![]()
![]()
![]() ???: 1d20 ⇒ 6 Deafened, tired, and having met an already unordinarily great amount of unusuals in the past twenty four hours, Scarlet does not seem able to bring much against this high-bid room price. The keeper insists it is to ensure only a "certain crowd" can be present over the next few days. It would appear a few "Whales" are coming into town, and it takes several days to ensure the low riff raff ruckus is contained before they arrive. It would appear the 2 GP is for the Room only, however, they at this price can make adjustments to ensure those who wish to share, can, and those who do not, will not. While the price is steep, basic room accommodations like this does not appear too much of an issue. ![]()
![]() Hello everyone :) So sorry, on Thursday evening I had a great meal with a broker I work with, annnnd over the next 48 hours I had a wonderous experience with some pretty "great" food poisoning. Sunday I had to make up for some contacts I needed to make on Friday and here we are today! I will be posting shortly myself. ![]()
![]() The elven innkeeper gives a slow turn as the tiefling approaches. "Hmmm? Mmm. Mhm. You want one, then? I will warn you we are rather expensive to most locals. Would hate for you to waste your time if you can't afford two gold pieces a room." In the background of the tavern two men begin to have an argument over who actually "won" the game of cards. One fist flies, then another, before the innkeeper snaps his fingers and, placing one to his throat, his dull and monotone voice fills the tavern."If one more fist flies from you two, Tor will escort you out."He slowly turns his attention back to the tiefling before him, the particular look of disinterest in the environment remaining. Take 10 Result: 2 GP for a room? That is pretty pricey for the area, considering how poor most of the people are here. However a simple scan of the room, their clothing, their items, the golden pieces on the gambling tables and amounts of drink being ordered- could be possible. They certainly either love this place more than their hard earned money, or have quite a bit of it to spend. ![]()
![]() Grimas's own "river runner" gives the dock a light tap, rocking gently as he ties a rope around one of the dock's posts. The River Runner itself is not hard to find, the dock leading as a direct path from the river to its front doors. There are dozens of other boats that have come up or perhaps even down the river across several other docks on one side of the river- the Eastern shore. Here there is an ambience of light violence and tomfoolery, people betting outside with what copper and silver pieces they have to their name. Some of the path is somewhat sticky from spilled drink, a welcoming sight as you behold the paint peeling presence of the inn. Its door creaks at what you would expect is a loud volume, if it could be heard over the bards playing ruckus encouraging music while coins and mugs clink and clank throughout the room. At a bar stands a rather short elven man who watches the entire crowd of this inn with feigned interest. A man snaps his fingers for the elf's attention and requests another drink. The elf grabs the mug and pours without looking before sliding it back to him with continued disinterest and half-glances. ![]()
![]() I was not- I do have my own lists from the original recruitment picks of course. I have no response from the Doctor anywhere, and do not want to stall for long. I will make a pick tomorrow in the hopes of us picking back up and forward Monday. Do remember that even if your PC has nothing to say, it does help me to see you post Ready so I know everyone is present, especially as we wind down. Sorry for my absence, our centers were closed from the snow storm over the past two days, and working from home was one big hot pile of mess. Stay safe everyone! ![]()
![]() Sense Motive:
As far as you can tell, Grimas was not a part of it. Grimas shakes his head in confirmation, slowly standing, his oar touching the water once more. While it is difficult with the ringing in your ears to understand his exact words- you get the jist. They were the one and the same, and he appears very happy they were warded off this time. After a time your hearing returns, the adrenaline from the fight slows, and as your senses are regained you can hear Grimas as he paddles with an abundance of caution, eyes darting from each side of the river bank. "Those're definitely the ones. Were a bit more bruttish this time around then before. That's Riddleport, though. Today's thieves, tomorrow's murderers, next week's dead in the paper." ![]()
![]() Posting here as well, just for a double down on the ask- Dr. Filip, if you are still with us let me know. If not, in probably 2 days or so, I will rotate another person in. So that I can continue ahead of this, I would ask that you other 3 in the game send me your "top 3 list" of players from the recruitment thread you would prefer to have added to the game. If you have none, that is ok. If you only have 2, that is also ok. If you only have 1 it may come to the fate of the dice, should I like the suggestions given. Thank you for surviving your first combat quite fashionably, I know PBP combat can slog a game quite heavily- you will soon no longer be deaf, and at the River Runner. I will reiterate again- for future battles I wouldn't mind slapping up maps in roll20, and I believe I have all of you in the game link. If you have a preferred token image you want used I"m happy to do so, if not I will use your pics from this page for easy relative reference. ![]()
![]() With both Cordelia delaying, and the "good" Doctor delaying as well, the encounter has finished. From what can be seen the would-be-thieves have ran off into the forest of the west and city to the east. The mage of sorts on the water has vanished beneath its surface, and yet to have re-emerged. You are effectively out of Initiative. Dr. Filip, if you are still with us let me know. If not, we will swap someone from the recruitment thread in. The boat worker, Grimas, most likely horribly deafened and definitely afraid, stays clutched to his oar ducking as far into the boat as he can in a feeble attempt to hide. It does not appear that he is aware the threat is over. ![]()
![]() It takes all of Scarlet's attacks, but they finally cut through one of the two ropes being pulled. The boat gives a small rock at the relief of pressure, but with no threat to tipping. As it balances, the other would be thief drops his rope as well. The mage gives a small look of disappointment as the rope tears. She puts a hand up in the air, making a fist, before enshrouding herself in fog. Those who can begin to run away, the other three preparing to do so as well. The boat is 20 feet from the western shore, 10 feet from the eastern shore. The two attackers on the western shore are Random 12 and 9, one of which is already running away. The Strong Random has casted a spell that, those who passed the last spellcraft check, would know is one similar to the previous mist spell casted. The next two randoms are on the Eastern shore. Edwyn- it is your turn in initiative! ![]()
![]() Cordelia seeks cover as at least one of the mean ready their bow, though they take a shot at Scarlet while Edwyn returns fire. The arrow hits, but does little to dissuade the archer from continuing his act. Archer 1: 1d20 + 5 ⇒ (4) + 5 = 9 Despite the fog having been removed and the targets now better revealed, the arrow to his shoulder upsets his aim, his shot going long and wide beyond its mark. Scarlet- It is your turn in initiative! ![]()
![]() Now that you can see- You can see each rope most likely had one person pulling, now only two are being pulled. They are in the water. Doesn't appear to be any spares on the shore. There is definitely no way to get cover in the ferry aside from going prone, but that would really just be cover because you went prone, not because of the ferry. ![]()
![]() 1d20 ⇒ 18
With a mighty pull that nearly puts you all off your feet, the boat lurches with a violent jerk towards the shore. It pulls you through the fog and mist, allowing you to finally see your assailants, the hooks, the ropes and two men pulling. As you curve and lean with the movement of the boat the fog is whisked away with the river, and behind you you see two abandoned grapples with two men shooting arrows after you. Finally, to the south face of the boat, you see a woman dressed in modest clothes standing on top of the water. They smile; pointing at each of you they slowly raise their hands up in mock surrender. Cordelia, it is now your turn in initiative! ![]()
![]() Scarlet's claws don't cut the rope all the way through immediately, but there are clear signs of it being strained. Perhaps just a bit more at it will do it, but for now the frays are not significant enough to stop the pulling. More than an inch at this level of the game would, to me, be equivalent to giving someone 25 AC :P It is just an inch! Hardness 5 is more than enough to deal with. Something happens ominously in the distance that you aren't aware of. Hmmm?: 1d100 ⇒ 26
As you attack the ropes, another wave of water rushes over the boat targeting Scarlet, but in her current stance of balance she withstands the threat easily. Unmoved, and everyone still on the boat, the chances of escape begin to grow. Edwyn, it is your turn in initiative! ![]()
![]() Swim: 1d20 + 1 ⇒ (9) + 1 = 10 The doctor tries to swim and just makes the DC to do so, treading above the water as in combination with Cordelia, he is able to be pulled back into the boat. Heave and Ho: 1d20 ⇒ 11 The boat begins to shift and pull, ever so slightly, toward the eastern bank of the river. Scarlet- It is your turn in initiative. Dr. Filip is in the boat pulled in by Cordelia, all 4 seem safe for now. You can feel the boat begin to drift toward the bank under your feet. While this may eventually remove you from the fog, it does not seem this is the case just yet. ![]()
![]() So this is what I'd call a "subjective grapple", where he is just over the other side of the boat. You have more than enough movement speed to go 5 feet, then attempt to "grapple" Dr. Filip in order to pull him back into the boat. This would put you at a 22 with your BAB, there is no one nearby to take an AoO on you as far as you are aware. Provided Dr. Filip makes his swim check, this can be a voluntary auto-pass. If he does not, things get rather interesting. Cordelia reaches out from the side of the boat, hilt of her blade extended to give the doctor something to hold on to before pulling him up. The doctor must tread water, at the very least, to succeed at being stable before beginning to come back into the boat. Dr. Filip- it is your turn in initiative. This time a Swim Check DC 10 is required to use the power of friendship to stabilize in the water. If this is passed, you may immediately begin the process to get back into the boat. With a successful grapple and swim check, all you spend is movement! ![]()
![]() I'm fine with a high good low bad as a general rule, no problem there. Same was used for the roll for Scarlett's spell. Spellcraft Success:
You easily determine the spell that has cast Dr. Filip over the side as "Hydraulic Push", and that it is with a level 5 caster level or greater. As the crossbow is drawn the boat begins to stabilize with the hooks sunk and sturdy into the boat. You note it begins to pull strongly towards the eastern shore- Heave and Ho: 1d20 ⇒ 4
But it hardly moves as the ropes are pulled taut and tight. It would appear dragging a boat to shore against the current and without cooperation is a rather difficult task- a restrategizing may be in order. For now, the boat remains almost exactly where it was to start, still facing perpendicular the current of the river. Cordelia! The boat has been turned but unsuccessfully pulled. While your vision is for nothing through the fog, you know Dr. Filip has been blasted overboard with a rush of waters opposing you. You may see him should you look over the side of the boat, but cannot currently. It is your turn in Initiative. ![]()
![]() GM Board:
1d100 ⇒ 27 1d20 ⇒ 1 1d20 ⇒ 14 1d4 ⇒ 2 Despite the deafened ringing in her ears, Scarlet gets her spell off in preparation for more to come from the unknown past the billowing cloud. She is unable to see past it, surrounding the entire boat as it halts and is turned slowly in place. She does, however, trace her hand to a hook on the side of the boat. Just as her finger traces, flecks of water splash at her face as a torrential wave washes over the side of the boat, smacking against Dr. Fillip and flinging him just off the boat and into the water. The splash is a dull sound and easily missed, however being so close to one another you see the water rush him past. The cause of this is still unseen and unknown. Spellcraft DC 17 Edwyn- it is now your turn in Initiative! ![]()
![]() Apologies, for continuation, Dr. Filip will be botted. In the future I will give about 36 hours or so before botting in combat. Dr. Filip is a smart man, and while using total defense, will begin to investigate why the boat is suddenly turning. Perception: 1d20 + 8 ⇒ (16) + 8 = 24 His hands tracing the boat as he defends, he finds a rather large hook attached to the front of the boat. Fighting through the loud bang induced deafness, he tries to bring others' attention to it. Random: 1d20 ⇒ 10 The boat begins to turn even more as another "thunk" gives the boat a little rock, before slowly turning it. If it continues to turn in its current direction, it will be exactly perpendicular to the direction of the current itself, instead facing the banks of the river. Scarlet- You are next in Initiative! ![]()
![]() And so to kick off the new year with a bang we find ourselves here. Deafened for Easy Local Reference
For the sake of GM Sanity, I ignored the initiative penalty. ![]()
![]() GM Board:
1d20 ⇒ 5 1d20 ⇒ 15 1d20 ⇒ 2 1d20 ⇒ 18 Player Initiatives:
Scarlet: 1d20 + 4 ⇒ (7) + 4 = 11 Cordelia: 1d20 + 11 ⇒ (5) + 11 = 16 Doctor: 1d20 + 2 ⇒ (12) + 2 = 14 Edwyn: 1d20 + 1 ⇒ (1) + 1 = 2 Player Saves First Stone DC 14:
Scarlet: 1d20 + 3 ⇒ (18) + 3 = 21 Cordelia: 1d20 + 4 ⇒ (12) + 4 = 16 Doctor: 1d20 + 5 ⇒ (5) + 5 = 10 Edwyn: 1d20 + 2 ⇒ (3) + 2 = 5 Player Saves Second Stone DC 14:
Scarlet: 1d20 + 3 ⇒ (19) + 3 = 22 Cordelia: 1d20 + 4 ⇒ (17) + 4 = 21 Doctor: 1d20 + 5 ⇒ (10) + 5 = 15 Edwyn: 1d20 + 2 ⇒ (2) + 2 = 4 Player Saves Third Stone DC 14:
Scarlet: 1d20 + 3 ⇒ (3) + 3 = 6 Cordelia: 1d20 + 4 ⇒ (3) + 4 = 7 Doctor: 1d20 + 5 ⇒ (14) + 5 = 19 Edwyn: 1d20 + 2 ⇒ (17) + 2 = 19 Enemy Initiatives:
Random: 1d20 + 4 ⇒ (5) + 4 = 9 Random: 1d20 + 1 ⇒ (8) + 1 = 9 Random: 1d20 + 1 ⇒ (16) + 1 = 17 Random: 1d20 + 1 ⇒ (11) + 1 = 12 Random: 1d20 + 1 ⇒ (19) + 1 = 20 Scarlet gives a well hidden indication that something isn't quite right, giving the Ferryman pause to the Doctor's question as he hesitates with the oar. Cordelia draws her sword in readied preparedness as Scarlet's magic armor cloaks her in its usual design and fashion. Just in time, as well, as the sound of something whistling through the air can be heard from either side of the river. A violent splash sounds with a dulled sound before the Ferryman's boat is riddled with loud claps of thunder and a massive fog rolls in. Scarlet can almost make out a figure rising from the water to their feet before a shroud of fog encases the boat. You hear loud noises that you can assume are people shouting, but cannot currently make out the words as your ears are filled with a dull "hum" All Deafened 1 Hour Send me pics you want as tokens on the next map! Some of you have preferred pics attached to your profiles- let me know if you'd like that to be your token. The Good Stuff / Intiative None Flat Footed
GM Board:
1d20 ⇒ 12 1d20 ⇒ 13 Though you cannot see or hear it- you feel two solid thumps against the boat, giving it a gentle rock and challenging your balance. You note that it begins to turn ever so slightly as the Ferryman cowers, ducking under the lip of the boat. Through the fog you can barely make out one another, though are able to at least know your other 3 compatriots are nearby due to their proximity. Cordelia- it is your turn in Initiative. Note that for all talking is a free action. ![]()
![]() Scarlet:
BluffDepending on what you are trying to do, you may not be able to take ten on the bluff. Feel free to message me or spoiler here so I'm able to determine if that's something that applies to this- I may have also missed a class / trait / feature ability that allows this flat. I currently assume you are trying to bluff / sleight of hand the cast of detect magic? Your Spellcraft is not quite high enough to identify the spell, but it is enough to confirm that it is a spell of some sort at work here in the river. With the addition of your round 1 of detect magic, you know there is indeed something magical going on here. You would certainly determine, based on the story, that something dangerous is going on. Your cast of mage armor would activate, interrupting the continuation of Detect Magic.
"Wellp then River Runner it is. Might end up in it meself, take a nap, eat some food. Anyof you got food? I always seem to remember to drink, but never to eat. It's a real problem." ![]()
![]() "Oh sure, sure. Well there's these damned river thieves. Very fancy, very dangerous. They run right across the water sometimes, when'm ferry is going, and rob me point blank! Most the time I don't mind- easy enough to make it all back runnin' a ferry and near the only one in town. Havin' said that... Bastards stole a family heirloom of mine. Necklace, not worth much to them I bet, but it had my family crest on it. Gift from my pa when I started runnin' the ferry service. You know the one- "Yer a man now, son." and all that." Perception 20:
You swear you saw something run across the water as Grimas speaks. As you take a closer look you see a big ripple in the water going against the waves. A big fish? A shark? A rock thrown from the river banks? You aren't quite sure.Spellcraft for further identification "Anyways- the River Runner eh? Not too bad a place. It's a bit pricey, but that price comes with it the protection of a crime lord. Oh no, no one'll bother ye once your inside. On the streets, however... Well, luckily I can take you right to their docks! 'specially as late as it's gettin'." ![]()
![]() The Ferryman nods, and, upon taking 1 GP from each of you on entry, begins to give a gentle fight against the river as the ferry is loosed from the docks. As night fully forms in the sky the air becomes cold, a light wind making small waves lap up at the sides of the boat. Owls can be heard in the distance, and the occasional bat is caught in the moonlight. Ferryman Grimas' oar fights the river as he pulls them against the gentle current. "Well, depends on just how outskirted you wanna get. This Ferry does go practically all the way up the river- lumberyards are just across from the River Runner! But... whatchya want with a lumberyard this late? Oh- lookin' fer work? If so I got a job fer yah! Somewhat good pay. Risk is high. So on so on." Grimas gives a hoarse chuckle before spitting over the ferry's side before a breath of relief. "Damn mucus. Kill me one day, I'm sure of it." ![]()
![]() As for the rest- per the usual, IC interactions especially during a disagreement of strategy are always encouraged. Per the usual, when ready for next steps, you know what to do. Ready Having said that both Christmas AND New Years are upon us, so I hope you're all having a wonderful preparation for the New Year! ![]()
![]() For simplicity, yes! The fire counted as full rest, spell reset, etc. For Edwyn as well They would find the Velashu Ferry, and the man who ran it, just a tad to the east of their current location. His name was "Grimas" as you had heard told from the scholar previously, and seemed to be a rather old and uncaring but pleasant man. Upon the group's approach he'd simply remove his straw hat with a "swish" and a nod before going back to his drink. A single thumb lazily pointed at the Ferry at the end of the docks,"Here to use m'eh Ferry? Nothin' to it if y'are. Think this late in the day.... 1 GP each should cover it no problem. That is, dependin' on where you want to be goin' now." The weather was gentle, the waves in the Velashu River small. The Ferry gently ticked and tocked from the motions against the dock, a resounding but dull "dum" every time the rope gave and let it clap against wood. On board were only a few crew members, most lazily toying with the sail or handing out drinks as they dimmed their lanterns. ![]()
![]() Random:
???: 1d20 ⇒ 9 ???: 1d20 ⇒ 1 Taken aback by the tiefling's approach the scholar looks her over but a single time before giving a hesitant inquiry,"You are asking to... stay at my home? Well that would be preposterous. I'd imagine you could stay at any number of taverns here in the city. Perhaps The River Runner will suit you? The Ferryman, Grimas, could most likely take you for a modest fee." ![]()
![]() Beginning a full debrief of your previous 48 hours in what you now know to be Riddleport, Cordelia finds herself nearly upon the Publican House as she cautions going near it. Walking through a brilliant and beautiful posh part of town you take note of scholars walking with a book or two in hand, wealthy and well dressed with silken robes. Merchants pack their carts for the night, and you hear one of them bid goodnight to the Ferryman as he walks towards his docks to the east of you. It would seem there is a rather fancy and tall building up on the hill to the west that you hear them call out as the "Cyphergate." The Publican House, and "Harry Tipper" is a rather big piece of conversation amongst the rich and famous apparently. They wonder aloud in their groups what he may turn into today, or what formation of birds he may put into the sky. Cordelia scouts a bit more, and puts together that this is in its entirety a rather nice part of what is a very bad town. It would appear the Ferryman works through the night, and may be able to take you across the Velashu River and away from the Publican House. Map Updated in Roll20. If you PM me your names for Roll20, I can give you sheets and create tokens if you'd like ^_^ ![]()
![]() Then let us begin! I will identify spots on the map as you unveil them with skills, or exploration. Kn. Local Druid School DC 20:
You overhear, walking the streets of Riddleport, that the Druid School was started originally by outsiders from the city, brought here by an event at the Goblin Gambling Hall. They go by the name Harry Tipper, and can often be found anywhere there is a rather obnoxious gathering of seagulls, or the Publican House Tavern. Kn. Local Lumbermills DC 20:
The most prominent of Lumbermills is owned by one of the Crime Lords of Riddleport, Boss Croat. He and his orcs slap axe to trunk from sunrise to sunset on the western side of the River District. They are often drunk at the Gold Goblin Gambling Hall, supposed patron favorites of its current new owners. Gather Information Diplomacy Random DC 15:
There is one thing you know about the streets of Riddleport as the night takes over and the Guidarmes begin their march- crime is absolutely rampant. Anyone who appears new to the city, especially, is at extremely high risk of being robbed, mugged, or worse. The best thing to do would be to establish a relationship somewhere, anywhere, or security and safety. Survival Read Spoiler:
You may roll survival for the city to end up somewhere that may aid you in your quest, or just be a random tidbit of interaction. A very simplified version of exploring and conquering hexes from Kingmaker. Read Here Too: You may have other skills or tactics you wish to use to obtain the information you need to succeed. Simply perform the roll and properly label what you'd like to do. If you wish to keep it from others, you may do as I have done. Roll a blank roll and PM me what you would like it to be for. I would prefer, if this method is used, you ask me before making the roll. ![]()
![]() SO You have officially passed the Tutorial. As we progress, skill checks become a bit more player initiated in regards to how you'd like to solve something, while I guide you toward the goal. Any questions, as always, feel free to ask. To help guide, I will often post potential skill checks to begin say gathering intel, find shelter, etc. etc. Know that you can always ask for other possibilities, as almost every skill in a player led scenario would most likely have at least some applicability. Edwyn- You have chosen to not take your payment, or gift, ahead of time. Know that upon completion of the goal, you will earn the same gold, and level up, as originally planned by the Broker. Everyone else- you have access to a magic shop via the Broker, should you call upon him. You may also frequent the markets of Riddleport. It is currently night, with a full moon, so call it dimlight so everyone can see :P If you are ever ready to move forward, need a proq from the GM, or feel like you are ready for the next step, whatever it may be, simply write "ready" in blue like this. For example if you are ready to leave the tunnel and have a whole new list of challenges, you would simply Ready Now. Let's burn a school and some lumber mills. ![]()
![]() "Hmmmm? Oh no that was the first test, for stability and all that. You are more than free to leave now. You may take your time as you wish to set the fires, but I don't imagine you'll have that much difficulty as you proceed." The faceless figure turns from his piles of gold and walks forward, placing his hands along the wall before a door and staircase upward make themselves known. You can feel the night breeze flow through the open door, the night sky teasing from outside. "You are currently just under the western end of the Arch of Riddleport. I don't imagine any would be hostile towards you outright, at least, not outside the usual particulars of Riddleports vagabonds and derelicts. Should you be in need of materials, I am able to be of service as well." The figure hands out coins to each of you, each one similar to a gold piece but instead having your own faces chiseled onto them. "Simply rub the coin between your fingers and utter the usual words, I Know None Are Below Me, and I will appear. It is quite rare a request is made for something I don't have. You are welcome to use the local shops at your discretion as well." The Broker moves out of the way of the door, lounging on his pile of gold with no coins to flick between his fingers anymore."And I suppose should you have any other questions, I may be of some service. Though it's no fun if I don't get to watch you overcome it yourselves. Ha ha ha ha!" A Map of Riddleport, and our first on Roll20, will be made apparent over this weekend. I do have a little work to do- my next post should be Sunday morning at the latest. Any questions you can always find me in PMs and discussion thread as well! ![]()
![]() Those who take the fire- Dr. Filip, Scarlet, Cordelia; you feel a renewed power invigorate your body. Your fatigues and exhaustions fall away; the heavy stench of pig feces no longer fills your nose, even when it isn't there. Your minds clear, and at the apex of power gained you observe three of the five piles of gold begin to slowly and surely organize themselves, one by one, to fill your pockets. "There, children. Satisfied now? You did shovel for two days, after all. Travelled a tunnel to find me- and, well, by cover of night or not, I can't imagine burning a few buildings in a pirate syndicate run city is particularly safe. Ha ha ha ha!"As each one of you partakes in the rune ordained flame it grows smaller, until it is but a fourth of its size. The faceless mask hovers over Edwyn once more as gold dances single file in three rows past him. "Is this truly what your strings pull you to do? Will you earn your reward, then? It is true, the strongest of metals are forged in the most resilient of fires." Those who have taken the fire and do take the fire now- you are level 4. You have gained 5000 GP. Note that in my games I do not count currency weight ever- but it can be stolen ;) Edwyn: For just a moment, that flame in his hand dances about. Catching your attention inside the flame your insight activates again, though this time without your initiation. You see heavy black iron boots stomping through the snow and hear the air filled with heavy breaths that emit no mist despite the apparent cold. Looking up you see a black iron clad figure mounted on a terrifying appearance of a steed while a hand reaches out to you. Just before it feels as if it were going to reach you, the vision fades, and only the rune adorned fire remains. ![]()
![]() I know through me having COVID and Thanksgiving, my posting has been sparse. Wanted to say just a few words for you all to see 1) Thank you for being patient with me 2) This current RP, conversation, interaction, the differences in approach, this was exactly what I hoped for when choosing this group. As stated in recruitment- you will almost certainly come across things your PC is uncomfortable with. Just as potentially confronting this new mysterious NPC, I encourage you to act as your PC would. I believe you all are- just reinforcing that I appreciate that quite a bit :) ![]()
![]() Will Save: 1d20 ⇒ 16
Note that I often roll NPC saves without their bonus listed, as if rolling behind a GM Curtain <3 The figure observes the interactions with peaked interest. Its faceless masked persona seeming to flick from focusing on one of you to the next. At Philip's confirmation of the task at hand, you can almost hear the smile on his lips as he claps."Oh? Truly???" He takes note of Edwyn and his attempt of insight, flicking a particular coin as he gauges interest before offering a shrug."Is it not often we find ourselves in service to a King that doesn't always ask us to do what we're comfortable with? Too often in my case I'd say. Try having four demons behave shoveling s@~& before they find their way down here. Ha ha ha! Oh the oddities of the King are a mystery unknown even to his Broker." Sense Motive DC 15:
You can determine that this being is the "Broker of the King" from his many implications, and that he is at least somewhat aware and expectant of the discomfort for the given task. There is a particular and prolonged look from the faceless mask toward Scarlet as it speaks those words before another shrug ensues,"You were brought to this realm because the King has identified each of you with but one, or perhaps soon a few, special qualities. As a gesture of good faith... I am allowed something to define my authority. Very much like, yet very much unlike, the Angel of the King and those dreadful marks cast upon your figures. Behold! A reward for what you are yet to have done for the sole purpose of instability. I offer you the opportunity to withstand a reward with no strings but those you've created yourself. To dance on a stage of nothing but your own making. How you dance... Well those methods are your own. They're your strings. Ha ha ha ha ha ha." A fire shrouded in runes of all sorts appears in his opposing hand, catching the particular coin and pocketing it in a hidden sleeve with the others. The fire is offered to each of you, a gentle warmth and comfort emanating from it as if to draw you in."Do you truly know that none are below you? Take, then." The hand and flame is offered to each of you in kind with yet a final shrug, an opportunity to receive an unknown gift. Spellcraft DC 30 ![]()
![]() At mention of the Five Laws the figure steps forward rather suddenly. Were it's mask to have eyes apparent you would think them examining the Doctor with a great amount of enthusiasm,"The Five Laws? You are familiar??? Oh I like this group. Like this quite a bit." GM Rolls:
???: 1d20 + 12 ⇒ (15) + 12 = 27 ???: 1d20 - 1 ⇒ (17) - 1 = 16 ???: 1d20 + 11 ⇒ (14) + 11 = 25 The black mask waivers between the group, seeming to make note of them carefully as it stalks, feet clanking the gold now spilled from his piled perch to the ground. At mention of their names a small laugh escapes,"There is what you would have me call you, and what your name is. I have a feeling I only have the former for some of you... no matter." Scarlet, Doctor, Cordelia Sense Motives:
While odd, you find this humanoid creature to be exceedingly trustworthy, friendly, and the gold it seems to be hoarding in an unusual fashion at the end of this tunnel certainly doesn't hurt either. "I am glad to have seen all of you make it this far. Only a day or two, too, yes? This is fantastic, VERY promising group. Very very promising. You have swept the filth for the purposes of stability. In order to claim this bounty you see here, you must now do something for the purpose of instability. Do this and you will have access to me. Who is me? Succeed and you will see."His voice ramps up as he speaks through to all of you, an occasional flourish here and there before he lounges back in a leap onto the center pile of gold, returning to flipping the coins. "There is a school, here, unnatural construction of nature. It educates the little ones here on the arts of druidic teachings and spells. It arose in competition of several woodworkers and lumbermills here, killing the trees to build their ships over and over again. For the purposes of stability, you will emerge from this great Arch Gate of Riddleport and in the night set fire to both the school and the lumbermills on the outskirts of town. Should you accept, you must speak the familiar words. "I Know None Are Below Me."" As this creature speaks the words, both forms of your tattoos give a glimmer and shine before fading again. ![]()
![]() Cordelia:
Lit with what appears to be piles of gleaming gold emitting a magical light in the wide cavern like exit of the tunnels, you see a man dressed in nothing but black from head to toe. A war mask, also all black and made of some sort of metal, covers his face. In his hands he flips about four coins though you currently can't quite make out what they are. With further thought before action you identify that this man is, in a rather bold sense, a Black Finger of Norgorber. This one in particular you identify as most likely a merchant- though of what, exactly, you are not sure. You know you cannot quite discern particular strengths or weaknesses. Whatever other legends or powers are before you now, you're not quite sure. Those who round the corner see a room littered with golden pieces all gleaming with some sort of magical light. Sitting atop the biggest pile is a man dressed from head to toe in nothing but black. What the material is, including his gleaming jet black mask, you aren't entirely sure. He appears quite comfortable atop the biggest mound of gold as he flips four odd looking coins in his hands interchangeably. You currently are unable to makeout what they are or what they look like at the moment. Upon the two rounding the little bend he takes a moment, you imagine blinking, before catching all four coins in his hand. Only his head moves, everything else remaining in place but still as it appears to turn its gaze towards Scarlet and Coredlia. "Now that is NOT the password." They return to rotating flips of a coin as their mask turns to observe the coins in his hand. "What's your name, anyway?" Sense Motive: Your results will be messaged to you. ![]()
![]() The party moves to shift and walk down the far right tunnel, Cordelia and Dr. Filip stopping to ensure they were still on the right track's trail as they push forward. After about another hour they hear water running over head- not flooding, as far as you can tell, hardly even a drip into the tunnel. But it was almost as if you were in the ocean itself, feeling like you were riding every wave despite being perfectly safe and unmoved aside from your own two feet. Further progression reveals a brightly lit chamber at the end of the tunnel. You hear metal clinking together and a voice, male, somewhat high and raspy, muttering to himself as you approach."Last time took... Three weeks? Time before that... One day? After that... a month? Heheheh. That one wasn't happy."More metallic clinks echo down the tunnel as whoever they are around the bend lets out a long sigh of what you can only assume is boredom."Norgorber preserve me if this takes a month again." A bend in the tunnel towards what you hope is the final stretch currently prevents full sight of the figure as of now. Trackers- only ever saw one pair of boots and one set of tracks this way. ![]()
![]() So I'd say, using the timeline as workday 8 hours, bed 8 hours, free time without work 8 hours, that you've pushed into about a just past 8 hour workday. You may finish cleaning in 6 hours or 7 hours, and have now travelled for about an hour or so. In other words, at the time of fortitude save, you have just passed the threshold into what goes beyond what you could normally do in a day. For more- please feel free to boop me in the discussion thread! As Scarlet makes her way forward, leaning left as the answer to the problem of paths before the group... Dr. Filip's Survival and Kn Nature:
Doctor, you note a few things. First, those claw marks and faded prints in bone and filth of flesh on the floor are recognized to you as troglodytes! However, the tracks are extremely faded and old. You don't detect any fresh presence of those nasty little things. You do identify, with your survival, three different sets of tracks for the three paths. To the left you take note of Troglodytes, to the center you take note of Troglodytes, and to the right you note a rather recent and fresh set of prints. While you can't identify what they are, you do identify that these most recent tracks are made from a humanoid.
Cordelia Survival:
Cordelia- while you are not able to identify exactly what, you make note of two different types of prints in the filth and decay beneath you. You see one print that appears to be a clawed foot, and another appears to be the trail of a boot of some kind. The boots look much more fresh as a track, and you identify them taking the tunnel path to the right. I will hold for a good bit for Edwyn before posting again. Please feel free to deliberate the spoilers above before we push on! ![]()
![]() Eating their slop and squeezing into the tunnel, following the light of a torch and Scarlet with her dark vision, the group embarks in a trade of one room of stone walls to another. The wooden beams groan now and again as you all make your way through, though from what you can tell there is no risk of collapse. You feel as if you had walked for nearly an hour before you come across three different paths illuminated by the light of the torch. Along the walls are more claw marks (Kn. Nature to identify) in greater numbers, as well as bones now scattered along the floor. Walking through your usual resting period you begin to feel the potential onset of fatigue as you wonder which direction to take next. Fort Save DC 14 against potential Fatigue Survival, Kn. Dungeoneering, Kn. Local DC 20 to prevent getting lost / find a potential way out!!! ![]()
![]() Perception: 1d20 + 10 ⇒ (11) + 10 = 21 For those above, eating- Edwyn's powers and spells do indeed purify the food, allowing you to bypass any need to resist against disease. It doesn't make it taste the best, but it certainly won't make you sick anymore. Scarlet: As you hop down, torch in hand, you see claw marks up and down the tunnel. Unable to identify them, you hope that they are rather old. As you sniff about the air you don't smell anything particularly threatening about, nor do you hear anything. As far down as you can see it just appears to be a rickety made tunnel passage of wooden posts and bricks. Perhaps an escape route of some kind? You aren't sure.
|