Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
Playing the Game
Play by Post
Kulan: Knightfall's Crisis in Bluffside Game [IC]
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Knightfall" data-source="post: 8020009" data-attributes="member: 2012"><p><strong>Through the Streets of Old City:</strong></p><p></p><p></p><p>Mutt sniffs the tabard and then walks around the room before heading to the door of the tower. He turns an barks at Tuck. The big dog has Nathaniel's scent.</p><p></p><p>Isabella wishes you good luck.</p><p></p><p>Mutt waits for Tuck to open the door before bolting out into the cool night air. The sun is setting over the city. The big dog follows the scent trail along the eastern wall of the Gardens down the cobblestone path. He doesn't go near the trees, although the sound of a small chattering animal distracts him for a second. He tracks all thee way to the other Garden tower where the other guard went missing from. No one stands guard in front of it, but one of the guards on the wall does watch Mutt and Tuck track all the way along the Garden's southern wall to the Gate of Lilies. At first, Tuck think the dog wants to go through the gate but Mutt, instead, tracks past it and down to the Garden's main gateway back into Old City.</p><p></p><p>Mutt track the missing guard all the way across the district to a large stone manor house that is quite posh. The sun has set and the lamplighters are out doing their work. The big dog circles the manor house and then stops and the back gate along a large hedgerow that is taller than Big Tim. Mutt scratches at the stout wooden gate than blocks his path. He looks at Tuck and then sniffs the air. He circles twice through the street before coming back to the kobold urban ranger and sits down in front of him with his tongue hanging out of his mouth. The dog is happy and he barks twice at Tuck.</p><p></p><p>A small patrol of Regulars appears and then watches them intently before one of them recognizes Tim. He signals the big man shouting out an acknowledgement. The guards are out hunting for troublemakers including the murderer* on the loose in Old City. <strong>"Let us know if you see anything!"</strong> He shouts.</p><p></p><p>The manor is dark. Either no one is home or its residents go to sleep very early. The streets have become nearly silent. The hubbub of the day is replaces by an eeriness. A light fog moves inland from the bay, obscuring some visibility (anything beyond 100 feet). The guards become misty shadows in the haze. Mutt sniffs the air again and then circles the gathered group of adventurers. He doesn't seem concerned by the guards' presence.</p><p></p><p></p><p>[Spoiler]Urban Tracking says you need to make a certain number of successful rolls in order to find your target. I've rolled and found the number of success you need and the book says I'm supposed to keep that number to myself, but for the sake of expediency, I'll tell you it is <u>two more</u> successful checks. Each check represents and hour of searching, I believe.</p><p></p><p>And yes, Mutt has the missing guard's scent, which gives you the bonus below for the next check. I think if you fail a check, Mutt loses the scent, but you won't have to start over.[/Spoiler]</p><p>[OOC]Tuck is certain that if Nathaniel went anywhere in Old City it is probably to his family home. That is where Mutt leads the group unless forced to go somewhere else. Make another Gather Information check with a +2 circumstance bonus to continue following the trail.</p><p></p><p>Or you can take some time to try to speak to whoever lives in the manor. The three-story building is well maintained, so the group can tell someone legitimately lives in the house. It is completely dark in the manor, however.</p><p></p><p>* While Old City isn't under martial law, the fact there is a serial killer on the loose in the district means that most of the district's citizens head home after dark. The group will encounter several guard patrols as they search for the missing guard, but Tim has become well known enough to be recognized from a distance. Akos is known as well but more by the faithful. The district's taverns and inns are open but not very busy and they ask for acknowledgement from those that come knocking before letting anyone in. Anyone on the street is likely to be up to no good.</p><p></p><p>While the PCs don't know these guards personally, Big Tim's current stature in the district gives the group some leeway while investigating at night (at least, among the good people of Old City). Also, no one is likely to mistake Akos or Breva for ruffians. Tuck would likely get some loosk if he was on his own. As well, the group has a Sectarian Guard attached to them now, in full uniform.[/OOC]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 8020009, member: 2012"] [B]Through the Streets of Old City:[/B] Mutt sniffs the tabard and then walks around the room before heading to the door of the tower. He turns an barks at Tuck. The big dog has Nathaniel's scent. Isabella wishes you good luck. Mutt waits for Tuck to open the door before bolting out into the cool night air. The sun is setting over the city. The big dog follows the scent trail along the eastern wall of the Gardens down the cobblestone path. He doesn't go near the trees, although the sound of a small chattering animal distracts him for a second. He tracks all thee way to the other Garden tower where the other guard went missing from. No one stands guard in front of it, but one of the guards on the wall does watch Mutt and Tuck track all the way along the Garden's southern wall to the Gate of Lilies. At first, Tuck think the dog wants to go through the gate but Mutt, instead, tracks past it and down to the Garden's main gateway back into Old City. Mutt track the missing guard all the way across the district to a large stone manor house that is quite posh. The sun has set and the lamplighters are out doing their work. The big dog circles the manor house and then stops and the back gate along a large hedgerow that is taller than Big Tim. Mutt scratches at the stout wooden gate than blocks his path. He looks at Tuck and then sniffs the air. He circles twice through the street before coming back to the kobold urban ranger and sits down in front of him with his tongue hanging out of his mouth. The dog is happy and he barks twice at Tuck. A small patrol of Regulars appears and then watches them intently before one of them recognizes Tim. He signals the big man shouting out an acknowledgement. The guards are out hunting for troublemakers including the murderer* on the loose in Old City. [B]"Let us know if you see anything!"[/B] He shouts. The manor is dark. Either no one is home or its residents go to sleep very early. The streets have become nearly silent. The hubbub of the day is replaces by an eeriness. A light fog moves inland from the bay, obscuring some visibility (anything beyond 100 feet). The guards become misty shadows in the haze. Mutt sniffs the air again and then circles the gathered group of adventurers. He doesn't seem concerned by the guards' presence. [Spoiler]Urban Tracking says you need to make a certain number of successful rolls in order to find your target. I've rolled and found the number of success you need and the book says I'm supposed to keep that number to myself, but for the sake of expediency, I'll tell you it is [U]two more[/U] successful checks. Each check represents and hour of searching, I believe. And yes, Mutt has the missing guard's scent, which gives you the bonus below for the next check. I think if you fail a check, Mutt loses the scent, but you won't have to start over.[/Spoiler] [OOC]Tuck is certain that if Nathaniel went anywhere in Old City it is probably to his family home. That is where Mutt leads the group unless forced to go somewhere else. Make another Gather Information check with a +2 circumstance bonus to continue following the trail. Or you can take some time to try to speak to whoever lives in the manor. The three-story building is well maintained, so the group can tell someone legitimately lives in the house. It is completely dark in the manor, however. * While Old City isn't under martial law, the fact there is a serial killer on the loose in the district means that most of the district's citizens head home after dark. The group will encounter several guard patrols as they search for the missing guard, but Tim has become well known enough to be recognized from a distance. Akos is known as well but more by the faithful. The district's taverns and inns are open but not very busy and they ask for acknowledgement from those that come knocking before letting anyone in. Anyone on the street is likely to be up to no good. While the PCs don't know these guards personally, Big Tim's current stature in the district gives the group some leeway while investigating at night (at least, among the good people of Old City). Also, no one is likely to mistake Akos or Breva for ruffians. Tuck would likely get some loosk if he was on his own. As well, the group has a Sectarian Guard attached to them now, in full uniform.[/OOC] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Play by Post
Kulan: Knightfall's Crisis in Bluffside Game [IC]
Top