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Chance Meetings.

Posted by DM PaulFor group 0
Drake
player, 47 posts
Sun 29 Aug 2021
at 22:07
  • msg #109

Re: Chance Meetings

DM Paul:
Drake:
Drake walks over to Berrt and holds out his hand. ‘This will come in handy in the trials ahead’

As he does this he frowns towards Tuur and Sietnyas as he suspects something underhand is about to take place, but he keeps his opinion to himself.

Berrt is in the middle of counting Drake's gold and is exhibiting the tiniest bit of skepticism, when a halfling by the back of the shop says "Well, did you even check to see if it's open?" Tohm can be seen shrugging and then reaching up and trying the latch.

The door flies open as if on springs. Through the opening, one can see a small storeroom, not much bigger than a closet, packed with more of Gunther's stock, presumably the pricier stuff. In the doorway itself, raised to the height of a human on its coils, is a metal serpent poised to strike.

Elsewhere in the room the defending hound-things begin to stir.


Please roll initiative. After you roll initiative, please check that your line in the stat block is correct, and put it in initiative order. You are assumed to have had a short rest, and you have earned an action point.
11:46, Today: DM Paul, for the NPC Iron serpent, rolled 7 using 1d20+5.  Initiative.
11:52, Today: DM Paul, for the NPC Iron defenders, rolled 25 using 1d20+5.  Initiative.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.
Storeroom: One useable square, with shelves on all three walls.
Guarded area: The storeroom and the three squares in front of it. The iron cobra does a better against enemies in its guarded area.

Status:
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) Initiative 7. In doorway of storeroom. Near Tohm.
Drake: (32/32; 21/15/14/16) inside Gunther's. Initiative 6 armed with shield and Frostsword

Froodle: (29/40; 21(19until shield equipped)+5 until Frug/17/15/12) Inside Gunther's.
Frug: (21/27; 16/12/14/14) Inside Gunther's.
Tuur: (25/31; 18/13/16/16) Inside Gunther's.
Sietnyas: (22/30; 17/14/17/12) Inside Gunther's

Several other halflings. (HP 1, first attack on each will miss, all other attacks will hit automatically). Berrt is between party and serpent. Tohm is near the serpent.

Sietnyas
player, 45 posts
Kobold Rogue
Tue 31 Aug 2021
at 05:48
  • msg #110

Re: Chance Meetings

Sietnyas had dawdled back into the shop to spy on the halflings, when the situation changed...

OOC: Spent one healing surge for the short rest.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.
Storeroom: One useable square, with shelves on all three walls.
Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) Initiative 7. In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Initiative 9
Drake: (32/32; 21/15/14/16) inside Gunther's. Initiative 6 armed with shield and Frostsword

Froodle: (29/40; 21(19until shield equipped)+5 until Frug/17/15/12) Inside Gunther's.
Frug: (21/27; 16/12/14/14) Inside Gunther's.
Tuur: (25/31; 18/13/16/16) Inside Gunther's.

Several other halflings. (HP 1, first attack on each will miss, all other attacks will hit automatically). Berrt is between party and serpent. Tohm is near the serpent.
Frug
player, 52 posts
Wed 1 Sep 2021
at 03:47
  • msg #111

Re: Chance Meetings

Frug finishes up his curative infusion and notice that the room changed quickly as the back door opened. He notes that the dogs seem to be activated and prepares for the worst.

OOC: Spent one healing surge on self and one to refill curative infusion for the short rest.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.
Storeroom: One useable square, with shelves on all three walls.
Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.

Frug: (27/27; 16/12/14/14) Inside Gunther's. Frug rolled 20 Initiative
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) Initiative 7. In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Initiative 9
Drake: (32/32; 21/15/14/16) inside Gunther's. Initiative 6 armed with shield and Frostsword

Froodle: (29/40; 21(19until shield equipped)+5 until Frug/17/15/12) Inside Gunther's.
Tuur: (25/31; 18/13/16/16) Inside Gunther's.

Several other halflings. (HP 1, first attack on each will miss, all other attacks will hit automatically). Berrt is between party and serpent. Tohm is near the serpent.
</quote>
Tuur
player, 34 posts
Wed 1 Sep 2021
at 06:27
  • msg #112

Re: Chance Meetings

Tuur took note of the frown, and kept his attention peeked. If anything moved, he wanted to at least be able to predict the next step.
He moved closer to the exit, not outside, but into a corner near the door. He remained and nodded at Drake to indicate that he was aware of the "risk".
He didn't draw weapons but remained alert.
He also wondered why the dogs awoke like they did.

Status:
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.

Frug: (27/27; 16/12/14/14) Inside Gunther's. Frug rolled 20 Initiative
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) Initiative 7. In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Initiative 9
Drake: (32/32; 21/15/14/16) inside Gunther's. Initiative 6 armed with shield and Frostsword

Froodle: (29/40; 21(19until shield equipped)+5 until Frug/17/15/12) Inside Gunther's.
Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.

Several other halflings. (HP 1, first attack on each will miss, all other attacks will hit automatically). Berrt is between party and serpent. Tohm is near the serpent.
DM Paul
GM, 141 posts
Thu 2 Sep 2021
at 04:50
  • msg #113

Re: Chance Meetings

The dogs-things are alert, their head-like parts swinging from side to side, watching for possible aggression against the snake-thing.

It looks like Frug gets to make the first move.


Defenders: Delay. They will step back into the initiative order if the cobra is attacked.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.
Storeroom: One useable square, with shelves on all three walls.
Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Frug: (27/27; 16/12/14/14) Inside Gunther's. Frug rolled 20 Initiative
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) Initiative 7. In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Initiative 9
Drake: (32/32; 21/15/14/16) inside Gunther's. Initiative 6 armed with shield and Frostsword
Froodle: (29/40; 21(19until shield equipped)+5 until Frug/17/15/12) Inside Gunther's.
Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.
Several other halflings. (HP 1, first attack on each will miss, all other attacks will hit automatically). Berrt is between party and serpent. Tohm is near the serpent.
Frug
player, 53 posts
Thu 2 Sep 2021
at 06:28
  • msg #114

Re: Chance Meetings

Frug is ready to strike the Cobra, but knows that could get the dogs moving. He pauses in his agitation and waits for others to move on the snake.
 Frug: Delay. When an ally makes an attack on the Snake, Frug will make an attack on the snake right after.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.
Storeroom: One useable square, with shelves on all three walls.
Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Frug: (27/27; 16/12/14/14) Inside Gunther's. Frug rolled 20 Initiative
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) Initiative 7. In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Initiative 9
Drake: (32/32; 21/15/14/16) inside Gunther's. Initiative 6 armed with shield and Frostsword
Froodle: (29/40; 21(19until shield equipped)/17/15/12) Inside Gunther's.
Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.
Several other halflings. (HP 1, first attack on each will miss, all other attacks will hit automatically). Berrt is between party and serpent. Tohm is near the serpent.
</quote>
Froodle
player, 36 posts
Fri 3 Sep 2021
at 08:12
  • msg #115

Re: Chance Meetings

Froodle spent time surveying the mess in the shop and the Halflings coming in to tidy up when the storeroom door flies open.

He sees the coiled metal serpent, but is more interested in the hound creatures as they begin to return to life. If these creatures start to attack again, he wants to be ready. He checks the straps on his shield, making sure it’s good and fast on his arm and feels better for the surge of healing he took in the short break since battle ceased.

Froodle rolls 22 initiative using D20+3

The dog like defenders look poised, waiting for something, so Froodle sets himself up, readying an attack to use if they move or attack.

Move: move adjacent to the alloyed defender, but positioned so that a small move (shift) will bring him adjacent to the stainless defender.

Standard: Ready an attack – if one or both of the defenders attack or move Froodle will react with a passing attack (L2 enc power) striking at the alloyed defender then shifting to attack the stainless defender.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.
Storeroom: One useable square, with shelves on all three walls.
Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Froodle: (40/40; 21/17/15/12) Initiative 22. Inside Gunther's, adjacent to the alloyed defender but within shift distance of the stainless defender, ready to strike should they move or attack
Frug: (27/27; 16/12/14/14) Inside Gunther's. Frug rolled 20 Initiative
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Initiative 25. Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) Initiative 7. In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Initiative 9
Drake: (32/32; 21/15/14/16) inside Gunther's. Initiative 6 armed with shield and Frostsword

Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.
Several other halflings. (HP 1, first attack on each will miss, all other attacks will hit automatically). Berrt is between party and serpent. Tohm is near the serpent.
DM Paul
GM, 145 posts
Sat 4 Sep 2021
at 04:41
  • msg #116

Re: Chance Meetings

The cobra strikes. The alchemical trinkets that serve the thing for a brain churn over commands spoken in some crafting chamber somewhere and conclude that Tohm has transgressed in some way. It bites at him, and it's only halfling luck that gets the fellow out of the way in time.

While others delay, Sietnyas grabs the momentum


Iron cobra:
Standard: Bite at Tohm. Automatic miss. Tohm will be hit by the next attack that targets him.
Note: Despite having delayed, the iron defenders have acted. Therefore Sietnyas doesn't automatically gain combat advantage.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.
Storeroom: One useable square, with shelves on all three walls.
Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Froodle: (40/40; 21/17/15/12) Inside Gunther's, adjacent to the alloyed defender but within shift distance of the stainless defender. Readied action.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's.
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) nside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Frug: (27/27; 16/12/14/14) Inside Gunther's.
Drake: (32/32; 21/15/14/16) Inside Gunther's. Armed with shield and Frostsword
Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.
Several other halflings. (HP 1, first attack on each will miss, next will hit automatically). Berrt is between party and serpent. Tohm (missed once) is near the serpent.
Sietnyas
player, 46 posts
Kobold Rogue
Sat 4 Sep 2021
at 06:48
  • msg #117

Re: Chance Meetings

"Get away from the snake!" Sietnyas shouts to the halflings. Maybe, if he could get them a little bit of space, they wouldn't be considered a threat by the constructs.

It was a good thing the shop hadn't been really tidied yet, because he quickly made it worse. He jarred some shelves, kicked and tossed items about - and in the confusion, the situation shifted somewhat for the better...

OOC: Move next to Froodle and alloyed defender. Shifty Maneuver to give everyone in the shop a 5' shift, which he uses to flank the alloyed defender and get the halflings away from the snake (and interpose any PCs who'd like to be interposed if there's enough room). Shifty Maneuver is unfortunately a hard power to figure in this situation.

Up next: GM for defender constructs




Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.

Storeroom: One useable square, with shelves on all three walls.

Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Froodle: (40/40; 21/17/15/12) Inside Gunther's, adjacent to the alloyed defender but within shift distance of the stainless defender, flanking alloyed defender with Sietnyas. Readied action.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Flanking alloyed defender with Froogle.
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. Flanked by Froogle and Sietnyas. In midst of party and halflings. Delaying until serpent is attacked.
Frug: (27/27; 16/12/14/14) Inside Gunther's.
Drake: (32/32; 21/15/14/16) Inside Gunther's. Armed with shield and Frostsword
Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.
Several other halflings. (HP 1, first attack on each will miss, next will hit automatically). Berrt is between party and serpent. Tohm (missed once) is 10' from the serpent.
This message was last edited by the player at 18:48, Sat 04 Sept 2021.
DM Paul
GM, 147 posts
Sat 4 Sep 2021
at 18:29
  • msg #118

Re: Chance Meetings

Halflings around the room take advantage of Sietnyas's maneuver to scramble away from the serpent and toward the door. The potion has disappeared; Berrt has secreted it away somewhere as he high-tails it.

Tensions are still high. What does Drake do?


Halflings:
Shift 1. Notably, Berrt and Tohm are both at least 2 away from the snake and well out of its guarded area.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.

Storeroom: One useable square, with shelves on all three walls.

Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Froodle: (40/40; 21/17/15/12) Inside Gunther's, adjacent to the alloyed defender but within shift distance of the stainless defender, flanking alloyed defender with Sietnyas. Readied action.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Flanking alloyed defender with Froogle.
Drake: (32/32; 21/15/14/16) Inside Gunther's. Armed with shield and Frostsword
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. Flanked by Froogle and Sietnyas. In midst of party and halflings. Delaying until serpent is attacked.
Frug: (27/27; 16/12/14/14) Inside Gunther's. Delaying until serpent is attacked.
Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.
Several other halflings. (HP 1, first attack on each will miss, next will hit automatically). Berrt is several squares from serpent. Tohm (missed once) is 2 from from the serpent.
Drake
player, 48 posts
Tue 7 Sep 2021
at 08:22
  • msg #119

Re: Chance Meetings

Drake assesses the situation and considers an attack of the iron cobra, he imagines how the combat will unfold, he feels the weight of the sword and shield on his arm and in his hand, his grip
Tightening around the leather binding of his magical sword.

Hmmm what are we about to fight for he ponders, to what gain, for the fight alone?

“Disengage and we will be out of this mess, there is no valor to be had here”

Drake uses his available shift from Sietnyas to move towards the door away from the constructs and then a second move if need be a second shift to move closer to the exit of the shop.

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.

Storeroom: One useable square, with shelves on all three walls.

Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Froodle: (40/40; 21/17/15/12) Inside Gunther's, adjacent to the alloyed defender but within shift distance of the stainless defender, flanking alloyed defender with Sietnyas. Readied action.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Flanking alloyed defender with Froogle.
Drake: (32/32; 21/15/14/16) Inside Gunther's. Armed with shield and Frostsword moving out towards the door of the shop and outside.
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. Flanked by Froogle and Sietnyas. In midst of party and halflings. Delaying until serpent is attacked.
Frug: (27/27; 16/12/14/14) Inside Gunther's. Delaying until serpent is attacked.
Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.
Several other halflings. (HP 1, first attack on each will miss, next will hit automatically). Berrt is several squares from serpent. Tohm (missed once) is 2 from from the serpent.
</quote>
Tuur
player, 37 posts
Thu 9 Sep 2021
at 11:00
  • msg #120

Re: Chance Meetings

Tuur rose high.
"What's happening here? Why is everyone riled up!? Is there really no room to talk here? Calm yourself!"
Tuur remained at his position, but was ready if attacked. He would not be the one to engage in a fight if he could avoid it.

(Delay until later this round ideally).

Gunther's shop: Rather small, about 4x4 squares, with shelves lining the wall. There's a small back room, which is closed, and a set of pull down stairs that lead to living quarters on the second floor. Two windows and a door face the street.

Storeroom: One useable square, with shelves on all three walls.

Guarded area: The storeroom and the three squares in front of it. The iron cobra does better against enemies in its guarded area.

Status:
Froodle: (40/40; 21/17/15/12) Inside Gunther's, adjacent to the alloyed defender but within shift distance of the stainless defender, flanking alloyed defender with Sietnyas. Readied action.
Iron cobra: (59/59; 18/18/16/15; +9, 1d8+3 + og 5 poison) In doorway of storeroom. Near Tohm.
Sietnyas: (29/30; 17/14/17/12) Inside Gunther's. Flanking alloyed defender with Froogle.
Drake: (32/32; 21/15/14/16) Inside Gunther's. Armed with shield and Frostsword moving out towards the door of the shop and outside.
Stainless defender: (47/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. In midst of party and halflings. Delaying until serpent is attacked.
Alloyed defender: (41/47; 18/16/15/13; +8, 1d8+3+shift) Inside Gunther's. Flanked by Froogle and Sietnyas. In midst of party and halflings. Delaying until serpent is attacked.
Frug: (27/27; 16/12/14/14) Inside Gunther's. Delaying until serpent is attacked.
Tuur: (25/31; 18/13/16/16) Inside Gunther's. Near exit.
Several other halflings. (HP 1, first attack on each will miss, next will hit automatically). Berrt is several squares from serpent. Tohm (missed once) is 2 from from the serpent.
</quote>
</quote>
DM Paul
GM, 152 posts
Mon 13 Sep 2021
at 03:10
  • msg #121

Re: Chance Meetings

The coiled homunculus is ready for anyone to try to get past it, and the quadrupeds are ready for someone to attack their charge. No one does either. Some of the halflings seem to think they might be able to sneak past and into the storeroom, but Berrt, who seems to be at least partly in command here, makes complicated gestures and head-movements that seem to convince the lot to pull back.

"Well, that could've gone better, but also a fair bit worse," he says once everyone is back on the street. The bulk of the halfling group disappears quickly into structures or spaces on the bridge. "You could have taken on those things, I bet? Not today, huh? Well, you already smashed those scouts, which is enough to get on House Cannith's bad side, so I can't blame you for not wanting to complicate the matter. You helped keep a lid on the situation and helped my people get out, so here...." He flips the vial with the potion up to
Drake. "Gunther'd probably want you to have it."

What does the party do now?


Party and Berrt: Outside Gunther's
DM Paul
GM, 154 posts
Wed 15 Sep 2021
at 03:45
  • msg #122

Re: Chance Meetings

The adventurers finally finish crossing Jumper's Bridge. News of the goings on in Gunther's shop appear to have spread, and people watch the group with varying degrees of surreptitiousness but uniformly high curiosity. No one seems willing to try hawking their wares to them at this time, however.

It's getting toward the time when one might like to relax in a wizard-themed public house. The trouble is, none of the party is sure where it is. That's not unusual: there are countless pubs, inns and restaurants around Sharn, and no one could hope to learn all their names before half of them had gone under or changed owners and been renamed. But the nice thing about places that serve drinks, as one presumes the Bell, Book, and Candle must be, is that word of them gets around. And Crivens certainly seemed to think the group would be able to find it.

You appear to be in Gate of Gold, a district that consists primarily of crowded "tenements." Some of these are actual apartments, but many are improvised out of spaces intended by their architect for some other purpose. The people here could spread out; this being Sharn, there's a lot of space for everyone. They seem to feel the need to huddle here, though, as if finding safety in numbers.

The people here seem not to have heard of what happened at Gunther's, so the party only garners the usual amount of attention that a group of trained and equipped adventurers would. One person does come up to the party, though. A tiefling, rather hunched with age, his horns gnarled and asymmetrical comes up to you.

"Ah, perhaps you are lost? New to Gate of Gold, yes? Kindly Zizmith - that is my humble self - can be your guide. Find you a pleasant living space? Food? Entertainment?"

What does the party do?


Status:
Party: In Lower Dura, not far from Jumper's Bridge, in Gate of Gold. It's mostly tenements, but there are various shops and businesses for supporting a residential area, but no industry or food production. Callestan, the old inn district, is on the far side of Gate of Gold
Zizmith the tiefling stands nearby.
Sietnyas
player, 48 posts
Kobold Rogue
Sat 18 Sep 2021
at 01:48
  • msg #123

Re: Chance Meetings

"Guides are always good," Sietnyas agrees. "We're not lost, but we are looking for something like an inn. What ones are nearby?" If that doesn't get the information he wants, he'll prompt directly. Zizmuth'll surely charge less for general advice than a specific request, he reckons.

"What's it like hereabouts?" Along the way he'll prompt for information about any interesting-looking buildings.
This message was last edited by the player at 01:49, Sat 18 Sept 2021.
DM Paul
GM, 157 posts
Sun 19 Sep 2021
at 00:36
  • msg #124

Re: Chance Meetings

Sietnyas:
"Guides are always good," Sietnyas agrees. "We're not lost, but we are looking for something like an inn. What ones are nearby?" If that doesn't get the information he wants, he'll prompt directly. Zizmuth'll surely charge less for general advice than a specific request, he reckons.

"What's it like hereabouts?" Along the way he'll prompt for information about any interesting-looking buildings.

Zizmith initially looks uneasy at being spoken to by a sewer dweller, but masters himself. "Like an inn, you say? Hm. Lodgings, then? Food, and drink, and a warm fire, for a bit of coin," a tongue licks sharp teeth at his own mention of money. "Regrettably, the Gate offers few such, but only good enough for the tower-slime," he eyes a passing local, who eyes him back. "not for people like yourselves! Daring, brash, good-looking! Castellan is the place to find what you need. I will show you the safe paths twixt here and there! Follow."

Zizmith heads off in what appears to be a random direction, as clogged with tower walls, stairs, bridges and improvised living spaces as any other.

About interesting buildings: Sharn has many buildings, but none that look like buildings to someone looking at them from the lower, or even middle districts. The towers are so massive and so close together, that one often isn't actually "outside," and even when they are, it's like being in a box canyon - or maybe just a box, given how the bridges and ramps above and below prevent one from seeing either the sky or the ground.

So, there aren't really interesting buildings to see, per se. There are interesting ways in which citizens have made places for themselves in spaces not designed for it. The columns of an enormous gallery joined by fencing to corral pigs and donkeys; two enormous balconies that face each other have been connected with lines holding a truly impressive amount of laundry; an open air amphitheater used to capture water and run-off from above (and from the corral) and used as a pond for carp.


Status:
Party being led through Gate of Gold by Zizmith. The district is about as far across as a good-sized town. Zizmith isn't taking a straight path, but he also isn't necessarily trying to reach the opposite side.
Froodle
player, 44 posts
Mon 20 Sep 2021
at 19:36
  • msg #125

Re: Chance Meetings

Froodle listens to the exchange between Sietnyas and Zizmith, his interest taken by the mention of food and drink just as Zizmith is by coin.

Despite his only average intelligence Froodle can still discern a bit of evasiveness in the way they both address each other. Picking up on this he also decides to not mention their target destination outright.

“As you can see guide, I enjoy a good meal, and I’m not too fussy as to the atmosphere, so tell me, what are the inns around here called? Maybe based on those names and any description you care to furnish we may employ you to guide us to one of them, or we may then decide to indeed follow you to Castellan if none take our fancy”

Froodle isn’t sure whether the tiefling is trustworthy or even knows where the Bell Book and Candle is, but will try to engage Zizmith in conversation to elicit as many names of inns as he can to see if it comes up.

If there is no mention of the right place, he will hold back on further conversation for now, trying to catch the eye of passers by to see how they react to Zizmith.
Frug
player, 56 posts
Tue 21 Sep 2021
at 04:54
  • msg #126

Re: Chance Meetings

Frug is on edge, from the recent events and just lacking trust of areas like this, is keeping his eyes on the surrounding areas. Specifically the small alleys and low bridges. There’s something about the way Zizmith exchanged glances with the other person passing through the street.

There’s another reason why Frug is looking out, the chance that he might encounter someone from before he was brought into the forges of creativity that Onatar has offered.



Status:
Party being led through Gate of Gold by Zizmith. The district is about as far across as a good-sized town. Zizmith isn't taking a straight path, but he also isn't necessarily trying to reach the opposite side.
</quote>
Drake
player, 51 posts
Tue 21 Sep 2021
at 06:39
  • msg #127

Re: Chance Meetings

Dm:
Zizmith initially looks uneasy at being spoken to by a sewer dweller, but masters himself. "Like an inn, you say? Hm. Lodgings, then? Food, and drink, and a warm fire, for a bit of coin," a tongue licks sharp teeth at his own mention of money. "Regrettably, the Gate offers few such, but only good enough for the tower-slime," he eyes a passing local, who eyes him back. "not for people like yourselves! Daring, brash, good-looking! Castellan is the place to find what you need. I will show you the safe paths twixt here and there! Follow."

Zizmith heads off in what appears to be a random direction, as clogged with tower walls, stairs, bridges and improvised living spaces as any other.



Drake is dubious of Zizmith’s intentions and grips the haft of his frostsword in its sheath, looking into the shadows cast by the towering buildings. He’s happy to let the rest of the group engage in conversation with Zizmith, whilst heightening his awareness. Hmm Zizmith seems overly complimentary. Let’s see how trustworthy he is, but seeing as he has no idea where he’s going this impromptu guide is better than nothing.


Status:
Party being led through Gate of Gold by Zizmith. The district is about as far across as a good-sized town. Zizmith isn't taking a straight path, but he also isn't necessarily trying to reach the opposite side.
This message was last edited by the GM at 20:46, Sat 25 Sept 2021.
Sietnyas
player, 50 posts
Kobold Rogue
Tue 21 Sep 2021
at 23:26
  • msg #128

Re: Chance Meetings

Oh - there was a good fishing spot. He'd have to come back with a net sometime.

After a while of wandering, Sietnyas decides to be more direct. "Someone told us a place called the Bell, Book & Candle was good. Is that around here?"
DM Paul
GM, 161 posts
Mon 27 Sep 2021
at 02:46
  • msg #129

Re: Chance Meetings

"Hm, yes, Bell, Book and.... Yes. No. Pick and Hammer, you mean? The Cog workers pub. Or the Tooth and Claw, yes, the shifter gambling hall...." Zizmith rambles on as he leads the way. He doesn't seem to have a high opinion of his fellow Gate of Gold dwellers, but he appears to have a few people with whom he wants to make contact. Some of these are brief, but a couple of times he asks the party to wait as he enters a dwelling or place of business.

After one of these stop overs, Zizmith rejoins the group in a quieter mood. He keeps looking over his shoulder, and Frug notices a figure leaving in the opposite direction from the place the tiefling had just visited.

"Well, Zizmith has, yes, taken much of your time. Bell, Book and Candle. Spellcaster tavern. Fey," he clears his throat. "Once you are in Castellan, look for signs, wizard signs. If you, yes, take paths between Whitethorn Tower, there, and the Jaspen's Spire, then keep the Triple Towers leftish, you'll reach Castellan. If you reach The Bazaar, you're too high; Malleon's Gate, too far. It... eh, was my honor to lead you. Forgive me if I have inconvenienced you. Zizmith means no harm, no...."

The old tiefling, once so eager to help, clearly wishes to be on his way.

The parth Zizmith advises will take the party outside of populated areas, which tend to be more dangerous. That was always going to be the case, so this is not unexpected or threatening in and of itself. What does the party do?
Frug
player, 57 posts
Mon 27 Sep 2021
at 03:55
  • msg #130

Re: Chance Meetings

In reply to DM Paul (msg # 129):

Frug keeps an eye on the person who departed the other way, trying to figure out if there’s any distinguishing features worth putting to memory or if there’s anything else that we may have seen on our travels through this area.
After the party sees Zizmith leave, Frug will share his observations.
DM Paul
GM, 162 posts
Mon 27 Sep 2021
at 05:04
  • msg #131

Re: Chance Meetings

In reply to Frug (msg # 130):

The figure appears to be the size and shape of a human, but most of the population of Sharn fits that description. There's not much else for the eye to latch onto, in part because it seems as though this figure knew where the party was and had wanted to avoid them. Perhaps they didn't notice Frug.

The clear implication, though, is that the party is being observed. There's little chance this is to their advantage, but there are ways to prevent or avoid it.
Sietnyas
player, 51 posts
Kobold Rogue
Tue 28 Sep 2021
at 05:40
  • msg #132

Re: Chance Meetings

"He was acting weird. If he meant to lure us someplace dangerous, then whatever we run into is going to be tough. We don't look like an easy job for muggers. Maybe the Emerald Claw?" Sietnyas suggests.

"Lets see if we can get a second opinion on where the tavern is, at least. But maybe try to dodge the guys following us first?"
DM Paul
GM, 163 posts
Tue 28 Sep 2021
at 06:51
  • msg #133

Re: Chance Meetings

Sietnyas:
"He was acting weird. If he meant to lure us someplace dangerous, then whatever we run into is going to be tough. We don't look like an easy job for muggers. Maybe the Emerald Claw?" Sietnyas suggests.

"Lets see if we can get a second opinion on where the tavern is, at least. But maybe try to dodge the guys following us first?"

Any observers are staying out of sight now. A dedicated effort might be able to find and corner them, or shake them off.

No other guides present themselves, and no one in Gate of Gold seems to want that kind of job, for any money, especially if it means actually leaving the district. What there is to be afraid of beyond the relative safety of a "civilized" enclave such as this is the usual jumble of wives tales and rumors, mixed with fact. Giant rats, vicious bat-things, glowing bugs, diverse undead, bad air, crumbling bridges, etc. The clearest warning regards gang activity. Most people seem to share Sietnyas's view that the party would make poor prey, but they seem certain that the operators of the Sharn underworld could still make the party wish they'd stayed home.

Almost no one seems to know much that's reliable about Castellan or the inns that might be found there. There are a few stories about someone they knew who had a relative that went out that way, or a traveler who came from there, but nothing useful, or even recent.
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