Adventure: Brotherhood Returned? (DM: Tenchuu, Judge: H.M.Gimlord)

At the comment about "your doing" regarding the missing silver, Kane's eyes grow red, he takes a few steps towards the speaker. "What you say? You think Kane take from Mr. Lord Byron? You not know Kane, does Kane look like he carry lots of silver with him? You think I take it? You think I let any of these guys take from Mr. Lord Byron either? I crushed those that try and take from him. Three times now I helps him and you better think really carefully afore you say something like that again" the bugbear growls, one hand resting on the haft of his new razor sharp axe.

 

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How can you say that?! We are on the same team. Lord Byron will get what is his, and we will all be heroes
"So that is the way of it, Bard?" Porsed asked rhetorically in a disbelieving tone.

"Why, you underestimate my modest new companions," Khemnos tells Porse. "The truth is, they did recover all the silver some time ago, well before you returned to port. Instead, it was decided to send the silver along early on another ship."
"You did what!?" Porsed blurted, a bit of wine mist coming out with it. "This ship was out of port for only a day. How..." He grumbled.

Kruk spots a crew member he befriended during the last voyage. Hey remember me? I'm the puker (referring to his terrible bout of seasickness on the last trip). See that guy (pointing to Kane)? He calls me stinkbeard now. I think that name will stick with me the rest of my life. ha ha...Anyway, you crew is miss'n some. What happen to them?
"Is that your business?" Porsed asked bluntly, looking around at the other sailors at the table, giving them a hard look. "It ain't, I assure you."

"What you say? You think Kane take from Mr. Lord Byron? You not know Kane, does Kane look like he carry lots of silver with him? You think I take it? You think I let any of these guys take from Mr. Lord Byron either? I crushed those that try and take from him. Three times now I helps him and you better think really carefully afore you say something like that again" the bugbear growls, one hand resting on the haft of his new razor sharp axe.
"Okay, okay," Porse said, withdrawing his criticsm, though not really apologizing. "but, it's a long voyage to be threatening the captain already. Who's going to steer the ship and run the riggings, after that axe of yours cuts me a foot shorter?"

He words were defiant, but the tone of his voice gave away his fear.

[sblock=Skill Challenge Progress]
Successes: 4/6
Failures: 2/3

OOC: Be Careful.

Skill Challenge

Setup: The crew is up to no good, or are they?
Complexity: 2 (requires 6 successes before 3 failures)
DC: 26

Rules:
- Each character gets 1 roll per turn
- Each character can only use a single skill once. For example: If
Hergunna uses Nature this round, she cannot use nature again. But everyone else could still use Nature.
[/sblock]
 

Wil sees where Khemnos is going with his bluff and decides to continue it. Good Porse, now that your fears of our care for Lord Byron's quest are allayed, please take Kane's words as they were intended, but a jest among friends.

OOC: Definitely a bluff here. Does someone want to boost me with aid another? Also Wil give +1 to others diplomacy fyi.
 

Wil sees where Khemnos is going with his bluff and decides to continue it. Good Porse, now that your fears of our care for Lord Byron's quest are allayed, please take Kane's words as they were intended, but a jest among friends.

OOC: Definitely a bluff here. Does someone want to boost me with aid another? Also Wil give +1 to others diplomacy fyi.

Kruk sees he's getting nowhere with the crew member, but recognizes Wil's bluff and plays along. Yeh mate...what he said. Kruk gives a friendly grin. The dwarf however is ignored.

aide Wil with bluff

1d20=fail :(
 



"Hahaha, yeah Kane just jokes, he friends with you and Wil and all of the guys here. Sometimes I not think too much that it may be scary, sorry friends" the bugbear says innocently

OOC: bluff aid (1d20+6=22) well, that at least helps...negates Kruk's penalty at least
 

"Now surely Porse my friend, whatever trifles might have concerned you the last time these fine folk were on this ship can't be so great. Let us all be content and enjoy this new voyage," says Khemnos amiably.

Diplomacy (1d20+18=37)

OOC: First two rolls with this character are a 20->42 and 19->37. Hope this luck keeps up when a fight breaks out! :)
 

GM: Actually, I think that does it. Kruk's roll makes it -1, but the successful aid another makes it +2, which nets to 26. Add that with GaryH, and we have 6 Successes. I'll post the next part tonight or tomorrow morning.
 

GM: Does everyone have their character leveled up? Last I checked, I thought Mal and IG still needed to level up. I want to tweak the encounter level once I have all the players' updated levels.


"Yes, Enjoy," Porse repeated, "Well I shall enjoy the rest of the wine myself. You can sleep on the deck, or don't sleep, but I don't want you below deck after dark. I spot at least one thief among you, and though we may not be carrying silver, my cargo is still quite valuable."

The captain ended the dinner, and the adventurers returned to the deck. The seas were a bit rough. One deck hand was serving as look out, and he gave them a nasty look as the adventurers made their way topside.

Something was definitely wrong. The tone of that dinner and the absence of the real Captain made them suspicious. So as not to be caught off guard while sleeping, they devised a plan.

While discussing their plans, the ship crashed over a huge swell, sending the unprepared adventurers stumbling toward the front of the ship.

GM: Since you passed the skill challenge, you have a good idea the crew is up to something. You are prepared for any attack which might come. Decide where to move your character on the ship.

I am still working out the exact mechanics, but the ship breaking through the tall swells will have an impact (probably like a hazard).


[sblock=Push over deck]The ship's railing prevents normal push/pull/shift falling rules. So, if you use a forced movement power which would normal be able to move an enemy off the ship, the enemy still rolls a save; If the save passes, movement ends at the deck railing with no other effects. If the save fails, movement ends at the deck railing and the character goes prone.

To actually get someone over the edge, you need to:
1. Grab (standard) sorry, the bad guy gets a chance to escape
2. Sustain grab (minor). Lift and Move grabbed enemy (Standard) with a STR vs. Fort. to force the enemy over the rail. The player's STRx20 must be more than the enemy's weight, which I think might preclude some of the smaller characters from attempting this.
[/sblock][sblock=Cover/Concealment]Most of the junk on the ship's deck is not that tall. Since Carolina is small, she can crouch behind the cannons and the boats to get total concealment. Everyone else at medium size would need to go prone behind the objects to achieve the same effect. Otherwise, you can get the -2 variety only. [/sblock][sblock=Dim Light]
Characters who have normal vision can’t see well in dim light: Creatures in the area have concealment. Characters who have low-light vision or darkvision see normally in dim light.[/sblock][sblock=Status]
Wil Rando: I23 70/70 HS 8/8 AP 1 MW 2/2
Kane: H22 88/88 HS 11/11 AP 1
Kruk: I22 94/94 HS 12/12 AP 1
Carolina: H23 64/64 HS 7/7 AP 1
Charina: J23 69/69 HS 7/7 AP 1
Khemnos: J22 56/56 HS 9/9 AP 1

[/sblock][sblock=Map]
Byron4-1-0.png

The Hatch at H24:I24 is the ladder which leads below deck.
[/sblock][sblock=Enemies]
Placeholder
[/sblock][sblock=Adventure Summary]
Motives
Everyone: Report back to Byron & decide what to do with the information about the brotherhood.
[sblock=LB3 Summary]
Summary of Events
1. Bested Pirates en route to Allaria. Traveled on the ship Wind's Will captained by Captain Levenbrech, and mated by Porse and Trig.
2. Arrived in the port, to find it besieged by Lizards from the unending mire. Defeated lizards and met/teamed up with Charina.
3. Journeyed to Geardagas and asked the locals for information with mixed results (link to the leads gathered).
4. Went to the temple of Netari, where the new priest, Father Niris, has been tending to the ill (apparently quite poorly). He led the players into the catacombs, where his zombie minions ambushed. The priest, over confident, rambled on about Hellview (background reference for players).
5. Dealing a mortal blow to the Priest, he says Master De Luccia (First time they have heard the name) cannot be stopped, and he stated that Greggor "will be... among the first... at Hellview." The priest laid dying on the floor with his fallen minions.
6. As they approach Hellview, they encounter the ghost of Sir Alistair Glasston, who begged them to enter the cave and retrieve his lost battleaxe.
7. They entered Hellview, and came across a portal, as well as some guards/workers. It seems they were using zombies to dig a new path near the portal...
8. They step through the portal into a bizarre world. A demon statue looms ahead, with a tall gate behind. The bodies of fallen adventurers, as well as a dead demon, lay about the floor. Wil Triggered the Demon statue trap, alerting the nearby demon's.
9. After a long battle, they slew all of the demons who had come through the hell gate, and they found Sir Alistair Glasston's lost battleaxe. But Greggor was still missing, and there is the question of why the demons were digging.
10. Hergunna departed the group to alert the local militia, while the others pressed ahead North, trying to find the source of the demon-aligned miners, as well as the lost silver.
11. They came upon a wall blocking the road to the mine. Mounted knight Brother Arleas leads a band of outlaws and zombies to defend the mine entrance. After slaying the Knight and half his men, the remaining wizards and archers closed the gate. The battle continued until only the fat temporal wizard, Alaria, remained alive. She pleaded for her life to be spared.
12. Alaria identified the men who hired her as being part of the Brotherhood.
13. They entered the mine and found Greggor with some other miners. Greggor shows them a path recently carved from the mine into the Hellview portal tunnels. They are using the tunnel to subvert the protection which bars them from exiting the portal into Alaria.
14. By the portal, they opened up the wall to reveal a hidden demon temple. Inside, Master De Luccia brings the demon Amendfohl (the same demon that Sir Alistair Glasston fought during the fall of Allaria) back to life. De Luccia Declared, "The time for the Brotherhood of the Bright Eon is once again at hand." The players slay the demon, and De Luccia offers them a deal where everyone just walks away. The players balk, and attack. DeLuccia drops Kruk and threatens to kill the dwarf if they don't leave, but the players press the attack, and kill the brotherhood master as well.
[/sblock]Summary of Events
1. The adventurers return to Geardagas. They meet with Count Saga, who puts them on a quest to Alert Daunton to the Brotherhood threat and request aid for Allaria. They are joined by the mage Khemnos.
2. They board the Wind's Will to return back to Daunton, but things seem off. The Captain and his second mate are missing; First Mate Porse seems to be running the ship, and he is his usual unfriendly self. Over dinner, they question Porse, and get a bad feeling about the Sailor's intentions.

[/sblock]
 
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