GM BB's First Shot

Game Master baggageboy

Trouble in a small town leads to an interesting proposition.

Current Map
Campaign Roster
Campaign Journal


101 to 150 of 362 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

”Agreed...” Kasit murmured. Something wasn’t right about this room. The burglar in him said that there was something off here. He looked closely...and gasped. ”Look here. I knew the floor sounded wrong. There are several small holes in the floor.” He kneeled down and said ”What a pervert. These holes look into the bedroom below. I-“ He stopped. ”I see a gnoll. Come, take a look.”


Sorina is able to determine that no one has walking in this room in a very long time


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"Interesting hobbies, indeed. What about the other holes?"
The girls spread out to take a look: "Another room with Gnolls...and always the area with the bed. Makes me wonder if there's a spyhole in our rooms, too..."


”I’ll be checking every inch of mine, to be sure. We can’t be too careful. Though I’d like to get a look into both of those rooms. I just hope we can figure out which it is from the outside.”


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"Well, we'll check ours, as well, to be certain. But it seems the room has not been stepped into for a good while - if they were aware of such spyholes and intent on using it, chances are they would have found this room as well."


HP: 14/14 | AC: 18 / T: 11 / FF: 17 | Fort: +4, Ref: +1(Evasion), Will: +3 | CMB: 5, CMD: 16 | Init: +1, Perception: +0 (Darkvision)

"True. So what now? We should definitely try and learn more here...we don't speak Gnoll, though...and I doubt they'll be polite enough to speak common in case someone listens in...the other two rooms probably hold competitors, but I am not certain what we can learn there is helping us enough to justify remaining here and waiting. The evening is still young, and we have time until midday to keep exploring. Maybe we'll find more secrets? Kara gave us leave to roam the place..."


”You’re right. There won’t be much for us to learn here. Though I would like to see what is in the gnoll’s room. Maybe something incriminating...let’s explore then. Get a feel for the layout of this place and find what other secrets it hides.”


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"Lets head to the Courtyard and start from there. There were 2 doors on the part of the castle opposite to the great hall, lets see if that section of the castle is supposedly off-limits to us." Sorina explains, then sneaks out of the hidden room after making sure nobody was outside.


You move into the courtyard, nothing that two men still stand guard just inside the main gate.

Perception 20:
You notice several bricks near the base of the clock tower appear to have been recently disturbed

When you try the first door it is locked. You move to try the second and it swings open. The smells of oiled leather, and sweaty men are overpowering. A quick scan shows seraval other doors in this room. There are several cots, weapons and uniforms hang from hooks on the wall, and a small cheat rest atop a table in one corner. Three men sitting on cots look at you, disregarding their game of dice. One of the men, with a nose that looks as if it's been broken more than once, stands and in a hard voice asks "Here now, what're you doing in here?"


Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Diplomacy: 1d20 + 5 ⇒ (19) + 5 = 24

”Ho there! Name’s Kasit, came here for cards n’ dice. Seems like we went into the wrong room only to find the right one.” He said with an easy smile. ”Got room for another? What’s the game and what’s the buy-in?” He continued smoothly.


The man shifts nervously, "Well, maybe another time, in the great hall. This is the guards' room here. If the Cap'n were to fine ya in here there's be hell to pay." The other two kids their heads in agreement.


Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22

”Oh come now. You’re guards! And I’m an honored guest. And not only that, but I’m a healer of some note. Look, I’ll show you.”

It was an old performance. He raised on hand, and moving slowly and deliberately he slightly unsheathed his dagger, not taking it out. He used the edge to slice open his finger. Holding up the bleeding digit, he then touched it with his other hand...healing the wound instantly. 1 Nonlethal damage taken

”Shot by arrow, punched by a half-orc, sprained ankles from tripping down the stairs...all healed as easy as that. So I’ll tell you what. I hearby volunteer my services to all of you, free of charge, while I am here. If the captain comes, tell him that I was waiting to speak with him to offer said services. All of you will look even better for keeping me here for that purpose. And what harm would it be to roll some dice while waiting on such an important and official task?” Kasit said easily. Getting on the good side of the guards was always a win in his book, especially given their task.


"Pretty neat trick. You seem nice enough, I'd suppose it's all right. What do you think boys?" The man looks to the other two who both shrug.. "Ok, well you can join us, but keep 8n mind we ain't like you rich folks we're just playing fur coppers. So the game's called liars dice. Ever played?" If you say no he explains the rules and you begin playing.

Ok gimme either a bluff check or a profession gambler check.

Spoiler:
3d20 ⇒ (11, 4, 17) = 32


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"So, I take it the captain is strict on discipline? Did life experience make him so? Or is it just the way he is? I mean, you're here, in a castle, as guards. Now there are guests staying but I would assume normally it's a pretty relaxed duty with few incidents...or did anything happen in the past years?", Sorina adds to the talk - she had no real reason to stay here and wait on the captain, but maybe one of them was willing to talk, nonetheless.
Gather information: 1d20 + 8 ⇒ (14) + 8 = 22 Hours: 1d4 ⇒ 2


HP: 14/14 | AC: 18 / T: 11 / FF: 17 | Fort: +4, Ref: +1(Evasion), Will: +3 | CMB: 5, CMD: 16 | Init: +1, Perception: +0 (Darkvision)

"Aye, and you guys are off-duty right now, right? I mean, you are playing dice. How long off is your next shift? I could go fetch some beers from the kitchen maybe -"
Diplomacy Assist: 1d20 ⇒ 17


"Most of us are pretty new, only been here a few years." one man says, "the Captain's been here for ever though. Since we'll before the Duke."

Another one speaks up, "I think the Captain's just bitter. Things ain't the way they were before, he's just an old gaffer and ain't ready for things to change."

The first man, with the flattened nose gives the other two a stern look, "quit flappin yer yaps about stuff than ain't your business."

The conversation turns back to more mundane topics. You also learn that the guard changes shift every eight hours, and will change again at the eleventh hour.


Bluff to play: 1d20 + 5 ⇒ (7) + 5 = 12

Kasit played along...literally. It was a game, afterall. Though he wasn’t used to the game and was sure that he’d be out a few coppers by the end of the night. That wasn’t what was important though, what mattered was that they were getting the trust of some of the guards.

Diplomacy to gather information: 1d20 + 5 ⇒ (12) + 5 = 17

As the night went on, he asked a few questions. Of a professional nature, given his cover as a healer offering his services. Questions such as:

When was the last real injury? And what happened?
Any local dangers that they guard against?
When was the last time they saw any action?
Anything he should be aware of that could happen during his stay?
When talking to the captain, any advice for staying on his good side?


During the course of the game you get answers to most all of your questions.

When was the last real injury? And what happened?
"One of the guard broke his wrist sparring about a month back. Was off the job for a few days till he could get it healed. Lord Kent's new advisor Uther"

Any local dangers that they guard against?
"The keep a been here for generations. It's where the dwarves come to trade and helps to keep Hobgoblins from deciding to try raiding into our lands."

When was the last time they saw any action?
"It's been quite a while. Some of the villiges closer to the coast were hit by gnolls recently, but Blackstone's not had any trouble."

Anything he should be aware of that could happen during his stay?
"Just talk to Lord Kent before you go pokin you heads into places where ya ain't invited. He's got some people working with him. He might have something for you to do."

When talking to the captain, any advice for staying on his good side?
"Just stay out of his way. He gets drunk most nights. Lord Kent hasn't fired him yet though."

Kasit, you aren't the overall winner, but you do ok. You manage to make 10cp.


You hear the nine o'clock bell. One of the guards gathers up his dice. "You'd best be on your way, the Captain will be back soon, if you want to get on his good side you'd best talk to him tomorrow. If ya bother him tonight he'll never like ya."


Kasit nodded. Bidding everyone farewell, he made his leave, pleased with how the night went.

Once clear he said ”All’s well for the first night. Let’s return to our rooms, give them a thorough search, and see how tomorrow goes.”

Will take 20 on Perception and wish you both a happy thanksgiving!


Sorry guys, busy holiday weekend with the family.

Kasit's search of his room doesn't turn up any new surprises.

Sorina notices a loose brick above the fireplace. Behind it she finds a thin golden necklace. The space behind the brick could hold up to as much as a belt pouch. The night passes without incident, the bell tolling the hour throughout.

When do you guys want to get up and start your day?


HP: 14/14 | AC: 18 / T: 11 / FF: 17 | Fort: +4, Ref: +1(Evasion), Will: +3 | CMB: 5, CMD: 16 | Init: +1, Perception: +0 (Darkvision)

"Well, there've been more rooms we did not get around to visit, yet, and we still have time until lunch, right? Lets get Kasit and resume our exploration of this place...maybe start with the other rooms on this floor?"


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"Sure thing...but lets get breakfast first. Wouldn't want to wake someone up early in the morning by knocking on their door - so first order of business should be fetching something edible.", Sorina responds, then heads out the door to pick up Kasit.


”Agreed. Ah, but if only we had a way to check before opening doors...”

Can he use his telekinesis to open unlocked doors? Seems like a decent way to peek inside without always worrying about being seen opening it.


Breakfast is much like dinner the night before, people filter in and out of the great hall and kitchen some eating there others taking their food to their rooms. You are each given a bowl of porridge, and a meat pie. In the hall you see a halfling dressed in bright blue clothing and wearing an enormous hat speaking animatedly with a woman in black lacquered leathers and wearing a silver necklace with a large starknife pendant. "What games will we be playing do you think? I mean, I'm sure I'll win at any, but I do have my favorites. You see this one time..."

You guys can either engage in conversation, or begin exploring, up to you.


Waiting for direction from one of you. If I don't hear one way or the other soon I'll assume you guys just go forward with exploring rooms.


Kasit made polite conversation, but the people here were not his purpose. He was being paid to find information. So he chatted and spoke long enough to not arouse any suspicion...and then went to go exploring. Specifically, he wanted to find the room where the gnoll was. For where better to find the information they needed? Well. Many places would be better. But it was a start.


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

Well, it would be easy to pinpoint the gnolls room, given it was below the peekhole(and is on the map, identified via the provided legend) - but Sorina actually intended to go there last, because that was likely one of the areas they were not supposed to enter, and there was a good chance someone would keep an eye on them after they tried doing such - it was also quite likely the gnoll would be there, not having seen them roam the keep freely, so far.

I only have read access on the map, or I would place the girls, but I would start checking the other rooms on our floor first - if locked, leave it be for now, if not, see who is there. Knock first, then see. I expect other contestants, but it seems some interesting people may be here, so learning about them is desirable as well, and perfectly justifiable to knock and say hello...as in, that certainly won't get us into trouble and may reveal part of the map -


Kasit goes to see if he can figure out which room has the gnolls in it. With a little searching he quickly realizes from the smell and the location that the gnolls must be behind a locked heavy wooden door in the hallway next to the stairs. An inspection of the doors oock shows that it is a high quality piece, one that most would have difficulty picking. Ask Kasit finishes his assessment Sorina and Sonira find him in the hallway on their way back to the second floor having lingered longer in the great hall.

Map updated, Kasit is outside the door in question on the first floor.


”Some real craftsmanship here. It would take me awhile to get past it, and I’m not sure what would happen if I was caught trying. At the same time, where else can we get evidence? The only other options I see are randomly opening doors hoping to find a box labeled evidence...or earning their trust and getting “in” by joining their side. What are your thoughts?”


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"I agree - the gnolls are where we'll want to take a look. But not yet. Lets learn more about this place and the others here. It's not like we can try and fetch what we need right away. Even if we manage to sneak in and take possession of evidence, what do you think happens? The tournament just goes on and neither our host nor the Gnolls care? Na, lets focus on learning more about this locale, for now. Randomly opening doors and learning whats behind them...I am not fond of surprises that work against me. But things like that one room, that could work in our favor. I'd suggest we'll take shifts in the evening to try and learn more using the spy holes..."

Specifically, I am curious how far we are allowed to range freely, what other rooms are on the lower level, and if any of those have utility to us. E.g. say there's a storage cabinet - that could make a nice hiding place if need be. Certainly preferable over opening a random door and finding yourself face to face with guards or gnolls.

With that, she'll knock on the door, then attempt to open it after waiting for a response.


8am on Day 1 of 4

I assume 6ou are trying the door you suspect leads to the gnolls room?

Sorina steps up to the door knocking. When there is no response she tries the latch and finds it locked.

You have until noon to explore visit etc. Before we had settled on working your way around the lower floor clockwise. Then you met the guards at the second door. Do you guys want to go back to that strategy?

Time is going to be a relatively loose thing, but I'll try to put it into posts so that you guys have a reference. The competition is supposed to run for four days.


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

No, she is trying the upper stair doors we don't know anything about yet. The ones they are placed at. She did state she wanted to leave the gnolls for last, because what is in there is already KNOWN. She would rather first spy using the peekholes and see if there's some schedule for the gnolls, THEN make plans to get in there. For now, she will try and fill out the blanks on the map.


Ah I understand now. I was wondering why you would try the gnolls door when you'd said you didn't want to do that for now. When you get a chance place your second stair tokens next to the door you are trying. I moved them off the map earlier when you guys went down for breakfast


When Sorina knocks a man dressed in rough clothes,with thick arms and a morningstar at his side opens the door. "What?!" he asks standing in the doorway. Behind him you can see a fine bed, and to bedrolls on the floor. Another man dressed in fine clothes sits at a small table eating his breakfast. Not looking up he asked in a petulent voice, "Who is it Dack? Dack you an incompetent as a footman." Though his back is to you hearing the voice jogs Sorina's memory. The man in fine clothes is none other than the your Lord Mevinter. The man in the doorway take a deep breath the asks, "Who be ye? And what be yet business?"


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

Sorinas eyes widen for a moment as she recognizes who sat in the room. They would, of course, meet in a few hours, when the Tournament officially starts - but she did not quite feel ready to confront him right now. She needed time to think on how to deal with this...unwilling to give herself away by her voice, Sorina takes a step back, and gently pushes Kazid forwards, making sure she is not visible from Lord Mevinters position.


HP: 14/14 | AC: 18 / T: 11 / FF: 17 | Fort: +4, Ref: +1(Evasion), Will: +3 | CMB: 5, CMD: 16 | Init: +1, Perception: +0 (Darkvision)

Sonira follows suite, taking a step to the side to make place for Kazid, and conveniently making the larger man hide her from the Lords position.


Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Pushed forward, Kasit looked at the lord in surprise. He wasn’t quite ready for such an audience as of yet. He took the moment to look around the room, taking in as much as possible. Other ways in, places where evidence might be kept, who else was there...everything he could before being thrown out.

Bluff: 1d20 + 5 ⇒ (20) + 5 = 25

”My apologies, my apologies. We were just looking for a place private to...Ah, it’s embarrassing. You know how it is.” Guiding Sorina out, and blocking view of her as he did so, Kasit beat a hasty retreat. He had no idea who the man was, but Sorina obviously recognized him, and not in a good way. The best he could do was to get out as quickly as possible.


Kasit is quite convincing. The man shakes his head muttering before slamming the door.


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"Thanks for that. This will...be interesting. We...had previous interactions with that man. And it may be that the prized artifact passed down in generations that he bought from us turned out to be a cheap trinket upon closer inspection. In summary, he may not be exactly happy to see us.", Sorina explains to Kasit once they are out of earshot.
"So, with the worst possible person already uncovered, want to look for more private places?", she asks, already heading towards the next door with unknown contents beyond-


Kasit nodded, after breathing a sigh of relief. ”Right. Well, I’m the last one to pass judgement on anyone. Just glad it worked out. Let me open the next one. I can make it open by itself, so anyone inside will think it was the wind or a loose frame. Will save us from making excuses to half the castle.”


Map updated

Kasit tries the room Sonira was standing near at the corner of the hallway. It shifts slightly, but doesn't open. Gingerly one of you tries the latch and finds it locked.


Do you guys try to unlock this door, or move on to the next?


”No need to risk getting caught picking locks, hard to bluff out way through that. Too much risk not enough reward. Let’s note that we should return and move on to the next.”


The next door your try is to the room in which you saw a backpack and supplies on the bed is a mess. It swings open easily revealing that whenever is staying in the room is elsewhere.


Kasit closed it with his mind. ”This is ridiculous. We are opening doors at random and will eventually he caught. And from there it is either being kicked out, or worse, disposed of. We have to find a better plan than this. I’m thinking that our best bet might be to earn the lord’s trust and get hired by him. Much easier to get information if it is given to us...or if we know where to look.”


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"I disagree, we are leaning the layout of this place and learning about who else is here. I for one am glad I learned of Lord Mevinters participation before being confronted with him. Also, the maid specifically gave us permission to look around the place, indicating that any areas off-limits will be barred to us. There is nothing we are doing that we could be caught about - we are not even picking locks or anything.", Sorina responds.


HP: 14/14 | AC: 18 / T: 11 / FF: 17 | Fort: +4, Ref: +1(Evasion), Will: +3 | CMB: 5, CMD: 16 | Init: +1, Perception: +0 (Darkvision)

"That, and even if getting hired by our Host would be an option, there is no use going in unprepared. Even so, I would expect that he would be reluctant to openly share details about an arranged raid on his own citizens, he would probably give you some task and send you off to prove your loyalty to him - what then? You tell him you'd rather stay around for the rest of the tournament and ask to get access to the off-limits areas for snooping around?", her sister adds.

We can fast-forward through the exploration. I basically only want to complete the floor plans and know which places are off-limits, and which areas are "general use". Maybe one of those doors on our floor leads further up into a guard tower, or into another spy room. We don't have to play out every door, but before we decide on a course of action, I'd like to take advantage of the free movement and lack of time constraints we currently enjoy.


”Well, go ahead and search then. I’ll keep watch. See this stone?” He placed a rock by the open door. ”If someone comes I’ll lift and drop it as a signal to get out.”


HP: 16/17 | AC: 15 / T: 12 / FF: 13 | Fort: +2, Ref: +2, Will: +4 | CMB: 0, CMD: 12 | Init: +2, Perception: +3

"Hm. I did not actually plan to enter these rooms, but I guess a quick look won't hurt..."
Perception Take 10: 11 = 11
Sorina looks for anything out of the ordinary, something that you would not expect among supplies in a keep room.

It was less about snooping on others and more about completing the floor plan, to see where hidden rooms or corridors could be, or where additional stairs or other utility rooms are.

101 to 150 of 362 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM BB's One Shot All Messageboards

Want to post a reply? Sign in.