Paths of Legend: The Azgundi Tournaments


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The City Walls

The words leave Pryzm's mouth, "Hi! I'm Pryzm."

Aohdan's voice carries up to the wall, "HOLD! DON'T SHOOT!"

Odon, William, Valen and Shayuri are still too far away...

Nissa was one of many new guards, pushed through training hastily to get more bodies around the city for the tournaments. The city needed the extra security and many had been recruited to fill the ranks of the guards. Nissa was one such new recruit. Just two weeks ago, she was a street kid, a low ranking member of one of the thieves' guilds. Now, she was guarding the city wall....facing a dragon.

A thousand thoughts jumbled through her mind, all of them drowned out by one overwhelming emotion...fear. A dragon was attacking the city! That thought pierced her fear. Sweat poured down her back. She couldn't remember anything about dragons in her training. But, dragons were evil, marauding monsters, weren't they? Resolve finally penetrated the haze of fear and she took aim...

OOC: Pryzm is flat-footed. Aohdan has a chance to get one action in before the guard fires...make it a good one.

The Candle District

Aleera pulls Renaldo into The Gentle Repose, one of the many taverns in the Candle District and an unofficial meeting ground for many of the city's mercenaries.

Aleera pushes through the crowd and into a dark corner, "Make yourself useful and watch the entrance." Without further explanation she leaves Renaldo there and heads back into the crowd, though Renaldo can still see her, speaking to a rough looking man, probably a mercenary leader of some sort.

Renaldo sees the thugs begin to enter the tavern, but only three of them. The other three are nowhere to be seen.

The Debate

Estelle

A tingle goes up Estelle's spine. Something dangerous is in the tent and the rapiers are practically vibrating...whatever it is, they sense it, too.

Johen

The debate moderator poses the following issue, "The Vedlund Stone Quarry is the primary supplier of the stone blocks being used to replace the wooden walls currently defending the capital city. The House of Commons has unaminously stated that such an improvement is vital to the city's defense. However, the Quarrymen's Guild is demanding better compensation and defense of the quarry itself, citing last year's tragedy and continuing reports that the quarry may be haunted. The city's defense budget cannot withstand such an expense. How would you resolve this conflict?"

Londa opens, "The answer is really quite simple. If the Quarrymen's Guild will not budge in their stance, simply take the contract elsewhere. Vedlund has always been dependent on the capital and can't afford to not have the contract. They really have no choice in the matter. Guare timber is just as strong and cheaper I might add."

Londa's Round 1 Diplomacy check (1d20+2=6)

OOC: Johen may now make a rebuttal to Londa's statement and try to beat Londa's roll with a Diplomacy check of his own. The DM may apply a circumstance bonus or penalty depending on how well worded your response is.

Muzdum

The debate moderator poses the following issue, "The Mercenary's Guild has petitioned the House of Commons again this year to provide additional security during the Tournaments. And again they have been denied, the House of Commons stating that many members of the Mercenary's Guild have criminal records and cannot be trusted in such an important capacity. However, the Mercenary Guild's representative has made assurances that the Guild's members are trustworthy and are much cheaper to pay than hiring massive numbers of temporary guardsmen every Tournament season, many of whom are insufficiently trained. Would you utilize the Mercenary's Guild for Tournament season security? Why or why not?"

OOC: Muzdum gets to open. Make a Diplomacy check. The DM may apply a circumstance bonus or penalty depending on how well worded your response is.

Alaric

The debate moderator poses the following issue, "Lady Dawn de Guare has, during the eight years that she has served as Guare's Lord, brought Guare from the brink of destitution to its current status as one of the most prosperous domains in Azgund. In addition, she has unified what was once two minor provinces, Guare du Nord and Guare du Sud, into one of the most powerful and influential in Azgund, as well as the largest. However, during this time she has also been the High Priestess of the Lord and Lady of Shadow, building a grand temple in Guare's capital and pushing a religious agenda here in the nation's capital. The issue has been conveniently shelved for the moment with Dawn's abdication this year, but, should a Lord or Lady be allowed to also be a religious leader, especially when potential conflicts of interest arise? Why or why not?"

Deidrich opens, "Well, uh, your honor, the way I see it, the tournament rules let anyone compete, even foreign folk who ain't even from around here. So, I don't suppose it ought to matter one way or the other what religion they follow."

Deidrich's Round 1 Diplomacy Check (1d20-3=1)

OOC: Alaric may now make a rebuttal to Deidrich's statement and try to beat Deidrich's roll with a Diplomacy check of his own. The DM may apply a circumstance bonus or penalty depending on how well worded your response is.
 

The dwarf takes his turn first, crossing his massive forearms in front of his chest. "Well, if ye ask any dwarf they'll tell ye to go fer the cheapest, tha's fer damn sure. But!" Muzdum raises his finger "If ye ask an intelligent dwarf, he'll ask some questions first. Fer example, how much do those mercs get paid fer their job. If tha's some reasonable numbers, they wont be tempted to steal er make anythin' stupid. If tha's the case, well, why the hell no? Ye got a Mercs guild fer somthin', aint ye? Use yer resources wisely and ye'll have more money. And money is a scarce recourse. It always is"
Diplomacy: 15
 

Estelle tunes out the questions and answers, hearing nothing but the screaming threat hollering in her mind. With both hands on her rapiers, she slinks in the shadows as best as she can, scanning the crowd for irregularities, for others, like her, not paying attention to the debate, per se, but possibly the debaters or its audience.

Oddly enough she looks for two people, the half-elf who haunts her thoughts and herself, hoping the rapiers will be able to help her where her eyes might fail.

Estelle's Hide Check of 30, and a Spot check of 2 if needed.
 

Johen salutes the jury by bowing slightly, takes his time a bit before replying: "Ladies and Gentlemen, my esteemed opponent has offered a logical answer to the Vedlund Stone Quary conflict: take the business elsewhere. But I would dispute the value of such proposal.
The reason is simple: is there a viable alternative? My esteemed opponent only offered timber as one alternative. I for one am not in favour of such use of our forests and so is the House. So are there other quarries close enough to make it a viable alternative? Obviously not, else the wise men of the House would have already made the switch.

Now, let's look at the claim of the Quarrymen Guild... What do they want? Two things: firstly better compensation and secondly a form of permanent protection to counter the possible haunting of their mine!
Hum.. better compensation? Why? Are they providing a different product? No. So why should the City agree their claim?
Ah! The threat of an unknown danger, of some ghosts hauting the tunnels of the mine? Well, considering the extraordinary and dramatic events that took place last year, one can certainly be sympathetic to that part of the Guild's claim.. But does this require better compensation? Does it require a permanent -and costly- protection?? What if one could demonstrate that the ghosts only exist in the minds of the surviving miners?

You've understood it, Ladies and Gentlemen, other solutions exist.
The proposal to this conflict that I offer to your consideration would be the following one:
1) Agree to finance an investigation party to check the hauting hypothesis. Such party could easily be hired at a minimal cost - and a one-off cost - at the Adventurer's Guild. They have experts who would assess and possibly clear the ghost threat.
2) Agree to sign a contract between the City of Azgund and the Quarrymen Guild to commit to a certain tonnage of cut stones at an agreed price. This contract would be beneficial to both parties: first, the City would ensure it gets a continuous supply of stones and no surprises with price inflation. Second, the Guild would get a guaranteed flow of cash over a extended period of time, enabling it to compensate its miners better and possibly pay for any additional protection measures should it still wish to undertake them!

With a bit of negotiation, I have no doubt that the Guild could be convinced if the haunting threat was to be removed. After all the City of Azgund is offering its miners the contract of the century with the erection of the city stone wall!
Thank you!"



OOC: same!
Diplo (1d20+2=6)
 

Alaric rebutts "I respectfully disagree, yer honor. Whether or not anyone may compete for a Lordship, their other loyalties should have a bearing on how likely they are t'be chosen for it or allowed t'keep it. Their duty's to Azgund an' the citizens o' their province, an' that should come b'fore any other loyalties or devotions. They can't be objective if they're kissin' up t' some other person or group, even if it's one o' the....ascended. They're bound t' put those agendas b'fore their duties in the Lordship."

Diplomacy: 11
1d20+1=11
 

The Candle District

Aleera pulls Renaldo into The Gentle Repose, one of the many taverns in the Candle District and an unofficial meeting ground for many of the city's mercenaries.

Aleera pushes through the crowd and into a dark corner, "Make yourself useful and watch the entrance." Without further explanation she leaves Renaldo there and heads back into the crowd, though Renaldo can still see her, speaking to a rough looking man, probably a mercenary leader of some sort.

Renaldo sees the thugs begin to enter the tavern, but only three of them. The other three are nowhere to be seen.

Renaldo will try to subtle get Alleera's attention and will point to his eyes and hold up 3 fingers and nod in the direction of the arriving thugs

OOC: I am guessing a bluff check to convey the information of the fact that renaldo sees 3 of the 6 thugs enter the tavern


subtly get Aleer's attention:
1d20+6=26
OOOOO nat 20!

subly tell her that he sees 3 othe 6 thugs approach:
1d20+6=22
 

Aohdan swipes a large carmeled apple from a man in the crowd just as he's about to take his first bite as he runs by at top speed. He rears his arm back for a mighty throw and chucks the apple with all his strength at the poor guard. "DON'T SHOOT!!!!!" He bellows again with all the power his horse-lungs can muster.

Apple chuck: 1d20+4=19
 



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