GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


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Ralof will drop his bow and use a move action to attempt to open the door, shaking it forcefully, "I said nobody moves!"

Assuming it doesn't open, he'll then attempt to kick the door down:
"Errrrr-Ah!"
Strength vs. Break DC: 1d20 + 2 ⇒ (20) + 2 = 22

Simple door DC13, good door DC18, strong door DC23, barred door DC25


Ralof channels his inner Amendithas and Rage-Smashes the door open right off the hinges.. The force of the blow is enough to knock Guard 3 back and onto the ground.

Busting open the door shakes the entire shop. A few wobbly perfume bottles crash to the floor, releasing their sweet and pungent aromas.

*** Map ***

G3 is now prone and the door is now busted. --- Nice Roll!


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas draws his sword. "This does not have to get violent. If it does, I promise it will end badly for you."

Intimidate: 1d20 - 2 ⇒ (12) - 2 = 10

Why is the hulking half-orc so bad at intimidation rolls? Must be connected to his poor swinging ability.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

"Nevermind!"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

As a free action while still holding action till someone give him a reason to do otherwise.

Perception: 1d20 + 3 ⇒ (17) + 3 = 20

With the doorway open once again and numbers bolstered Dylan pleads hoping they will see the wisdom in what he says. " All of you, a violent course of action will not end well for you. The warrant is for Vandra, if you help her resist you will be arrested also, if you survive."

Diplomacy: 1d20 + 8 + 2 + 1 ⇒ (15) + 8 + 2 + 1 = 26 (enhanced diplomacy and GM bonus)


Guard 1 looks at his friend on the ground, and then to the other guard. He turns to Vendra and says, "To hell with you! You're not worth it."

He takes a more relaxed, non-threatening posture and says, "Have at her, Boys!"

Vendra gives the guards an icy stare, realizing she's just been betrayed, she screams, "Traitors!" grabs the remaining crate of vials, and smashes them on the floor.

She holds out her hands towards Dylan and says, "Let's go! You will pay for the damage you've done here today"

We can probably drop initiative. If there's a reason to bring it back in, we'll continue using the same numbers.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan puts Vandra in shackles and hands her off to Amendithas. He then proceeds to try to use anything he can find to gather up the liquid from the broken vials to take with as evidence.

Dylan will then give Vandra a chance to lock up her shop before departing.


You can find a dry cloth behind the counter that you will be able to soak up what you can of the liquid on the floor. You can then squeeze the liquid into an empty vial sitting near the counter. You get enough to fill a single vial.

When you tell Vendra that she can lock up her shop, she looks at the broken door with a look of disbelief that you would even propose it to her. "Really?" she responds. "Don't worry about it. The only thing I need is my inventory list so that I can charge you idiots for the damages you've caused when I'm found innocent. I'm sure the looters will have a heyday with this place."


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies "Vendra, we have time, we can help you secure the door if you would like. Otherwise we can can be on our way. The damages you suffered is the result of your own actions, having your minions lock the door and resisting arrest. Now, would you like us to help secure your shop, or shall we proceed? "

Diplomacy: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 13 (enhanced diplomacy and gm bonus) glad it is not a 1

if she wants to secure shop, Zeke can use his glue to glue the door back on securely are roll something to try and repair the door.

if not, Zeke can glue the door shut anyway if he wants then we proceed to take her into the citadel and explain her resistance and how we talked the henchmen out of the fight.


Vendra just scoffs and says, "Do whatever you want."

If you decide to glue the door back up, it will take a little bit to do so, but it will hold at least somewhat well. Either way you can take her back to the Citadel. A few of her dissatisfied customers toss rotten vegetables at her as you pass.

When talking to Vendra about her henchmen, she says, "I am not responsible for the independent actions of those in my employ. I have done nothing wrong, and if I get a fair trial, I will be exonerated. And I will seek compensation for my inevitably looted shop. When I get home, the first thing I'm going to do is grab my ledgers and count the damages!"

----

Taking her in will not prove difficult. When you get to the Citadel to take her to jail, Cressida will have a guard place her into one of the cells. The guards pats her down, searching for contraband and pulls out a small four inch dagger from a holster beneath her dress. Cressida looks at you, "I see we weren't paying attention in orientation! Always search your detainee." Vendra responds, "It's within my right as a business owner to remain armed. I expect to get that back. Along with the compensation from the damage your oafs did to my shop!"

Cressida does not look happy. Looking at all of you she says, "What kind of damages?"

After your response, she'll ask, "Have you searched her home yet for evidence?" You will find on the warrant the permissions extend to her apartment behind the shop as well.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke will not waste his 20gp Alchemical Glue on a door that is apparently not nearly as strong as the glue will be. Instead, he will send Zeke and Ammy ahead and will stay behind with Ralof and try to make a crude repair using improvised or borrowed tools, and materials that can be found in the shop or purchased cheap nearby. He'll employ the assistance of the guards, if they're inclined to help.

Craft, Carpentry (untrained): 1d20 + 3 ⇒ (18) + 3 = 21 -2 if using improvised tools, +0 for no assistance fromRalof.

Ralof's assist:
Craft, Carpentry (untrained): 1d20 + 2 ⇒ (6) + 2 = 8 FAIL

*edit* After they finish with the door, Zeke and Ralof will catch up with the others... Zeke mutters something about not searching the residence and Dylan having the warrant...


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan and Amendithas after dropping off the detainee will head back to meet up with Zeke and Ralof to search Vendra's residence.

I think since there is no time limit on our search we should be able to take 20


You would also have gotten keys to Vendra's apartment during the guards search of her. They also would have pulled a wand and a couple vials of poison from her person during the search. Something I neglected to mention.

Vendra will send a couple of guards to assist you in your search as well. Given that you have unlimited time to search away, you will likely find everything you're looking for.

**** MAP ****

Taking 20 on your search will reveal all that you see above.. I'll explain each room.

When you unlock her apartment to reveal room #1:

Delicate wall hangings, artistically shaped candles, and the fine scent of cherry blossoms fill this well-decorated apartment. A table sculpted with swirling ivy leaves bears a fragile porcelain tea service and an exotically curved hookah in a kitchen nook to the east. A door adjacent to the kitchen opens into a bedroom furnished with an antique armoire and a bed sheeted in purple silks and heavily laden with round pillows.

Inside the bedroom at location #2:

You notice a small hinge on the wall. Upon opening it, you realize that its a poorly hidden secret door leading into the abandoned apartment next to Vendra's

Inside the Abandoned Apartment #3:

Bits of broken crates and barrels cover the floor of this dilapidated apartment. A tun of oily liquid, its lip level with a man’s chest, fills a corner of the room, a well-used canoe oar sticking out of it. Next to it squat several large casks of murky water and two stacks of boxes—one holding dozens of small ceramic vials with magenta stoppers, the other holding a mismatched collection of delicate perfume bottles. The apartment’s kitchen nook holds another crate, this one filled with broken shards of multicolored glass. Despite being in shambles, the apartment smells delightful—a mixture of spices, flowers, and exotic oils.

On a small table you see a parchment detailing the exact mixture used in the creation of the liniment. It is just as Zeke said, Water, Perfume, and Sugar.

You feel that this is all the evidence you need to make the case against Vendra.

If you decide to search the shop:

You will find nothing incriminating.. There is a safe that is locked (DC28 to open) and a box full of gold roughly 400g behind the counter (presumably hasn't made it to the safe yet).

There are plenty of expensive perfumes that could be worth a pretty penny.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke will take the parchment, and try the keys on the safe (assuming it's a keyed lock, not a combination lock) . He'll direct Amendithas to gather up the loose gold (as well as the whole safe, if a key won't open it, and Ammy is able to carry it). Zeke will check the door he fixed before he goes, for good measure.

While Vendra is certainly a crook, it doesn't seem to me appropriate that we loot her place (as opposed to the blatantly evil World of Meats A-holes), so Zeke's not going to gather anything else, and will intervene if anyone else does.


You do find a key for the safe. Opening the safe, you will find inside 65pp 112g and 3 very ornate perfume bottles, which if opened and examined, smell of a high quality perfume. You also find a wand. If you have detect magic you can try to identify it:

Spellcraft DC20:
Wand of Remove Disease - 7 Charges

It's impossible to truly gauge how much money she made off of the liniment. You can estimate, that just off of the lines you saw, you might think she would make roughly 300g-600g a day doing this.

---

The door is fine, but it's certainly not as strong as it was before.


Ralof will cast Detect Magic and attempt to identify the wand.

Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24

"This could be handy - it's a wand of remove disease... Not many charges left, though. Here." He hands the wand to Dylan (since it's a Cleric spell, Ralof can't activate the wand.)


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan says to everyone "Let's take the contents of the safe and the evidence back to the citadel and let the marshal decide what to do with the ill gotten gains. I would love to give the people who were ripped off their money back but sadly some of those individuals are likely dead from the disease and we would not know how many doses they bought. Hopefully the marshal can put the money to good use and use it to help those who still have a chance. "

spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21

With that being said, Dylan leads everyone back to see the marshal.


* Finally get a moment to post. As discussed, I'm going to post a synopsis of how the rest of the Vendra situation is handled.

With Vendra behind bars, you finish your search of the shop and apartment. You found plenty of evidence that will undoubtedly put Vendra away for a long time.

Cressida offers a warning about causing too much damage to property (aka.. the door) during your arrest, and suggests taking measures to avoid that kind of situation in the future. However, she is pleased that you were able to solve the situation without violence, and offers you 100g EACH for your assistance in putting away this criminal. (Usually official missions get you more, but this was a mission via Ishani)

Cressida assures you that Vendra will go before the magistrate and the evidence presented will lock her away for a long time. Perhaps a little ironically, you notice Vendra begins coughing as she sits in her jail cell. It's possible she may have contracted the disease.

After you give your full report to Ishani, he gives you his promised 2000g. He is disappointed that the cure was fake, but feels as though you've done a great service by shutting down Vendra, forcing the sick to seek legitimate help instead of this snake-oil. He will will seek your help in the future if needed.

All in all, this will take you to near dusk to sort everything out. If you want to use the remaining time today to shop or whatnot, you can certainly do so.

The next mission wont happen til tomorrow.

What's your plans for the rest of the evening?


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke and Ralof will do some shopping for supplies.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will sweet talk the marshal, explaining that there could have been far more damage done than just the door if violence did break out. Maintaining peaceful resolutions are worth a few more coins. diplomacy: 1d20 + 8 ⇒ (19) + 8 = 27

Dylan will then check in on the orphanage.


Your sweet talk gets through to the marshal and she offers you up the extra coin (20g a piece).

Going to check on the orphanage you see a similar site to the one you saw when you left with Trinia. The guards are searching all outgoing people and vessels for the alleged assassin. Seeing as you have nothing to hide leaving the main city this time, you get through without any trouble.

Life at the orphanage is humming along nicely. Although they all seem a bit nervous at the chaos that is happening in the main city, the outbreak has yet to make any significant foothold here in East Shore.

The director of the orphanage (I cant seem to find her name at the moment) shows you to a child whom took a nasty fall when playing too rough. A broken bone and some lacerations are bound nicely, but not to your skill level. The Matron asks for your assistance in healing the child.

---

If you have items to purchase go ahead and do so now. Anything under 2k you can find without problem (provided its not too exotic). Post here what you decide to purchase... I'll be moving on to the next day and a new mission from Cressida after you're done.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will gather all of the children around him and channel positive energy to heal everyone. He will also tell some stories to entertain them as well. After he says goodnight to everyone Dylan heads to the dwarf merchant they did business with before. He talks to him about purchasing some New armor, same as he has now except made of mitheral. Dylan will pay 2200 go now and when the armor comes in and he has another 1000 go he will come in and have it sized for him and when the alterations are completed he will trade in his old armor and pay the remainder of the cost of the armor.

During their conversation Dylan will regale him with stories of their adventures in hopes to bring down the price a bit.

diplomacy: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27 (GM bonus)


I added the names of both the director of the orphanage (Inara) and the Dwarf Merchant (Grunyar) to the list of notable people in my profile. It's been killing me that I couldn't remember their names so I went back and found them.

Grunyar agrees to take your request, "I don't often get a request like this, but sure, I can have one commissioned for you. The down payment will certainly get your order to the top of the list."

While he draws up the contract, he is infatuated with the stories of your adventures. Tales of Otyugs and the underground crypt particularly catch his attention.

You notice as he writes the total price for the contract, that it is 100g lower than it should be. Whether that was a mistake or a kind gesture, he doesn't say.

You both sign the contract, and the deal is done.


Moving on to the next day if no objections

GM Rolls:
(D3) Random: 4d100 ⇒ (73, 49, 21, 40) = 183
Fort: 1d20 ⇒ 13

You awake the next morning, and the disease is still taking its toll.. The carts of the dead are rolling through the streets towards the cemetery in the Grey District. The very air you breath seems to catch the hint of decaying flesh as the wind draws it in from the south. The town is eerily silent as most people are trying to limit their exposure to the disease by staying inside.

How would you like to begin your day?


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan wakes goes through morning routine and heads down for breakfast. If anyone of the group joins him, he will discuss options to help stem the tide of sick, if he eats by himself, he will head to the bank to see what aid he can bring.


Ralof wakes early and commits his daily spells to memory, then goes down for breakfast. He greets Dylan with a far too cheerful, "Mornin'!" When Dylan begins to discuss options, Ralof suggests they head over to the house to meet up with Zeke.

At some point either the previous night or this morning, Ralof buys two Stubborn Nails


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

When Dylan, Ralof (and Ammy?) arrive at the house, Zeke is still fast asleep, face-down at his workbench, snoring loudly. When awoken, he seems pulled from a dream as he mumbles something about, "... damn feathers..." and bats at his nose like it itches. Once he gets his bearings and catches up with what Dylan & Ralof had discussed, he suggests they head over to the Citadel and check in with Cressida.

Zeke suggests they take the long way around the square and stop in at E-Walks Tavern and see what the buzz is:

Diplomacy to Gather Information: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13 (Truth's Agent Trait)


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will also attempt to gather info from patrons
diplomacy: 1d20 + 8 + 2 + 1 ⇒ (5) + 8 + 2 + 1 = 16 (enhanced diplomacy, gm bonus)


I assume Ammy shared with the group about his encounter with Devargo...

"Hey, what about what Ammy told us about what Devargo told him... Maybe we should figure out how to get down to that sunken ship?"

...and for what it's worth, Ralof will also ask around for information while the others are doing the same.

Diplomacy: 1d20 - 1 ⇒ (19) - 1 = 18


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Dylan is able to get an update from the Bank from an aide to Ishani. The update is simply that there is nothing new to report.

---------

On your way to E-Walks, the smell of the dead rotting/burnt corpses from the Grey district has worked it's way up north. There are too many dead to bury individually, and that has prompted Delvarus to order mass graves to be dug, one per day, and the bodies burnt at the end of each night before the morning sun accelerates their decay. It isn't enough to keep the smell at bay however, especially when the winds drift north into the city.

You arrive at E-Walks to an empty tavern save for the bar-keep excited to see customers.

The man is eager to offer up information. You get the sense that he is uneasy about the lack of customers and having you here is a welcome distraction from that fact. He complains to you that the only customers he gets right now are those from the guard and the plague carters bringing the dead to the grey district. He says that even a few of the carters stopped showing up making his day even longer.

---

Upon meeting up with Cressida at the citadel, the Bar-keeps story starts to make sense. Cressida is exited to see you. "Please, come into my office. I have a job for you." She invites you into her familiar office, offers you a seat and gets down to buisness. "I've heard some disturbing rumors that some of the lazier northern plague carters aren't delivering their bodies to the Gray District as ordered, but are instead disposing of them in one of several secluded alleys. I need you to go to one of these alley's known as Racker's Alley and determine who among the guard is responsible."

Knowledge Local - DC15:
Racker's Alley is known for it's dark corners and remote location. Many criminals use this alley for "conducting business".


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Knowledge Local untrained: 1d20 + 0 ⇒ (19) + 0 = 19

Dylan replies "Yeah, we will help in any way we can. How have the different races been taking the mass grave and burning of the corpses? I am sure it doesn't match the normal burial rites they want for their families, but the mass grave is by far better than being discarded into an ally and forgotten about. Is there any precautions you would recommend for that part of the city, after all that ally is known to be used for shady dealings of the criminal underworld?"


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Kn Local: 1d20 + 10 ⇒ (19) + 10 = 29


Cressida responds to the question about mixed graves, "As you can imagine, nobody is too thrilled with the situation, but for the most part people understand the precautions are necessary."

"As for Racker's Alley, I would watch your back. While normally criminals and thieves wouldn't dare go after members of the guard, the blood veil has hit Old Korvosa particularly hard, and the people there are getting desperate. Delvarus has ordered an entire block in Old Korvosa quarantined, and the people's nerves there are thin enough already. Racker's Alley is just outside the proposed zone, which should begin being enforced this afternoon."

From your rolls you know the location already.

"Any questions?" She pauses to address any questions before finishing with, "Oh, I almost forgot... Be sure to keep your guard identification on you at all times. Should you find yourself inside the quarantine zone, it may be your only way to get out."


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas realizes he's been daydreaming for the longest time and wonders how much he's missed while zoning out. He chides himself for not paying attention and makes a vow to himself to stay more focused.

When Cressida mentions they should have their have their identification on them, he retrieves his and holds it out, albeit upside-down, to show it is still in his possession.

Kn Local: 1d20 ⇒ 6

Not knowing much about the size of the Racker's Alley, Ammy will ask, "Do you have any contacts in Racker's Alley or, given the rumors you've heard, do you have an idea of where we might start our investigation?"

Depending on Cressida's response and whether anyone else has questions, Ammy will start heading toward the exit, hoping to get the business of Racker's Alley over with as quickly as possible.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

"The barkeep at E-Walks Tavern indicated some of the carters that frequented there have stopped coming - perhaps those are the lazy saps carting from the north. Maybe he can give us some names, or at least some descriptions."

If there are no objections, after the discussion is through, Zeke will lead the way back to E-Walks Tavern to question the barkeep further...

"Ah, good sir, you had mentioned there were carters that stopped frequenting your tavern... do you recall any names or faces of those individuals, and whether or not they were assigned to cart from the north end of the city?

"Have you heard any mention of Racker's Alley among the carters?"

"Is there anyone that's still coming here you think might know more?"

Diplomacy: 1d20 + 2 ⇒ (8) + 2 = 10


Ralof asks Cressida, "Has anything more been determined about that ship that was sank? ...like where it was coming from and who or what was aboard? Were there any survivors recovered?"

Diplomacy: 1d20 - 1 ⇒ (6) - 1 = 5

Ralof chimes in and asks the barkeep, "What have you heard about that ship that was sank?"

Diplomacy: 1d20 - 1 ⇒ (3) - 1 = 2

Damn... Ralof has style!


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will aid in questioning the bar tender.

diplomacy: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16 (gm bonus)


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Amendithas wrote:
"Do you have any contacts in Racker's Alley or, given the rumors you've heard, do you have an idea of where we might start our investigation?"

Cressida Responds, "The alleyway isn't all that large. While it has several twists and turns that make it an ideal place for nefarious deeds, it won't take all that long to search the place. I'm guessing if the rumors are true you'll discover the answers pretty quickly."

Ralof wrote:
"Has anything more been determined about that ship that was sank? ...like where it was coming from and who or what was aboard? Were there any survivors recovered?"

Cressida replies, Unfortunately no, with the ship at the bottom of the river, I'm afraid it will take some time before we know anything more about the ship. We just don't have the resources available to look into it right now"

Zeke wrote:
"The barkeep at E-Walks Tavern indicated some of the carters that frequented there have stopped coming - perhaps those are the lazy saps carting from the north. Maybe he can give us some names, or at least some descriptions."

Cressida says, "That is a good place to start. He may be able to get you some names. Although, try to keep the names quiet, They will be easier to prosecute if we can catch them in the act. If they catch wind we're onto them, they may change tactics."

------
Back @ E-walks..

The bar is still empty. I assume you still want to ask your questions...

Zeke wrote:

"Ah, good sir, you had mentioned there were carters that stopped frequenting your tavern... do you recall any names or faces of those individuals, and whether or not they were assigned to cart from the north end of the city?

"Have you heard any mention of Racker's Alley among the carters?"

"Is there anyone that's still coming here you think might know more?"

The bartender recalls some information that could be useful, "Well, its a few of them. Bocas, a blonde haired fella with a scar on his neck stopped coming in recently. Nice guy... To be honest, I get the feeling he just didn't like it when those physician guys would just stand watching him while he drank. I don't blame him really, those guys creep me out with those bird masks they wear all the time."

"Two others always would come in drinking too but recently stopped.. Ahh.. What the hell where there names... I think one was called Jacey or something like that. Both with brown hair... Each with a arrogant smug look on their faces. They never seemed interested in conversation with me, so I left them to their own devices. Terrible tippers.

"Bocas, I know was delivering from Old Korvosa. And I believe the others were as well from what I overheard. Although there was no mention of a Rackers Alley from any of them."

"We do get some carters still trickling in from time to time. Who knows what they know, you know?"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

After gathering all the intel they could, Dylan leads the group to the Alley. As they approach the alley, Dylan will cast enhanced diplomacy just in case Dylan needs to lecture anyone.
perception: 1d20 + 3 ⇒ (18) + 3 = 21
sense motive: 1d20 + 6 ⇒ (1) + 6 = 7
If they encounter someone, Dylan yells "Halt, and be recognized, We are the city guard. State your purpose here. if necessary will yell it again in the language of race of the individual if he knows it.

Enhanced Diplomacy: 1d20 + 8 + 2 + 1 ⇒ (20) + 8 + 2 + 1 = 31(enhanced diplomacy, GM Bonus)


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke will field-prep his 'empty-slot' level 2 Formula as a Detect Thoughts extract before entering the alley (1 minute).

Perception: 1d20 + 11 ⇒ (6) + 11 = 17


Before entering the alley, Ralof uses a charge from his Ghoul Touch wand and holds the change, warning his companions not to let him touch them inadvertently, and to stand back 10 feet from any opponent that gets touched, and he'll lead the way into the alley.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Assuming Ralof means to get into some trouble, Amendithas will rest his hand on his sword hilt.

Perception: 1d20 + 4 ⇒ (6) + 4 = 10


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

If the alley is dark/shadowy Dylan will have his sword out and use his spell like ability of light on it because it sheds more light than the ion stone.


After consulting with the Barkeep you decide to make the long trip up to Old Korvosa.

The further north you travel, the more dire the scene. Groups of citizens bearing the initial signs of the plague now crowd the common area's begging for any assistance you can give them. Several recognize Dylan as a cleric and rush you looking for aid.

You have a mission so I assume you wont offer any aid that would significantly delay you

You cross the northern bridge to see a small contingent of the queens Grey Maidens standing guard. They wont give you trouble if you show your Guard ID, but they warn behind their blank faced helmets you that things are getting heated, and to watch your back.

-------

Entering Old Korvosa, you see even more plague victims lining the streets. All of them with the initial signs of the plague. Assuming you go around the "proposed quarantine zone" you don't see too many that you would consider as late stage blood veil victims.

Just outside the QZ you find the entrance to Racker's Alley and start making your way down the many twists and turns:

The high walls of the surrounding buildings throw this awkwardly bent alley into constant shadow. Although littered with garbage and filth, the refuse isn’t the most stomach-turning trait of this rundown sideway. Heaped against a bent wooden wall rises a pile of more than three dozen plague victims, their faces blistered and flushed, eyes open and staring. The scent of death is overpowered by the reek of rot, suggesting that some of these corpses have lain here for days. The corpses are covered in thousands of flies as well as several fat rats that are feasting on the decaying bodies

Make a Fortitude DC13 (Nauseated 1 Round)

Those of you that keep your breakfast inside can begin examining the area immediately, the rest can gather themselves and start their own examinations...

Amendithas and Ralof don't notice anything in particular and Zeke does not detect any thoughts among the dead, a pretty telling sign that there are no survivors among the bodies.

Something, however, catches Dylans eye among the pile of bodies but can't quite make it out. If you want to investigate it further you will have to move some of the bodies around for a closer look. (This would undoubtedly expose you to the blood veil depending on how its done)

Both Dylan and Zeke also notice a small hole in the wall of a neighboring building behind the piles of bodies. Possibly created by the careless plague carters while dumping bodies.


Fortitude: 1d20 + 5 ⇒ (20) + 5 = 25

Ralof breaths deeply, and says, with that crazy look in his eyes, "Ahhh.. Nothin' like the smell of rotting corpses in the morning!"


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Fortitude: 1d20 + 5 ⇒ (12) + 5 = 17


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

fortitude: 1d20 + 6 ⇒ (1) + 6 = 7

Dylan after recovering from the smell and the horrific scene, will tell the others what he noticed. Using his medical knowledge to take as many precautions as he can to prevent exposure to the disease, He will attempt to investigate further by using rope to wrap around the different limbs etc to slowly pull the bodies off. He will do something similar to check out the whole in the building.

heal check: 1d20 + 8 ⇒ (6) + 8 = 14


Ralof does as Dylan does, and assists with the body moving.

Perception: 1d20 + 10 ⇒ (7) + 10 = 17


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke helps with the rope-pulling, but keeps his distance from the pile. He takes little whiffs from his vial of Smelling Salts to help mask the odor.

Perception: 1d20 + 11 ⇒ (14) + 11 = 25


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Fortitude: 1d20 + 7 ⇒ (2) + 7 = 9

After overcoming his initial bout of nausea, Amendithas will also help with the bodies.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15

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