12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

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Ndreare
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12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Ndreare »

A the heroes decide the theater should be scouted first and send a couple ahead. The area around the White Crow Theater is a generally nice area obviously once a place with more money than still in the economy it is starting to show its wear much like the other buildings around.

The people of the area seem to go on doing there business without much notice of the heroes, their depression obvious as they are suffering from a sickness that has no apparent cure.
Player Instructions
Only the players scouting with streetwise need to post.

Your post should include a Notice roll, a Streetwise -2 roll, a narrative and an out of character tag with any questions you need me to answer that are not obvious in your approach.

All rolls will be considered and a single failure will out the whole group (excepting characters who rolled 2 raises). For this reason I advise choosing your scout/s wisely.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Angis Ironheart
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Angis Ironheart »

Notice 7
Notice [dice]0[/dice]
Wild [dice]1[/dice]
Ace [dice]4[/dice]
Common Knowledge 5
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
***

Angis nodded as Lyssenia made the call for the group. He leaned in for her whisper and nodded again. “Aye, lass. Be careful still.”

Angis looked to the others. “Orf we gae, lads and lass!”


[Angis, Danyar, Bradon and Laura :: White Crow Theatre District]

Angis knew he wasn’t any good at scouting or talking to folk. So when they reached the district of the White Crow Theatre he kept his eyes peeled for a pub with a good view of the theatre. Being near a theatre meant there would likely be plenty of pubs and eateries in which he could casually nurse an ale.
OOC Comments
You all have d6 Streetwise, so much better than me. So have at it :)
***
Actions
Conditions
Potion: Immune to disease for several days
Angis Ironheart Character Sheet
Parry: 8; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 3/3
Adventure Card
  • Ceynara’s Blade: Play during combat with the forces of Flame. The character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage, until the end of the combat.
  • Breath of Life: When this card is played, the character and all allies remove their Shaken status and any Fatigue levels. If played by a Druid, all characters recieve +1 on a Spirit and Vigor checks for the rest of combat as well.


Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.


NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Bradon
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Bradon »

OOC Comments
Notice 5
[dice]0[/dice]
[dice]1[/dice]


streetwise 9
[dice]2[/dice] ace [dice]4[/dice]
[dice]3[/dice]
This was Bradon's style, knowing what people were up to. Best way was to listen and watch without anybody noticing. You learn a lot, unless everyone else blunders in.
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Danyar
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Danyar »

Notice
Notice[dice]0[/dice]
Wild[dice]1[/dice]
Bennie[dice]4[/dice]
Explosion[dice]6[/dice]
Streetwise
Streetwise[dice]2[/dice]
Wild[dice]3[/dice]
Golden_Bennie[dice]5[/dice]
As we approach the Theatre district, I cross the street and keep back a few steps from my companions to scout out the area and watch for anything of interest. I look for the White Crow Theatre and see who is and isn't soliciting the business and who is or isn't watching the business.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Laura Reis
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Laura Reis »

OOC Comments
Notice:[dice]0[/dice]
Wild: [dice]1[/dice]

Streetwise: [dice]2[/dice]
Wild: [dice]3[/dice]
Still not used to traveling with the group and being outside of her hometown. She follows barely paying attention to the people but taking in all the sights and sounds of the new place.
Laura Reis
Attributes: Agility d6, Smarts d10, Spirit d6, Strength d4, Vigor d4
Skills: Fighting d6, Investigation d6, Knowledge (Dark Creatures) d4, Knowledge (Flame Creatures) d4, Knowledge (Magic) d8, Lockpicking d6, Notice d6, Sorcery d10, Stealth d6, Streetwise d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 6 (2)
Edges: Education, Epic Destiny, Fast Learner, Sorcerer
Powers: Bolt, Boost Trait, Deflection, Cantrips
Bennies: 1/3

ESSENCE:  7/10
ACTIVE EFFECTS: None
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Ndreare »

As the team heads down there Bradon, Daynar, and Laura break off ahead and go to scout it out. But within minutes they can see that their intentions are compromised as Laura once found gives the other two away with a glance that last too long. Only seconds later Bradon, and Laura find they have large men standing around them smiling, trying to herd them together.

A Large man significantly more experienced looking than the rest comes forward chewing on a cigar. He exhales a large bit of smoke before saying. “What can I help you fine folks with. You seem to be lost and looking into to things that are really none of your concern.” Dropping his cigar and stepping on it the man finishes. “Tell you what, head on back whenever you came before you decided to come spy on us and we can pretend like this never happened.”
Bradon & Daynar
I am ruling using the Golden bennie exempted you from Laura’s failure

Before they are found out because of Laura, Bradon and Daynar are able to ascertain the Mockery has about 30 men in the area set up as guard. Most of them look like real soldiers or trained mercenaries. It is obvious they are expecting visitors and know that what they have is worth money.

Your effort worked, but unfortunately Bradon and Laura where found out.

The rest of the team is a safe distance away (about 50 yards), but can be signaled at the risk of them knowing on a Stealth versus Notice contest.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Angis Ironheart
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Angis Ironheart »

Notice 8
Notice [dice]0[/dice]
Ace [dice]4[/dice]
Wild [dice]1[/dice]
Ace [dice]5[/dice]
Common Knowledge 17
Smarts [dice]2[/dice]
Wild [dice]3[/dice]
Ace [dice]6[/dice]
Ace [dice]7[/dice]
***
Tieronar
We split into two groups.
Angis cursed as he saw the big men walk up to Bradon and Laura. So much for reconnaissance. Angis quaffed his ale and dropped a few coins on the table to pay before he stood and belted up. He walked casually out of the pub, but not in the direction of his companions. He angled off on the other side of the street, as if passing through.

***
Actions
Conditions
Potion: Immune to disease for several days
Angis Ironheart Character Sheet
Parry: 8; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 3/3
Adventure Card
  • Ceynara’s Blade: Play during combat with the forces of Flame. The character receives +2 to all Fighting, Shooting, Throwing, and Spellcasting rolls, as well as damage, until the end of the combat.
  • Breath of Life: When this card is played, the character and all allies remove their Shaken status and any Fatigue levels. If played by a Druid, all characters recieve +1 on a Spirit and Vigor checks for the rest of combat as well.


Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.


NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
Adventure Card
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Bradon
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Bradon »

OOC Comments
notice
[dice]0[/dice]
wild [dice]1[/dice]

common knowledge
[dice]2[/dice]
[dice]3[/dice]
30 men in there. They know something, perhaps something they shouldn't know. This complicates things. Bradon muses, intent on looking further, until he realises that Laura has given them away. Inwardly he curses as they are surrounded. I should have insisted on doing this myself. Luckily, Bradon looks nothing like a ranger, but with some clothes covering his armour, a bit of less salubrious member of society, a fact that was about to put him in good stead.
A Large man significantly more experienced looking than the rest comes forward chewing on a cigar. He exhales a large bit of smoke before saying. “What can I help you fine folks with. You seem to be lost and looking into to things that are really none of your concern.” Dropping his cigar and stepping on it the man finishes. “Tell you what, head on back whenever you came before you decided to come spy on us and we can pretend like this never happened.”

Bradon looks at the experienced leader and tips his hat, laughing at his companion.

"They spotted you Laura, you owe me 20 marks. I told you that they were more attentive than that."

He turns to face the leader and looks him in the eye, obviously not backing down, but giving him a few non-verbal hints that they were also up to something dodgy and were passing through.

"Or we pretend that you are not poking into our business. Call it some professional curteousy. You don't notice us, we didn't notice you."

Persuasion 4
OOC Comments
[dice]4[/dice]
[dice]5[/dice]
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Ndreare »

The man looks a little off put for a moment, but his tone changes from one of outright hostility to merely lacking the friendliness of normal business people. "Oh, and what business do you think you have here? This is a respectable area and the people of this quarter pay nicely to ensure that there is no trouble."

OOC Comments
The successful persuasion roll changed his reaction to neutral.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
Danyar
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Joined: Sun Oct 15, 2017 9:20 am
Location: Buffalo, NY

Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Danyar »

Notice
Notice[dice]0[/dice]
Wild[dice]1[/dice]
Explosion[dice]2[/dice]
Total:10
Sitting across the street, Danyar watches the exchange between Bradon and the lead goon. As he watches them, he watches the reactions of the other guards and of people in the area. Maybe the guards are visible but, there may be more guards blending in as local folk. While watching, he notices Angis walk out of the pub he was in and just walk casually in another direction. Nice, not drawing attention to himself, that is good.
After watching the people, Danyar moves his attention to the buildings, alleys and general movement of traffic in the area, looking for escape/ambush sites that could be used for and against them. He tries to work out plans in his head as to how they may accomplish their mission both peacefully and back handedly.
Danyar
Parry 7
Toughness 6/9
Bennies 3/3
Gold Bennies0/1
Adventure Card: Zavonis, Guide my Shot. (Shooting Penalties reduced by 4 to minimum of 0)
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Bradon »

Notice
[dice]0[/dice]
wild dice [dice]1[/dice]
RFT wrote:The man looks a little off put for a moment, but his tone changes from one of outright hostility to merely lacking the friendliness of normal business people. "Oh, and what business do you think you have here? This is a respectable area and the people of this quarter pay nicely to ensure that there is no trouble."

OOC Comments
The successful persuasion roll changed his reaction to neutral.

Bradon cocked his head slightly, a slight grin on his face.

"Our reason for being here is already done. We were the last ones to be out, until you spotted Laura here."
Bradon scratches his little beard as if considering something.

"However, we do have something to discuss, but for that I require some authorisation from up above. What say you I bring a bottle of something later on and we discuss it over a drink?"
OOC Comments
Bradon is trying to invent a rationale for them to come back later and get in without a fight
persuasion
[dice]2[/dice]
wild dice [dice]3[/dice]
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Ndreare
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Location: Skagit County, Washington
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Ndreare »

The sour looking man nods and gives a half smile. "If your willing to pay, I will be willing to drink. But I think it is better if you bring coin and we use a local tavern, than you bringing a special vintage just for me."
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Bradon »

Notice
[dice]0[/dice]
[dice]1[/dice]

Common knowledge
[dice]2[/dice]
[dice]3[/dice]

Bradon wags his finger, clearly amused and not offended.
"Good point sir, you don't know me. I shall return later. What name will I be asking for?"


As they move away and able to meet up again with the others, Bradon looks concerned
"They are on edge, quick to respond in force and not afraid of the Watch. Maybe its nothing, but I think we should secure everything else on the list right now. We come back here in force and either I am at my smooth, suave best, able to sell sand and freedom to a Northerner or this becomes a fight and a bloody one considering their numbers."
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis

Post by Ndreare »

After getting the man's name, Adran, and leaving the party is soon able to join the others at Sadler's shop.

http://savagerifts.com/sr/viewtopic.php?f=106&t=2886
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Ndreare »

As the rangers approach the Theater district again, this time with less subtlety and more muscle Maxwell says. "I am gonna have a few guys go ahead of us, and pick some good perches. You sending any men in?"

Leaving an opportunity for those who need to to get into position and wait for things to be worked out the team.


As you finally come forward, you see it is Much like last time the Mockeries men can be spotted moving into position. However this time the men approaching have no doubt that you are up to something. Coming forward to speak for their group the same man as earlier speak.

"I see you returned with a couple friends. What do you want this time?" the big man's demeanor is no more kind than it was before, even with such a large group of allies. Obviously Adran thinks you are trespassers.

You can see though as he surveys your visible numbers that he is not as sure of himself. A man in a position like his is likely normally used to being the one with numbers in his favor.


OOC Comments
Persuasion or Intimidation can work this time for getting his reaction adjusted from uncooperative to neutral. A raise on either and he would become cooperative potentially.

If intimidation is tried I will roll a d4 on his reaction. A roll of 4 will mean he reaction is reversed and he moved from uncooperative to outright hostile.


You have 20 men with you and 12 men in hiding around the square.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Angis Ironheart »

Intimidation 14
Intimidation [dice:2j67lbp3]48237:0[/dice:2j67lbp3]
Ace [dice:2j67lbp3]48237:2[/dice:2j67lbp3]
Ace [dice:2j67lbp3]48237:3[/dice:2j67lbp3]
Wild [dice:2j67lbp3]48237:1[/dice:2j67lbp3]
Eastport/White Crow Theater
Afternoon
Round 0

Angis nodded to Maxwell. Getting some cover from above would be good. He scanned the square at the Theatre as the Mockeries approached.

“We’re ‘ere f’r the same thing we were b’fore, lad,” the scarred, ugly dwarf said. “An’ we ain’t tae keen on ye ‘oldin’ f’r ransom wot’s needed f’r savin’ the lives o’ folk in this city. Sae wot say we make this all straight an’ clean or we may be forced t’ drag ye an’ yer friends doon t’ tha’ plague ship an’ rub yer faces in their offal. Then we’ll see ‘ow coop’rative ye get wi’ ‘elpin’ us find a cure.”
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Lysennia Moonsinger »

Angis Ironheart wrote: Fri Jan 11, 2019 4:50 am Angis nodded to Maxwell. Getting some cover from above would be good. He scanned the square at the Theatre as the Mockeries approached.

“We’re ‘ere f’r the same thing we were b’fore, lad,” the scarred, ugly dwarf said. “An’ we ain’t tae keen on ye ‘oldin’ f’r ransom wot’s needed f’r savin’ the lives o’ folk in this city. Sae wot say we make this all straight an’ clean or we may be forced t’ drag ye an’ yer friends doon t’ tha’ plague ship an’ rub yer faces in their offal. Then we’ll see ‘ow coop’rative ye get wi’ ‘elpin’ us find a cure.”
Lysennia smiles at the brusque dwarf's directness.Many considered his people quite prosaic, dour and reticent. Angis however painted a very colourful picture in his description. It was almost lyrical in its flow, and she could almost smell the ship he described.

She planted her staff in the ground next to him. "You would be wise to listen to my grim friend. He sometimes takes a dim view of people not paying attention. That can lead to unfortunate unpleasantness".

She whispers a few words and lightning crackled around her hand. Slowly she curled her fingers, letting the electricity play back and forth across them and curl seductively about her wrist.

"Whilst I lack my friends eloquence in describing the unpleasantries that might ensue from your continued recalcitrance, make no mistake, I'm as determined as he to achieve our ends and crossing me would be a mistake you may be lucky enough to regret".
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Pursuit »

Did Intimidation Backfire? Nope.
[dice:2di3h29s]48407:0[/dice:2di3h29s]
The big man stares right back at @Angis Ironheart for a moment, unblinking, before a wide smile appears on his face.

"Ha!" he exclaims. "See here, boys, this one's got a pair on him! No need for that, big guy. Or for the sparks," he nods to @Lysennia Moonsinger. "Now, why don't you tell me plainly what it is you're about, and we can get on with it?"

His men visibly relax, but that is not to say that they are relaxed. Their hands still linger near their sword hilts; they just no longer are actively gripping them as if ready to draw.
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Angis Ironheart »

Eastport/White Crow Theater
Afternoon
Round 0

“‘Tis simple,” Angis said when the Mockery seemed willing to parley. They were still on edge, but things had settled down a notch. “Ye’ve go’ a supply o’ whisperin’ willow bark ye’ve been ‘oldin’ ontae. We need it f’r the cure tha’ the Rangers be workin’ on. We’d like it sae tha’ we c’n get this think a-brewin’ an’ stop folk from dyin’. Mebbe ye go’ some folk be needin’ a remedy. Ye ‘elp us oot, ye’ll get it.”
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Lysennia Moonsinger »

"Angis seems to have this in hand", muses Lysennia and fades back a little to allow the focus to remain on the Dwarf. She does however keep a wary eye out for trouble. He'd had her back many times in the past. The least she could so would be to look out for him now while he was focused on the negotiations.
Lysennia Moonsinger
Let creatures of Flame beware my wrath. . .
Seasoned Eldakar Druid (27xp)
Parry: 7 (2), (+1 from bracers, +1 from staff)
Toughness: 5, (+1 from Tanzanite pendant)
Power Points Remaining: 9/10
Bennies: 4/3
Fatigue: 0
Wounds: 0

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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Pursuit »

Angis Ironheart wrote: Fri Jan 18, 2019 3:48 am “‘Tis simple,” Angis said when the Mockery seemed willing to parley. They were still on edge, but things had settled down a notch. “Ye’ve go’ a supply o’ whisperin’ willow bark ye’ve been ‘oldin’ ontae. We need it f’r the cure tha’ the Rangers be workin’ on. We’d like it sae tha’ we c’n get this think a-brewin’ an’ stop folk from dyin’. Mebbe ye go’ some folk be needin’ a remedy. Ye ‘elp us oot, ye’ll get it.”
Adran lets out a, “huh,” and gives you a sidelong look. “Shoulda led with that, friend. We’ve no interest in watching our city die, and if the Rangers can stop it with our willow bark, it’s yours.”

He holds up a finger, “on one condition. The powers that be publicly acknowledge that, in the city’s hour of need, the Mockeries came through.”

With that, he signals to his men, and they bring the willow bark over. He gives you all a nod, and turns his back, walking away, clearly considering the matter closed.

…………………………

If you have any other RP or actions you’d like to post, we’ll leave this thread open. Otherwise, head over to the docks, if you dare! viewtopic.php?f=106&t=3542
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Sroxl »

Sroxl joined the men lying in wait when approaching the Mockery. Smooth talking isn't one of his strong points, so the dregordian settles for gripping his kayakor tightly in anticipation of trouble.

Disappointed yet relieved that the dealings went off without a hitch, Sroxl joins Angis and Lysennia.

He teases Angis, "Too bad they didn't hold you to your threatss, Angiss. I wass hoping to ssee you demonsstrate your intriguing turtle sstance again! Hss hss hss. But, truly, excellent ressultss. I hope we can finissh this plague bussiness quickly and move onto more exciting affairss."
Sroxl, Dregordian Berserker
Sroxl, Dregordian Berserker
Charisma: -4; Pace: 6; Parry: 8(1); Toughness: 9(3)
Combat-Relevant Edges & Abilities:
  • Battle Rage: Spirit roll at the beginning of each round, failure results in only being able to make wild attacks and suffering from the effects of Bloodthirsty.
    Berserk: Smarts roll when wounded; Failure = Parry -2, +2 to Fighting, Strength, melee damage, and Toughness. Also ignore all wound modifiers. Cannot use skills, Edges or maneuvers which require concentration (Including Shooting and Taunt, but not Intimidation). Fighting roll of 1 results in hitting an adjacent random target.
    Frightening: +Charisma as a positive modifier to Intimidation rolls.
    Kayakor Initiate: +1 Fighting against anyone armed iwth a Reach 0 Weapon. Opponents lose one point of Gang Up bonus against Sroxl.
Wounds: 0/3; Fatigue: 0/2
Bennies: 3/3; Golden Bennies: 1/1
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  • Moment of Glory: Every Hero in Spirit radius of the character loses Shaken status; ignores all wound and fatigue; and gains the benefits of a Joker (do not receive the Benny) for the remainder of the round.
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Re: 12.1 Eastport - Theatre (Danyar, Bradon, Laura and Angis)

Post by Angis Ironheart »

Eastport/White Crow Theater
Afternoon
Round 0

Angis grunted at Ssroxl. “I’ll shae ye a turtle by loppin’ yer fool ‘ead off,” he warned the Dregodian. Then he grabbed up the bundle of bark and hefted it onto his back for the trek back to the docks.
Mission
  • Track down in Eastport the crime boss involved in the plot against the royals
  • Investigate the plague Ashen Blight in Eastport for foul play.
    • Gather up elements for the cure from throughout the city.
    • Try not to kill anyone.
    • Your group is given d8 resources for bribes and purchases related to this mission. Mostly in gems and gold, with some small figurines or other valuables thrown in.
    • Here is a list of the materials needed and the most likely location:
      • Harbor - First, please see the harbormaster Jalenz Karrimayn who has a shipment of Silverwood bark ready for pickup.
      • Western Docks - Find Mistress Alice Saddler and acquire the Stardust Leaves that came into her possession through less-than-legal means. Alice is not one who normally works with the authorities willingly. This task may take a little effort, maybe put your best charmer on this.
      • Ranger Outpost - The Sergeant has a couple kegs of water blessed by the Priest of Light for you. The Rangers have already said they are happy to help us in our tasks.
      • White Crow Theater - The Mockery located at the theater has whispering willow bark and has been holding it for ransom. Your heroes must choose whether to pay the ransom, convince these people of the good of their mission, or go after the Mockery themselves.
      • The Emporium - Run by one of the Five Families and home to a criminal element, you will need to be on guard. The Emporium will be the most likely place to find the Silverflower blossoms we need. However, try not to run afoul of the criminals down there. If they discover why we need so much they may suddenly raise the prices quite a bit.
    • Note: If the resource die drops below d4, the group is out of money and must use other means.

[/list]

NPCs
  • Frank - our ranger boss
  • Lord Grey, Jerin Thorian (Eastport)
Character Tracker
Angis Ironheart Character Sheet
Parry: 9; Toughness: Melee 13 (4)/Ranged 15 (6); Pace: 5
Heart of Stone/Magical Resistance: Armor 5 vs. Magic; +5 to resist Magic
Crossbow bolts: 19 (Loaded: 3/3)
Shield Essence: 4/4
Bennies: 1/3 + 1 Golden Benny
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