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[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]
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<blockquote data-quote="Voda Vosa" data-source="post: 5353207" data-attributes="member: 51271"><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p>The group now moves along the labyrinthine streets of Daunton, trotting all the way to the appointed address.</p><p>It takes a while to reach the place noted in the paper, but eventually, they are there. </p><p></p><p>But where are they? The sewers? Why yes, the appointed address is an entrance to the city's sewer systems. </p><p>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. </p><p></p><p>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. </p><p>As the five step into the foul waters, the smell drills into their skulls and waters their eyes. </p><p></p><p>[sblock= Skill Challenge N°2]</p><p>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</p><p></p><p>Success-Failure and time values:</p><p></p><p>8 Success before more than 2 Failures: 1 hour</p><p>8 Success before more than 4 Failures: 2 hour</p><p>8 Success before more than 6 Failures: 4 hour</p><p>For each additional 2 Failures, x2 the required time. </p><p></p><p>Good luck! And be creative with your actions/skills, it might be helpful.</p><p></p><p>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]</p><p></p><p></p><p>You have <strong><span style="color: Red">21 hours </span></strong>before execution. New stuff underlined.</p><p></p><p>[sblock=Places to go you actually know of]</p><p><strong>-Address on the paper</strong>[Current Location]</p><p><strong>-Tavern</strong>[3 hour walking,3 hour returning]</p><p><strong>-Mr Tine House</strong>[3 hours walking, 3 hours returning]</p><p><strong>-The Clay pits</strong> [4 hours walking, 4 hours returning]</p><p><strong>-Mr. Simpletown establishment</strong>[3 hour walking, 3 hour returning]</p><p><strong><u>-Addressless door</u></strong>[3 hours walking, 3 hours returning]</p><p><strong>-City watch</strong>[1 hours walking, 1 hours returning]</p><p><strong>-Crime scene </strong>[2 hours walking, 2 hours returning]</p><p><strong>-City watch</strong>[1 hours walking, 1 hours returning]</p><p>[/sblock]</p><p>[sblock=Important NPCs]</p><p>Mr. Simpletown</p><p>Mrs Tine</p><p>Mr Tine</p><p>Mr Raspyhand</p><p>Simpletown's foreman</p><p>Watch's Captain</p><p>Dwarf</p><p>[/sblock]</p><p></p><p>[sblock=Current Evidence]</p><p>-A bag with 100gp used to bribe Mr Raspyhand. </p><p>-A box with a broke flask.</p><p>-Shatered pieces of glass with orange liquied</p><p>-Schematics of somewhere</p><p>-A code: 5409385</p><p>-An address (Of the sewers)</p><p>-A necklace with an eye sculpted on it.</p><p>[/sblock]</p><p></p><p>[sblock=Current clues]</p><p>-You found a code on a public place schematic, perhaps its a password of sorts.</p><p>-Gimo smells lie rotten water</p><p>-The dwarf at the strange door had weird eyes.</p><p>-Gimo's shovel is missing (Not in wagon, clay stablishment, nor watch)</p><p>-Gimo appeared to know nothing of what happened</p><p>-Several witnesses recognized him</p><p>-Mr Simpletown and Mrs Tine are certain Gimo is innocent</p><p>-Gimo's memory gape happened in the backstore of Mr Raspyhand</p><p>-Mr Raspyhand was bribed by someone to send Gimo to the addressless door next to his pottery.</p><p>-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.</p><p>-The house was full of warriors with intentions of silencing anyone who intruded.</p><p><em>-There are hand prints of mud on the walls of the Sewers</em></p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5353207, member: 51271"] 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 [B][COLOR="Red"]21 hours [/COLOR][/B]before execution. New stuff underlined. [sblock=Places to go you actually know of] [B]-Address on the paper[/B][Current Location] [B]-Tavern[/B][3 hour walking,3 hour returning] [B]-Mr Tine House[/B][3 hours walking, 3 hours returning] [B]-The Clay pits[/B] [4 hours walking, 4 hours returning] [B]-Mr. Simpletown establishment[/B][3 hour walking, 3 hour returning] [B][U]-Addressless door[/U][/B][3 hours walking, 3 hours returning] [B]-City watch[/B][1 hours walking, 1 hours returning] [B]-Crime scene [/B][2 hours walking, 2 hours returning] [B]-City watch[/B][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. [I]-There are hand prints of mud on the walls of the Sewers[/I] [/sblock] [/QUOTE]
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[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]
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