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The Long Arm of Lauto 1: Algarezh Hoofchew
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<blockquote data-quote="covaithe" data-source="post: 4584423" data-attributes="member: 46559"><p>The walk is not far, and the bartender's directions prove accurate. The bulk of the party pauses on Warbray Mews while the three rangers scout ahead. </p><p></p><p>(ooc: Can I have stealth rolls for Merenwen and Kilbeth as well, please?)</p><p></p><p>Overgrowth is not quite as green as its name suggests, and at first glance, it doesn't seem quite as run-down as you had been given to understand. The main street leads north for perhaps half a mile before curving to the west out of sight, and along it, the buildings all appear to be more or less structurally sound, if poorly maintained. Halfling and human children chase each other around the street, laughing and giggling while playing games that would be considered full-scale brawls if adults did the same. There are several storefronts; baskets of fruit and cheese and bread in recessed enclosures beneath wooden awnings. City guards patrol the streets. </p><p></p><p>All in all, it looks much like a normal neighborhood at first glance. A second glance shows subtle but significant differences: The children are dressed in rags, if at all, and their chase leads into alleys where more severely ruined buildings can be seen. The awnings of the storefronts are heavy wooden planks that can be lowered and barred at night. The guards move in pairs, never far apart, and do not go into the alleyways. </p><p></p><p>Away from the main streets, the veneer of normality disappears. Most buildings are ruined, nearly a quarter of them collapsed completely into piles of rubble, blocking some lanes and opening paths through to other streets. The buildings that remain are often crudely repaired, or braced against collapse with scavenged parts, or simply three walls and a bit of roof against the wind. Windows are either boarded up or hollow; there is no glass to be seen. The heavy growth of vines that gives the area its name, ivy and wisteria and nameless choking weeds, is more prevalent here. Nearly every building has a tracery of clinging green, and for some of them, it seems that the vines are all that hold them together. The children still play here, their chase taking on a dizzying acrobatic quality as they clamber up networks of vines and leap through open upper-story windows before emerging three houses away on a different street. </p><p></p><p>Overgrowth is clearly a large area with a complex community. It will take some work to find a specific orc here!</p><p></p><p>[sblock=Skill challenge time!]Goal: find Hoofchew.</p><p></p><p>Complexity 5 (12 successes before 6 failures). </p><p>Primary skills: Diplomacy, Intimidate, Streetwise, Insight, Perception</p><p>Secondary skills, used to give a bonus to the next primary skill check: Anything else, so long as you give a plausible explanation of how it helps. </p><p></p><p>DCs for primary skill checks are 15, and I reserve the right to apply circumstance modifiers. Secondaries I'll assign DCs on the fly based on what you try to do. </p><p></p><p>Initiative doesn't matter, since you can delay freely, but everyone has to act once each round.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="covaithe, post: 4584423, member: 46559"] The walk is not far, and the bartender's directions prove accurate. The bulk of the party pauses on Warbray Mews while the three rangers scout ahead. (ooc: Can I have stealth rolls for Merenwen and Kilbeth as well, please?) Overgrowth is not quite as green as its name suggests, and at first glance, it doesn't seem quite as run-down as you had been given to understand. The main street leads north for perhaps half a mile before curving to the west out of sight, and along it, the buildings all appear to be more or less structurally sound, if poorly maintained. Halfling and human children chase each other around the street, laughing and giggling while playing games that would be considered full-scale brawls if adults did the same. There are several storefronts; baskets of fruit and cheese and bread in recessed enclosures beneath wooden awnings. City guards patrol the streets. All in all, it looks much like a normal neighborhood at first glance. A second glance shows subtle but significant differences: The children are dressed in rags, if at all, and their chase leads into alleys where more severely ruined buildings can be seen. The awnings of the storefronts are heavy wooden planks that can be lowered and barred at night. The guards move in pairs, never far apart, and do not go into the alleyways. Away from the main streets, the veneer of normality disappears. Most buildings are ruined, nearly a quarter of them collapsed completely into piles of rubble, blocking some lanes and opening paths through to other streets. The buildings that remain are often crudely repaired, or braced against collapse with scavenged parts, or simply three walls and a bit of roof against the wind. Windows are either boarded up or hollow; there is no glass to be seen. The heavy growth of vines that gives the area its name, ivy and wisteria and nameless choking weeds, is more prevalent here. Nearly every building has a tracery of clinging green, and for some of them, it seems that the vines are all that hold them together. The children still play here, their chase taking on a dizzying acrobatic quality as they clamber up networks of vines and leap through open upper-story windows before emerging three houses away on a different street. Overgrowth is clearly a large area with a complex community. It will take some work to find a specific orc here! [sblock=Skill challenge time!]Goal: find Hoofchew. Complexity 5 (12 successes before 6 failures). Primary skills: Diplomacy, Intimidate, Streetwise, Insight, Perception Secondary skills, used to give a bonus to the next primary skill check: Anything else, so long as you give a plausible explanation of how it helps. DCs for primary skill checks are 15, and I reserve the right to apply circumstance modifiers. Secondaries I'll assign DCs on the fly based on what you try to do. Initiative doesn't matter, since you can delay freely, but everyone has to act once each round. [/sblock] [/QUOTE]
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The Long Arm of Lauto 1: Algarezh Hoofchew
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