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![]() Sazu, you don't know that they are bandits, no. But the moment you decide to cast Charm Person on one of them, they will attack you. If you want to start singing instead of casting Charm Person, that's fine too, though they will still attack you. Round 1 Web Bolt Save: 1d20 + 4 ⇒ (1) + 4 = 5 The potion-wearing enemy pulls out a scroll and carefully intones some words. UMD: 1d20 + 8 ⇒ (18) + 8 = 26 When he does the greatsword user seems like he can see again. Meanwhile the spellcaster begins a loud prayer to Calistria which seems to bolster his allies. Seeing that the rest of you are moving slowly, the greatsword wielder takes the opportunity to slip in close and attempts to sunder Ihon's spell component pouch. Sunder: 1d20 + 12 ⇒ (17) + 12 = 29
Glitterdust Save (shield): 1d20 + 3 ⇒ (19) + 3 = 22 The shield wielder bumbles around for a moment but seems to have restored his sight in preparation for the next action. Grease (Greatsword): 1d20 + 6 ⇒ (18) + 6 = 24 The greatsword wielder deftly dodges out of the way of the Grease. ![]()
![]() Initiative: 1d20 + 4 ⇒ (16) + 4 = 20 Will Save: 1d20 + 3 ⇒ (11) + 3 = 14
The person with a sword and shield and the person with a greatsword appear to be blinded. The one in robes and the one with the potions and gadgets do not. ![]()
![]() The people in front of you shake their heads. We have no need of your magic. What we need, we have. Now if you claim to be our allies, prove it. We understand that you didn't know these folks and wanted to help your fellow man. But now that you know they are drains on the people, kill them and we can move forward as allies. The robed individual adds, Or move along. Otherwise we are enemies. ![]()
![]() They have currently been affected by Diplomacy for this day, so unless someone has a power that allows them to do it again, they are stuck at Unfriendly. Oh, they are the worst sort of bandits, one of the armed folk says. They are stealing from the good people of this land, repressing us. They make their lavish living on the backs of the downtrodden. And we figured that if we strung them up here some of their well paid lapdogs would come find them. So, is that you lapdog? ![]()
![]() Amideo, you think that they are likely being openly aggressive and they are clearly hostile to you. By speaking with them you are able to calm them slightly and they are only unfriendly instead. Sazu, these folks are clearly well armed and armored, but their clothing bears no specific symbols of allegiance. However, based on the somewhat odd collection of armor pieces and what you know of the area, it seems like that these people are bandits, rebels, or both. ![]()
![]() Sorry, was at a convention and greatly overestimated the amount of energy and time I'd have to post. Back home now! Andre is able to cut the ropes and with the help of the group, lower the people to the ground. As you all start to remove the rest of the bindings, a group of four people starts to come out of the trees beyond the clearing. What exactly do you think you are doing? The person in the lead, armed with a drawn sword and shield, asks. One of their companions has a greatsword, one is covered in potions and gadgets, and the final appears to be a robed spellcaster of some kind. ![]()
![]() Sazu, when you move to check out the scene, you find that the area looks like it was slept in within the last day. Given the marks on the ground and the way the two people strung up are tied, it looks like they were dragged here and strung up by someone else. There are no signs of combat here, so it seems likely that whatever fight happened didn't happen at the "camp". ![]()
![]() Perception Roll: 1d20 ⇒ 13 Three of you approach the sound. As it gets closer, it sounds like one or two people struggling and you are able to get close enough to see through the trees. It looks like two people, dressed like merchants or traders, are tied up and hanging bound from tree branches. They are not hung for execution, but they're clearly restrained and struggling. At their feet are the remains of a small fire and four bedrolls. It looks like whoever occupied them isn't around. ![]()
![]() Sazu, you hear something very faint off to the side of the road. It seems like it might be coming from a nearby copse of trees, but you can't be sure. Ihon, you hear rather clearly the sounds of struggling and muffled shouting coming from that copse of trees. There is no light that you can see coming from that direction, at least from the road. The trees themselves are about 20ft from the roadside. ![]()
![]() Sazu, while you are not accosted, you notice that there is a fair bit more traffic at the darkest point of night than there was in the late evening. Caravans moving at a much more hustled pace move through and a few individual travelers. You don't witness any combat, but it is clear to you that everyone moving at night has somewhere that they want to be and they are very dedicated to getting there quickly. Other than that your watches go without incident. ![]()
![]() You start your journey and it seems peaceful and unremarkable. The road is well maintained and there are other travelers, mostly in caravans, that are moving both ways along the road. You are able to travel for an entire day without issue and when the sun begins to set, the roadside is clear enough that you can make camp along it if you like. Let me know what watches you are going to set if you are going to make camp. And everyone that is on watch can give me a Perception check for that watch. ![]()
![]() Sazu, what you find is that the most common warnings are about Strix. The roads themselves seem to be well-policed, but caravans and merchants traveling near the Strix lands often fall prey to Strix aerial assaults seeking supplies. You get the impression that it might be a good idea to steer clear of there. Andre, you try to ask around, but people seem very reluctant to talk about rebels at all. In fact you are rather loudly rebuffed and told that as loyal citizens of Cheliax they wouldn't know anything about rebels. Amideo, you speak to some of the minor nobles and you are able to find some information. They suggest a few things - first of all, as you might expect, the largest majority of the rebels come from the working class, not the nobility; second - the rebels have a habit of ambushing patrols or other signs of Chelish power that are lead by nobles whenever possible. ![]()
![]() What would you guys like to do here in Blackridge? It is a major city, so buying horses is definitely possible (of course). If you'd like to Gather Information, let me know where you are heading (as in trying to hit up taverns, trying to ask street urchins, etc.) and what sort of information you are asking about. ![]()
![]() A young woman wearing noble's clothing eventually approaches from deeper within the palace. Good meeting you, she says, interrupting any conversation that is already going on. The Governor would like you to assist in the quelling of...rebellious voices. While it is not expected that you are nearly capable enough to remove all stains of treason from the region, it is hoped that you will find yourselves able to address some of the discontent. She hands whoever is closest a map of the region with a few red marks on it. Those are towns where we suspect rebellious activity. But I am sure that the activity is different wherever you go. You will need to collect more information on your own. With that, unless someone stops her, she turns and leaves, clearly feeling she has more important things to do. ![]()
![]() When the group gathers at the appointed time, you are all taken to an older woman who seems rather bored to be meeting you. Nicolas speaks before she does, and seems much more engaged with what is going on. Elia will teleport you to Blackridge. Once there you are to meet with the assistant to the Governor. You will be responsible for your own lodging and I don't know how long it will take you to complete your task, so manage your own time. When you have seen to the Governor's needs, send word back here and I will forward your next assignment. With that, assuming you are all ready, Elia will begin casting teleport. Oh, Nicolas says as she casts, We've recruited a half-orc to join you and he will be waiting for you at your destination. Please bring him up to speed. Once the spell is complete the group finds itself in a large stone waiting chamber in the Governor's Palace in Blackridge. Arrac is waiting there for you and there are plenty of chairs and small tables to wait at while you await the arrival of the Governor's assistant. ![]()
![]() Okay, after some deliberation, we'd like to invite Arrac, the half-orc Slayer (played by Rorek55) to join our game! Please check in on our discussion thread here. Thanks to all of the other applicants and it was a tough choice! ![]()
![]() If there are things you want to do in the meantime, that's fine. You can even travel after the three days if you want. The new PC will join you on one end of the trip either way and you won't be getting into combats before then so while I'm open to posting if people want, I'm also fine with people pausing until then.
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