Might and magic, Lords of the Contested Lands

Game Master Chyrone

Set in the Might & Magic ancients universe.

A group of strangers will grow into the lords of Harmondale, and get involved with more than they would have imagined.
Will their land stand the test of the years to come?
Date: February 20th


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Loot sheet No plunder, no pay Battle map--Misc info slides

Lady Greenbriar is a little surprised to see an embassy aide come here.
Still, she nods in acknowledgement.

"Welcome, young lady."

Severa on her part, to her surprise, finds Lady Greenbriar quite young, for a woman to hold the title of matriarch. Contrary to humans, dwarves and elves are a little trickier to estimate on age. She is still youthful, maybe just across the threshhold of middle age.

Assuming Severa hands over the missive, she opens the envelope, and reads it for everyone to hear.

For the attention of Lady Greenbriar.

Our mutual friend has brought to my attention, that you seek an audience with the dwarven king. While this is outright not possible save for a select number, ambassadors still can. Meet me, or whosoever represents you, tomorrow evening at 20.00 at the Avleean embassy, at goverment plaza.
Signed,
Ambassador Elstar.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa listens quietly and politely as the missive is read, prepared to assist or represent Ambassador Elstar as well as possible.


Loot sheet No plunder, no pay Battle map--Misc info slides

With the other three being quiet for the time being, i'll have Brunhild and Estelle go along with the rest. Suspicious 2nd dwarf would have vanished on them anyway.

Severa, here is a picture of Lady Greenbriar, to have a face with the name.

Lady Greenbriar closes the missive.
"That is actually quite impressive, to get an ambassador to provide us with an opportunity.", she smiles modestly.

She looks up at Severa.
"Thank you for the delivery, young lady."

When someone is going to say something, another knocking is at the door.
This time, a young redhead dwarf enters. Her hair tied in a bun, with some still falling forward.
For Severa & Strom, Robin

"Evenin' everyone. I hope i'm not interruptin' anythin' importan'." She looks towards the team, plus two.
"I've go' some information you asked abou', regarding tha' particular individual. Though, ye're no' particularly goin' te like i', i reckon.", she frowns with some thought, which she hasn't show before. "The good news, supposedly, he'll be in a house in a corner a' the outer par' of the residential distric', unsure which particular one, bu' the stree' i know. The bad news, one of my friends, who was nearly caugh' by them today, told me they overheard the man's name, in combination with meetin' and the name 'Copperneck'. Te my knowledge, both of them are usually accompanied by multiple toughs, and both are high up the ladder in their gangs, no' exactly pushovers. Which poses the question, why are two imporan' figures from two rival gangs, goin' te meet? I don' know wha' ye're plannin' te do, bu' a dozen of seasoned criminals gathered in one place, tha's dangerous. If it's spyin' ye're thinkin' of, discard the warnin', bu' otherwise i recommend agains' headin' inte a gargoyle wing's lair."


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

We could definitely try spying, but I'm not good enough to know I can do it for sure. My skills unfortunately seem to be hit or miss. Sometimes I get lucky, and sometimes not. ... Mostly I don't care what the rival gangs are doing, but my concern is that it involves the missing ring. How are we going to get it back without wading into the fray?


Loot sheet No plunder, no pay Battle map--Misc info slides

Lady Greenbriar calmly adds in response,
"The thief said he dropped it off at the statue, and had to put effort to withdraw his arm. As best a lead as any, that i have heard."

The thief: "The one pickin' up the piece, wasn' one of ours.
Weren' one of Copperneck's crew either. Tha' i can say with certainty. Too quality a se' of clothes."


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Male human Here is an image for Daniel Fighter 3 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

Daniel just hangs his head in exasperation. To think, this had all started because they wanted to at least open relations with the town and this city. Now all this.
Why can't every place be a small town? He thought to himself. If they did go spying, Daniel would likely be more hindrance than aid. At least they had a potential meeting.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa, the messenger from the Avleean Embassy, listens to the discussion with interest.

GM:

I'm not sure what justification I could use for Severa to insert herself into this latest intrigue development. It's beyond the scope of her mission from the ambassador and she's trying to stop exceeding her mission. Of course, she might if tempted enough. I think the PCs might be heading to Harmondale later and Severa is looking for traveling companions there but I don't think Severa knows that they would be? Is there a different plot hook that would be reasonable for me to pursue in this scene?


Loot sheet No plunder, no pay Battle map--Misc info slides

Severa:

I'll PM you.

With Daniel worrying, and the talk of effort at spying on McFargus, this would be your own side initiative. It is nothing the GM had set out. ;)


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Robin, is there something we need to learn from that meeting? Sounds risky, especially since I can't be certain of being able to spy without being caught. Perhaps we should move on to other things, if we want to get back to the castle at some point. Brunhild, de need that meeting with the king in order to convince the dwarven smiths to help us?

I can't remember what the undead barrows have to do with our quest either, but seem to remember we needed to take care of them before we went back home... can someone refresh my memory?


Loot sheet No plunder, no pay Battle map--Misc info slides

There was one quest in one of the barrows. A clergy member in Welnin asked for their ceremonial Lantern of Light to be returned. It was loaned to the dwarves of Stone City, for a burial ceremony. A cleric and a guard/soldier went in, and had not returned for two weeks since. It was supposedly a simple in and out retrieval.

There was no deadline for this quest to be completed. Which could be a hint in itself. ;)

Robin shakes her head.
"I don' know if there is anythin' worth knowin' fer us, durin' the meetin'. I' could be anythin', bu' more likely some deal between them, if i were te hazard a guess."


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Male human Here is an image for Daniel Fighter 3 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

While I don't like it, its not my town nor my place to police. I suggest we inform the guard that big wig criminals will be meeting there, and leave them to it. Daniel says.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

"Very good to meet you, Severa," says Strom, bowing to the elf. "Like you, Ah'm new to this enterprise. Ah expect we'll find our way together."

He witnesses his companions' hesitation and then volunteers, "Ah would check the thornbrush; perhaps some clue was left behind. And it's a minor inconvenience, surely the local constabulary has better things to do, and if nothing comes of it, no harm done." He determines this to be his immediate course of action.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa gives a graceful elven bow to the dwarf, Strom. "Well met, master dwarf. A blessing on you, your family name, and your hearth." She almost says "forge" but notes the lack of metal on Strom at the last second and shifts course to "hearth".


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Astella agrees to do as Daniel and Strom have suggested... informing the guard and checking the thornbrush are good ideas.


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HP (27/27) AC (16/16/13, +1 vs undead) Saves (+5/+5/+6, +3 vs Spells/SLAs) CMD (20) Brunhild

"They're paid to do it. If we solve every problem for them, then they'd likely find a reason to lock us up out of embarrassment." Brunhild said, agreeing with the plan of action.


Loot sheet No plunder, no pay Battle map--Misc info slides

And so , given the current late hours of the evening, the team leaves the Greenbriar house for the night, and make their way back to the Grog's Grog inn, the monastery in Brunhild's case, and the Avleean embassy respectively.
---------------------------------------

The following morning, things proceed as they have thus far. Breakfast is kept modest today. Porridge, bread, apples, cheese and sliced sausages. Deliveries are coming in the afternoon today, and they're spreading out supplies across breakfast and lunch.

Knowing where the guard station is, you find the same captain, but a different lieutenant. The one prior is nowhere to be seen. This new one looks a bit more...seasoned, given he's got a fully healed, but still visible cut on one of his eyebrows and one on the back of one hand. A professional but open attitude.
On the question where the other guy went, he shrugs.
..."Rotation of district."

Int 5, recollection:

Hmm, that missive from 'the sympathizer', did mention someone from the western station making actual successful arrests. The info you received about the sculpture with the brambles was because of that.

"Well, given a previous interrogation, this may be a lead. My thanks, this is worth looking into.", he looks curious though, for a moment.
"But now my question is, how did you come to know of such a thing?"

------------------------------------------
After any responses to previous visit at the station:

Perception 14:

You hear the lieutenant actively speaking to his captain, as you walk further away towards the front door. Some half-audible orders which do include 'organize'.

You make your way to the park.
Within the residential district, the dwarves have actually managed to create a small park. You estimate perhaps a 100 by 100 feet. It's mostly a green zone, including trees, bushes, some flowers, benches, and a small water basin fit for small birds to bathe in, or for them to drink from. You notice some small pillars of knee height, spread across its surface. Runes are carved into them.

Detect magic:

They radiate divine magic, and transmutation magic. Some professional work went into making these things.
Spellcraft 17: they are each imbued with a consecrate spell.
Spellcraft 18: they are each imbued with a plant growth spell.

The sculpture can't be missed. Rusty colored roses and their briars at its foot, it standing at about 8 high, it depicts a determined looking dwarf holding a warhammer, with a small engraving of the symbol of the King of the Deeps on the side of the weapon. A plaque reads: in honor of all dwarves who make our city possible. Effort and perseverance.

Perception 15:

You see some faded footprints near the brambles.
Two different pairs. Both a slightly different size. The smaller is less faded, must've come later.

Int 10: a difference in height, or age, perhaps.


different Perception 17:

Within the briars, you spot a torn piece of fabric. One edge of it is neatly stitched, as if coming off a sleeve, or the edge of a quality piece of clothing. You're pretty sure you've seen this color before.

Passing both checks, the following:

Assembling of clues:

A young dwarf complaining, struck a deal for someone to be robbed of her jewelry. But only the signet ring was to be kept from selling.

Whoever picked up the hidden ring, was either shorter, or younger than the thief.

Quality clothing that was torn.

Convenient/an interest in Lady Greenbriar losing her signet ring, that is used for signing official documents or letters, as well as being a sign of position in a family/house.

....... you know of one person mostly fitting those criteria.


Loot sheet No plunder, no pay Battle map--Misc info slides

Severa:

The ambassador has no tasks for you today, that will require a lot of time.

He is a bit surprised to hear the ones coming in Lady Greenbriar's stead, is a group. Naturally, he asks a bit of what your first impressions are of them.

"Do they come across as self controlled and patient? Or do they appear as demanding? They will of course have to be aware to not insult the dwarven king.
As stoic as our own king Parson can be, or temperful in the wrong moment, the dwarven king is stubborn. Level headed generally, to his credit, but stubborn and proud."


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa:

Severa considers the ambassador's request carefully and replies "My interaction with them was brief but I will recall everything relevant that I observed. They did seem relatively level-headed overall, considering together whether or not it was worth the risk to insert themselves in a particular criminal investigation that came up in the conversation. They also exhibited acceptable manners. Would you like me to seek out further interaction with them this morning and see if I can learn more about them? I would be happy to help avoid any embarrassment to the embassy, if they turned out to be unsuitable."


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Int: 1d20 + 1 ⇒ (2) + 1 = 3
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Perception: 1d20 + 6 ⇒ (16) + 6 = 22
Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Strom hears some footfalls, but nothing more, and fails to notice anything interesting in the area of the statue.

"Well, it has been a nice evening stroll, but I fear we've come up empty."


Loot sheet No plunder, no pay Battle map--Misc info slides

Severa:

The ambassador nods slightly.
"Very well, i will trust your judgement on that.
You could see if you can find them, but you would have to be lucky, i reckon. Specifically finding someone in a city, if not stationary, can often be tricky."

You are easily excused and bid luck on your effort of 'running into' the others.

Roll perceptions for the previous spoilers, in case their own results miss the target.

Party perceptions:

A: 3d20 + 9 ⇒ (10, 7, 9) + 9 = 35
B: 3d20 + 8 ⇒ (18, 19, 7) + 8 = 52
D: 3d20 - 1 ⇒ (7, 19, 10) - 1 = 35
E: 3d20 + 7 ⇒ (6, 19, 13) + 7 = 45

Between everyone, you see every clue that can be found.
DC 5 int to recollect a recent moment that ties to all clues.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa:

Perception 1: 1d20 + 2 ⇒ (7) + 2 = 9
Perception 2: 1d20 + 2 ⇒ (12) + 2 = 14
Perception 3: 1d20 + 2 ⇒ (13) + 2 = 15

Looks like 3 failures. Perception certainly isn't my game... lol

Severa heads out and tries to figure out where in the city her new associates might be based on what they had been planning.

K local?: 1d20 + 8 ⇒ (14) + 8 = 22


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Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Int: 1d20 + 1 ⇒ (2) + 1 = 3 *shrug*

Strom observes when the torn cloth is found in the briarbush. "Lovely stitching." But beyond that he has no clue what to do with the information they have accumulated.


Loot sheet No plunder, no pay Battle map--Misc info slides

Int 5 check result:

Complaining, young, quality clothing....

Something pops back to memory,

Earlier wrote:

...a short haired and short bearded lad young man in a dark blue vest, is led by the wrist by a slightly annoyed looking lass young lady. In dwarven lifespan, at least. They share some resemblance to Lady Greenbriar.

Young woman: "Sorry to disturb, mum. This idiot here really needs to learn how to mend things."

Young man: "Pah, if there's any mending needing to be done, it's mother's need to waste money on our hiring help. If it were me, i'd do things differently."


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

"Well, we have this scrap anyhow," says Strom. "As it appears to be reasonably distinct perhaps Lady Greenbriar can identify what house or noble persons would be so adorned."


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Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Intelligence Check: 1d20 + 2 ⇒ (2) + 2 = 4 (fail)
Perception: 1d20 + 9 ⇒ (18) + 9 = 27 (pass)
Detect Magic + Spellcraft: 1d20 + 2 ⇒ (12) + 2 = 14 (fail)
Detect Magic + Spellcraft: 1d20 + 2 ⇒ (15) + 2 = 17 (fail)
Perception: 1d20 + 9 ⇒ (15) + 9 = 24 (pass)
Perception: 1d20 + 9 ⇒ (6) + 9 = 15 (fail)
Intelligence Check: 1d20 + 2 ⇒ (4) + 2 = 6 (pass)

Remembering that Lady Greenbriar's son was wounded in a specific way, she says nothing aloud yet, but when they go back, she mentions her theory to Lady Greenbriar privately.


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Male human Here is an image for Daniel Fighter 3 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

int: 1d20 + 1 ⇒ (11) + 1 = 12
perception: 1d20 - 1 ⇒ (3) - 1 = 2
perception2: 1d20 - 1 ⇒ (12) - 1 = 11
perception3: 1d20 - 1 ⇒ (7) - 1 = 6
int: 1d20 + 1 ⇒ (12) + 1 = 13

Daniel really doesn't pay much attention to the clues, or, more likely doesn't notice them. He does however manage to piece things together once the clues are listed out.

---

Daniel will spend the rest of the time going over how best to start the meeting, and what to discuss without being thought of as rude.

apologies. I'm not sure what further to add to the greenbriar case. As it seems fairly cut and dry.


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Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Strom relaxes once Daniel explains his findings.

"Very astute, Daniel. It seems obvious now, those young people in need of a bit of stitching. Ah wonder if Lady Greenbriar will be amused or furious at this turn of events. Well it's getting late, best go wrap this up."


Loot sheet No plunder, no pay Battle map--Misc info slides

Severa:

Diplomacy to gather info would be more appropriate, but even a 12 with that result would get you some basic information.

1d4 ⇒ 3 hours.

To the best of information people could give you, a group matching the description of the five you met earlier, seemed to have been sighted occasionally within the commercial and residential district.

Though the people couldn't say where they'd go specifically after that. They had been heading towards the wealthier part of the northern residential district, they headed out west, it varies.

1d100 ⇒ 24
Without further prior information from conversations, you decide to sit down in the park, momentarily lost for inspiration. You decide to take a look at the statue made in honor of the dwarves of the city. Nothing of note catches your eye, and when you eventually decide to head off, you hear familiar voices coming from the distance.

The same group inspects the statue as well, and seemingly find something of interest. They speak among each other.
Perception 18 to get a general gist of the conversation.
Which amounts to hearing 'youth, knowing a culprit, the final puzzle piece'. Not everything is heard clearly, as they lower their voices as they contemplate details. It is likely they will head back to the Greenbriar residence.

If the conversation eludes you, you could approach them, of course, or wait until you see them show up at the embassy tonight.

The team, clues and a likely completed picture in mind, head off to talk with Lady Greenbriar. This would be an awkward conversation indeed. How to tell a parent their child set them up?
--------------------------------------
During your walk.....

I'll get to it in the weekend, but i hope your combat dice are not yet in the fridge. :)


Loot sheet No plunder, no pay Battle map--Misc info slides

You once again arrive at your emplyer's house.

Depending on if she passes her perception, Severa may or may not be arriving as well? If she is that curious.

As you knock on the door, nobody answers it.....
Even after a second knocking, nothing still...

Perception 15:

If you put your ear near the door, you hear sounds of a fight, which seems to be moving away from the door.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa:

Super helpful perception check: 1d20 + 2 ⇒ (3) + 2 = 5 Argh! Even if I wasn't bad at perception, nat 3 woulda foiled all but the most perceptive of level 3 PCs...

Severa does not overhear the conversation but she approaches the group.

Severa walks up to the group while they are in the park and just before they head to Lady Greenbriar's. "Hello! I have received permission to follow along and provide any assistance with your endeavors that I may. The embassy is interested in building its relationship with Lady Greenbriar and thus its relationship with you." If nobody objects, she follows along to Lady Greenbriar's.

Perception at the door: 1d20 + 2 ⇒ (19) + 2 = 21

Severa's pointed elven ears twitch and she speaks in a quiet voice "Perhaps it is none of my business but it sounds like there is an altercation occurring inside."


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Perception: 1d20 + 9 ⇒ (16) + 9 = 25

Astella nods to Severa.

Yes, I hear it too. I fear we will have to enter uninvited. Her son is the person behind all of this, and she could be in danger.

Astella opens the door if it is unlocked. If it is locked, she attempts to open it.

Disable Device: 1d20 + 9 ⇒ (15) + 9 = 24


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Strom notices nothing and is surprised when the others in his company sense what he cannot and prepare for an altercation inside Lady Greenbriar's home!

"You've come at an opportune moment, it seems," Strom replies to Severa.

The dwarf readies his chain-flail and gives Sage a scratch on the rump. "Keep them in front of you, lass."

Then, in preparation for a fight, he casts Ironskin on himself, and then also Bull's Strength if time permits.


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Loot sheet No plunder, no pay Battle map--Misc info slides

Mapping of the house will be a little delayed, but we can start initial combat here.

As the sounds of fighting move away from the door, Strom buffs himself, and Astella starts working the lock. She opens it, and the door is quickly pushed open. Initial laughter comes from behind a closed door near your left.

"Not so tough now eh? Ye're a stubborn fool, hahaha."

Opening that door, you look into what looks to be a kitchen.
Two dwarves, dressed in leathers, like the crew of Copperneck's men, seemingly stand near someone on the ground. One is not unharmed, as he's showing a bloody head wound from blunt trauma, and rubbing a sore shoulder. A third such as them, is lying on the floor, his face blue and bloodied. Behind the duo, lies on the floor Lady Greenbriar's butler, a bloodied pan now lying loosely in his hand. For a butler, he sure didn't make it very easy for them.

More ruckus comes from further down the hallway, behind the door to the living room.

Init:

Astella: 1d20 + 2 ⇒ (6) + 2 = 8
Brunhild: 1d20 + 2 ⇒ (13) + 2 = 15
Daniel: 1d20 + 2 ⇒ (2) + 2 = 4
Estelle: 1d20 + 1 ⇒ (15) + 1 = 16
Severa: 1d20 + 3 ⇒ (11) + 3 = 14
Strom: 1d20 + 5 ⇒ (9) + 5 = 14

Dwarven intruders: 2d20 + 2 ⇒ (2, 19) + 2 = 23
Tie Daniel & intruder: 2d20 + 2 ⇒ (5, 10) + 2 = 17

The two look around, and see at best two or three of you.
I will assume the beefiest of you, Daniel(?), would open up.

Kitchen, round 1

Intruder 2 walks up to the door, making a swing at Daniel with a morningstar.
Swing: 1d20 + 4 ⇒ (13) + 4 = 17Dmg: 1d8 + 2 ⇒ (8) + 2 = 10
He falls short of landing his attack.
--------
Brunhild, Estelle, Severa & Strom
Astella
-------
Intruder 1
-------
Daniel

For this combat, we use theater of the mind. But assume getting into the kitchen, requires the intruder facing Daniel to be put out of commission. A single movement can enter the kitchen afterwards.


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Male human Here is an image for Daniel Fighter 3 |HP: 28/28| AC: 22| T:13|FF: 19| Fort: +4 | Ref: +3 | Will: 0 (+2 vs charm, compulsion or emotion, +1 additional vs fear) | CMD:20(24 vs trip/grapple)) | Init: +2| Perc: -1

Daniel, blissfully unaware of the sound of violence behind the door, is surprised when the others speak of it and force open the door. However, his casual grin is replaced with narrowed eyes and a frown at the scene.

Well, I do hope you left the butler alive. Otherwise I can't help you. He remarks after blocking the blow with his shield.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa looks shocked at the sudden turn for the violent and even more so at the mention that Lady Greenbriar's SON[/u] was behind all of this! She prepares herself for trouble while outside then, seeing the dwarves, waves her hands to conjure a great serpent behind them!

"Serpentine summons will smite you!"

Linguistics to lie: 1d20 + 13 ⇒ (18) + 13 = 31 Actually casting silent image.


Loot sheet No plunder, no pay Battle map--Misc info slides
Severa wrote:
Linguistics to lie: 1d20 + 13 ⇒ (18) + 13 = 31 Actually casting silent image.

Then that will nullify the lying bit, as both bluffing and casting are standard actions.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Strom hesitates for a moment when Severa cries out about serpents; he would have to learn what her talents are, but perhaps she has some druidic abilities. But then, seeing no serpents appear, he figures it for a ploy and joins Daniel at the fore of the fight, chain-flail already swinging through the electrified air of the close-quarters entanglement.

At the same time, Sage streaks through the hall into the kitchen, the bobcat turns behind the villains and attacks!

Bite: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 flanking Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Trip: 1d20 + 8 ⇒ (9) + 8 = 17

Given the confined space, Strom holds his weapon high and casts it like a fly-rod, the metal ball speeding through the tight space toward the attacker flanked by Sage.

Chain Flail: 1d20 + 5 + 2 + 2 ⇒ (19) + 5 + 2 + 2 = 28 Dmg: 1d10 + 2 + 2 ⇒ (9) + 2 + 2 = 13

3 minutes: AC19, +4 Str


Loot sheet No plunder, no pay Battle map--Misc info slides
Strom wrote:

At the same time, Sage streaks through the hall into the kitchen, the bobcat turns behind the villains and attacks!

Bite: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13 flanking Dmg: 1d4 + 1 ⇒ (3) + 1 = 4
Trip: 1d20 + 8 ⇒ (9) + 8 = 17

Given the confined space, Strom holds his weapon high and casts it like a fly-rod, the metal ball speeding through the tight space toward the attacker flanked by Sage.

Chain Flail: 1d20 + 5 + 2 + 2 ⇒ (19) + 5 + 2 + 2 = 28 Dmg: 1d10 + 2 + 2 ⇒ (9) + 2 + 2 = 13

3 minutes: AC19, +4 Str

To flank with Daniel, you'll be making acrobatics check to move through a square occupied by the enemy.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Sage, acrobatics: 1d20 + 6 ⇒ (15) + 6 = 21


Loot sheet No plunder, no pay Battle map--Misc info slides

An image of some species of snake appears in the kitchen, as Severa completes her magical incantation.

Sage manages to get past the intruder, but misses its bite attack. Strom does not, and knocks down the dwarf.

Estelle walks in with her lucerne hammer, and takes a swing at the bruised dwarf.
1d20 + 5 ⇒ (19) + 5 = 24Impact: 1d12 + 4 ⇒ (10) + 4 = 14

The 2nd also goes down. Combat over.
...
....
.....


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Seeing that the way is clear, Astella pushes her way in and past everyone to go after the other sounds of struggle, hoping that Lady Greenbriar is okay.


CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Ok I'll stick with the spell and not the bluff, generally.

Severa speaks to the others "I'll keep this with me for now." She concentrates on the snake, moving it with them as they look for Lady Greenbriar.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

Sage approaches the "snake" cautiously, the hair of her tail standing as if electrified. But the bobcat quickly makes out that it isn't really there and loses interest. She joins Strom exploring the sounds of conflict further in the house.


Loot sheet No plunder, no pay Battle map--Misc info slides

Estelle being the kind soul she is, she checks on the butler.
Heal: 1d20 + 6 ⇒ (13) + 6 = 19 She notices he's got a faint pulse, and stabilizes him.

The door to the living room being a mere 20ft away, Astella quickly opens it. The living room is messed up. A couple of chairs at the dinner table are smashed, a dwarf in attire similar to the ones in the kitchen, lays face down near the sofas, a heavy looking book lays near his head.

The easel Lady Greenbriar utilizes for her paintings, has been tossed aside, one of its legs broken off. There is a muffled whimpering sound coming from a door to another room in the back, and some aggressive yelling from another door more close by.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

"The power of the written word," Strom muses while advancing to the next room with the aggressive yelling. Does he recognize the voices?

Perception: 1d20 + 6 ⇒ (18) + 6 = 24

Throwing open that door he prepares to fight again.


Loot | Maps | CG Female Elf Arrowsong Minstrel Bard 3 | HP 18/18 | AC 14 / T 12 / FF 12 | Fort +1 / Ref +5 / Will +4 | CMB 4 / CMD 16 | Initiative +2 | Bardic Performance 3/10 | Perception +9 / Disable Device +9 | Spells 1L 2/3 | Low-light vision | Active Effects: None

Astella sprints towards the aggressive yelling, hoping that someone will help whoever is whimpering as well, but her goal is to put a stop to the violence.


Loot sheet No plunder, no pay Battle map--Misc info slides

The door is unlocked, and Strom and Astella head in first, followed closely by whoever does. It leads to a spiral stairs. Before they can actually move up, there is a cracking sound of wood, and a dwarf comes tumbling down the stairs.

Astella & Strom, a reflex 10 please, to avoid him rolling into you.

The sound of further fighting continues, and a door closes upstairs.

Whoever checks the whimpering.:

A dwarven maid sits tied and frightened in a corner, of what seems to be a room for gardening supplies, and growing potted plants.

1d20 + 6 - 5 ⇒ (8) + 6 - 5 = 9
The dwarf that came crashing and tumbling down, remains motionless on the floor.

There's a couple of doors, but one has sounds of fighting behind it. If opened, you see Lady Greenbriar and Robin stand back to back, surrounded by 5 toughs, including one the team recognizes as Copperneck. Robin looks battered, and Lady Greenbriar's attire has tears in it.
Around them, a couple of regular crew of Copperneck, lay on the floor with bruises and a couple of arrows.


Loot sheet No plunder, no pay Battle map--Misc info slides

Copperneck looks at Lady Greenbriar.

"No more, Greenbriar. Yer mercs have been causin' a lo' of trouble.
Ye migh' fetch a good sum of ransom, though i'm sure ye won' be mindin' any of tha' when the time comes. Hehehe."

"Now stop resistin'."
Then, he notices you guys...

More later.


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CG Female Elf Illusionist wizard 3|HP 20/20|AC 17/T 13/FF 14|Fort +3/Ref +3/Will +5 (+1 to dis. illus., +2 vs. ench.)|CMB +1/CMD14|Initiative +3|Perception+2 |
Spells:
0th: detect magic, ghost sound, mage hand, message/1st: color spray, mage armor, silent image, silent image/2nd: glitterdust, minor image, minor image
|Darkvision 60 ft (light sens.)|Active effects: Mage armor

Severa maintains her serpent and goes to check on the whimpering. Seeing the tied maid, she whispers "It's ok. We'll get you safe." She lets the snake lapse so she can untie the maid.


Male NG Dwarf Druid 3 | HP 16/24 AC15 T11 FF14 | BAB 2 CMB 4 CMD 15 | F4 R2 W5+2 (Hardy, see desc) | Init +5 Speed 20 | Dwarven Chain-flail (Cold Iron, Masterwork) 1d20+5, 1d10+2, Reach, crit x2 | (Str+2, Dex+1, Con+1, Wis+2, Int+1, Cha+1, Armor Check -1) Diplomacy +9; Perception +6; Profession: Merchant +5; Sense Motive +5 | Companion: Sage (bobcat), AC20 HP15, Init +6
Magic:
Spell Slots: O: 4, L1: 3, L2: 2 | Concentration: 1d20+4 | L0: Create Water, Enhanced Diplomacy, Guidance, Resistance | L1: CLW, Entangle, Longstrider | L2: Bull's Strength, Ironskin | ++ Summon Nature's Ally II

"That's the one!" Strom points at Copperneck. Sage chases into the room and runs to flank the gang leader.

Acrobatics: 1d20 + 6 ⇒ (14) + 6 = 20

Strom moves to the side to keep Copperneck in between himself and Sage. His instincts had taken over but he stayed himself now, for the moment.

"Copperneck! You'll not threaten the Lady or anyone else. Now stand down, we can still end this without more killing. See reason, man. You're outnumbered and you can't win."

Diplomacy: 1d20 + 9 ⇒ (16) + 9 = 25

3 minutes: AC19, +4 Str

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