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![]() Hi James, I find it interesting that there are such stark differences to Norgorber's faith (Skinshaw, Reaper of Reputation, etc etc). Anyway, I was wondering if, due to these differences, internal disputes within the faith of Norgorber is more common than the in-fighting that occurs with other religions? Actually, would Norgorber even care much if a follower of one aspect killed a follower of another? ![]()
![]() I'm thinking of letting them make appropriate profession and/or knowledge checks to reduce the cost of constructions. Nothing major, but maybe 2 x skill check in gp saved per day. Of course, this costs them the whole day. The Pump House, Advanced gives this option already, although frustratingly does not provide a DC for the check. I'm making it a straight 20 for simplicity. I'm also considering letting them take out a loan from the Bank of Abadar in Lotheedar. Once they do a favour for the High Priestess, they get a better deal on the loan interest or something. ![]()
![]() GM PDK wrote: The Grand Prince appoints the Grand Dukes and Grand Duchesses, IMO. Often, but not always the case: "The grand duchess,
Vivexis did indeed inherit, though admittedly only as a last resort. Personally, my plan is to say that women can inherit the position of Grand Duke but only with the approval of the Emperor (or maybe the senate I guess). ![]()
![]() With that kind of stealth check, I think it's fair to say that Mordesel sneaks in and plants the evidence. @Anton: Yalana nervously lets you into her residence for the night. Is there anything else you want to do or shall we speed up to dawn. Dane, let me know what you and Grumblejack are doing in the meantime. ![]()
![]() The battle in the inn has, unsurprisingly, attracted a lot of attention. Less than a minute after Dane's daring escape, guards pour into the inn. Witnesses are gathered together to provide statements. Unfortunately, the inn is locked up for now (pending an investigation). Even inn patrons are forbidden from entering until morning. (Patrons are directed to hostels in other parts of town). Clever. Where will the 'evidence' be found?
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![]() Bellam nods appreciatively. He accepts the gold and seems relatively molified.
Meanwhile, Dane rides on, eventually reaching the shoreline where Grumblejack has made camp. The ogre pokes his head up, curious at the approaching noise. ![]()
![]() Mordesel turns and runs, a group of locals making an attempt to pursue. With his monk abilities though, Mordesel can easily outpace them. After ducking into an alleyway Mordesel changes disguises. Several commoners rush past the 'sleeping' figure, convinced that their target had continued fleeing down the alleyway and into an adjoining street. Within a minute the danger had passed. Mordesel has escaped the vengeful mob, but Father Donnigan is long gone now. @Sion: In all honesty, I would. ![]()
![]() Mordesel kicks the priest in the back, causing considerable bruising but far from killing the old cleric. He continues calling out for help and continues to flee. Several bystanders witness Mordesel's brutal assault on father Donnigan, the fear in their eyes turning to anger and outrage.
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![]() Yalana nods frightfully at Anton. They both escape via a back exit. Patrons cower behind tables and chairs at the bloodshed. Bellam stands behind the bar, pointing a loaded heavy crossbow at Dane. He grits his teeth and hesitates for but a moment.
Dane checks the equipment. Captain Eddarly has a nice looking chainshirt on, but there's not enough time to strip him. His sword looks good though (Masterwork longsword). He also has a small key and a pouch of gold. The two guards are equipped poorly. Nothing of value although you grab coin pouches. Total is 42 gold pieces. There are six sets of manacles to grab. The barmaid grabs a set of keys and rushes upstairs, too afraid to refuse. Bellam maintains his aim but remains silent. Half a minute passes and the barmaid runs down. She puts the backpack on the table in front of Dane before fleeing to Bellam's side.
You have no real idea how long response time is (it's not like there have been other major crimes here since you arrived to judge response time). Still, the City Watch office is not terribly far away. If they're fast, they could be here within a few minutes of alarm. Time is short.
Bystanders watch with horror as Mordesel attacks the portly priest.
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![]() Dane fights off the soldier, but the grapple continues. Seeing Dane too strong to overcome, the soldier gives up at flees from the warrior (Full withdraw). Without his weapon in hand, Dane cannot strike him down. The other soldier also flees. They both make it to the doors.
Mordesel makes it outside. Over a dozen commoners hang around outside the inn, shocked at the sound of violence from inside but too afraid to enter. More locals are staring from a distance. He looks around and sees the old priest running down the road. You had to spend a few seconds looking around the priest. The crowd was distracting and you weren't sure which way he went. You've spotted him now of course, but he's 30ft away and fleeing. The two guards (1 of whom is unarmed) are 20ft behind you. ![]()
![]() Heh, thanks. Turns out this place has WiFi so I can get a few posts in after all. :)
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![]() Alas, the marketplace is a fair distance from the inn. If you were able to hear the fight, then so would half the town. I'm afraid Durova and Sion are out of this fight.
Note you cannot use two-weapon fighting in grapple since it takes advantage of an offhand attack. Only actions that can be performed with a single hand is possible. see HERE for a neat flowchart on grapple. In fairness, I'm assuming your first attack counts though. The soldier grappling Dane cries out weakly for help from his companions. They both rush to his aid, one joining the grapple while the other attacking Dane with his longsword.
Dane is now pinned. He is flat-footed, takes an additional -4 to his AC, and cannot attack. He CAN attempt to break out of the grapple or escape artist. Anton falls back, showing the distraught Yalana out the back door. Seeing Dane slaughter the Captain, take out a soldier, AND resist his magic, Father Donnigan makes for the door. Although unaware of Anton and Mordesel's involvement, he seems worried enough not to take the chance. (Double move, he's made it outside and out of sight)
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![]() Dane manages to kill a single guard as they attack, but is forced to spend time fighting off the enchantment.
Realising their weapons are next to useless, and that Dane has an advantage of reach, they simply rush Dane.
Father Donnigan hesitates.
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![]() I don't understand the question. Do you mean how many AoO would the soldiers have taken on Dane? If so, then none. Their weapons were not drawn. As for positioning, the guards were keeping pretty close to their officer.
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![]() Screams break out from the inn as Dane cleaves Captain Eddarly's head from his shoulders with a single swing of his weapon. Blood is everywhere. Father Donnigan can only scream. "Noooooo!!" at the horrific sight.
Father Donnigan stands up and casts as spell at Dane, his eyes wide open with horror.
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![]() Anton's name isn't on the forgery, I had assumed that. Captain Eddarly did look at the forgery but yeah, it didn't matter much. As a GM, I do stuff like that. :P
Dane prepares for combat...
Initiatives Captain Eddarly: 1d20 + 4 ⇒ (12) + 4 = 16
I'll do the map on roll20 later ![]()
![]() Quite right, linguistic checks are done in secret. Done.
GM rolls:
1: 1d20 + 5 ⇒ (1) + 5 = 6
2: 1d20 + 11 ⇒ (8) + 11 = 193: 1d20 ⇒ 12 Captain Eddarly looks over the paperwork with a sly smile. "Interesting..." He shows the priest the requisition order. Father Donnagin doesn't even glance at it. Dane:
You are suddenly aware that you are under the effect of an enchantment of some sort. You cannot lie. Captain Eddarly continues. "Before I hand over the manacles I just need to check a few details first. Formalities of course." He smiles. "Tell me, Corporal Reeves, were you actually stationed at Fort Nymella?" ![]()
![]() So, Mordesel, Dane and Anton are currently in the inn. Durova and Sion are in the marketplace and talking to merchants. It is currently 2pm. There are 6 civilian patrons in the inn and 2 off-duty soldiers (see below), in addition to Yalana (the dancing girl), one barmaid and Bellum the innkeeper.
The dwarves are generally mistrusted by the human soldiery in Balentyne. True, they are respected for their hardiness and workmanship, but there is a prejudice against them:
You also overhear a conversation between the two off-duty soldiers briefly before they departed the inn.
You realise that tomorrow is Thursday. Should it matter, Yalana is currently infatuated with you.
Dane: Sense Motive: 1d20 + 2 ⇒ (11) + 2 = 13 You're getting an unpleasant feeling about this situation. ![]()
![]() Diplomacy: 1d20 + 5 ⇒ (10) + 5 = 15 rumour: 1d20 ⇒ 10 ...: 1d2 ⇒ 2
During his discussions, Sion hears a group of horses approach down the road. Seven riders, all wearing the tabards and colours of Balentyne, trot down the street. They looks somewhat weary from traveling. They do not pause and continue on their way to Castle Balentyne. Curious of this development, Sion strikes up a conversation with a nearby stall operator.
btw, The Merrie Men performace will be on in two days time (Day 5). ![]()
![]() Day 3
Dane spends a few more hours trying to uncover information about Eddarly. Little comes out of it. Apparently, he served in the capital before his posting here and is from a wealthy family. He's never been on the western front (to anyone's knowledge) and although a skilled swordsman he has little experience in warfare. Uninteresting. It is now early afternoon when a boy rushes into the inn, concern on his face. He and Bellam converse quietly, ensuring they are not overheard. Bellam gives the lad a coin and the boy leaves. Now worried about something, Bellam calls Mordesel over to the counter. For Mordesel: the innkeeper speaks with hushes tone.
"I don't know what's going on but I just heard word that Captain Eddarly, half a dozen of his soldiers and Father Donnagin are on their way. The Mitran priest rarely comes to Aldencross unless he's suspicious about something or there's some kind of crime to uncover. I don't know what kind of thing your friend got going with Eddarly but it better be good and honest or Father Donnagin will get it out of him, mark my words." He grits his teeth. "Does your friend know about the..." He indicates the cellar and (by extension) the secret tunnel. "I want nothing to do with this, but the last thing I need is for them to clamp him in irons and then spill the beans about my..." "So, you need to tell him what's happening. Ask him if he's going to run or face what's coming." ![]()
![]() Durova's Diplomacy check: 1d20 + 8 ⇒ (19) + 8 = 27
An interesting conversation but not relevant to your current situation. ![]()
![]() Day 3 Random stuff:
.: 1d100 ⇒ 56Rumour: 1d20 ⇒ 9 ...: 1d20 ⇒ 13 ...: 1d20 ⇒ 1 The dwarves are on the way out when you head downstairs for your morning meal. Bellam seems to be in a somewhat gruff mood as he brings you all some bread, cheese and sliced ham, but remains silent. Dane spends several hours in the town trying to find his answers, but those he questions seem to have no idea (although some have heard that Captain Mott has a house somewhere in town).
Anton struggles to uncover more information about the castle. Few people know a great deal but the bard is uncovering various tales.
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![]() @Anton: Yalana is indeed virtuous and moral, so two days of (albeit high) diplomacy rolls are insufficient to bed her. Don't forget, she was born and raised in a strongly (and a stuffy, slightly oppressive) Lawful Good society. That isn't to say its impossible though, but it will take time. Your artistic cred(s) is indeed on the rise and you can certainly start to corrupt her. At this point, she'll do almost anything you say provided it doesn't break any laws (and even then...). FYI she's a 2nd level Expert. @Dane:Yes, The 'F' is a trapdoor in the floow. (It's actually the trapdoor leading to the cellar which you came from. I should have mentioned that.)
The chamber is clearly an armoury and blacksmith. The forge is still warm, meaning someone has worked it quite recently (probably during the day). XP Reward: For discovering a way into the Castle Balentyne you are each awarded 400XP. That also includes the information gathering and some roleplaying bonuses. ![]()
![]() Oh, right. Dane is with you. My bad.
A single wooden door stands in the western wall and a flight of stone steps starts on the south wall, heading upwards to the next level (in a clockwise pattern, following the wall up). Although devoid of life, the chamber clearly sees regular use and the air is still quite warm. A functional forge lies against the eastern wall and a small vent is also in the wall to allow smoke to escape (although its too small to crawl through). Various smithing tools sit on tables as well as half-finished items (arrow heads for example) Of more interest are the weapon racks. In total there are twenty halberds, longswords, breastplates and heavy steel shields. All bear the marks of the Talirean military (thus making them nearly impossible to sell). ![]()
![]() Mordesel enters the secret passage alone. It is long and winding, but eventually ends at a dead end. Of course, Mordesel searches for a bit and quickly finds the way to open it.
The chamber appears to be some sort of storeroom. It holds a vast stockpile of durable rations, clearly intended as long-term supplies (the food is bland at best, but acceptable if you're not picky). Several thousand days’ worth of iron rations fills this vault alongside barrels of potable water and other durable provisions. Aside from water and food, a crate of wine (labeled in elvish) sits to one side. There is little else of value or interest. A trapdoor sits in the stone ceiling in the center of the chamber.
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