[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]


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Voda Vosa

First Post
Our heroes continue their advancement through the smelly sewers, covered in water of dubious origins.
The "Flapfls!" and "Flopfls!" they make while they walk echoes through the sewer system of Daunton city.
As they near their destination, the group readies themselves and opens the nondescript door.
This room is huge compared to the ones the brave adventurers saw before in the sewers. It is a big platform with two staircases on each side that lead to a higher platform. Between the stairs is a big mass of water that goes beneath the higher platform and it's continuity is lost in the darkness of the room ahead. The sound of a strong current of water suggests that it's in-tubed.
The group just see a hulking round "thing" submerging in the dark waters, before noticing the amount of mercenaries already in the room!
From the higer platform, a human in strange robes bellows "What? You are supposed to be dead already! Kill them!"


[sblock=FINAL BATTLE!]

R-R-R-Roll initiative!

MAP of course.

[/sblock]


I underlined the new stuff, I forgot last time...

You have 15 hours before execution.

[sblock=Places to go you actually know of]
Other coordinate in the sewers[1 hour walking]
-Water trap room[Current Location]
-Secret chamber on the sewers-[1 hour walking]
-Sewers[1 hour walking]
-Tavern[3 hour walking,3 hour returning]
-Mr Tine House[3 hours walking, 3 hours returning]
-The Clay pits [4 hours walking, 4 hours returning]
-Mr. Simpletown establishment[3 hour walking, 3 hour returning]
-Addressless door[3 hours walking, 3 hours returning]
-City watch[1 hours walking, 1 hours returning]
-Crime scene [2 hours walking, 2 hours returning]
-City watch[1 hours walking, 1 hours returning]
[/sblock]
[sblock=Important NPCs]
Mr. Simpletown
Mrs Tine
Mr Tine
Mr Raspyhand
Simpletown's foreman
Watch's Captain
Dwarf
Mercenary leader Dead
[/sblock]

[sblock=Current Evidence]
-Flasks with the explosive reagents
-Murder weapon
-Physical enhancers

-A bag with 100gp used to bribe Mr Raspyhand.
-A box with a broke flask.
-Shatered pieces of glass with orange liquied
-Schematics of somewhere
-A code: 5409385
-An address (Of the sewers)
-A necklace with an eye sculpted on it.
[/sblock]

[sblock=Current clues]
-You found the murder weapon, and a laboratory that was used to prepare the explosive liquid found in the crime scene
-You found physical enhancers in the secret lab
-You found a code on a public place schematic, perhaps its a password of sorts.
-Gimo smells lie rotten water
-The dwarf at the strange door had weird eyes.
-Gimo's shovel is missing (Not in wagon, clay stablishment, nor watch)
-Gimo appeared to know nothing of what happened
-Several witnesses recognized him
-Mr Simpletown and Mrs Tine are certain Gimo is innocent
-Gimo's memory gape happened in the backstore of Mr Raspyhand
-Mr Raspyhand was bribed by someone to send Gimo to the addressless door next to his pottery.
-There is a password that the group needs in order to enter the addressless door. They could also attempt to bash in. Apparently there's a magical ward from the other side that makes trespassing the door almost impossible.
-The house was full of warriors with intentions of silencing anyone who intruded.
-There are hand prints of mud on the walls of the Sewers

[/sblock]
 





ScorpiusRisk

First Post
OOC: Init= 19


OOC: EDIT: Please note, Bell's Onyx Dog, Shard, is medium sized and takes up a full square.


[Sblock=Block of Bell]Bell Jabson, Shardar-Kai Bard 4
Init: +3; PI 15, PP 15; low-light vision
HP: 40/40, B 20; Surge 10 hp, 8/8
AC 21, F 15, R 19, W 18
Saves: +2 Racial bonus against the unconscious condition; +2 to all death saving throws
Speed 6

Skills: Acrobatics 8, Arcana 12, Athletics 5, Bluff 10, Diplomacy 11, Dungeoneering 5, Endurance 6, Heal 5, History 11, Insight 5, Intimidate 10, Nature 5, Perception 5, Religion 11, Stealth 8, Streetwise 11, Thievery 6(8)
Languages: Allarian, Imperia, Tsugo, Magari, Draconic (Read Any)
Rituals: Arcane Mark (Arcana), Amanuensis (Arcana), Brew Potion (Arcana or Religion), Comprehend Language (Arcana), Enchant Magic Item (Arcane or Nature), Eye of Alarm (Arcana), Glib Limerick (Arcana), Purify Water (Arcana, Nature or Religion), Silence (Arcana), Tenser's Floating Disk (Arcana)

Powers
Guiding Strike, Staggering Note
Focussed Sound, Dissonant Strain, Shadow Jaunt, Majestic Word 2/2, Words of Friendship, Second Wind
Stirring Shout, Song of Defense, Swordmage Warding, Harsh Songblade +1, Onyx Dog Summon

Trigger (An enemy adjacent to Shard attacks Bell)
Bite (Standard; At-Will); +7 vs AC; 1d6+3[/sblock]
 
Last edited:



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