IC - Mad King's Monkey II

Day Four, Evening, Courtyard of the residence of Herr Bourn

Herr Bourn is quietly pleased that you have decided to help liberate the Tower. He thinks that you have made the right decision, and believes that the Baron would agree.

As he walks with you from the portal room through the library and back down to the courtyard, he has a request.

"Please do not mention the Tower, or the portal to anyone. Its existence is a secret known only to a select few. Even the Baron does not know of it, although I understand that you will probably have to report on it to him on your return."

"Herr Bourn! Please to tell what you think know of what done to Netherworld? Also tell why think effect local? Perhaps knowledge help group decide."

Herr Bourn stops for a moment to think about the question.

"I cannot be sure. Hopefully I will have a better answer in the morning." He pauses again, as if putting his thoughts in order.

"But I believe that the conditions we experienced were the result of an ritual of some sort. The ritual I believe would need to be around the physical location of one of the portals. It is my guess that whoever is responsible has located the Tower, and now they seek to isolate it."

[sblock=OOC]Can I get the following once you leave the residence:

1. Plans for the night and up until you arrive back at the residence in the morning.
2. Three 1d20 rolls from each of you.
3. Your Skill check bonuses for any investigations you wish to make tonight. Gather Info, Perception and Sense Motive, anything else you think might come into play.

Can you also make sure that your character sheet is up to date.

Edit: Well, there is no Gather Info skill. Seems you will just have to get creative with what you have. :)[/sblock]
 

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Bayar moves through the evening's small-talk and pleasantly with all the subtlety of a battleship at a sailing regatta.

Taking his leave at the first socially acceptable opportunity, he heads to the Duck Inn - rumoured to be one of the seedier places frequented by teamsters - for dinner (on the surface of it). Anyone who cares to join him is grudgingly invited along.

[sblock=ooc]rolls are 9, 14, 6http://invisiblecastle.com/roller/view/4437446/
Modifier for all quoted skills is +1

Character sheet is up to date, though not clear what is carried in the city and what is not. Let me know if this is needed.[/Sblock]
 

Li Thuan, male human monk

1. Eat & sleep.
2. 17, 4, 10
3. Perception +8

Sheet is up to date.
 


Ullara intends to replenish her healer's kit, gather her armor and weapons, get a decent meal and a bath for her and Bran both, because rolling around in the path hadn't been hygienic.

She also wants to check a traveler's inn and see if anyone else has been having Netherworld problems, and what rumors/information people are saying.

[sblock=OOC]OOC: Three rolls, 19, 15, 12.
No Diplomacy ranks, but Charisma check at +2. And she has a friendly dog. Everyone loves a friendly dog! She can swap health advice (Heal +10) for traveler's tales, if that will help.[/sblock]
 

Day Four, Evening, in the Ducal capitol of Hesse

The even passes and information is easily gathered. None of those who have travelled the Netherworld in the last few days experienced anything unusual in the Netherworld, and none recall speaking to anyone who did. Different people, different places, the story is the same. No one get the feeling that anyone they talk to is hiding anything. The only tricky part of the conversations is avoiding too many questions in return.

There are plenty of stories of Netherworld strangeness; a dust devil in the distance, spiders on the path, people being stung by bees from nowhere. But these are third hand, fourth hand. No one you speak to experienced them themselves, nor actually spoke to anyone who did directly.

In short, it seems that the disturbances in the Netherworld are, as best you can tell, limited to Herr Bourn's path.

[sblock=OOC]A long wait for nothing in particular. Can a negative result be a positive? :)

Note anything else you want to do up until arriving (at first light?) back at Herr Bourn's[/sblock]

[sblock=Ullara]Your offers of healing are taken up by a number of people, although they for mostly mundane, but annoying afflictions. Even those you help, however, have nothing more interesting to add.

A couple of time between the residence of Herr Bourne and the tavern you spot movement in the dark space of nearby buildings. Whatever it is is small, and it is gone almost as soon as you notice it. But at one point you catch a glimpse of rat like creature watching you intently. There is something about the the way it looks at you that makes the hairs on the back of your neck rise. The experience only lasts a instant; with a small nod in your direction, the creature disappears back into the darkness.[/sblock]

[sblock=Thuan]A couples of time between the residence of Herr Bourne and the tavern you spot movement in the dark space of nearby buildings. Whatever it is is small, and it is gone almost as soon as you notice it.[/sblock]
 


Disappointed at the lack of specifics, but completely unsurprised - impassable roads would be big news across the city - Bayar sees to his gear before turning in for the night. It simply wouldn't do to turn up at a palace in scuffed and dirty boots. For all his many faults, Bayar was a man who still took pride in his work. It showed by being several hours later to bed than any others.
 

Jan prepares his attire with the magic of a cantrip, prestigigitation, to freshen his clothing, shining buckles and boots, repairing rips and tears. He washes himself with water and soap, then with a wave freshens the stale air in his room. He usually solizes until he is exhausted, but tonight he prepares early starting first by meditating on some peaceful vocalizations of serine landscapes in the lands of the fae, then mentally goingover his list of spells he can still cast. He then places in his mind the knowledge he has on geographical locations of cities, and the portal to get to every where.

Things are not adding up. The were resisted greatly to get to the tower, not so to escape.

The attacks only happen in and around this tower. Not any where else.

'This does not add up at all. Herr Bourne is under attack. We need to help' he thinks to himself. Having to come to a conclusion, he is finally ready for sleep.
 

Day Five, The Small Hours of Morning, in the Baron's residence in the Ducal capitol of Hesse

Back in the Baron's residence the seven of you have been provided a room in the roof above a dry store. Thick beams make movement around the room hazardous for the careless or distracted. A narrow set of steps leads up to the room from a small courtyard off the main house. At the top of the stairs pegs are set in a beam for coats and hats and so forth. There are eight cots in packed into the room, with barely a foot of space between them. They are comfortable enough however, with thick mattresses and decent blanket. At the foot of each bed is a wooden box for personal belongings. A small iron brasier provides some heating for the room, although by early morning it has burnt down to embers.

[sblock=Thuan]You are woken from your sleep by a noise out of the ordinary. It is the small hours of the morning, an hour or so from sunrise. The room is dark, lit only by the faint glow of a quarter moon casting thin bars of light through the shutters on the windows. Perhaps you imagined it. You listen, but the house is silent, except for the sound of your breathing, and the familiar soft scuffling of a rat. Looking around you see Ullara is also awake. Perhaps you didn't imagine it.

As you swim clear of the fog of sleep and your eyes adjust to the darkness you spot movement along one of the beams. A rat, sniffing the air. No, two rats. The scuffling continues and the rats are joined by a few more. They pause, perhaps startled by the your movement. The sound of your breathing is loud in your ears. Then it is drowned out by the sound of hundreds rats boiling up the stairs and out if the ceiling and into the room.

OOC: You get one surprise round before we kick off.[/sblock]

[sblock=Ullara]You are woken from your sleep by a noise out of the ordinary. It is the small hours of the morning, an hour or so from sunrise. The room is dark, lit only by the faint glow of a quarter moon casting thin bars of light through the shutters on the windows. Perhaps you imagined it. You listen, but the house is silent, except for the sound of your breathing, and the familiar soft scuffling of a rat. Looking around you see Ullara/Thuan is also awake. Perhaps you didn't imagine it.

As you swim clear of the fog of sleep and your eyes adjust to the darkness you spot movement along one of the beams. A rat, sniffing the air. No, two rats. The scuffling continues and the rats are joined by a few more. They pause, perhaps startled by the your movement. The sound of your breathing is loud in your ears. Then it is drowned out by the sound of hundreds rats boiling up the stairs and out if the ceiling and into the room.

OOC: You get one surprise round before we kick off.[/sblock]

[sblock=OOC]I am going to post this now as I am not sure when I might next get a chance. For that reason I am going to hand over to you most of the dice rolling.

To wake up: Perception Check - Hear Shouting/Combat - Automatic (except for Natural 1) or Automatic if shaken or struck.

Roll for initiative once awake.

Once you awake you see the following: The room is full of rats that boil up the stairs and across the floor. They pour from the ceiling, swarming along the beams and dropping down on those below them; biting scratching tearing.

Rat Swarm
Initiative: 10
Armour Class: 14
Attack: Automatic hit, 1d6 damage

The room is in near darkness. For simplicity we will just use -4 to hit rather than the 20% 'miss chance' roll.[/sblock]
 

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