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[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]
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<blockquote data-quote="Voda Vosa" data-source="post: 5655950" data-attributes="member: 51271"><p><strong><span style="color: Blue">"Wha... 'appened...?"</span></strong> mutters the still conscious fighter.</p><p></p><p>In the floor, the slime creature degrades quickly. If someone wants to identify it, they better be quick, the thing is liquefying! </p><p></p><p><em><strong>Skill challenge: What the hell was that thing?</strong> 4 successes before 3 failures. Related Skills: Arcana, Dungeoneering, History. Each character can only do one skill roll for each related skill. You can aid.</em></p><p></p><p><em><span style="color: DimGray">I underlined the new stuff, I forgot last time...</span></em></p><p></p><p>You have <strong><span style="color: Red">14 hours </span></strong>before execution. </p><p></p><p>[sblock=Places to go you actually know of]</p><p><u><strong>Other coordinate in the sewers</strong>[Current Location]</u></p><p><strong>-Water trap room</strong>[1 hour walking]</p><p><strong>-Secret chamber on the sewers-</strong>[2 hour walking]</p><p><strong>-Sewers</strong>[1 hour walking]</p><p><strong>-Tavern</strong>[4 hour walking]</p><p><strong>-Mr Tine House</strong>[5 hours walking]</p><p><strong>-The Clay pits</strong> [8 hours walking]</p><p><strong>-Mr. Simpletown establishment</strong>[5 hour walking]</p><p><strong>-Addressless door</strong>[3 hours walking, 3 hours returning]</p><p><strong>-City watch</strong>[3 hours walking]</p><p><strong>-Crime scene </strong>[4 hours walking]</p><p><strong>-City Judge</strong>[3 hours walking]</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>Mercenary leader <em>Dead</em></p><p>Another Mercenary leader <em>Lost in the explosion</em></p><p>Slime humanoid <em>Dead</em></p><p>[/sblock]</p><p></p><p>[sblock=Current Evidence]</p><p><u>-Slime slave creatures?</u></p><p>-Flasks with the explosive reagents</p><p>-Murder weapon</p><p>-Physical enhancers</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><u>-Mercenaries are in some sort of trance. </u></p><p><u>-The mercenary leader wanted you dead for your intrusion</u></p><p>-You found the murder weapon, and a laboratory that was used to prepare the explosive liquid found in the crime scene</p><p>-You found physical enhancers in the secret lab</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>-There are hand prints of mud on the walls of the Sewers</p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Voda Vosa, post: 5655950, member: 51271"] [B][COLOR="Blue"]"Wha... 'appened...?"[/COLOR][/B] mutters the still conscious fighter. In the floor, the slime creature degrades quickly. If someone wants to identify it, they better be quick, the thing is liquefying! [I][B]Skill challenge: What the hell was that thing?[/B] 4 successes before 3 failures. Related Skills: Arcana, Dungeoneering, History. Each character can only do one skill roll for each related skill. You can aid.[/I] [I][COLOR="DimGray"]I underlined the new stuff, I forgot last time...[/COLOR][/I] You have [B][COLOR="Red"]14 hours [/COLOR][/B]before execution. [sblock=Places to go you actually know of] [U][B]Other coordinate in the sewers[/B][Current Location][/U] [B]-Water trap room[/B][1 hour walking] [b]-Secret chamber on the sewers-[/B][2 hour walking] [B]-Sewers[/B][1 hour walking] [B]-Tavern[/B][4 hour walking] [B]-Mr Tine House[/B][5 hours walking] [B]-The Clay pits[/B] [8 hours walking] [B]-Mr. Simpletown establishment[/B][5 hour walking] [B]-Addressless door[/B][3 hours walking, 3 hours returning] [B]-City watch[/B][3 hours walking] [B]-Crime scene [/B][4 hours walking] [B]-City Judge[/B][3 hours walking] [/sblock] [sblock=Important NPCs] Mr. Simpletown Mrs Tine Mr Tine Mr Raspyhand Simpletown's foreman Watch's Captain Dwarf Mercenary leader [I]Dead[/I] Another Mercenary leader [I]Lost in the explosion[/I] Slime humanoid [I]Dead[/I] [/sblock] [sblock=Current Evidence] [U]-Slime slave creatures?[/U] -Flasks with the explosive reagents -Murder weapon -Physical enhancers -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] [U]-Mercenaries are in some sort of trance. [/U] [U]-The mercenary leader wanted you dead for your intrusion[/U] -You found the murder weapon, and a laboratory that was used to prepare the explosive liquid found in the crime scene -You found physical enhancers in the secret lab -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] [/QUOTE]
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[Adventure] The Predicament of Mr. Gimo Tine [Judge:?]
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