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Thread: The Crimson Echo Season Four

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    Jul 2007

    Default Re: The Crimson Echo Season Four

    Aliani

    The gnome follows you silently out the door to his office after collecting his horn and hopping back up onto his stilts. It seems that you’ve failed to sway Sissyphus’s mind here in regards to publishing his anti-Trinia screed . . . although perhaps not entirely – for as you reach the exit to the publishing floor, you hear the gnome blare out from his horn “Alright people, listen up! We’ve got some corrections for tonight’s special issue, so I’m afraid we’re going to have to start over . . .”

    Whether those “corrections” would actually end up being positive or negative for Trinia in the end, you can’t say yet, but perhaps the gnome is going to take you up on your offer of a tell-all on the “white whale” of Venster after all. For now, however, there is nothing more for you to do here, and you have other stops to make before nightfall to help ensure the city doesn’t burn down.

    From the investigations by other members of your party, you had learned that Jack was going to stage a little “demonstration” up in the Heights, almost directly at the foot of the Grand Mastaba upon which Castle Korvosa rests. While it seems unlikely that demonstration was going to spiral out of control into violence, Jack was certainly someone not afraid to resort to that if someone tried to stop him. And even though the guards were likely busy to be busy elsewhere tonight, that doesn’t mean innocent citizens couldn’t get caught up in whatever follows after Jack is done burning effigies and ranting at the walls of the castle.

    Sure enough, you find the scarred elf and a group of people you recognize as other members of his cell setting up bonfires and soaking wood in oil in the middle of the broad boulevard leading up to the Grand Mastaba’s ramp, a much smaller group of guards looking on warily from a distance at the base of the ramp. The elf gives you a jaunty wave from where he’s carefully placing a tin crown on top of a wicker humanoid-shaped “body”.

    “Hey there, kid! Come to help pitch in for our little camping trip?”

    Bellinda

    You duck inside the supply room, unfortunately having to slow a bit as you nearly trip over a crate of supplies – sounds like torches and lanterns rattling around inside, maybe? – as you dash into the room. A step behind you, Trinia manages to dance to one side and keep running flat out as you steady yourself and pick up the crate. The door behind you booms open as an invisible figure shoulder-barges through it, and you hurl the crate at the empty space of the doorway. You hear a muffled curse as something dives through the doorway and impacts against the stack of crates that the loose one had tumbled down from. And then you turn and keep running, twisting and ducking around a pair of empty figurines that would be used to hold and display suits of armor. A pair of shuriken embed themselves in the chest of one of the figurines a moment after you pass, bladed tips that are not embedded in the wooden display dripping some sort of poison. The strawberry-haired woman pushes herself back up to her feet with a grimace and another muttered curse as she continues the chase.

    Reaching the door on the far side of the supply closet, Trinia flings the door open and you dash through after her a moment later, but not before pulling down a nearby rack of weapons to help clog up the doorway before you slam the door shut and continue running. The narrow hallway that you’re in now is the access point out onto the walls, and thankfully no guards are there to block your way out – although you catch a glimpse of a patrol that had just come inside turn in puzzlement as you and Trinia run out onto the walls behind them. Now out in the open air again, you see that night is falling across Korvosa, as the sun begins to dip below the sea out to the west. To the north and east is the Jeggare River, assuming you can get up to the top of the outermost outer wall of the Citadel to start climbing down. In between you and there, however, are several more patrols of guards, all of which are starting to converge on the keep with cries about an “intruder” (who you’ve just met), and now also cries of alarm that Trinia has escaped.

    As you are surveying your situation to figure out the best route up onto the walls, a dark shadow swings down next to you – Blackjack. The vigilante, realizing that time is of the essence, simply nods to you and Trinia and points towards the north-west corner of the walls.

    “I have a small boat tied up against the base of the walls in the northwest corner! There’s a rope there you can use to climb down to it! I’ll try to keep the guards’ attention on me!”

    And then after quickly reloading his hand crossbow, Blackjack fires a bolt up into the side of the keep’s tower, and swings away on a thin rope that was attached to the bolt. As he goes he throws down some sort of incendiary that makes more of a bright flash of light and burst of fire than anything especially harmful, attracting the attention of several groups of guards who points and shout “It’s Blackjack! Blackjack is the intruder!”

    Spoiler: The Final Stretch!
    Show

    Due to the lead that you have on the intruder, you and Trinia have a +4 bonus to all rolls for this final leg of the challenge. You have three obstacles that you must make checks against in order to successfully escape the keep.

    Get to the Walls – Stealth DC 25 or Acrobatics DC 20. While the guards are rushing about attempting to find the intruder and/or Blackjack, you and Trinia have to sneak or possibly dash, duck, and dodge your way over to the walls. Failure to do so will result in you taking arrow fire from the guards or possibly some more shuriken to the back from the real intruder. Depending on how well Arin does at holding the intruder back and Dalen/Jeqem distract the guards, you and Trinia can possibly get an additional bonus to this roll beyond the +4 you already have.
    Scale the Walls – Climb DC 20 or Endurance (Con check + anything Endurance related, such as the Endurance feat) DC 15. Now at the walls, you have to actually get up to the topmost battlements, which requires either scaling up the inside of the walls/jumping up from stairway to stairway, or going the long way of running up all the stairs to the top – a daunting prospect given your legs are already starting to burn from the high-speed chase up to this point.
    Climb Down to the Boat – Climb DC 15 or Acrobatics DC 10+ (The Higher The Better). You can either climb down the rope that Blackjack has helpfully provided you – the slow way (which has risks of people catching up to you and cutting the rope/shooting you with more arrows) – or jump headlong off the walls and hope/aim for the water and avoid any rocks below as you slam down into the water – this is going to hurt, although Acrobatics will reduce the damage that you take as follows: Result <10 – You land headfirst on a rock – take the full 10d6 falling damage (ouch!). Result 10 – You hit the water – but unfortunately only a shallow part - damage reduced to 8d6. Result 15 – You manage at least a rudimentary dive into the water – damage reduced to 2d3 Non-lethal and 6d6 lethal. Result 20 – Excellent dive down into the water – damage reduce to 2d3 Non-lethal and 3d6 lethal. Result 25 or Higher – Perfect dive! You negate the entire amount of falling damage.


    Arin

    As you close in on the keep from the walls, you catch sight of a blond-haired woman that can only be Trinia, accompanied by the halfling woman you had briefly met in Kroft’s office – Bellinda, you think her name was? They don’t seem to be noticed by the guards just yet, although as you change direction to catch up with them you see a dark shadow swing over to join them – Blackjack. The vigilante points at the northwest corner of the walls – where you know his boat and rope leading down to it are – and then swings off to distract the guards with some pyrotechnics.

    Unfortunately, while the guards are still currently distracted, that doesn’t mean Trinia and Bellinda are out of danger. They were running from something, and sure enough just after they set out again for the walls the door behind them bangs open and a strawberry-haired woman in a guard’s uniform, but with a jagged blade clenched in each hand that are definitely not standard guard issue, comes charging out after them – the intruder!

    You move to intercept the intruder, managing to follow along the top of a battlement that leads down and intersects with the path that Trinia and Bellinda are using to make their way over to the walls. You step out in front of the strawberry-haired woman just after they run past the intersection, and plant your feet, blade drawn. You aren’t too sure about your chances in a fight with your new body and strange new powers, but it seems this is going to be the moment of truth. The intruder slows to a halt as she sees you, smirking as she rakes her blades against each other, causing a cascade of sparks to erupt down the length of each blade as they make an eerie whispering screech.

    “You are in my way, little one. Are you really sure that your life is worth this momentary distraction?”

    The intruder taunts, striding forward now with more confidence as she takes your measure, glancing away from you only once towards the fleeing backs of Trinia and Arin before granting you her full attention. Stopping just outside the reach of your blade, the intruder waits a few more passing heartbeats, apparently to give you time to back down and step aside. When that isn’t forthcoming, she gives a shrug and immediately leaps to the attack.

    “Too bad. This city could use a few more brave fools. Ah well.”

    Spoiler: The Duel
    Show

    So, this fight is likely not going to go Arin’s way, but she can potentially make a good showing of herself before the intruder gets past her, depending on how well Arin does on the following three rolls (higher is better obviously):
    • A melee attack (you may use Smite Evil here if you wish to boost the to-hit roll) – to see how well Arin manages to hold her own in swordplay against the assassin
    • A CMB check – to see how well Arin manages to keep her footing and keep the assassin from just skirting around her and running past/shoving her out of the way
    • A Will save – As the rhythmic scraping of the intruder’s blades against each other can have a hypnotic effect that distracts and Fascinates (as the spell/bardic ability – yes, this version works even in combat!) Arin



    Dalen & Jeqem

    Arriving back inside the gates with relatively little fuss – you had just walked out of them not a minute ago after all, and the guards there knew who you both were – you both look around to see that while the situation is chaotic, the guards are locking down the Citadel in a relatively orderly fashion. As such, things that don’t belong here stand out relatively quickly to the two of you – like the two figures up on the walls near the top of the keep, running along to the walls – Trinia and Bellinda, you would have to guess. And that dark shadow swinging away on a line to drop a pyrotechnic flash bomb to draw the guards’ attention to him would have to be Blackjack. Which makes the two figures immediately behind Trinia and Bellinda having a sword fight atop the walls that strange newcomer to your group – Arin? – and the strawberry-haired intruder. From all the way down here on the ground, however, it will be difficult to help either group with their respective problems.

    Spoiler: Help Wanted
    Show

    Down on the ground, you are currently about 100’ away from Arin & the intruder, and 130’ away from Bellinda and Trinia. Which I believe is long-range for most spells, although certainly there are still things you can do to help either group. If you have spells with a long-enough range that you want to try those, cast away, but here are some potential skills-based ways to help.

    Do It Yourself!
    You somehow get up onto the walls immediately from your position down on the ground, either by scaling the walls or finding a nearby stairway to assist in your ascend up onto the walls. This reduces the range to Arin/intruder down to 40’ and Trinia & Bellinda to 70’. Climb DC 20 or Perception DC 15 + Endurance DC 10 (as you run full tilt up the located stairway).

    Help Arin - Each successful check grants an additional +2 bonus to Arin's rolls
    Get the intruder! – Diplomacy DC 25 or Intimidate DC 15. Rather than focus on Trinia, you order groups of guards up on the wall to go join Arin in engaging the intruder, keeping her busy and preventing her from continuing the chase (and giving Arin some much-needed relief).

    Help Trinia & Bellinda – Each successful check grants an additional +2 bonus to Bellinda/Trinia’s rolls
    More chaos! – You keep the guards distracted by yelling about fake intruders and calling the attention of guards’ on the walls down to you pointlessly. Bluff DC 20 or Intimidate DC 25 (Diplomacy in this case will take too long as your polite requests are brushed off by the guards now that you’re inside and “safe” and they have more important things to attend to).





    Turk

    As a member of Korvosa’s underground, while a trip through the sewers was never a pleasant prospect, generally so long as you stayed in the top levels, didn’t get lost, and didn’t run into any otyughs (without food to bribe them anyway), it was a decent way of moving about the city out-of-sight. Unfortunately you weren’t as familiar with the sewers around the headquarters of the bloody city guard, you didn’t know how deep you’d have to go to find the tunnels leading to this mythical “secret escape tunnel” from Citadel Volyshenek, and you didn’t have any food to bribe otyughs with. Still less risk than trying to break into the Citadel while the guards were on high alert for intruders, but definitely not going to be pleasant if anything goes wrong down there.

    On the plus side, at least you did know of a nearby entrance down into the sewers – a locked feeding plug that the city guard sometimes used to lower crates of food down into the sewers during lean times to ensure that the otyughs didn’t starve . . . or more importantly, break out into the city streets to hunt. Ducking into the nearby alleyway that held the plug, you see as expected that it’s currently locked – as could be expected when the guards were attempting to keep the immediate area locked down.

    Spoiler: Sewer Adventure!
    Show

    Okay, so here are three hurdles that Turk will need to circumvent in some way to get to where he would like to be in the sewers beneath Citadel Volyshenek.
    Get into the Sewers – The plug – effectively a giant manhole cover that can be locked in place – is currently blocking the nearest route down into the sewers. DC 25 Disable Device unlocks it – Turk may Take 20 on this check if so desired. Alternatively, there is an open sewer grate that dumps out into the Jeggare River that has a loose grate that Turk is aware of nearby along the docks, but that will take a DC 15 Swim check to get safely over to.
    Navigate the Sewers – DC 15 Dungeoneering or DC 20 Perception – Turk slowly works his way through the sewer tunnels in the direction of Citadel Volyshenek, managing to avoid getting lost down in the winding tunnels.
    Stay Safe – DC 20 Stealth or DC 15 Handle Animal – Turk manages to avoid disturbing any large groups of rats, or placate them with a few crumbs of food enough that they don’t make a lot of noise attacking him/running away from him . . . noise which could draw the attention of other, much more dangerous predators (like an otyugh).
    Last edited by Inspectre; 2024-04-23 at 08:27 PM.
    I didn't actually intend to kill EVERYONE. It just sort of happened.

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