up for training/schooling. I think that Corwin will use slates and chalk rather than paper for the students...much easier to clean.
As for the orphanage, I think that most of the children were taken care of, right? Are we still responsible for a bunch of them?
DM medlii |
I was super busy and didn’t get a chance to post yesterday. Sorry for the delay!I will post the next step of the adventure shortly, but here is information over the three days you spent resting..
The Fishery
You could definitely add a forge, classroom, or whatever onto the building, just let me know what and where!
Still need 300gp if you’d like the full repairs, but the fishery is fully functional.
Rumors
If you inquire with Cressida or Grau about the remaining orphans you rescued from Gaedren Lamm, there are four who did not have living relatives to take them in. Grau plans to take them to one of Korvosa's orphanages within the next few days if no family turns up.
DM medlii |
Let me know what time of day you'd like to go to Eel's End. And of course, if there was anything else you'd like to do before you visit Eel's End, go for it.
Vencarlo makes pleasant conversation as he escorts you to Old Korvosa. He asks about each of you in turn and shares some information about your mission. ”Eel’s End is an interesting place, shall we say. Not surprisingly, it’s in Old Korvosa, where all the upper crust can gamble away their gold, smoke it up in pesh, or spend it on a night with a beautiful woman. Devargo - the King of Spiders - is a clever man. He causes very little trouble directly for the city. That way, he doesn’t attract attention and he makes all the money he’d like- like Cressida said, he pays his vice taxes. But who knows what he does under the table that we don’t know about?”
A sprawl of light and sound marks the first pier of Old Korvosa. Glowing lanterns in the shape of dream spiders and god’s eyes hang from pilings or lampposts, flickering through all hours of the night. During the day, Eel’s End is quieter, yet the place never truly sleeps. Here is a place that caters to the vices and base needs of Old Korvosa at all hours.
The sound of carousing booms from the elegantly painted ships moored to this long pier. Large signs painted in several languages hang from ropes slung between ships or are nailed to pilings. The closest ship to the east bears a sign that says, “The Twin Tigers— Take the Tiger by the Tail and Try Your Luck!” Opposite that, to the west, a barge’s sign says, “Welcome to the Goldenhawk—No Safer Stay in Old Korvosa!” Further to the southeast is “Dragon’s Breath Corridor—Dream the Dragon’s Dreams at Affordable Prices!”, while opposite that is the “House of Clouds—The Caress of Our Lovelies Will Take You Straight to Heaven!”
Only the largest ship, to the south, bears no signage at all. Short rope bridges or gangplanks provide access to the decks of these ships from the pier, or from the decks of other ships. Sailors, thugs, drunkards, prostitutes, and what could even be a few well-dressed nobles carouse on the pier and the decks of all five ships, seemingly oblivious to Korvosa’s recent troubles. Here and there, large men dressed in chainmail patrol the area, grim faces in a sea of revelry
Bosch Glasthane |
Bosch offers to take the orphans in and to apprentice them in his various skills. He also supports visiting at night, when the party is in full swing and they are less likely to simply be hauled away and killed for saying the wrong thing.
Earlier in the day...
Gather Information (Devargo Barvasi): 1d20 + 7 ⇒ (15) + 7 = 22
Hours Spent: 1d4 ⇒ 3
Gather Information (Darvayne Amprei): 1d20 + 7 ⇒ (15) + 7 = 22
Hours Spent: 1d4 ⇒ 1
Typhon B'Ru |
If Typhon isn't still bust working on the fishery, he will go with Bosch and attempt to help.
(Devargo Barvasi)
untrained aid another diplo: 1d20 + 1 ⇒ (15) + 1 = 16
OR
Bluff: 1d20 + 7 ⇒ (7) + 7 = 14
(Darvayne Amprei)
untrained aid another diplo: 1d20 + 1 ⇒ (20) + 1 = 21
OR
Bluff: 1d20 + 7 ⇒ (19) + 7 = 26
use diplo or bluff, whichever was more appropriate.
" We should probably teach them to use the weapons you'll show them how to make Bosch. Maybe if things go well see about Vencarlo training them up?"
Going at night feels safer to Ty as well, just in case.
Corwin Avelard |
"I do not approve of teaching such young children how to use weapons. Trades, certainly. Their minds, most definitely. Blades...I don't want to be responsible for training the next generation of ruffians. Let's get to know the children before we start deciding on what we are going to be teaching them."
At sunset, as the group approaches the boats.
"Well. If I was the master of this particular domain, I would be on the biggest ship. Shall we start there?" Corwin asks, gesturing with his staff.
DM medlii |
Gathering Information
Typhon and Bosch ply the locals at the bars for more information and are rewarded for their time. Whispers say that Devargo has the blood of fiends in him, and that he can Communicate with spiders telepathically. Once a smuggler from Riddleport, Barvasi crossed the wrong people there and ended up on the run for years before he found a partner in Stanris Sevenfingers (then called Stanris the Swifthand). The two had a murderous falling out shortly after they conceived of Eel’s End. These days, Devargo makes money under the table selling shiver and is believed to have ties with the powerful Arkona family.
Eel's End is an interesting venture. The owners of the other ships at Eel's End pay regular rent for the honor of attaching to Eel’s End Dock. Those who fail to pay or abide by Devargo’s laws find their ship cut loose in the middle of the night, often in flames or infested with deadly spiders. He loves to show off and
It is surprisingly difficult to find out much about Ambassador Darvayne Amprei. What little you learn seems to confirm what Vencarlo told you. Amprei is a greedy man who has been spending significantly more time with various landlords of Korvosa and at Eel's End than one would expect from an ambassador.
Eel's End
As Corwin suggests, you approach the biggest boat. The largest of the five ships tied off to the pier is a warship bearing the name Eel’s End, its figurehead a coiling eel with a woman’s head. Several drunkards, sailors, and revelers dance and drink on the large open main deck here, while the aft deck is relatively clear. A pair of large double doors bearing a complex painting of a spider allows entrance into the stern section of the main deck.
A guard stands in front of the double doors. "Is the King of Spiders expecting you? If not, he has no interest in visitors at this time." His chainmail is similarly decorated with a badge bearing a spider and he has a longsword and crossbow on his belt.