Six From Gate Pass - A War of the Burning Sky Campaign (3.5)

"Well what do your forgeries say, Arnir?" asks Torrent as she straps on her breastplate. "The city council has ordered the whole city locked up tight, so I imagine any gate guards will be extremely wary of anyone claiming to have exit papers, let alone armed adventurers. So, the question is: do we try for some disguises or bluff our way out?"
 
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Bannock stretches and rises, having slept like a baby. He puts on his chainmail, and rolls up his bedroll and blanket. He reaches for his pack and smells something foul, and sees the now dried and caked filth adorning it. He bellows,

"What in blazes!? Oh, VERY funny. Who's the cowardly bastard who decided to use my pack for a toilet?"

He looks around the room, furious.

OOC: Opposed sense motive vs bluff checks on everyone in the room? I'll let the DM do the rolling.




 

GM: Everyone other than Arnir is going to be just as surprised as Bannock to see the soiled pack (and nothing is stopping Arnir from pretending he too is surprised). Nobody needs to bluff other than Arnir and only if he responds to the question. Since nobody else would need to lie, then nobody else needs to bluff. So, roleplay away and Bannock can use his sense motive vs. DC 20 to get a hunch on whether he thinks someone is being sneaky or whatever. If Arnir chooses to Bluff, then Bannock can use Sense Motive vs. Arnir's Bluff score.
 

Arnir says to Torrent the notes say "I, Erdan Menash, by the authority of the City Council of Gate Pass hereby grant the bearer of this letter safe and unfettered passage through any gate in the city, excepting the Eastern and Western main gates." The letter is signed and dated today.

He then spins around as Bannock wakes up and surveys the state of his things. Seeing the anger in the big man, he says nothing, but tries to act surprised.

OOC: HA! oh man...Arnir is apparently not an actor...
 

Hrimr walks over to Lars and looks at his burns.

"I didn't realized you were so burned up from the Pub. You should have told me sooner."


Hrimr smiles and slaps Lars on the arm.

"There you go, much better. Time to catch a wink or two before it's my turn to do some copying."

Lars smiles at the dwarf, "Thanks, Hrimr! You're a good sort." Mischievous and sheepish all at once, he says "I didn't get these burns at the Pub, I got them at the Depository. Some greedy notable had fire-trapped his locker. Poor bugger, didn't help in the end, did it?"

The next morning, Lars stretches and digs in to his breakfast, gulping tea and wolfing down sausages. He didn"t stay up all night copying texts, but he looks just as tired as last night, with deep, dark patches under his eyes. He listens in to the conversation as he eats.

"Given that we've got these papers, I think we should just try and leave. Maybe a disguise would help some of us, but I'm wondering if the gate guards will be concerned with people leaving at all. I don't think we need to bother with Menash- let's get out of here as soon as possible."

"Well what do your forgeries say, Arnir?" asks Torrent as she straps on her breastplate. "The city council has ordered the whole city locked up tight, so I imagine any gate guards will be extremely wary of anyone claiming to have exit papers, let alone armed adventurers. So, the question is: do we try for some disguises or bluff our way out?"

"My plan should work, but if we could get a few uniforms, it would be even better. Let's hope Alric can get us two or three. Maybe for himself, Bannock and Torrent. I will be the officer. I already have my disguise. With this forged letter, it should be a piece of cake."
 

Bannock, fuming, immediately focuses on Arnir, since he can't imagine a reason for any of the others to do such a thing, and he happens to notice that Arnir appears to be doing a very poor job of supressing little giggles.

"You vile little imp! It was you, wasn't it?! I ought to make you wear this stinking bag as a hat!"

OOC: Matt, I'm ignoring your first bluff roll since you hadn't said anything (though I still interpret it to mean that you're hardly containing yourself, hehe). You can try to bluff again if you want, and if you succeed you'll be off the hook.
 

"Visiting Herreman may provide us with information about the gate garrison in addition to uniforms for disguise. I agree with Lars that we should start there. Rushing to the gate unprepared could cause us to be arrested rather than let through."
 


GM: Alric, I believe you've already made a successful knowledge check back at the pub with respect to gates and garrisons - information you learned by being in the guard. The gates leading south are 10 ft. wide and 20 ft. high, set into a large gatehouse with room enough for eight guards to rest and keep warm. A typical southern gate is guarded by forty soldiers, four officers, and a pair of gatekeepers both night and day. At any given time, sixteen of these guards (eight pairs of soldiers) patrol a circuit along the roughly half-mile length of the wall, with a guard passing a given stretch of wall about once a minute.


"Alright then," says Torrent as she puts on her pack and grabs an apple from the sack, "lets get moving. You two", she points at Arnir and Bannock, "can sort out the mystery of the soiled pack as we walk to the barracks. Hey Lars, are you feeling alright? You look exhausted."

You all grab your things, strap on armor and quickly grab breakfast before following Torrent out of the elves' hideout. The two soldiers tip their helms to you at your departure.

The morning is bitterly cold and you're all thankful of your cold weather clothes. The slushy streets have frozen over in some places making walking along slick cobblestones rather treacherous. Smoke hangs in the air over the city and bits of ash are still trailing through the air. Here and there the ruins of a building sit smoldering and Gate Pass citizens hold their hands near the coals to keep warm.

Leaving the ghetto and walking down back streets, you hear snippets of discussion and rumour from chatting civilians. Apparently the Gate Pass defenders held the Western gate against the first assault, but it cost many lives, and even now the men on the walls report that the Ragesian attack was only a small portion of their entire force. The invading army has demanded that a group of inquisitors be allowed into the city, and threaten to renew their attack if they do not receive a prompt agreement from the city leaders.

You continue to walk to the East in search of the Barracks and pass two more district gates. When you enter the appropriate district, a 90-ft. statue of Emperor Coaltongue stands sentinel amid some nicer houses, its copper surface tarnished by the weather. Eventually you start heading down side alleys and streets towards the Southern wall.

After a few blocks on a side street Hrimr, Kirio, Lars and Alric notice that your party is being shadowed. A few men in what appear to be city guard uniforms have either followed you, or watched you from side alleys as you pass by. They are doing a relatively miserable job of trying to blend into a barely-there crowd of passing civilians.
 
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