House Orien Erix and Gauntlet Juniper giggles, "No, couldn't be, why would he be working for us here if he's a Warlord! Maybe he's just a veteran with the same name, at least I would think so! I mean why would a Warlord want to work security for House d'Orien, especially a House where Scions rarely if ever visit? Right?" She looks a bit sheepish and somewhat confused in her response as if for a moment contemplating that you might be right but then dismissing the notion as if absurd.
Some Distance Away from the Aundarian Embassy Ratchet, Brennus, & Frank (maybe Broulnindre) Brennus can see there are magical wards in place, however, there is some sort of misdirection spell in place as well as his detect magic is seemingly blocked. Something is present, but what it is, is simply not possible to know without access to greater divination magic. Ratchet activates the portal, but it malfunctions... if he had to guess, the Embassy is under some sort of dimensional lock! Brennus decides to try and infiltrate the old fashioned way, well, the old fashioned way if you're a bird anyhow. He takes off and flies around a bit, of course leaving any items that make him look odd, and after a few passes above swoops down in a haphazard, bird lost its flight balance type of way and lands atop the building. He doesn't hit any sort of electrical invisible fence or anything, he's in! This place seems pretty big. Lots of rooms, lots of doors, but as they are setting up for some sort of party. Most are open, there's at least one hundred humanoids wandering around this place of all races scurrying about. While there is some kerfluffle from the cooks about a bird s*ting in the food or on dinner plates, everyone, even the guards it seems, are too busy to bother chasing you down. After your first pass through the two story building, while you see some artwork and some statues you don't see anything resembling the description of the sheer size of the state described by Frank and Gaunlet. If it's here, its well hidden somewhere in the basement level to which there are no currently open doors. Do you want to try and remain inside and flit about further?
House Orien Erix and Gauntlet "No Si... err, Erix. Karsh is the man, well, half man, I hired to handle security logistics. He came highly recommended from a Karrnathian contact of mine". Gauntlet: You have indeed heard of Karsh. Formerly Warlord Karsh of the Burning Skull Order. He was a Half-Orc military commander and some whisper that it was his idea to employ the Undead in the Karrnath military. He is old, but never seems to age. The last you heard he was one of the Warlords still of that Nation, so odd to hear he is in Zilargo working security for House d'Orien...
I don't know if I would phrase it as culturally appropriation but racial insensitivity I guess? Would an Aundairian appreciate a Thranian dressed as the "white bridge" of Thaliost? Probably not as there is still some hard feeling that the Treaty of Thronehold didn't return Thaliost to Aundair. That I would see as cultural appropriation. If House Cannith attendees all dressed as Warforged in chains, that would probably tick off some of the Warforged, even Gauntlet! For sure it would be a mistake to dress as a Warforged in the Mounrnlands, especially if the Lord of Blades or his agents catch you. TLDR: wear whatever you want, IF, you can score an invite....
Trolanport Some Distance Away from the Aundarian Embassy Ratchet, Brennus, & Frank (maybe Broulnindre) The Embassy at 1:30 is rather dull but by 2 pm is hopping. It seems the preparations for the Ball tomorrow is underway. Furniture, dishware, cooks, decorators, and more service people start entering the building under the watchful eye of the guards of the embassy. Each wears armor with the heraldry of the nation on front and back symbolizing the dragonhawk. This majestic creature is depicted as a silhouette on a deep blue background and symbolizes the nobility and valor of the nation itself. ------- House Orien Erix and Gauntlet Juniper looks at Erix and then back at Gauntlet, "Well, Si.., err Erix. You and your friend have the right of it. That's the most notable news really. There's always intrigue here, even with the War over and its anniversary end coming and going. The Sahuagin are going to probably feel the wrath of the Triumvirate soon enough, but until then, we had to hire extra security to make sure we're not hit. The Aundairion Ball kicks off the party season, but it's all downhill form there really, not that the other Nations and Houses and anyone else who tries to throw a party doesn't try, it's just that Ambassador Krell does it best. Plus it's a Costume Ball so it's just sooo exotic and interesting!".
Rollibard "Ratchet" Piper wrote: picking up scrolls of Charm Person, Incendiary Runes, Waterproof, Fastidiousness, Mindlink, Skim, Speechreader's Sight, Memorize Page, Reveal Secrets, Page Bound Epiphany, and Psychic Reading. 525 gp. Would you cast these from the scrolls themselves? Just the interrogation alone will be fun with all those will saves, she got SUPER lucky to save versus the original detect thoughts check when you first captured her!
Rollibard "Ratchet" Piper wrote:
Let me know what scrolls and their costs as per the DM Guide (or whatever book you pull from +10%). Give me a round about as to what you think other material costs would be +10%. @ Gauntlet, Erix is backed up in RL, feel free to move your scene forward. @ Everyone else, I'll move your scene forward later, had a bad night with my toddler last night...
Erix and Gauntlet Juniper stands and curtsies, "I am sorry I did not recognize you my Lord. We don't get many Scions visiting us here! I run operations with trusted agents, answering to, well, to whichever Scion needs me at the time. But I can assure you we're a well laid lightning track around here Sir! Yes, well, the Sahuagin have been pushing the envelope lately and while we've never suffered at their hands, better safe than sorry I always say! So... is there anything you would like to see while you're here?"
Trolanport Brennus:
Aundairian Embassy - While you see some statues, you don't see the one that Frank and Gauntlet described.
Odd Disturbances - There is simply TOO much foot traffic and water traffic to see any one thing in particular. Libraries, Magic Schools, or Magic Shops - You don't see any specific building that appears to serve as any of these things. You do spot a few buildings that state "Center of Knowledge" followed by specific Areas of Expertise though. These are scattered about the city. --- It's early morning, about 8 am. --- Ratchet, Brennus, & Frank (maybe Broulnindre) While there is no dedicated magic shop you are able to locate. There are literally dozens of shops that sell a mix of wares and some of those wares include magical items. Some shops focus on a specific school of magic, or arcane versus divine magic, hell some shops even offer psionic materials! Eventually, by 1 pm, you are able to obtain everything you are seeking. All costs based upon your use of the Crown Writ are at "market price" i.e. the prices found in the various books that list the cost of these goods +10%. See the OOC thread as I ask for a list of what you got there! Ratchet redistributes some wealth in the city as he moves along his way. DM ONLY:
Brennus 1d20 + 8 ⇒ (4) + 8 = 12 Frank E 1d20 + 4 ⇒ (13) + 4 = 17 Broulnindre 1d20 + 18 ⇒ (5) + 18 = 23 Ratchet1d20 + 12 ⇒ (8) + 12 = 20 Broulnindre and Ratchet absolutely feel eyes upon the group. Every alleyway, under every bridge, from the top of every roof, from dark windows in buildings, even from the canals themselves. While you don't spot anyone specifically, you feel as if your group is being watched, literally everywhere you go! By 1:30, you find yourselves loitering near, but not right outside of, the Aundarian Embassy. ------- Erix and Gauntlet House Orien's chapter house is located on the docks directly. The building is not a grand manor but instead a functional location. It houses two external docks, what are probably at least three internal docks, several stables, and one the side of the building that faces a lagoon, yet another dock for the small boats that move about the cities various canals. The roof of the building has a few guards that wield what appear to be state of the art crossbows, repeaters. Both are half-elves one male and one female. Guards stand on the docks as well, they wield tridents and have nets tied to their hips. All six are male half-orcs. Erix cannot remember seeing another Chapter House of Orien quite this well guarded on the outside. While the outside of the building is a bit weathered, the inside is immaculate, expert millwork with unicorn motifs and beautifully polished granite floors speckled with blue and gold flecks. As you enter the main guildhall, you see it is a wide open space. Within are three separate cordoned off spaces with teleport circles located within. There are several messengers, all humans four men and four women, milling about within, each is equipped with a short sword and hanging from their hip, a hand crossbow. There are a few doors to the right of the entrance, probably small spaces to conduct private business. Seated at a main desk is a female gnome, on her head is a magical helm. As you approach the desk, she removes the helm, smooths out her hair and smiles, "Good morning Gentlemen, I am Juniper Fablestable at your service, how can House Orien assist you today?"
Gauntlet of Sharn wrote: Is crossing moving water a problem for vampires still? Canals should make effective barriers then… You're not certain. If so then he would have to stick to land, but as he is no doubt familiar with the city in life, he may not have realized that this could be a problem in death!
Trolanport As the Party decides how to proceed, Brennus gives the city a flyover. He is easily able to see what parts of the city most Dragonmarked Houses have their main operations, situated between the docks and embassy row. Embassy row itself is notable as so many flags of so many nations fly prominently next to one another. Considering how much blood was spilt between the humanoids in the Last War, Brennus bets that a veteran like Mickey P would be none too pleased to see that, or perhaps he would be happy to see that. From this view, the city is even more interesting as half of the "streets" are canals wherein people transit in boats instead of on foot. There are dozens of bridges that cross over the canals. Tiny alleyways in the thickets most populated sections of the city, plenty of places for thieves, or spies, to hide and ply their trade. You could also see why Erix mention of the Sahuagin problem would be vexing, why they could have half an army in the city unseen with how connected these canals are to the sea! Anything else in particular you are looking for Brennus? If so, give me a perception check for each separate item you are seeking.
Trolanport Mickey P spits, "I reckon this Lucan or monster he's become isn't even aware who we are exactly. That carriage was deliverin' some goods he might've needed but I reckon' he'll get along fine without. No need for security for me, this gizmos got doodads that'll keep 'em away better than any alarm spell Brennus! Focus yer energy on either huntin' him down, or preppin' the site you think he'll show up to. One thing though, we should probably use some magic to make the sister talk, after all, she was headin' here right? She must've had some destination in mind when she arrived no?"
Trolanport As you are all standing around discussing how to approach entry into the city and what to do while there, you all see that Ratchet's Armory is absolutely attracting eyeballs from those who enter and exit the city. Mickey P steps out as he sees you all still present, "Aye Brennus, yer right. This woman said she's Lucan's sister. If that's true, then she doesn't need mind control to not talk. Blood's gonna get her to do things for her that she wouldn't do for an outsider" See my OOC post!
OK let's figure out who wants to do what! 1) Erix will procure the rooms & visit House Orien. 2) Visiting the Aundairian embassy. 3) Who's shopping? I guess Frank and B while Ratchet is prepping 4) Building/Tinkering. Clearly Ratchet but if he's building he probably needs to stay put. 5) I would think that Brennus could aid Ratchet and likely scope the city from the sky to get a lay of where what is... IF you build the statue, where do you want to put it? Erix would need to be present for item 1, I guess for item 2 as well a she's the best face guy correct?
Erix d'Orien wrote: GM, since I got a nat 20, may I ask at least one additional specific question? Does the Church of the Silver Flame have a presence here? A presence yes, but not a formal Church. More a Shrine tended by a handful of Adherent/Clerics or maybe a Paladin or two. You're not exactly sure about the numbers or skill sets.
Erix d'Orien wrote:
I don't see why not.
Rollibard "Ratchet" Piper wrote:
NO, Ghost Touch does not work on Gaseous Form. NO, the spell to create is specifically absorb toxicity. Bottled Sunlight DOES not exist. Everything else can be created or found in Trolanport.
General Information about Trolanport with a Natural 20 Result! Trolanport is the capital of the gnome nation of Zilargo. Unlike other cities, the coastal metropolis features a crisscrossing network of canals and flooded thoroughfares instead of solid streets. The city also has streets made of stone and a variety of bridges connecting them, but the easiest way to get around is by using the small boats that travel up and down the canals. Trolanport as a city where everyone wants something and most people can get it through the right intermediary. The visible layers are docks, guild offices, customs houses, and merchant salons; the hidden layers are debt, espionage, and inherited grudges. It is a major center of trade in Khorvaire, with goods from across the world passing through. Thus, if you lose Lucan here, you would be hard pressed to figure out where the hell his next stop would be. You believe that House Ghallanda (Mark of Hospitality) is the halfling dragonmarked house has one of their Gold Dragon Inn franchises here. Other Inns of note include, the Gilded Compass, The Harborwright's Rest, the Tidal Quill, and the Canal Lantern. Each is a bit pricey but each will provide you with protection from the current plague that is troubling the city, Sahuagin! There were rumors of Sahuagin criminal gangs seeking to infiltrate the city you overheard over the last week. The story never made it into any local Sharn papers but House Ghallanda has been inquiring about assistance from other Houses to deal with the issue. Dragonmarked Houses in Trolanport The leading House is naturally Sivis. House Lyrander is present and quite prominent. Also, House Ghallanda, House Kundarak, and House Orien have some presence as well. All Houses have some presence here but the ones listed have the most active members. House Orien's embassy is located on Trolanport’s Embassy Row. Ratchet's Intuition The Sharn Inquisitive article stated that the annual masquerade ball was being held by Neya ‘ir Krell an Aundairian diplomat. It stands to reason then that the Ball would be held at the Aundairian Embassy also on Embassy Row. The Original Statue The Fallen Angel was tall, 9'6"! Brennus has a BAD Feeling Brennus contemplates what the hell the purpose of the random soil in the carriage could be and what he uncovers disturbs him, but it fits with what the Party already knows. Lucan was able to maintain a mental hold over people, was able to essentially walk right down the walls of the King's treasury, sustained a great deal of damage in fighting and has suddenly developed a great deal of abilities he did not have before all at once. There's a strong chance that Lucan is a Vampire... Brennus at the moment doesn't recall the Library of Korranberg. Note that the cities are quite far apart.
Erix d'Orien wrote:
Well, if you all want to keep playing once we get there we can talk about it then, it's PbP so that's a good 5 years away anyway!
Vult 12 in the Year 998 YK – Road to Trolenport Brennus finds nothing of magical note in the carriage or on the driver. However, ALL of the horses are equipped with magical horseshoes. The rest of the trip is uneventful. Lucan's sister, who still refuses to speak, is sullen. The group drives the carriage to Trolanport along with the Armory. Despite the frustration most of you feel, of having had victory stolen from your grasp, Mickey P is having the best time. Gauntlet can't ever remember seeing him this giddy even during the War. As you get closer to the city and move quickly, but not as quickly as before, you start to blend in with traffic to the city. Wagons, carriages, horses, but nothing quite like your Armory. There are certainly looks that are given but no one asks about it, not directly anyway. All eyes are indeed upon you. Vult 19 in the Year 998 YK – Arrival in Trolanport The Party finally arrives, the day before the Ball as to give them some time to investigate but not as to exhaust the horses entirely. Approaching Trolanport from the road, it is a bustling gnomish capital set beside the Trolan River, with canal-fed streets, crowded trade traffic, and a busy harbor-city feel rather than a walled fortress. The Tower of the Triumvirate rises over the city center. It is the major commercial hub of Zilargo. Road arrival is orderly, there's a line to get close. For now you avoid it and pause on the side of the road to take it all in. The city is clearly prosperous, it gleams in a way that perhaps Sharn once did. While it's heavily traveled like Sharn it feels newer and shinier, the Gnomes are probably just more fastidious than the Humans who dominate Sharn. Signs of shipbuilding, banking, and Dragonmarked business are everywhere. It is said that anything can be found in the Trolanport markets, from Sarlonan tapestries to Karrnathi blades and incense from distant Seren Island. The pale stone stitched neat gnomish architecture rises above the water in bright, carefully kept tiers. The air smells of tar, spice, and wet stone, and even before you reach the gates, you can feel that this is a place where every conversation matters and every street seems to have a watcher. How do you wish to enter?
Brennus, Arcane Raven wrote: How far are we from Trolenport? Brennus can re-cast detect thoughts a few times, she has to make a new save every time he casts it, but he'd want to not be super obvious about it so he'd spread it out. 8 days, but if the group wants to move at ludicrous speed as you did to catch the carriage you would shave some time off for sure!
One note about contacting Dark Lanterns in Trolenport, Viorr brought you all in as outsiders because he doesn't know who to trust, if anyone, within his own organization. Also, it would be difficult in any case to contact them as you won't know who they are as they are supposed to be covert anyway. Not that you cannot attempt this line of investigation if you wish, just reminding you of the origin of the job itself! BY the time you arrive at the city, though based upon your accelerated movement, you may arrive sooner, you will have little time to search. The ONE fact you believe you know is that for some reason Lucan wants to attend that Masquerade Ball. THAT is your best chance to catch up to him now.
The prisoner, has absolutely nothing to say to anything said near or to her. She does not attempt to fight back, disarmed and surrounded, she appears to understand she's in no position to fight. Brennus:
Whether by training or just sheer stubbornness, she resists you attempt to read her mind.
DM ONLY: Will save DC 18 - 1d20 + 2 ⇒ (20) + 2 = 22
Vult 12 in the Year 998 YK – Road to Trolenport The Halflings don't find the quip about Ratchet's height quite as amusing as Erix meant it to be. "Right", states the leader of the riders. As the Party debates whether to go forward or backwards another one of the Halflings speaks, "I can guarantee that whatever it is, it won;'t be allowed into Trolenport itself. That said, it's going to generate a lot of interest near the city itself. Be prepared for that". The Leader then picks up conversation with Erix once more, "Very well. You've been informed as to what not to do with that... thing. If you wish to hold your prisoner you may do so, but she cannot be held within Trolenport itself by you. If you enter the city, you will have to had her over to the authorities there who will arrange for extradition back to Breland, the city leadership doesn't like the idea of anyone holding anyone else in official custody, sets bad precedent. Good luck to you". They ride off. There’s no standard lightning rail route from Sharn to Trolenport, and no common airship line is known to run that as a scheduled service. As far as Teleportation goes, that's a possibility after all your target IS a Dark Lantern... You don't know for certain he's going to Trolenport but based on the one clue he left behind, Ratchet is reasonably certain that's where he's headed to next.
Vult 12 in the Year 998 YK – Road to Trolenport No, Lucan was a Dark Lantern, you were never aware of his existence until you met him alongside your Cousin and Viorr never mentioned any siblings. The lead rider slows down and engages with Erix, checking the paperwork provided by Viorr to ensure its authenticity. He hands it back to Erix, "All seems in order, are you bringing that prisoner back to Breland now?" One of the riders asks Erix, "What the hell is that thing?" He points at Armiger. --- Broulnindre does not smell anything at all. Either the scent's tracks were well covered or no one has been in here in some time. The driver remains silent, as if she thought better about whatever she was going to say. A brief search reveals she has nothing. Only travelers clothes beneath her robe and a small dagger which she did not bother to pull while being searched. Her crossbow still lays on the ground next to the carriage.
Vult 12 in the Year 998 YK – Road to Trolenport Gauntlet opens the door and finds, no one inside! The carriage is loaded with a few trunks. They are filed with clothing, materials for disguises, and weapons. Perception:
Brennus 1d20 + 8 ⇒ (4) + 8 = 12
Broulnindre and Erix search the carriage with everyone else, but both find something interesting. The back of the carriage has a compartment, it slides out and within is a very odd bed. It is outfitted with padded velvet pillows though the work seems rushed. a few small compartments contain soil. It's all quite odd... After several minutes, Ratchet's wand works it "magic" and the driver sits up, as she is about to speak, five small (i.e. halfling) pony riders come up the road towards you from the direction of Trolenport! "Halt, state your purpose out here!" screams the lead rider. You very much are of the belief that these are soldiers from Trolenport.
Vult 12 in the Year 998 YK – Road to Trolenport DM ONLY:
Will Save 1d20 + 2 ⇒ (16) + 2 = 18 SAVE - 13 damage. Between the sudden appearance of Erix's spiked chain attack and the Psionic thrust of Gauntlet, the driver collapses backwards in her seat, crossbow clattering to the ground! Combat Over! PCs Win. Who wants to open the carriage? You see no movement within nor does Erix feel any movement from the carriage (he's standing right on it).
Rollibard "Ratchet" Piper wrote:
Interesting but AOO's are not main attacks so they are situational. Still need to look at Reach rules, but between the boards not working well the last few days and how busy I am in RL, have not gotten there yet! Certainly appreciate the nerfing/re calibrations to ensure that ALL PCs are having fun playing!
Rollibard "Ratchet" Piper wrote:
I'm not opposed to the idea. Of course, I would need to then do the same for the major NPCs but that's easy enough.
Vult 12 in the Year 998 YK – Road to Trolenport Erix appears next to the startled driver and strikes with his spiked chain. A female voice cries out as the weapon makes contact, "Never, leave my Brother alone!" She stays on her feet despite the solid strike. Initiative:
Grilsha 1d20 + 3 ⇒ (13) + 3 = 16
Brennus 1d20 + 3 ⇒ (4) + 3 = 7 Frank E 1d20 + 2 ⇒ (3) + 2 = 5 Broulnindre 1d20 + 3 ⇒ (12) + 3 = 15 Erix 1d20 + 3 ⇒ (14) + 3 = 17 Gauntlet 1d20 + 2 ⇒ (20) + 2 = 22 Ratchet 1d20 + 2 ⇒ (7) + 2 = 9 Round 1 -
Rollibard "Ratchet" Piper wrote:
I felt like a cinematic end to an overwrought chase analysis was appropriate! Plus I donate to the humane society so I prefer to not harm innocent animals even in a world of fiction.
Vult 12 in the Year 998 YK – Road to Trolenport The Outriders and Armory chase after the carriage which is still moving at an incredible speed! For perhaps five minutes it appears that the carriage rider does not even notice you all. The trees in the forest whip by so fast they seem an interconnected single tree! The wind whips by your ears so hard you can barely hear your own breathing. You all race by other travelers on the road, some call out at the recklessness of your speed, others simply marvel at the oddities that are passing before them. It's their expressions that you receive glimpses of that betray their surprise for you are moving far too fast to hear in any detail what they say. You pass by the occasional building which likely holds a watering hole and a general store or perhaps even an Inn for weary travelers. This trade road sees and services a great deal of trade despite the remoteness of the thick forest around you. Finally, as you all begin to close the distance, the outriders first, the driver does indeed notice you. She turns back several times as you gain, and gain, and gain! It seems, as fast as the carriage is moving is as fast as it can move. It seems inevitable that you will catch up. But Ratchet is an impatient fellow! Once close enough he triggers the portal, the horse team races through, it snaps shut and the carriage is severed from the team, which you see reappear 30' in front of where the portal first opened! The eight horses, still harnessed, continue to move. The carriage rolls forward, still holding some of its momentum but within less than 30 seconds, it rolls to a full stop! DM ONLY:
Percentage chance anyone is nearby as this event takes place: 1% to 30% - 1d100 ⇒ 62 Whether by happenstance or dumb luck, there are no other travelers present on the road at this very moment. The driver stands, crossbow in hand, the figure is clad in black with a deep hood preventing you form seeing their face. There is no sign of anyone within as the windows are closed. and the curtains drawn. The figure does not call out as your three outriders begin to circle the stalled out carriage on the road... The Armory rolls up to the scene only moments later having itself been moving as at a fast pace and the distance is quite easy to close when the quarry is standing still. The horses continue to move up the road and away form the confrontation... OK, Proto/B, Gauntlet/Howler, and Ratchet/Armiger have the carriage surrounded riding in a circular motion around the carriage about 20' away. The Armory with the balance of the group and Mickey P, are about 40' away. I will let the PCs make the first contact as the driver is staying silent despite the shocking turn of events/reversal of fortune!
Brennus, Arcane Raven wrote: Seems like we need clarification on whether 80' is the carriage's base speed or if it's double-moving or running at present... 80' is the base speed we had for the Armory with Brennus using Alter Time. Base speed with enhancements, but it spends time hustling/sprinting and not hustling/springing. For now, those calculations are sufficient to play the scene out as is, I'll get to that when I can, lot of work to do this week during the day and in the evening...
Vult 12 in the Year 998 YK – Road to Trolenport Erix d'Orien wrote: Roughly how far is the carriage from us? The carriage is about 3 miles away, you just caught sight of it. Proto/B, Gauntlet/Howler, and Ratchet (in his Space Marine Suit), launch out of the workshop/tank we need to actually name this thing. Mickey P works the control as Ratchet calls out the command, "Aye Aye Captain!" he screams. Gauntlet would grin if he could, he hasn't seen Mickey this... well alive, since before the Last War. The three outriders try to move faster than the workshop to catch their quarry. How fast are each of you moving? You will need to be moving at at least 85' to begin to catch this carriage that seems to be moving like it's being chased by a pack of hellhounds nipping at it's heels.
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