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

RedBeardJim

First Post
"This dwarf is being controlled by some magical agency," says Morvannon. "Perhaps we ought to take him and the other...survivor back to the Guards before we investigate this next clue. I would feel better with him in custody and under observation."
 

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Velmont

First Post
"Bastards, that's mean we just killed some innocent. That case start to make me angry. Tied them, lock the place and send a messenger to the city guards. We need to hurry to that place, we don't have much time left."
 

EvolutionKB

First Post
Jarel-Karn said:
"Bastards, that's mean we just killed some innocent. That case start to make me angry. Tied them, lock the place and send a messenger to the city guards. We need to hurry to that place, we don't have much time left."

"We didn't know, they were weak of will, perhaps fallen to evil already. We will subdue those we encounter hereafter, in case our thoughts are false." Cliff ties them tightly, hanging their hands and feet seperate to the beams in the ceiling. The shifter lets the guards know to send messages to their superiors and locks the door behind them.
 

RedBeardJim

First Post
"We didn't know, they were weak of will, perhaps fallen to evil already. We will subdue those we encounter hereafter, in case our thoughts are false." Cliff ties them tightly, hanging their hands and feet seperate to the beams in the ceiling. The shifter lets the guards know to send messages to their superiors and locks the door behind them.

"I guess that'll have to do, then," says Morvannon. "Can I see that necklace for a second?"

[sblock=ooc]Skill checks: Arcana 27, Religion 11.

We seem to be short a leader now. Any thoughts on what to do about that?[/sblock]
 

Voda Vosa

First Post
Morvannon can't seem to detect any sort of magic operating around the necklace. It seems to be some sort of symbol, of what, he is not sure.

After tiering up the dwarf and the unconscious halfling, the group goes out, and soon Cliff spots a lad running down the street. A few coppers and the boy sprints towards the Watch dependencies as the group's messenger.

Cliff, Soldier, Morvannon, Jarel and Grakk part ways with Bell, who is too frightened by the bloodshed to keep going. She returns to the tavern.
The group now moves along the labyrinthine streets of Daunton, trotting all the way to the appointed address.
It takes a while to reach the place noted in the paper, but eventually, they are there.

But where are they? The sewers? Why yes, the appointed address is an entrance to the city's sewer systems.
Shrugging, the five brave souls open the door and go down the stairs, to get into the huge pipe line. Apparently it's hard to orientate using the map of the sewers they'd found. There are some coordinates and marked rooms, but the heroes are unable to find their location in the schematics.

In the darkness, Cliff spots a muddy hand imprinted on the wall of the tunnel. A clue! Now, perhaps there are others, but it'll require to get messy and walk among the least savory things a sewer has to offer: a brown-green stream of wastes.
As the five step into the foul waters, the smell drills into their skulls and waters their eyes.

[sblock= Skill Challenge N°2]
Avoid the smell and find the trail: Endurance, Perception: Each fail on the endurance check, and the player is attacked by nauseas (-1 to all actions). Success means no ill effects. Perception checks are made to find the trail. Each failure forces the players to roll another endurance check against the nauseas. Perception DC: 16 , Endurance DC: 14

Success-Failure and time values:

8 Success before more than 2 Failures: 1 hour
8 Success before more than 4 Failures: 2 hour
8 Success before more than 6 Failures: 4 hour
For each additional 2 Failures, x2 the required time.

Good luck! And be creative with your actions/skills, it might be helpful.

EDIT: If you don't make a perception check, you need to take an Endurance for each "round". If you fail two consecutive Endurance checks, you lose a HS. Each additional failed check takes another HS from you.[/sblock]


You have 21 hours before execution. New stuff underlined.

[sblock=Places to go you actually know of]
-Address on the paper[Current Location]
-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
[/sblock]

[sblock=Current Evidence]
-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 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]
 
Last edited:

Velmont

First Post
Jarel-karn is the first to enter the sewer. He takes a deep breath. It smells bad, but he has smelled worst in the Valley of Bones. Nothing is worst than a death corpse that is rotting for weeks, untouched by the animals as any corpse their can be cursed by some foul undead.

Jarel-karn open the way and give hint to how to travel thought the sewers, being the one doing the mistake first.

[SBLOCK=OOC]Yeah, Endurance check. I'm a beast at that skill: Endurance (1d20+15=28)[/SBLOCK]
 



dimsdale

First Post
Grakk boldly steps forward into the sewers following Jarel-karn. The goliath grips his weapon, holding it above his head with both hands as he wades though the foul smelling water, filled with trash and feces. He doesn't notices it at all, being totally focused on the task at hand.


[sblock=ooc]
endurance roll: 1d20+10= 27
[/sblock]
 

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