Owlbear

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85 posts. Alias of ubiquitous (RPG Superstar 2013 Top 32).


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Was waiting for Yakuthiel to roll, but realised that - wiith Illnore's critical success - you've got your 4 successes for obstacle 2.

@Illnore, regarding chalk. I don't think so, it would need to be either a more expensive resource, or a class ability/spell slot.

Things have been a bit crazy here. I've luckily been unaffected by cyclone/flooding, but it's a weird time.

The guard nods: "Oh right. So many contraband symbols, hard to keep 'em all straight." He shakes his head at himself as he continues down the line.

As you come to the head of the line, the winds change. A stiff sea breeze brings fresh air and relief from the awful city-stench, but it also whips amongst the queue billowing clothes, scattering papers, and sending ships rocking at their moorings.

The wind is strong enough to rip documents from fingers - ready in-hand to be offered to the waiting guards - and send them flying into the sea.

OBSTACLE 3 last one

DC 12 Reflex save to hold on to the travel papers so they do not blow away or DC 12 Nature to anticipate the gust and hold - or instruct others to hold - them tightly.


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You can't try the skill check more than once, however you can suggest any additional things your character might do to help. The rules indicate spell, magic item, or character ability, e.g. spending some kind of character resource in order to affect the situation.

Obstacle 1 you're 3/4 successes. I'll move on for now but can return if you come up with something.

Taffrit yelps in shock at Yakuthiel's snapped command, and it stuns him - and his parents - into absolute silence for a time. Illnore tries to get a story going but the shocked children pay no attention to the halfling. Eventually Darius intervenes with a much more thrilling tale.

"Oh yes, we are very lawful. The most lawful children there ever were," they respond to Dolan with outrageously serious faces.

They seem mostly impressed with the severity of the situation but you never know with kids.

-

The wind turns, sending a couple of un-tethered sails billowing and a horrific stench wafts on the breeze from some unknown source. The kids laugh at the smell, but in another party some poor sod doubles over retching. The guards intervene to check on him and pull him out of the line.

You're glad you didn't have anyone with you of a weakened disposition. They wouldn't have reacted well.

-

The line shuffles forwards. Daffrid's husband Tellith - dragging a heavy trunk behind him - stumbles and drops to a knee awkwardly. His backpack bursts open and a pair of thick books with large gold-inlaid symbols on the front spill out.

A guard trotting past glances over, and mumbles: "Hey, did you get those from the Arcanium Abjurant?"

OBSTACLE 2

Deception DC 12 to Create a Diversion to distract the guards or Stealth DC 12 to Hide the books.


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The time passes quickly. You set off as soon as possible, catching the docks at its busiest when they first open for the day and the Emerald Guard are stretched thin.

The queue to board the numerous docked ships is long, and the wait interminable. Flitch plays with a "lucky coin", though he keeps almost dropping it between the dock's planks. The kids - at first thoroughly impressed by the new sights, sounds, and smells - soon get to arguing and racing back and forth, though they're not the only ones in the line to cause disturbances.

Eventually though, Taffrit grows tired of this, and loudly gripes: "How much longer? Why does escaping the Prunelord take so loooooooong. I thought it would be exciting to be smuggled!"

The comment draws side-long glances from other members of the queue. Taffrits big mouth might get you in trouble.

OBSTACLE!

This section plays out as a kind of skill challenge. Each obstacle will have a couple of listed skills. If you have a Lore skill that makes sense, you can use the same DC, otherwise an alternate skill will be 4 higher DC. You need as many successes as PCs - 4 - each successful skill check adds 1 success, crit success is 2, fail is 0, crit fail is -1. You can also use creative solutions to gain an additional success.

Diplomacy DC 12 to get Taffrit to keep quiet, or Society DC 12 to answer it in a way that diverts suspicion.


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Astrid/Garrla's armor: it doesn't bear any Emerald Guard specific marks, it seems she was high enough rank that she commissioned it herself as opposed to being standard-issue, same as the blade.

Forged documents: yes, it's a passport-like travel document essentially establishing the refugees as members of your mercantile business (or their kids), whose proper home lies elsewhere in Golarion. While they may cross-check with the entry/exit notes for your ship, there are plenty of other members of the crew who have been coming and going and filling up the log that the refugees should fall through the cracks.

Daffrid interjects, face writ with concern: "I thoroughly dislike this strategy of splitting us up: if anything were to go wrong with our papers or passage you would not be on-hand to smooth things over. My husband and I are not glib talkers, and Flitch - presents well - but he is a scribbled mess of nerves. You also have this...dirt with you too. It will be no help to us if we are not together."


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You return through the sewers, an easy trip with no need for the raft, and not shoving Seddothrum's bulk through.

The Rockfish Inn is quiet when you return, that is, until the raucous forms of Taffrit and Maffree come bounding out of hiding when they recognise you. The questions come thick and fast - where did the others go, a secret cove how did you get there, the sewers ewww, how did the big stone man even fit, did you punch a shark, what's a reefclaw, you had to come back through the sewers double ewwwww.

Daffrid finally rounds them up: "I'll get Maffree to fill a bath. There's a bit of odour gracing your steps." She indicates her husband who nods by way of introduction. A tall, lean man, he has a similiar spectacled scholarly look about him.

Flitch pokes his head out of one of the bedrooms and calls down the corridor: "I'll be in here, layin' low and napping if you need me. Got my papers after all, can't wait to leave this dung heap."

Here's where you get to do any pre-planning for your excursion to the docks tomorrow. You have well-made forged documents. You have a diguise kit donated by Flitch. This is your chance to nail down any cover stories, figure out any disguises you wish to enact, that kind of thing.


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The payments go to Guaril himself. He's basically taking 50% of your treasure once you report in. As far as you know the situation is more flexible with the ship captains, so any confrontation about payment will be with Guaril.

"Stupendous," the halfling exclaims, darting forwards with quick jangling steps. He flits between the group, bowing, shaking hands, and giving Seddothrum's size a double-take. "Welcome to the Rolanna's Prayer one and all. A safe harbour - or it will be once we leave this harbour - for the oppressed and downtrodden. Forgive the mercantile bluster, a cover is only as good as it outwardly shows."

"There is an aft cabin in the hold for you, hammocks for all - though we may have to jury-rig a sail for this one. Our voyage should be easy so long as we leave promptly to avoid the next Emerald Guard patrol galley."

The group turns to thank you. You can see the first signs of relief on their faces as the knowledge that they are free from Xin-Edasseril begins to set in.

Seddothrum booms first: "You have been most generous to me. I only hope that our roads meet again that I might repay your kindness."

Vurna looks a little green as the ship bobs beneath her feet. Yuleg holds her shoulder to keep her steady: "It's a bit of a surprise, y'know, her gallavantin' about the sewers came to good after all."

"I'll be happy not t' see another rat for a while," Vurna says. The halfling captain assures her that Rolanna's Prayer is a rat-free vessel.

"I am t-t-thrilled to be free of that p-place," Themolin says. He glares back at the beach and sewer entrance you just swam from. "T-t-time for a city where a-accountancy is not a cut-throat profession."

Astrid digs her armour and longsword out of the heavy sack she's been carrying, offering it up to the group as payment, along with a pouch of gold coins: "Glad to be rid of them. A well-deserved prize for such an efficient operation." She nods with respect at Yakuthiel, warrior to warrior.

Astrid's +1 full plate, +1 longsword and 20 gold pieces represent 2 more Treasure Bundles.

You have a moment to say your farewells. From here it is an easy trek retracing your steps back to the city. There you'll have time to figure out your final plan of leaving via the docks.


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Free hero point? Amazing :D

Even with his body wracked by a strange poison, Yakuthiel glides through the water with ease. You reconvene at the raft. Even were the poison to run its course Yakuthiel would be in safe hands here and is in no danger of drowning if it sapped more of his strength.

As you paddle out the bay towards the Rolanna's Prayer, Seddothrum - splashing back and forth with sewer-grime-cleansing-glee - lets out a booming "OUCH!" He rolls over and rubs at some large grazes across his back, before kicking at something beneath the water: "Is good to stay in the middle of the bay: there are sharp bits of rock hiding here."

"Why'd ye think it's called shard cove," Vurna cackles.

You draw up alongside the Rolanna's Prayer. A rope ladder hangs over the side. Seddothrum tests it gingerly, but its cords are thumb-thick and tightly wound, so even he can board with ease.

The deck is empty. A small face peers from the doorway of the aft cabin: a swarthy halfling in bright orange and turquoise clothing, his ears studded with numerous bangles.

"Oooh, visitors! Bedraggled and a little odoursome - the salt spray will cover that soon enough - but all are welcome aboard so long as you're the ones we've been arranged to meet. Our mutual friend has organised passage, am I correct?"


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Yakuthiel is unperturbed by the treacherous waters of the bay: he plunges through them with fierce strength. The reefclaw - one pincer thrashing with Chiselnits viny form - is caught almost unawares. Yakuthiel swings off Chiselnits for leverage, and plunges the bastard sword into the reefclaw's exposed flank.

damage including extra from critical hit: 1d12 + 4 + 15 ⇒ (10) + 4 + 15 = 29

It sinks hilt-deep. The reefclaw thrashes violently at Yakuthiel with its free claw in its Death Frenzy.

Claw: 1d20 + 9 ⇒ (13) + 9 = 22
Damage (S): 1d6 + 3 ⇒ (5) + 3 = 8

The pincer bites into Yakuthiel, and he fights the feeling of his strength draining from the wound.

Yakuthiel and Chiselnits need to make a DC17 Fortitude save, otherwise poison: 1d6 ⇒ 1 damage and you're enfeebled 1. Oof. Not very dangerous poison so far.

The waters of the bay grow still. Fish peer from reef crevices and nooks. Gulls disturbed by the sudden commotion and stillness caw grumpily overhead. The occupants of the raft sit motionless, all eyes peeled for another foe.

Only the one reefclaw. It didn't expect to meet such a sudden end at the point of Yakuthiel's blade. It seems safe to continue on to the ship with your raft.

Darius, for future reference, you can make as many swim checks as you want. Failure just means you don't move. Having no successful checks during your turn however means you begin to sink.


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Yakuthiel: I'd already rolled initiative for you all. You previously used athletics to swim, did you want to move with that? A successful swim check will let you move 10' for most PCs

Darius (Esoteric Lore):
Success, but the reefclaw has no weaknesses/vulnerabilities. You weapons still become magical against it though. Do you gain any other information with this kind of check, or would you need to follow up with another lore check? You have a spare action you could use to make an occultism check to recall knowledge.

Darius levels a furious glare at the distant reefclaw. His burning gaze would melt through the courage of any normal foe, but the reefclaw isn't close enough to get a good look at it. Demoralize is 30' range.

Dolan takes a long shot at the reefclaw. The bolt splashes harmlessly into the clear waters of the bay. Some startled fish begin to nibble at it.

The reefclaw - realising it has been spotted - whips its eel-like tail and hauls itself across the reef with its pincers, sending its body hurtling forward. A small bow wave churns up in front of it as it moves towards Chiselnits. Seeing a strange intruder in its territory it strikes!

Claw: 1d20 + 9 ⇒ (13) + 9 = 22
slashing damage: 1d6 + 3 ⇒ (1) + 3 = 4

A solid blow. The claw tightens around Chiselnits' viney form as the reefclaw Grabs him. Are eidolons affected by poison?

Grabbed effect:
You're held in place by another creature, giving you the flat-footed and immobilized conditions. If you attempt a manipulate action while grabbed, you must succeed at a DC 5 flat check or it is lost; roll the check after spending the action, but before any effects are applied.

INITIATIVE - Round 3
- Dolan
- Darius
- Yakuthiel
- Illnore
Reefclaw


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I'm flying down to wellington tomorrow for a bachelor party this weekend, so my posting will be most likely interrupted until I get back on sunday.


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Illnore: I'd assume not, I'm not sure about 2E, but in 1E all eidolons were outsiders and the outsider type didn't need to breathe.

Yakuthiel: Nice! Still worth actually rolling because you can critically succeed for more movement.

You scan the water. Calm and reasonably clear as it is, the submerged rocks, spines, and coral of the reef are alive with movement; swaying seaweed, darting fishes, scuttling crabs. It makes it difficult to pick out any greater threat.

Keen-eyed Yakuthiel, however, does. A flurry of frightened fish catches his attention, and while it tries to keep into the mottled shadows of the reef he spots the distinctive large pincers and sinuous eel-like tail of a reefclaw.

Darius: With Yakuthiel no doubt pointing out its location to the group you'll be able to make your roll for it.

INITIATIVE
- Dolan
- Darius
- Yakuthiel
- Illnore

unknown threat


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Yakuthiel takes a brute force approach to raft transport. Corner too tight? Ceiling a bit low? There's a bit of flex to the boards, just need to really bend it. Tunnel half-collapsed? Shove Seddothrum through first to clear the way. Awkward ladder climb? Tie a rope around it and hoist. The raft arrives completely undamaged.

The first hint that Shard Cove is near is the air, as sewer stench gives way to sea salt and the the distant sound of washing waves. The stubby, rusted remnants of a grate do little to block the exit to a narrow, rocky beach.

Steep cliffs of bare rock almost encircle the cove. The Rolanna's Prayer bobs at the edge where cove meets sea, unwilling to risk the unknown depths to draw any closer.

Seddothrum strides into the ocean with no mind to the water's chill. He laughs - a great booming sound - as he figures out an ungainly, incredibly splashy paddle that keeps him afloat: "I will stay far from the raft, or I will sink it like a tidal wave!" Vurna chortles at the sight, while Astrid keeps a keen eye on the waters for any threats. Themolin and Yuleg - the least adventurous of the group - make themselves comfortable as central on the raft as possible.

rolls:

Illnore: 1d20 + 5 ⇒ (18) + 5 = 23
Yakuthiel: 1d20 + 8 ⇒ (5) + 8 = 13
Dolan: 1d20 + 7 ⇒ (9) + 7 = 16
Darius: 1d20 + 5 ⇒ (10) + 5 = 15
other: 1d20 + 8 ⇒ (13) + 8 = 21

As you're pushing the raft into the water and taking those first gasps of shocks as the cold hits your legs, Illnore lets out a shocked cry. She'd been standing to the side scanning the sea towards the ship, and a gull swooping across the water had suddenly been snatched out of the air by a large claw. Something lurks within the calm waters of the bay.

INITIATIVE
- Illnore
unknown threat
Dolan
Darius
Yakuthiel

I've put you into initiative since a hostile foe is out there. The map of the area is now visible on page 6. I've put you around the raft. The creature Illnore spotted was somewhere around the far side of the map.

Note, while you're next to the raft and have a hand free you can hold onto it and don't need to make Athletics checks to swim. If you are away from the raft it's DC10 for your swim checks.


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Seddothrum peels himself from the carved wall to a chorus of surprised gasps from all assembled.
Astrid: "I thought all stone giants were registered with the Emerald Guard..."
Vurna: "Ooh, it'll be a tight squeeze gettin' ye to Shard Cove."
Themolin: "Another f-f-fugitive. W-what a stunning c-collection of people we are."

"I am indebted to you, strangers, more than I perhaps can ever repay. But I will give it my all to do so," Seddothrum rumbles deeply. He bows in respect.

The respect doesn't last long once you begin making your way through the sewers to Shard Cove.

"Such cramped confines," he grumbles.
"If you s-s-squeeze much m-more, you'll go from s-stone to d-d-diamond," Themolin jibes the giant.
"Aye, you'll get a good wash once we make it," Vurna calls back from the front.

You have your own struggles. Dolan's sturdy raft is tough to fit around some of these tight corners.

Pick someone to make a DC15 Athletics or Acrobatics check (to shove or to squeeze through). You can roll to aid.


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I made a secret roll for your forgery. You examine it with your passive perception (17), and you can't tell that it was a forgery. You can roll to scrutinise it further but it seems like it's good.


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"My my," Yuleg yawns as he trots in from another room in the inn. He eyes up the well-crafted raft with admiration. "While I don't much enjoy the idea o' things underneath me I can't see, that does make me feel a bit safer. And it barely smells like salted fish anymore!"

With the raft created, its bulk will make travelling to Shard Cove through the sewers a little difficult, but well worth it when you get there. You'll need to make a DC15 Athletics or Acrobatics check (to shove or to squeeze through) on your trip there in order to keep it undamaged.

"I'll turn in for a little sleep, if I can. It's a good thing Vurna's still so tired, else I don't think she'd get any shut-eye with the nerves of all this," Yuleg says as he nods good night.

Let's quickly double-check your list to confirm who's leaving which way:

Unassigned
1. Seddothrum (if you're inviting him)
2. Astrid

Shard Cove
1 & 2. Vurna & Yuleg
3. Themolin
4.
5.

The Docks
1. Flitch
2-5. Daffrid, Tellith, Taffrit, and Maffree


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Happy new year!

Illnore Thornbriar wrote:
It looks like Dolan's going to have a late night, forging all those papers and making a raft. Note: it doesn't have to be a boat; as long as people can hold onto it and kick through the water, it'll work well enough to keep them from drowning.

Correct, even the worst swimmers can just hang on to the raft and paddle their way safely.


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Totally understandable that it’ll be a busy weekend and some for all. I’ll keep things moving as people post but no pressure. Enjoy the time with friends/family.


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Themolin lets out a deep sigh: ”Secreting away c-corpses. Who am I. J-j-just stuff them in a crate f-for all it’s worth. Barralbus did n-not have many friends who w-will look for him. We are l-leaving the city shortly, correct? This secrecy need no last years.”

Themolin moves quickly now: indicating a couple of empty crates at the back, even helping shift a dragging ankle as you work. Afterwards he collates a few things and stands ready.

”Y-you have lodgings-a hideaway, somewhere safe, correct? W-when do we depart and how?”


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Yeah, I think the focus on weapon dice in PF2 definitely prioritises rolling over doubling, especially with a d12! 18 damage from the AoO, but full damage from the flaming sphere again.

Yakuthiel plunges his bastard sword through the black butterfly swirling before Barralbus, and it almost seems to guide his strike home. The smoke puffs away revealing a deeply impaled Barralbus. He collapses with a deflated sigh, sliding off the blade to the warehouse floor.

No other threats present. Combat over.

Themolin brightens up immensely as you untie him and see to his injuries - nothing serious, fortunately. He stares a bit shocked at the two corpses now occupying his warehouse:

"H-h-he was trying to f-find out what I had been so worried about lately. S-said I acted s-so supiciously I had to be scheming. I loathe this city. The man was a paranoid social climber. D-d-didn't understand that I wasn't his e-enemy."

"T-t-the amount of borderline s-skullduggery I've had to endure to try and leave this place. Ugh. Y-y-you better make good on Guaril's p-promises."

Inside some of the crates - while most are Themolin's possessions and financial documents - are a collection of small artworks intended as payment to get him out of the city. That's 2 more Treasure Bundles. Also pillaging Barralbus and his hired muscle is 1 more Treasure Bundle.


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Darius Matric wrote:

I hope you recover quickly, rest and ice water I'd assume.

I did have to chuckle though, since it was -10 F this morning, not counting wind chill, when I dropped the kids off at school. Supposed to be high winds all weekend and single digit temps, so its gonna get cold.

Thanks! Back to feeling like my regular self now. Not going to make that same mistake again. Was only 25C/77F, but the sun here is brutal.

That sounds deeply unpleasant, though I've never lived anywhere with that kind of cold. Can't imagine it's easy motivate kids to go to school with that temperature outside.


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Sorry about the delay: first day of Christmas break and I spent too long in the sun battling weeds in our overgrown garden. Managed to give myself a minor case of sunstroke. Not recommended.

Dolan's strike sends the hired muscle to the ground. He dives forward to encircle Barralbus and set up Yakuthiel's attack, but the crazed caster is too wary to his tricks and cuts off his approach. His follow-up attack falls short of its mark.

Yakuthiel, however, needs no distraction to aid his attacks, and with furocious ease his blade slices through Barralbus' robes, turning golden finery into red rags. As Barralbus stays standing he hews again, this one landing a bit more lightly than the last.

Both hit, 18 damage total.

Barralbus shrieks in shock as Chiselnits appears in view: "What monster is this!" He barely keeps his feet as Chiselnits' viney appendage wraps around his ankle and tugs hard.

Barralbus concentrates, and the ball of fire continues to pursue Yakuthiel. Fire damage (DC 20 reflex): 3d6 ⇒ (4, 5, 5) = 14

He snarls: "I am beset by fools and freaks. Let their blades miss me!" He swirls his hands and a smoke curls into the shape of a butterfly before coursing around him and obscuring him from easy sight.

He cast Blur, DC5 flat check when attacking, unless Yakuthiel's Attack of Opportunity is going to take him down. Otherwise it'll be Darius up next to finish off round 2.


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Sorry, should've been more specific. Next up is:
Yakuthiel
Dolan
Illnore & Chiselnits

then it'll be Barralbus & thug.

Darius you're after them. So you may end up wanting to change your actions after they've acted.


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Yes, flanking a target makes them flat-footed to attacks from those flanking them. So Dolan will have Sneak Attack now.


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Dolan strikes first and fast: the dwarf slips forward almost before the hired muscle has time to react and shanks him in the ribs. In the man's surprise he stumbles back slightly and that saves his life (if only temporarily).

Double-checking, what's granting you sneak attack damage on that attack? Solid hit though.

Yakuthiel moves forward with ease, darting around the struggle between Dolan and the thug. He swings at Barralbus, but trying not to cut the man down with his hefty sword makes for a clumsy strike that Barralbus easily side-steps.

Barralbus carefully steps back, giving Yakuthiel's blade a wide berth, before beginning a muttering chant. Flames erupt from the floor beneath Yakuthiel. They dance to Barralbus's command, swirling in a burning haze into a sphere of fire.

"BEHOLD. Even fire obeys me."

Yakuthiel, DC20 reflex save or 3d6 ⇒ (5, 6, 3) = 14 fire damage.

The thug clasps at his side with his free hand, feeling blood seep from the wound. He strikes out at Dolan in retaliation. Rapier: 1d20 + 8 ⇒ (18) + 8 = 26 for 1d6 + 3 ⇒ (2) + 3 = 5 damage. Emboldened by the hit, he strikes again Rapier: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12. The blade whips past Dolan but doesn't connect.

He snarls and flourishes the blade: "The next strike will run you through." Demoralize vs Dolan: 1d20 + 3 ⇒ (6) + 3 = 9 Not intimidating anybody.

The glare of fire illuminates Darius's mirror, and from the flashing reflections bursts another Darius, this one standing behind the thug. Both Darius's battleaxes fall. One into thin air. The other into an unprotected back. The thug cries out in shock and pain.

Very cool ability! Super flavourful and handy. Love it. A big hit. The thug's barely standing by this point. Back to the top again. Oh. Actually, if there's a valid reason for sneak attack from Dolan then the thug will be down.


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You have a gap of time here you could use to run some errands. I'm assuming your characters are using it to let everyone who you've contacted know when you're planning on leaving the city - either out the cove tomorrow morning, or out the docks the following day.

Also yes, you'll be able to get back to the inn just in time to avoid curfew.

Though nearby the Ministry of Tithes, Themolin's office-slash-warehouse sits on a relatively quiet road. It's a sturdy, well-maintained building in stark comparison to the delapidated and crumbling tenement housing surrounding it. The only sign that it's anything more than a warehouse is a piece of torn paper nailed to the door. It flaps back and forth in a light breeze. On it, written in a flourish is "Themolin's Accountancy".

The front door is cracked open. Peering in reveals a narrow corridor surrounded by ceiling-high stacks of crates, barrels, bundles. The gap winds deeper into the building. Ahead you can hear muffled voices. Someone whispering very insistently. As you turn a corner the crate-walls open up a little revealing a very unexpected tableau:

Themolin sits on a half-broken chair, arms bound, body hanging forward limply. His face and shirt are bloodied and burnt.

Beside him stands a recogniseable figure once again inspecting his nails: the once-pristine Barralbus is sweat-stained and scowling. A frenzied look sparks in his eyes: "I KNEW Themolin was suspicious. CONSPIRING with outsiders! My desk will tower over his when I'm through with all of you."

Nearby a man who has the look of hired muscle leans idly against a crate, rapier in his hand flicking it back and forth with obvious boredom.

Combat looks imminent! I'll roll initiative with Perception for you all, but let me know if you think you might've taken some actions leading into this scene that gives you an alternate bonus e.g. Stealth.

Darius: 1d20 + 5 ⇒ (7) + 5 = 12
Dolan: 1d20 + 7 ⇒ (19) + 7 = 26
Illnore: 1d20 + 5 ⇒ (20) + 5 = 25
Yakuthiel: 1d20 + 8 ⇒ (19) + 8 = 27
Barralbus and friend: 1d20 + 6 ⇒ (11) + 6 = 17

First bunch up will be Dolan, Illnore and Yakuthiel. I've revealed the map in the docs on page 5. I've put you in the green box for your starting location, but you can move yourself anywhere in that box for free as to how you'd set yourselves up as a group.


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Yeah, Dolan's your best bet for the forgeries. He can create some overnight for everyone. You have enough information to set some up for everyone who you're planning to get out via the docks, and you have those almost-there forgeries from Flitch that give you an extra +2, so you'll be at +7.

I'll do a secret roll for the Create Forgery and let you know how they stack up against a decent Perception check.


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Themolin pulls a card and hands it to Dolan: "The address is t-there. It's m-my warehouse slash office. A t-temporary s-solution until I get a n-n-new place to live."

He seems completely oblivious to the skillful larceny that just occurred.


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Themolin nods along to Illnore's introduction, a silent calculation running behind his eyes as he takes the measure of each word. His eyes narrow, then grow very wide, and he stammers: "O-oh, y-y-yes, A-alera Kliraug. A m-m-matter of credit. Y-you must understand t-that is a personal matter and this is a place of b-business. W-w-we should discuss that in p-private."

He pulls a card from a stack on his desk and offers it to you: "I have a p-p-place nearby, we can discuss this evening. J-j-just before curfew. Y-y-you understand that I have obligations here. P-p-people would look at me strange for l-leaving early."

As he converses Dolan slides around the desk and leans over surreptitiously. The paper that caught your attention is definitely an affidavit of sale submitted in a recent audit: it shows that the guard Ellvard purchased a painting for a meagre sum and then re-sold the painting to Belimarius's estate for a hefty amount.

Dolan:
This reeks of the painting either being a forgery or stolen goods. Neither would turn out well for this guy. Definitely useful information to have on-hand if he happens to give you any grief at the docks when you leave. You think you might be able to slide it off his desk with a pretty simple spot of Thievery


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Oof, not even a critical success on the aid would let that succeed. Also you'd know that trying to knock out a guard while INSIDE THE GUARDHOUSE would not end well for anyone involved.

"Please-" the guard cuts off Illnore mid-stream with a practiced polite snap "-all inquiries to a guardsman not on duty." He slides past her to clap Dolan on the shoulder before reaching into his pocket to snatch out the book. A stern look crosses his features and he looks ready to shout the building down before Astrid cuts through the situation:

"You'll never make a guardsman without being able to handle sensitive material in a discreet manner! The Emerald Guard have eyes keener than our blades, and sharper wits to match." She strides over and retrieves the book. "Good day, I trust you will be more successful in your other future endeavours."

DAY THREE - MIDDAY

Contact made with Astrid - though unable to secure the interesting book - you turn to your next appointment and trek across city to the Ministry of Tithes once more for your scheduled meeting with the clerk Themolin.

A lean, dark-skinned man looks up with a start from behind several stacks of papers, some nearly toppling from the heavy wooden desk upon which they are perched.

"I-I understand that y-you've made an appointment to s-see me. H-how may I-I b-b-be of assistance?" he stammers as he hesitantly rises to his feet.

Dolan, Illnore:
Perception success: as you converse with Themolin, your eyes spy a familiar name on one of the sheets of paper on his desk. Ellvard, the guardsman that Astrid talked about so very recently. The rest of the paper is very fine print, but it seems to be a receipt of sale for a very large amount of money. Far more than would be normal for a member of the city guard.


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Moving things along as my last post didn't do a great job at fully explaining the wink-wink nudge-nudge subterfuge that this conversation calls for. Your characters have proven themselves capable and competent of handling those kinds of interactions.

You mention to the guardswoman your possible shared acquaintance Liraug Alerak with a sly wink. The woman narrows her eyes, then nods: "I know them. You are well-recommended for this position then, though I assumed they would be here to recruit in person. I am Astrid Kallade. Could I see your travel papers? I admire your enthusiasm for the emerald guard but considering you are leaving so shortly I'm afraid it wouldn't work out. Ah, leaving in a couple of days? A friend of mine works the docks that day - Ellvard - such a noble, honest, trustworthy figure in our organisation."

She digs out of her pocket a small, black notebook and places it on the desk between you: "Some information that Ellvard might find interesting if you run into him. It's quite precious, so keep it out of sight from prying eyes. I hope you have what it takes." She nods towards the guardsman by the door keeping a keen eye on all who enter and leave. He holds up a young couple and looks over what they're carrying before letting them pass out.

"I can discuss your future prospects with the emerald guard at another time, just let me know when you're planning on leaving."

Astrid Kallade's portrait is visible in the adventure docs.

Having a glance at the book's contents, it seems to be a ledger. You'd need to study it more closely to determine its purpose. Getting it past the guard however is a DC20 Stealth check to Conceal an Object. Good luck.


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@Illnore There's plenty nearby, though close proximity to the guardhouse means they're well-populated with guards on break. Possibly not the best place for a clandestine meeting.

No worries, hope everyone had a great thanksgiving!


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As you enter the recruitment office, you see the guardswoman Dolan indicated: a dark-haired woman with strong features.

"Wait one moment, change of shift," she says to the line of potential recruits as she takes over the desk from the previous staffmember.

It's a short wait as she processes the form and queries of those before you with practiced efficiency. Eventually, you're standing before the desk. She eyes your group, face unreadable.

"Travellers? Unusual but not uncommon." she raps her knuckles on the jingling chainmail of her armour: "the Emerald Guard takes all kinds. If you have what it takes, it could be yours one day soon. Just tell me the time and the place."


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Dolan:
Sense Motive: you get the impression from the woman that she’s trying to get you to head to the recruiting office where she came from, although you are not sure if she is trustworthy. The drop was well-practiced, and so far all you’ve dealt with have been terrified amateurs desperate to get out of the city, not someone practiced in clandestine behaviour.

You watch the woman as she gets to the gate out of the courtyard, but she doubles-back, taking a roundabout route along the perimeter of the yard before re-entering the recruitment office.


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"Garrla?" he casts his eyes upwards as if scanning the skies for inspiration. "Can't say I'm familiar. I know a Galadras, a Gasto, even a Gephret, but no Garrla. Do you know who else is in their patrol, or where they're typically stationed?"

He gestures over another member of the guard. She doesn't recognise the name either, but she fetches her friend who instructs you to talk to someone else in the courtyard. You make a grand trip about the yard but return to the original guard none the wiser for it.

Dolan:
Perception success: as you're trotting back slightly behind the group a guard coming out of the recruiting office bumps into you. She mutters an apology, then says: "It is a good time for recruiting" before continuing on her way. In her wake you notice a small slip of paper fluttering its way to the stones. The paper reads "Ready to join"


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Don't worry: you've still got another night to attempt to make a raft.

Dolan selects a sturdy-looking barrel that doesn't reek too badly of fish and sets about breaking it down into planks and forming those into a raft. It's not until near the end of the night that he notices a defect in a lot of the boards: it seems like the varnish didn't fully seal and some awful fish juice has rotted away the boards from within. You have a complete yet un sea-worthy raft. It's a good thing he noticed the issue before you tried to float on it.

The Emerald Guardhouse is the last location you have to visit, so I assume you're heading there first thing.

DAY THREE - MORNING

You set forth into the city, through the typical thoroughfare of patrols, checkpoints, blockages, until you arrive at the thickly-columned building with many, many carved likenesses of Runelord Belimarius. A wide courtyard of training apparatuses is busy with patrols returning and setting out. A short line winds out of door of the recruitment area.

A thick-set man with a pristine uniform stands guard at the end of the line. He nods at your approach to the only public-accessible area of the building.


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Yuleg scratches at his beard in thought after bringing over more drinks and another fish-based meal. ”Can’t really bring myself to let you break down any of the furnishings - lotta love an’ years in ‘em. But I do have a half-dozen barrels of fish I can empty out.”

Someone trained in Crafting could work overnight to make a Crafting check to construct a raft that could hold up to four people, six if you’re really good at it. Failure would ruin the barrel, but you have a few spares.


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Even with your silver-tongued assistance, Darius, you are unable to convince the receiptionist to budge on the assigned time. You get the impression that you've already stretched her allowance to her limit.

As your second day in Xin-Edasseril comes to a close, your group gathers together in The Rockfish Inn to recap the events thus far:

- You've cured Vurna Bluingot of her filth fever, and both her and her father Yuleg are ready to leave the city. She knows the way to Shard Cove.

- You've made contact with Flitch. You identified an issue with his forged documentation. He is ready to leave the city when you do.

- You've made contact with Daffrid. She, her husband, and her two children are ready to leave the city. You might be able to get them out of Shard Cove, but the children probably can't swim out to meet the ship.

- When you met Daffrid, you encountered a fugitive stone giant Seddothrum who wishes to be smuggled out of the city. He is unable to pay however. You'll need to make a decision as to whether he's going to leave with you, and which way.

- You have an appointment to meet Themolin tomorrow at the Ministry of Tithes.

- You have yet to make contact with Garrla at the Emerald Guardhouse.

- The ship arrives at Shard Cove on the beginning of the 4th day, so you have one more day to make preparations for anyone leaving by that route.


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Sorry, I'm here. Got back home last Saturday (turns it out got a lot busier than easier), but caught covid either on the final couple of days or on the flight back. Been in a bit of a brain fog since then. Finally feeling better.


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Sorry team, this week has been hectic with travel. Things should quieter down a bunch after tomorrow.


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The receptionist’s frosty exterior cracks into a smile: ”For once someone opens their mouth and politeness spills out instead of veering straight into the complaints and vitriol. People underestimate how necessary the tithes are to the running of a city as great and complex as Xin-Edasseril.

She pages through the hefty book on her desk, until locating Themolin’s schedule.

”A busy clerk, Themolin, he doesn’t have anything open until four days from now, but…” she runs a precise finger down the page ”-the Salazar account is a complete mess and I’m sure letting them squirm for a few days more might do wonders. Looks like he’s now free tomorrow afternoon.”

The well-manicured man stops fiddling with his nails and enters the conversation: ”Mesolin, you do perform magic sometimes.“ He punctuates the word with a flash of sparks from his fingers. A basic cantrip but he seems impressed with his abilities.

He nods towards you all: ”Barralbus, aspiring practitioner and head of numerous accounts. I’ve dealt with more contracts than Themolin has hairs. Are you sure you need a man like him for your case?”


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Seddothrum’s head droops: ”I have nothing material to offer. How should one who has been stripped of all possessions own something to use as payment. All I can do is plead to your conscience that you are a good person at heart.

I’ll intro the next scene, but feel free to add on any chat to wrap up with Seddothrum.

DAY TWO - LATE AFTERNOON

You leave the stone giant to his hiding wall and continue back to the city proper. Noise, bustle, and smells both pleasant and toxic hit you as you’re not longer protected by the Arcanium’s ruined walls. Another horridly slow trip occupies your time to the Ministry of Tithes.

Inside the immense stone building - which seems almost hewn from a single giant marble block - numerous well-dressed bureaucrats tend to reams of paperwork piled upon the dozens of desks. The desks are overshadowed by a prominent stone likeness of Belimarius. Also within the statue’s shadow sits a neatly dressed woman at a reception desk. Next to her stands a well-manicured man, also in fine attire, who is leaning over her. The two are engaged in animate conversation.

At your approach the two break of the conversation and the receptionist turns to you with a well-practiced deadpan stare: ”Ministry of Tithes. Who do you owe, and how much.”


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Seddothrum nods vigorously, disturbing dust and pebbles from the wall he’s pressed against: ”My mouth might run like a river of complaint at the confines but my heart will know it will be worth it in the end. Just tell me when and where I might find this freedom.”


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You size up the giant. Though true to his namesake he is a tall creature, his height is offset by how lean his figure is. Passage through the sewers - while a bit of a squeeze - would definitely be manageable from the tunnels you’ve seen.

”The Emerald Guard will not let me leave this city, so legal passage is unquestionably impossible. Unless you have the means to craft such a magical disguise that it would fool even the most careful of detection and scrutiny.”


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Thanks! Made the flight safely. The main thing I’ve noticed is that domestic US flights are not cheap when you’re looking for specific dates or times.


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Illnore Thornbriar wrote:
"Uh, how well can you swim?"

Seddothrum mulls the thought over for a moment. ”Well enough to not drown, but the nearest islands are too far to swim for. Believe me, some have attempted it.”


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Getting them past the guards and onto the Merry Mayfly seemed like the back-up plan for those you aren't able to smuggle out to the Rolanna's Prayer. The more people you have with your party the more notice you may attract from the guards, for example.

Seddothrum happily returns to his rather well-disguised pose as part of the carved panel, enough so that a sparrow flits down and hops around on his shoulder for a time. You merely look like a group of tourists admiring the grand ruins of ancient Xin-Edasseril.

"This is indeed safer," he says as quietly as possible, voice emerging like a scree of pebbles rolling down a mountain. "Please, I have sought a way to leave, but the docks swarm with Emerald Guards - angry wasps buzzing about without a queen's guidance - and the walls are too high and too thick. I had braver friends who thought to try those ways. They are rubble now; growing moss and hiding rodents from the sun."


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Illnore peers out over the rubble and remnants of the once-mighty Acranium Abjurant's grounds. A few bright birds preen the fallen torso of a statue. A lizard suns itself upon a fallen column. Not much moves otherwise.

You take your leave of Daffrid and her children - the latter are very excited to take part in the subterfuge of escaping the city - and make your way out the building and towards the passage back into the city proper.

Darius stops the group about half-way down the main road. Something isn't quite right. He points out a bas-relief panel inlaid with immense figures raising the walls of Xin-Edasseril, beneath an immense dome of protection from many wizards.

At your notice, the stone giant trying to disguise himself as part of the mural steps free, drawing himself up to his full twelve feet of height. The giant presents the typical, lean, hewn built of its kind, though it seems uncertain about standing so tall, casting nervous glances about for any other passers-by.

"My name is Seddothrum, and I need your aid," its voice rumbles like a landslide. "I know Daffrid is to leave this city, and you are her means. I beg you-" he lowers to a knee "-take me too. I can cower here no longer."


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Flying out on Thursday instead. Had some visa issues which we managed to get sorted out...20 minutes too late. Ah well.


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Illnore Thornbriar wrote:
@GM Ubi: Do we have enough time to go to Themolin's and get back to the Rockfish Inn before curfew?

Yep! You've enough time to go there and back.

Busy weekend for me: getting ready to head to the US for 6 weeks to visit family. I'll have my iPad with me so posting will continue. Next one will probably be written mid-Pacific thanks to on-flight wifi. :D


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You're on day two, so three days.

Daffrit grasps Illnore's hands as she thanks her profusely: "Desna smile upon you. I cannot communicate how happy we would be to see outside this city."

Yakuthiel:
Perception success: As you're keeping fairly to yourself here, letting Illnore and Dolan take the lead when it comes to speaking engagements, you find yourself idly browsing the shelves of Daffrid's office. Most of it looks like dull, scholarly writing, but you leaf through a few books of a more historical bent to see if there's anything interesting about how things were back in then. After pulling one of them off the shelf you catch a glimpse of something tucked behind it; a crumple piece of thick paper inscribed with many runic symbols and intricate colour-work depicting
people looking sick then well.

Asking Daffrid about it she shrugs and says you're welcome to keep it.

It's a scroll of remove disease and represents 1 Treasure Bundle.

Darius follows the rampaging kids out onto the balcony. They're fascinated by the various knick-knacks that you've acquired and the mysterious stories that hold meaning to many of them.

Darius:
Perception success: As you're out there, Maffree whispers: "I see the stone man! He's hiding behind his favourite column. I think he just wants to play with us because we have so much fun and he looks so sad." He points out the column and as your eyes follow his finger to the indicated column you do see something shift in the shadows behind it. A faint glimpse of a large stony face peering out around the pillar before it ducks behind again.

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