Dragons Demand - LJM table 1

Game Master Liam Mooney

MAP

Current Map

QUESTS

The Collapsed Tower:
The Baroness of Belhaim wants you to investigate the ruins of the collapsed tower and find out why there are dead kobolds mixed in with the towers rubble

Finding Hunclay - UPDATED:
Find out whether Balthus Hunclay had anything to do with the Witch Tower’s collapse.
- You found the wizards body at the scene of the collapse with a key in his pocket and two dead kobolds nearby clutching spades. You just need to inform the baroness now.

Making Friends or Enemies*:
Make at least one of the families of Belhaim either helpful or hostile towards the party.
Hero or Villain*:
Make everyone in one of Belhaim’s factions either friendly (or better) or unfriendly (or worse) towards the party.
Best Friend or Worst Nightmare*:
Make everyone in Belhaim either friendly (or better) or unfriendly (or worse) towards the party.
Belhaim Historian*:
Learn a great deal about Belhaim’s history.

* - optional


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The Exchange

Male Max HP 18 Current (18), AC 18, Touch 13, FF 14, F:+3, R:+3, W:+5 Channel 3/day (3) Dwarf Cleric (Crusader) 2

Ragnar waits until everyone is finished at the undertakers and drives his cart to the Baroness' manor.

Shadow Lodge

As you arrive at the manor one of the Baronesses servants leads you into a sitting room where Baroness Origena Devy arrives soon after.

"I'm glad to see you all made it back in one piece, when you didn't arrive back last night people in the town started to worry." she says. Her servant asks you if anyone would like any refreshments before Lady Devy continues.

"So, did you manage to find out what happened to our Witches Tower? Or any sign of Hunclay?"


M Halfling unchained rogue (knife master) 2 |hp 16/16 | AC 16, T 14, FF 13 | F+2, R+7, W+1 | CMB -1 (+3 dirty trick); CMD 12 | I+5, P+5

Happily Halders takes drink from what is offered, putting it away in one long draught.

Then with a flourish the halfling bows low;
m'laady - we 'ave arrived bearin news from yon collapsed tower. Alas, the tower 'as claimed yet anover life; the wizard 'Unclay. T'was 'e who was responsible for the topplin' and seems to be in league wiv the chief scalie-beastie beneaf the tower"

He continues, relishing in the attention;
"We climbed into the bowls of the tower, navigating the tricky mechanisms and ghosts, and meeting all sorts of beasties. In a particular heinous torture room there's a trapped raven that served the mistress of the tower, who in turn served the Canteclure family, an' the good ol' Baron Sarvo who willed us to investigate the treasures found therein. ( 'e was a right 'istorian, that bird). We also learned that 't'was your ancestor Sir Arkold Devy who liberated the castle from the baron and raised it to the groun' leaving nuffin but the tower.
Halders smiles triumphantly as he realises ancestral link.

"An' finally we found the body of 'Unclay and parleyed wiv a Kobold to gain information; There's a Kobold lair furver down. The only find in 'Unclay's robes were the keys to 'is home and if'n ya laydship sees fit, I fink we personally ought to examine for more clues as to the reason for 'im wanting to collapse the tower."

I had to go back and reread what that bird said to put some of the story together

Shadow Lodge

The Baroness turns grim, "Thank you, but I've ordered people to stay away from Hunclay's manor, the wizard was an eccentric and who knows what could be in there - I'll have the key passed onto the guards to make sure no one tries to go in there."

She thinks for a moment. "You have proven his involvement in this and so I'd say your 500gp is well earned even though there is little we can do now with Hunclay being dead. If you're interested I have a task that will earn you a fair bit more?"

One of the Baronesses servants brings out a bag of coins, all freshly minted with the Grand Princes image on them. He scans the group quickly noticing Ragnar's symbols of Abadar and so brings the bag to him. "Would you like to count it?

The bag contains 500gp

The Exchange

Male Max HP 18 Current (18), AC 18, Touch 13, FF 14, F:+3, R:+3, W:+5 Channel 3/day (3) Dwarf Cleric (Crusader) 2

The old dwarf weighs it in his hand and smiles to her. "No your Grace, I trust it is all there." He secures the bag to his pack and resumes his usual serious look. "We are interested, what would you have us do? Also we could clear out the manor for you. I suspect we would fare better than the guards against anything left behind by the wizard. Then there is the matter of the savage kobold chief under the tower that needs to be dealt with. We are for hire on this as well."


"It is the kobolds that concerns me." the Baroness replies. "I've been suspicious of them for a while now but they've never caused us any problems in the past. Times have changed though, I want you to drive the kobolds out of the region.
Killing the chieftain would be one way to do it, but I'll leave it to you to determine how best to uproot the tribe. So long as you drive off the pests I have a dozen amethysts I can pay you with."

Using appraise Ragnar can value the amethysts at 100gp each in value.

"As for Hunclay, his death has has ended his involvement in whatever this is. I'd like you to stay away from his manor."

The Exchange

Male Max HP 18 Current (18), AC 18, Touch 13, FF 14, F:+3, R:+3, W:+5 Channel 3/day (3) Dwarf Cleric (Crusader) 2

I think this would be a good time to introduce Amaris.

"Consider it done. We are going to take a day or two to prepare before we venture back down. If you need to reach us we are currently lodging at the Wise Piper Inn."


"Thank you, the kobolds have weighed on my mind for a while now and so it will be good to see them gone. If you need help I know of another adventurer also staying in that inn who could be of assistance to you. Look for a woman with silver hair."

The Exchange

Male Max HP 18 Current (18), AC 18, Touch 13, FF 14, F:+3, R:+3, W:+5 Channel 3/day (3) Dwarf Cleric (Crusader) 2

Ragnar says his farewells and head back out and to the Inn.
One the way he stops Halder's "Leave Hunclay's manor be for now, there will be nothing but trouble found in there for now." The old priest rubs his chin and speaks to the rest of the group. "I am heading back to the Inn so I can get cleaned up and grab a bite before I visit the Temple."

He also double counts the gold from the Baroness, reassesses the gems' worth with his scales and casts detect magic on all of the loot paying close attention to the daggers. Galessa and Shondra are given their shares. (722 GP)

Taking 20 on the Appraise checks if I can.

Shadow Lodge

Can take 10 for appraise but not 20 as it has a penalty for failure and can't be reattempted.

As you are leaving the manor you see the Baronesses son, Arnholde Devy, arriving from the town. "So, you've been into the old Castle Tula and survived then? Few people can say that and most daren't try calling it the Witches Tower."

He looks at the haul of treasure in Ragnar's cart. "Quite the haul I see, if you have anything of interest in there to sell I'd be happy to make an offer. I have an interest in the towns history and it would be nice to add some things to my collection."

The Exchange

Male Max HP 18 Current (18), AC 18, Touch 13, FF 14, F:+3, R:+3, W:+5 Channel 3/day (3) Dwarf Cleric (Crusader) 2

Ragnar sets down his pack and produces the plaque and pair of daggers for Arnholde. "This plaque was found in a torture chamber with the familiar of Lady Cantelcure, and these daggers are the key to Baron Sarvo's vault." He He rubs his chin and beard thoughtfully. "I would still keep others out of there. It is home to naught but the restless dead, traps, and automatons now."

Appraise our found loot: 1d20 + 8 ⇒ (13) + 8 = 21

Shadow Lodge

"That plaque shows the family crest of the Cantleclure's, I'd be happy to buy that off you for 10 platinum? Without someone dismantling the whole treasury lock I'd guess the daggers would sell more for their mithril quality than the novelty of being keys unfortunately so I doubt I'd be able to offer you a reasonable amount for them."

From appraise the plaques worth the 100gp he's offering you, he'd probably buy the daggers for 100gp too but you'd get 501gp for the pair elsewhere.

"Yes, that place has long been a dangerous place and it seems in knocking it down Hunclay hasn't made it any safer. My father died in there so I won't be sending anyone unprepared down there."

The Exchange

Male Max HP 18 Current (18), AC 18, Touch 13, FF 14, F:+3, R:+3, W:+5 Channel 3/day (3) Dwarf Cleric (Crusader) 2

"That is a deal on the plaque. Thank you and if we find any other historical artifacts we will be sure to give you first pick."

Did any of the loot detect as magical?

The Exchange

Male Max HP 18 Current (18), AC 18, Touch 13, FF 14, F:+3, R:+3, W:+5 Channel 3/day (3) Dwarf Cleric (Crusader) 2

Alright I think this wraps up our scene here. Unless the GM has anything else he would like to tack on?

We have a variable amount of down time so what would people like to do next?

Explore town, meet more NPCs, shopping?

Primary:
Ragnar wants to drag Halders to the temple of Abadar and get to know more of the locals and the town: merchants, farmers, and law enforcement

Secondary:
He is also keeping his ears open for opportunities to make some extra money and will be shopping for upgrades to his gear.

Tertiary: Trying to keep Halders out of trouble snd get him to act more like an Abadaran.


HP (60/60) AC (21/18/20, +4 Mage Armor, +4 Shield) Saves (14/10/10) CMD (28) Initiative (+0) Lvl 1 (5/5) LoH 1d6 (5/5) SE (1/1)

”Desna’s dancing toes, it is good to have an Adabarian on our side.” Galessa said with a smile. ”Good pay and more work? This is great! But how are we going to remove the kobolds? The one we nearly killed seemed nice enough.”


Female Human Fighter (Weapon Master) 2|| HP 19/19 (19/19 nonlethal) || AC 16/13 Tch/13 FF || F+4 R+4 W+0 || CMB +3 CMD 16/13 FF ||Init +4 || Perception +1

"I suspect that they will not be as easily removed as our first meeting. Call it a hunch."

The Exchange

Male Max HP 18 Current (18), AC 18, Touch 13, FF 14, F:+3, R:+3, W:+5 Channel 3/day (3) Dwarf Cleric (Crusader) 2

After the meeting with the Baroness and her son, Ragnar drives his cart to the Inn where he pulls out his scales and assesses their loot and divvies up the shares for the party. He takes a bath and gets changed into his priestly garb.(The daggers are in his share)
"I am going to visit the temple and then check out the market in town here. Stickyfingers you are with me. The rest of you can come with or bugger off and do your own thing as you wish."


Female Human Fighter (Weapon Master) 2|| HP 19/19 (19/19 nonlethal) || AC 16/13 Tch/13 FF || F+4 R+4 W+0 || CMB +3 CMD 16/13 FF ||Init +4 || Perception +1

Shondra wishes to spend her downtime in practice. She is seeking a trainer to teach her the fine art of fletching (which is a skill that she intends to pick next level).

Shadow Lodge

None of the loots magical.

As you're dropping off gear in the Wise Piper Inn you meet a silver haired woman matching the description given to you by the Baroness.

Good place now for Amaris to join.

House of Abadar:
As Ragnar drags Halders into the House of Abadar the priestess looks up from the pile of unfinished paperwork she's been working on. [b]"Ah, I'd been told that a fellow cleric had come to town, it's good to meet you. I am Euapaphenia Targas, the priestess here.
They have basic supplies available here and spellcasting services. They also have some specific items for sale:
+1 light crossbow, +2 longsword, scroll of restoration (3), wand of cure moderate wounds (39 charges)

Talia reccomends the Biton Lodge for Shondra to learn about fletching, it's a hunters lodge on the edge of town.

You can make a diplomacy check as you talk to people around town.


Female Kitsune Level 2 Kineticist (air) | Max HP 21 | Current Burn taken 0 | AC 16,Touch 13, FF 13 | F+6 R+6 W+0 | CMB +1 CMD 14 | Init +3 | Perception +6

To say that Belhaim was not what she expected would be an understatement on a grand scale. What she was told would be a relaxed, peaceful place is not how she would describe the town. It is clear to her immediately that something has happened here, but just what or where, is another story.

It does not take her long to find the Wise Piper Inn, grateful that at least the directions she was given to lodging were accurate. She finds a place nearby to stable her donkey, giving it an affectionate rub along its back before heading to the Inn.

While her first impression was lacking, when she walks into the Wise Piper Inn, she can't help but smile and relax once more. "Ahhh.. THIS is more like it..." she murmurs to herself as she admires the craftsmanship and overall feel to the place.

Renewed with a surge of hope, she seeks out the Innkeeper to get settled. She bows her head in greeting to her, "Good tidings to you m'lady. I have been traveling for quite a while now, and find myself in dire need of a hot meal and a bed to help me unwind from my journey thus far, and your inn is just what I could use right now. OH!" she suddenly exclaims before drawing a small wrapped package from her pocket. She unwraps it to reveal a sweet scone, the scent of vanilla and cinnamon mingling in the air. "Please, do enjoy this treat. I like to bake, and well, can't keep a figure like this eating it all myself after all."

She offers the treat to the Innkeeper, then suddenly giggles, shaking her head as she explains, "Oh dear, where ARE my manners today. I swear I'd lose my head if it weren't attached sometimes. My Name is Amaris, and tis a pleasure to make your acquaintance."

After securing her lodging, she spends most of the day at the Inn, observing the comings and goings of the town's folk as she sits at an out of the way table, sipping at her tea. Her time people watching helps her pick up a couple tidbits regarding recent events, and as she muses on that information, she finds herself eager to see what else this curious little town will bring her way.

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