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<blockquote data-quote="Nephis" data-source="post: 9268544" data-attributes="member: 20459"><p>Okay: here is an accounting of offline conversation going forward:</p><ul> <li data-xf-list-type="ul">first, an accounting of where our heroes stand after the skirmish with the dreaded Blue Slime, after a short rest:<ul> <li data-xf-list-type="ul">Jendi: HP: 27/31, with 5/8 Surges remaining, All Dailies, and 2 Action Points available</li> <li data-xf-list-type="ul">Mylistra: HP: 25/29, with 6/8 Surges remaining, All Dailies, and 1 Action Point available (1 use of Healing Word: r1 additional HP)</li> <li data-xf-list-type="ul">Nemo: HP: 25/29, with 4/7 Surges remaining, All Dailies, and 1 Action Point available</li> <li data-xf-list-type="ul">Toriq: HP: 34/37, with 8/10 Surges remaining, All Dailies, and 1 Action Point available</li> </ul></li> <li data-xf-list-type="ul">per conversation with [USER=1282]@darkbard[/USER], the crew do indeed want to release all prisoners. The reason is two-fold: first, some of the other prisoners are either known to a PC (see below) or are members of the beleaguered classes (e.g. goblins & halflings) and thus unfairly imprisoned (according to PCs); second) freeing everyone will hopefully produce a lovely chaos to cover our tracks!</li> <li data-xf-list-type="ul">In order to facilitate this change in plan, [USER=1282]@darkbard[/USER] has agreed to increase the complexity of this SC to Complexity 3.</li> <li data-xf-list-type="ul">per our discussion, there are now 5 additional prisoners besides Beppa: [USER=20459]@Nephis[/USER] will name/describe 3 of them, [USER=1282]@darkbard[/USER] the remaining 2. Here are my three:<ul> <li data-xf-list-type="ul">Tryfza: a young goblin female<ul> <li data-xf-list-type="ul">missing three fingers on right hand * scar on face: mid-cheek, through lips, ending at chin * almost always smiling * fiery red hair pulled back in a braid * member of the Children of Sorrow</li> <li data-xf-list-type="ul">purportedly a thief</li> </ul></li> <li data-xf-list-type="ul">Snickcha: an older goblin female<ul> <li data-xf-list-type="ul">looks weak but actually very wirey * wears loose, very mended clothing * seldom speaks</li> <li data-xf-list-type="ul">purportedly owes money</li> </ul></li> <li data-xf-list-type="ul">Isadore (Izzy): a tallish, young human male<ul> <li data-xf-list-type="ul">long black hair, loose * seems scared and angry * Jendi's acquaintance from the Black Tower with whom he met for coffee just a few days ago</li> <li data-xf-list-type="ul">apparent vagrancy</li> </ul></li> </ul></li> <li data-xf-list-type="ul">There will be use of Blades in the Dark-style flashbacks, which will cost 1 surge per PC who specifically benefits from each flashback: e.g. everyone gets to touch the live oak to gain good luck = 1 Healing Surge each; one PC gets to kiss the frog to gain a kingdom = 1 Healing Surge from that PC only</li> <li data-xf-list-type="ul">Make a move based on above entry.</li> </ul><p></p><p>[HR][/HR]</p><p></p><p>[FLASHBACK]: <em>As <strong>NEMO</strong> climbs up onto the chair behind the sheriff to see if he can steal the pendant from around the Davos's neck, he pauses, seeing the ring of many keys attached at his hip. Should he? It will make their later job easier. Noticing that Davos is still shaking his head in slight confusion, the young halfling daringly reaches forward and grabs the keys, quickly wrapping them in a handkerchief to silence them. Then, he continues onward with his primary task of retrieving the pendant.</em></p><p></p><p>[HR][/HR]</p><p>cost: 1 Healing Surge from Nemo: 3/7 remaining</p><p></p><p>[HR][/HR]</p><p></p><p>[FLASHBACK]: <em>Just before leaving, Hildy pauses, then turns back, holding out the small sack she has been carrying. "Here," she says, thrusting it at Nemo. "These may come in handy down below." Then, she disappears into the night shadows.</em></p><p><em></em></p><p><em>At her departure, Nemo cautiously opens the sack and looks inside. Brows furrowed, he pulls out a smaller black sack and examines it. Jendi's mouth opens in surprise as he recognizes the "sack" for what it actually is: a rudimentary mask. Taking it from his small friend, he opens it and puts one of his hands inside, poking fingers through the two eye holes cut into it. He remembers seeing them on the heads of fellow students - upperclassmen and -women - as they put the newcomers through various hazing rituals to put them in their place in the pecking order. The warlock smirks as he remembers that he, in particular, was not very good about "learning his place." </em></p><p><em></em></p><p><em>As Jendi is examining the mask in his hand, Nemo removes three more and hands two of them to Toriq an Mylistra. Stowing the sack that held them away for later use, he considers what Hildy said before leaving them here. "Could be useful, at that," he speculates.</em></p><p></p><p>[HR][/HR]</p><p>cost: 1 Healing Surge from each PC: Jendi: 4/8 remaining; Mylistra: 5/8 remaining; Nemo: 2/7 remaining; Toriq: 7/10 remaining</p><p></p><p>[HR][/HR]</p><p></p><p><em> After everyone has carefully donned the masks given to them by Hildy and has drawn up the hoods of their cloaks so that these masks are less instantly noticeable, Nemo carefully rounds the corner and signals to Mylistra when he thinks it is safe to creep forward. Mylistra then mirrors his actions, gesturing that Toriq and Jendi - <as quietly as possible!!!> Nemo murmurs in their ears - can reach her. Slowly, carefully, the sneakier of the group gets everyone into a place where Toriq can best surmise that Beppa - surely the most guarded of those imprisoned down here - is housed. </em></p><p><em></em></p><p><em>She considers the network of corridors, the close (or not-so-close) proximity of cells to each other. She listens carefully for any other sounds - where the guards are congregating (indicating where they feel most relaxed). She draws in a deep breath, allowing her to sense - and interpret - which prisoners have been here longer ... without adequate bathing facilities. The earthiness of outdoorsmanship is one thing. It is quite another thing to be forced to be surrounded by one's own sweat of loneliness, hopelessness, and despair.</em></p><p><em></em></p><p><em>Lips pressed together, the warden nods her chin down one of the corridors, the one where the most noise is, along with the most pungent odors ... not all of which are from guards with poor hygiene. The others look at her in consternation, and she shrugs and nods. Quietly, almost without sound, she murmurs, "it makes sense that she will be down there."</em></p><p></p><p>[HR][/HR]</p><p></p><p>* The party makes a Secondary Skill Group Stealth check to evade the guards and get closer: N = +11, M = +12 vs 10 Easy DC; 2 of 4 successes = +2 SS bonus to aid</p><p></p><p>* Toriq's Primary Skill Perception check to figure out where Beppa is being housed: r9+10+2 SS = 21 vs. 14 Moderate DC. Success</p></blockquote><p></p>
[QUOTE="Nephis, post: 9268544, member: 20459"] Okay: here is an accounting of offline conversation going forward: [LIST] [*]first, an accounting of where our heroes stand after the skirmish with the dreaded Blue Slime, after a short rest: [LIST] [*]Jendi: HP: 27/31, with 5/8 Surges remaining, All Dailies, and 2 Action Points available [*]Mylistra: HP: 25/29, with 6/8 Surges remaining, All Dailies, and 1 Action Point available (1 use of Healing Word: r1 additional HP) [*]Nemo: HP: 25/29, with 4/7 Surges remaining, All Dailies, and 1 Action Point available [*]Toriq: HP: 34/37, with 8/10 Surges remaining, All Dailies, and 1 Action Point available [/LIST] [*]per conversation with [USER=1282]@darkbard[/USER], the crew do indeed want to release all prisoners. The reason is two-fold: first, some of the other prisoners are either known to a PC (see below) or are members of the beleaguered classes (e.g. goblins & halflings) and thus unfairly imprisoned (according to PCs); second) freeing everyone will hopefully produce a lovely chaos to cover our tracks! [*]In order to facilitate this change in plan, [USER=1282]@darkbard[/USER] has agreed to increase the complexity of this SC to Complexity 3. [*]per our discussion, there are now 5 additional prisoners besides Beppa: [USER=20459]@Nephis[/USER] will name/describe 3 of them, [USER=1282]@darkbard[/USER] the remaining 2. Here are my three: [LIST] [*]Tryfza: a young goblin female [LIST] [*]missing three fingers on right hand * scar on face: mid-cheek, through lips, ending at chin * almost always smiling * fiery red hair pulled back in a braid * member of the Children of Sorrow [*]purportedly a thief [/LIST] [*]Snickcha: an older goblin female [LIST] [*]looks weak but actually very wirey * wears loose, very mended clothing * seldom speaks [*]purportedly owes money [/LIST] [*]Isadore (Izzy): a tallish, young human male [LIST] [*]long black hair, loose * seems scared and angry * Jendi's acquaintance from the Black Tower with whom he met for coffee just a few days ago [*]apparent vagrancy [/LIST] [/LIST] [*]There will be use of Blades in the Dark-style flashbacks, which will cost 1 surge per PC who specifically benefits from each flashback: e.g. everyone gets to touch the live oak to gain good luck = 1 Healing Surge each; one PC gets to kiss the frog to gain a kingdom = 1 Healing Surge from that PC only [*]Make a move based on above entry. [/LIST] [HR][/HR] [FLASHBACK]: [I]As [B]NEMO[/B] climbs up onto the chair behind the sheriff to see if he can steal the pendant from around the Davos's neck, he pauses, seeing the ring of many keys attached at his hip. Should he? It will make their later job easier. Noticing that Davos is still shaking his head in slight confusion, the young halfling daringly reaches forward and grabs the keys, quickly wrapping them in a handkerchief to silence them. Then, he continues onward with his primary task of retrieving the pendant.[/I] [HR][/HR] cost: 1 Healing Surge from Nemo: 3/7 remaining [HR][/HR] [FLASHBACK]: [I]Just before leaving, Hildy pauses, then turns back, holding out the small sack she has been carrying. "Here," she says, thrusting it at Nemo. "These may come in handy down below." Then, she disappears into the night shadows. At her departure, Nemo cautiously opens the sack and looks inside. Brows furrowed, he pulls out a smaller black sack and examines it. Jendi's mouth opens in surprise as he recognizes the "sack" for what it actually is: a rudimentary mask. Taking it from his small friend, he opens it and puts one of his hands inside, poking fingers through the two eye holes cut into it. He remembers seeing them on the heads of fellow students - upperclassmen and -women - as they put the newcomers through various hazing rituals to put them in their place in the pecking order. The warlock smirks as he remembers that he, in particular, was not very good about "learning his place." As Jendi is examining the mask in his hand, Nemo removes three more and hands two of them to Toriq an Mylistra. Stowing the sack that held them away for later use, he considers what Hildy said before leaving them here. "Could be useful, at that," he speculates.[/I] [HR][/HR] cost: 1 Healing Surge from each PC: Jendi: 4/8 remaining; Mylistra: 5/8 remaining; Nemo: 2/7 remaining; Toriq: 7/10 remaining [HR][/HR] [I] After everyone has carefully donned the masks given to them by Hildy and has drawn up the hoods of their cloaks so that these masks are less instantly noticeable, Nemo carefully rounds the corner and signals to Mylistra when he thinks it is safe to creep forward. Mylistra then mirrors his actions, gesturing that Toriq and Jendi - <as quietly as possible!!!> Nemo murmurs in their ears - can reach her. Slowly, carefully, the sneakier of the group gets everyone into a place where Toriq can best surmise that Beppa - surely the most guarded of those imprisoned down here - is housed. She considers the network of corridors, the close (or not-so-close) proximity of cells to each other. She listens carefully for any other sounds - where the guards are congregating (indicating where they feel most relaxed). She draws in a deep breath, allowing her to sense - and interpret - which prisoners have been here longer ... without adequate bathing facilities. The earthiness of outdoorsmanship is one thing. It is quite another thing to be forced to be surrounded by one's own sweat of loneliness, hopelessness, and despair. Lips pressed together, the warden nods her chin down one of the corridors, the one where the most noise is, along with the most pungent odors ... not all of which are from guards with poor hygiene. The others look at her in consternation, and she shrugs and nods. Quietly, almost without sound, she murmurs, "it makes sense that she will be down there."[/I] [HR][/HR] * The party makes a Secondary Skill Group Stealth check to evade the guards and get closer: N = +11, M = +12 vs 10 Easy DC; 2 of 4 successes = +2 SS bonus to aid * Toriq's Primary Skill Perception check to figure out where Beppa is being housed: r9+10+2 SS = 21 vs. 14 Moderate DC. Success [/QUOTE]
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