D&D 4th Edition [4e] drothgery's arcane game - Clash of Steel - Page 13




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  1. #121
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    Quote Originally Posted by Phaezen View Post
    "We examined the corpse of one of the thugs who appears to have been magically altered. Have your guards reported any similar findings?"
    "That is interesting. I was not aware of anyone here who could do something like that." She said.
    Vanri
    You get the impression she may be telling the literal truth about this, but knows, or at least suspects something.
    GM: Lady Stella gives a small, satisfied nod. "You seem competent
    as investigators. I am sure we can arrive at suitable remuneration
    for your services."
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  • #122
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    Then perhaps you can tell us what you brought us here and the story around it. For every story has its beginning and middle, with the plots and schemes of its actors, both open and secret, known and suspected. The more we know, the better we can end this tale for everyone's betterment. The gnome's words had a magic about them.
    OOC: Spill the beans, woman! Diplomacy (w/ words of friendship): 39
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  • #123
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    "I should have remembered that I was dealing with Imperials." She said, after a long pause. "You would much rather get on with business than haggle over price, then?"
    GM: Lady Stella leans back. "The situation is urgent, but it is also of an extremely sensitive nature. I would prefer not to discuss the particulars in this somewhat public location. Please meet with me privately at my home this evening for supper."
    OOC: 4 successes, no failures so far, but you're not following the script
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  • #124
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    Soril

    "I'm no Imperial." Soril says to the Lady. "And I don't fight for gold." He tilts his head to the side for a moment as if reconsidering. "Though coin in hand is a nice bonus after the battles won."

    "I would advise your Council to find the resources to guard the docks. You've made parts of this city habitable..." He says, motioning out the window with his dragonhead rod, "...but if you expect to attract more than cutthroats and rogues you'll need a secure landing. If your guard captain requires a reminder of this, I know several stories the Blades tell new recruits that I'd be happy to share with him." Soril says with a grin. His allies recall that these stories are more horror than instruction, seeking to scare the fresh Blades into keeping a tight watch.

    Spoiler:
    History, I suppose.
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  • #125
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    She considers again. "No, Syraxan, you are not an Imperial yet, though it seems these days that we are all fated to become like them, join them, or fade to irrelevance. When Coral Azurellan gave her allegiance to the Hyells -- which was well within her rights; your great nobles are a small step removed from being independent kings in their own right -- they understood in Taoul di Jikaic that they would have to change or watch others follow; no dragon can accept being second-best easily. Faced with that, adopting Imperial methods became a far less daunting challenge, no?"

    "It was not long ago, at least as I reckon things, that this whole town was a lawless as it is outside the walls. But I imagine you can help. And as I said, I would prefer not to speak of the details here." She continued.
    OOC: Lady Daybringer will not give any details here and now, so there's a bit of a break in the skill challenge for a few hours. You can use the time to get settled at an inn, do some background investigation, or anything else you'd like to do before supper.
    Also, that's it for History and Intimidate.
    Last edited by drothgery; Tuesday, 12th June, 2012 at 04:13 PM.
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    Althaea Ripace

    "Not all of us are Imperials yet. BelovŔd House Ripace would have nothing to do with outsiders," Althaea notes with a tinge of disdain. "In any case, we'll reconvene at supper," she offers, motioning towards the door. "Thank you for your time, Lady Daybringer." The noble repeats her bow before moving to open and hold the door for the rest of her companions.

    OOC: So what's the next step? I think lodgings are a good start.

  • #127
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    Teclis Stormborn

    Teclis makes a slow bow before leaving through the opened door.

    OOC


    Quick Sheet

    Teclis Stormborn
    Perception: 23 Insight: 23 Low-light Vision
    AC 27 Fortitude 27 Reflex 24 Will 30
    Initiative: +8
    Hit Points: 92 / 92 Bloodied: 46
    Temporary Hit Points: -
    Resist: Lightning 10
    Saving Throw: +2 vs slowed, immobilized, and restrained; +1 vs death
    Action Points: 1 Second Wind: 1
    Milestones: 0.5
    Healing Surge: 23 Surges per day: 11 / 11
    At-Will Powers: Elemental Bolt, Howling Zephyr, Ignition, Eldritch Strike
    Encounter Powers: Elemental Escalation 4/4, Wind Burst, Lightning Shift, Fog Form, Bracers of Mental Might
    Daily Powers: Zephyr Wings, Robe of Scintillation

    Condition:

    Signature

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  • #128
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    Silas smiles as he excuses himself, but closes up after they leave. We need to know the whispers on the winds, the secrets of the streets. I will listen. I will find the words of the high; perhaps someone else can find those of the low. The gnome finds a reputable establishment and then attempts to find a friendly, well-healed poker game, lounge, or other gathering of the wealthy and knowledgeable.
    OOC: Streetwise, go: 18 (ouch)
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  • #129
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    Teclis Stormborn

    "Anyone interested in exploring the underbelly of this place with me?"
    Whether or not, Teclis makes his way to the less savory parts of the town. As impossible at it seems, he seems quite at home there, despite being there the first time. Carousing and telling stories and asking questions, he gathers a complete overview of the happenings.

    OOC

    second 20 in a row

    Quick Sheet

    Teclis Stormborn
    Perception: 23 Insight: 23 Low-light Vision
    AC 27 Fortitude 27 Reflex 24 Will 30
    Initiative: +8
    Hit Points: 92 / 92 Bloodied: 46
    Temporary Hit Points: -
    Resist: Lightning 10
    Saving Throw: +2 vs slowed, immobilized, and restrained; +1 vs death
    Action Points: 1 Second Wind: 1
    Milestones: 0.5
    Healing Surge: 23 Surges per day: 11 / 11
    At-Will Powers: Elemental Bolt, Howling Zephyr, Ignition, Eldritch Strike
    Encounter Powers: Elemental Escalation 4/4, Wind Burst, Lightning Shift, Fog Form, Bracers of Mental Might
    Daily Powers: Zephyr Wings, Robe of Scintillation

    Condition:

    Signature

    Hi I'm a comic and rpg nerd. Don't hurt me, please.

    PS: English is NOT my native language!

    May the 4th be with you!

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  • #130
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    Teclis

    GM: Streetwise: Making inquiries in gang-controlled
    neighborhoods or speaking with local experts reveals
    the following.

    DC 10: Gangs are the de facto government of the
    poorer areas. In the market and waterfront districts, no
    one gang has control and turf struggles are common.
    Heavily patrolled areas, such as the Circle and the Peerage,
    and the more exclusive shopping district, have no
    gang presence. The shantytown outside the river gate
    is a no-manĺs-land in which any sort of criminal roams
    freely. Proxy turf wars are common there.

    DC 15: There are three major gangs, as well as a handful of small
    groups that exist mainly in the shantytown and in
    small corners of the poorest areas.
    The Bloody Knives are the largest and most powerful
    gang. They control much of the waterfront and
    Fireside, a poor working-class district. The River Rats
    are the second-largest group and claim the rest of the
    waterfrontŚthey are in constant turf struggles with the
    Bloody Knives there. They also have some influence
    in the dirt-poor Stumpton district. The third gang, the
    Black Hearts, is much smaller than the River Rats and
    largely confined to the worst sections of Stumpton.

    DC 20: Lately the Bloody Knives have been more
    aggressive in their turf wars, and they have been
    cracking down more brutally in the areas they control.
    There have been some brazen attacks on watch
    patrols recently, and rumors swirl that the Knives are
    behind them. The gangĺs leader, Sven the Fist, has been
    uncharacteristically aggressive these last few months.

    DC 22: Stella Daybringer, who now holds the title
    of countess, established an antiquities and rarities business
    as an example of legitimate commerce. She deals
    in consignment by appointment only. Rumors persist
    that she is still in contact with the gangs, but no one
    has ever discovered any evidence to that effect.

    DC 25: Stellaĺs rival in the Circle, Lord Erinblad de
    Vast, has been the most vocal public figure condemning
    the gangs. He has recently begun consorting with
    a veteran of the bandit wars, and since that time has
    begun to claim that Lady Stella knows more about
    them than she has let on.
    Dave Rothgery

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