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Edge of Anarchy: Harrowing Fortunes


Zen Gypsy

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As the rain continued to fall, the group maintained their watchful vigil from their concealed position near the old fishery. The area surrounding the building was a stark reflection of the harsh realities of life in Westdock.

To the north, a row of ramshackle boathouses lined the riverbank. These dilapidated structures stood as testament to the struggles of the fishermen who eked out a living on the waters of the Jeggare River. The sagging walls and thatched roofs spoke of years of neglect, while discarded fishing nets, buoys, and tackle littered the area. An overturned boat lay on the dock, its hull in disrepair, surrounded by discarded carpenter tools that had seen better days.

Despite the hour, foot traffic in the area was sparse, the rain serving as a deterrent to all but the most determined souls.

On the southern side of the fishery, an abandoned warehouse loomed ominously. Once a bustling center of commerce, it now stood empty and derelict, its upper stories inhabited by those seeking shelter from the elements. The ground floor had become a makeshift den for the destitute, where a half-score figures lay in various states of consciousness. Some slept fitfully, while others stared blankly into the distance, their minds dulled by whatever substances they had ingested. The air was thick with the stench of urine, vomit, and despair, mingling with the acrid smoke of burning wood from broken crates.

As the players observed their surroundings, their attention was drawn to the murky waters of the river below. Devilsharks, known for their voracious appetite and relentless hunting instincts, patrolled the depths, their sleek forms slicing through the water with deadly precision. Though they posed no immediate threat to those on land, their presence served as a reminder of the dangers that lurked beneath the surface.

For an hour, the players maintained their surveillance, taking note of any movement or activity in the vicinity of the fishery. Despite the bleakness of their surroundings, their determination to confront Gaedren Lamm remained unwavering, fueled by a sense of justice and a desire to bring an end to the suffering inflicted upon the innocent by his criminal empire.

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spacer.pngAquila | HP 20/20 | AC 17 | Fort +9 Ref +7 Will +3 | Speed: 25 | Perception: +3
Hero Points: 1/3 | Kinetic Gate: Closed
| Conditions: None | Effects: N/A


"In that case, we need a different angle. Let's try to lure someone out. I propose a distraction or deception of sorts. Maybe we represent a business in another ward that wants to get in the good graces of the up-and-coming enterprises of Lamm, and we were directed here to talk terms, or maybe we've got an offering."

The blue-skinned sylph tries to gauge the group's reactions, though such insight isn't her strong suit.

"I'm not really good with... people... so much. So we need someone who can really sell it. A few of us go with this talker, the face of the proposal, but not too many. The rest of us would wait just outside of sight. If we can get someone outside, then maybe we rush them. Otherwise we might need some of us to try and get in through the rooftop, maybe through a window on the upper floor or something."

She isn't sure this will work, but she knows they need to get answers - Answers they can only get inside that building.


OOC & Actions

Just trying to put voice to our OOC machinations, particularly my last suggestion. If anyone wants to suggest an alternative, feel free to add it to the conversation.

 

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token_1.png.89de49c37e89361f2a64c21ee7e4cefd.pngCaltrix Nimblesquirl
Twilight Halfling; Acrobat; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith'


 

HP: 15/15 AC:17: Explorer's | Speed: 25' |Senses: Low-light vision; Keen Eyes | Lang: Common; Halfling; Gnome; Varisian

Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 |

| Skills | Attributes | Attacks | Sneak Atk Dmg |Hero Pts.: 1


Caltrix_HeroForge.png.420877772c107e646505809a6af16979.png

I think I would contribute best from a position on the warehouse roof along with Valerica here ... indicating that strongly built woman's bow. If anyone inside tries to come around at the group - or tries to flee via the boats - we can take them under fire.

Or, anyone else, of course?

I have a grapple and rope so we can secure a means to descend to assist if need be in a melee attack or to enter from the rear. If that doesn't work, I ... might ... be able to make a leap down by Grab an EdgeWhen you fall off or past an edge or other handhold, you can try to grab it, potentially stopping your fall. You must succeed at your choice of an Acrobatics check or a Reflex save, usually at the Climb DC. If you grab the edge or handhold, you can then Climb up using Athletics. on the Fishery roof. It might require some luck, but perhaps worth the risk if we can catch Lamm or his minions by surprise.

Or, of course, we can just run back down through the warehouse if haste is not absolutely required.

And there's that skiff ... dropping a cinderblock or a sack of bricks from that height should go right through its thin bottom.

After a moment's thought, she adds:

Does anyone have a whistle or horn? Or some signal that we're needed to come down if we cannot see what is happening?

 

image.png.9c353d20b58ccab182af970caadc77b0.png

OOC

Her family is in the ship building (specifically rigging) business, so whilst she has no in-Game Lore skill in boating, she probably knows that a small skiff or dinghy isn't going to be particularly strong from the perspective of a heavy load dropped into it).

 

ACTIONS

 

 


 

 

 

Edited by Vedast (see edit history)
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Ihrin
spacer.png


Human• Entertainer • Maestro Bard 1
Medium • Chaotic Good • Humanoid

AC: 16 | HP 18/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17

Ihrintakes her mask off and says "We might as well get started. I'll do the talking if no one else wants to." She then starts walking towards the old fishery, ignoring the drumbeat of raindrops on her.


Actions:

OOC

 

 

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Posted (edited)

In the shadowed confines of the abandoned warehouse to the south of the fishery, Caltrix and Valerica moved with purpose. The decrepit state of the warehouse provided ample cover, allowing them to navigate its interior unseen and unheard. Amidst the squalor and decay, Caltrix found a rusted anchor, not to be used as a weapon in the traditional sense but as a tool for sabotage.. With a determined grip, she hoisted it, planning to use it as a makeshift battering ram against the fishery from an elevated position. Valerica, meanwhile, prepared a grapnel, eyeing the distance between the warehouse roof and the fishery. Despite the height differential, she was confident in her ability to bridge the gap, allowing them an element of surprise and strategic advantage.

As they ascended to the roof access of the warehouse, the rain continued to patter softly against the aging tiles, a constant reminder of the city's dreary ambiance. The height from this vantage point offered a clear view of the fishery's north side, where the rest of their party approached with cautious determination.

The second group, led by Ihrin with Lira, Aquilia, Carthen, and observed by Ionacu, navigated the wet streets towards the fishery's loading doors. The air was thick with the stench of fish guts, rotting seaweed, and brine, a noxious welcome to the grim task ahead. The sounds of the city seemed to fall away, replaced by the nearer din of metal against wood and the coarse threats of a man's voice, instantly recognizable to Carthen as belonging to Hookshanks. The threatening promise of feeding the workers to the dog underscored the cruelty that permeated the air as palpably as the stench.

Approaching the fifteen-foot-wide loading dock, the group took in the sight of the carts partially loaded with large, tar-caked barrels, each marked with a fish-shaped splotch of red paint. The double doors stood as the barrier between them and their quarry, with a rickety flight of stairs descending perilously close to the river's surface, offering a secondary, albeit risky, entrance.

With a shared glance that spoke volumes of their resolve and mutual understanding, Ihrin stepped forward and knocked on the double doors, the sound echoing slightly in the damp air.

The immediate cessation of the interior noises was almost more jarring than the cacophony of labor and threats that had leaked through moments before. A heavy silence hung for a breath, then was shattered by the gruff, suspicious voice of Hookshanks from within, laden with menace and barely concealed irritation, "'n who the hell are you?"

Above, on the warehouse roof, Caltrix and Valerica prepared their unconventional entry methods, the rusted anchor and the grapnel ready to disrupt the fishery's operations. Their part in this meticulously orchestrated plan was about to unfold, with the tension between the two groups—those within and those without—reaching a palpable crescendo, set against the backdrop of the incessant, indifferent rain.

When Hookshanks swings open the door with a brusque motion, the scene that unfolds before Ihrin and the group is as stark as it is pungent. The halfling stands in the threshold, his lanky frame adorned in studded leathers that seem to cling to his wiry physique. The curved kukri at his side glints ominously, a silent testament to the danger he poses. His wild, unkempt hair and the wicked, mischievous grin that stretches across his face fades, turning into a determined sneer as he eyes up the group.

Fishery, Round 1

FisheryRnd1.png.d9b2445faa8d663b0b738526cd30c65f.png


We are not, necessarily, in combat as of yet, however, should you wish to initiative combat, targets are cautious, and therefore not considered flat footed (without the Surprise Attack feature). However, as you have observed and planned, you will automatically win initiative should you chose to do so.

Behind Hookshank, you do see about four orphans toiling with pitchforks moving fish and other river detrius from where they lay on a tarp at the south east corner, down a chute on the east side of the room.

The blue line over by Caltrix and Velerica represents the grapenl that has been tossed over to the fishery's roof. Remember the warehouse is a 2 story structure, taller than the warehouse, climbing the rope is a simple DC (Athletics 10), or can be jumped if you wish. If you have any questions, feel free to ask here or in Discord.
 

 

Edited by Zen Gypsy (see edit history)
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Ihrin
spacer.png


Human• Entertainer • Maestro Bard 1
Medium • Chaotic Good • Humanoid

AC: 16 | HP 18/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17

Ihrin cleared her throat. "Good evening sir, I am Aerith Bashovetta, here to represent the Williamson and Sons brewing company who have recently set up a brewery along the shores of your fine city. As a gesture of goodwill to the residents and fellow businesses of the dock, I have been sent, armed with a selection of fine spirits, to let you sample the best of the Williamson brand of beers and ales. May I please come inside?"


Actions:

OOC

 

 

Name
Deception check
18
1d20+7 11
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Hookshanks, squinting slightly as he scrutinizes Ihrin under the dim light, finally responds with a gruff tone, "Williamson, huh? Spirits and goodwill is it? Sounds... intriguing." He takes a moment, his gaze flitting over Ihrin's companions with evident suspicion, before settling back on her. "Alright, you can come in and share your pitch, but just you. The rest of your lot stays outside—no need to crowd the place and stir the pot, if you know what I mean."

As Hookshanks speaks, the two figures seated at the table behind him rise to their feet with a mix of curiosity and menace. The half-orc thug and his bare-chested companion loom in the background, their attention now fixed on the door and the newcomers outside. The tension in the room subtly escalates, with the clear message that while Ihrin might be allowed in, any unexpected moves could lead to trouble.

He opens the door wider, just enough for Ihrin to slip through, but positions himself in such a way that it's clear he's not inviting anyone else. "We'll hear what you've got to say, but keep it brief, and keep it honest. And don't think about taking a tour; you'll stay where I can see you."

With a wary glance over her shoulder at her companions, indicating they should remain, Ihrin steps inside, the door closing behind her with a definitive thud that seems to emphasize the isolation of her position. Hookshanks' demeanor suggests a blend of curiosity and caution, a clear sign that while he's willing to listen, he's far from convinced or comfortable with the situation.

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Ihrin
spacer.png


Human• Entertainer • Maestro Bard 1
Medium • Chaotic Good • Humanoid

AC: 16 | HP 18/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17

Ihrin considers the situation in front of her. Not exactly the best of places to put herself into if things went sour. "Of course, although I am obligated by corporate policy to note if any harm is inflicted upon me by any of you during this pitch, Williamson and Sons is obligated to inflict it back tenfold, up to an including death by intestinal removal through nearest orifice. Very painful, and I can assure you he," Ihrin gestures over to Carthen "is quite trained in the removal process."

Hoping that if sounds of any kind of fighting would carry back to the rest of the group, Ihrin walked into the main room. "So, the free spirits. While we will be happy to share some, we will need to know the size of your operation as I am limited to one bottle per person in your business. I'd offer a sample, but my compatriots are the ones carrying the sample supply via magical lockbox. Brewed from the finest brewmasters of Taldor, Williamson and Sons offers an assortment of ales, beer, whiskeys, wines, and brandy from recipes collected over two hundred years from across the Inner Sea and beyond. At prices as low as one gold for ten bottles, Williamson and Son also offer cold storage, transport, and catering for whatever your needs may be. Customers who sign up for bulk orders may enjoy discounts of up to sixty percent on select brands of spirits. I suppose you may want to sample one of our brands before you consider ordering? What is your drink of choice gentlemen?"


Actions:

OOC

Using a hero point to make that roll a success.

 

Edited by saithor (see edit history)
Name
Deception
10
1d20+7 3
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token_1.png.89de49c37e89361f2a64c21ee7e4cefd.pngCaltrix Nimblesquirl
Twilight Halfling; Acrobat; Rogue (Thief; 1); (TBA) Archetype; Harrow Card: 'The Locksmith'


 

HP: 15/15 AC:17: Explorer's | Speed: 25' |Senses: Low-light vision; Keen Eyes | Lang: Common; Halfling; Gnome; Varisian

Perception (E): +7 | Fort (T): +4 | Ref (E): +9| Will (E): +7 |

| Skills | Attributes | Attacks | Sneak Atk Dmg |Hero Pts.: 2


Caltrix_HeroForge.png.420877772c107e646505809a6af16979.png

Fishery Round 1:

The tension was building. Caltrix could see Ionacu, and, brieflyassuming folks are moving about, not standing in one place., some of the others from her vantage point on the riverside corner of the warehouse roof. No signal had yet been given, so, presumably, something in the line of negotiation or duplicity must be in play. She exhaled slowly to calm her nerves.

Be still. Be part of the roof.

The anchor had been a fortuitous find. With luck, not only would the plunging kedge tear through the skiff's bottom and sink it (and, hopefully, preventing any escape by that means), but the noise might draw some of Lamm's minions out to investigate: where she and Valerica would be waiting with their bows.

To occupy herself, the little halfling looked over to her strongly built colleague, just ten feet away. Valerica had moved with a balanced grace, the thief had noted as they'd climbed their way to this perch of sorts. The Owl.  "A needle stitches, but also unravels." What might that have meant? "Beware the hidden door." Did that mean here? Or were the words mere fluff, so vague as to allow the hearer to fit their own meaning?

Bringing herself back to the moment ... she willed herself to ignore the rain and wet and be invisiblejust in the ordinary sense of the term! .

Be still. Be part of the roof.

image.png.9c353d20b58ccab182af970caadc77b0.png

OOC

 

 

ACTIONS

 

 


 

 

 

Edited by Vedast (see edit history)
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Lira Esmeranda - Half-Elf Thaumaturge 1 applicationPathbuilder sheetspacer.png


AC: 17 | HP: 17/17 | Fortitude: +6 | Reflex: +6 | Will: +6Perception: +6 | Conditions:


Lira watches as Ihrin disappears into the building, and her shoulders tense as she wonders what may happen next while the rest of them wait outside.

 

 

 

 


OOC

...

Mechanics

Main Hand: Starknife
Off Hand: Lantern Implement


Action 1: Your action goes here.

Action 2: Your action goes here.

Action 3: Your action goes here.

ACTIONS
Strike (Starknife) action_single_black.png?v=dm-1 +6 to hit, 1d4+2 piercing or slashing, deadly d6 (on crit add 1 die)
Exploit Vulnerability action_single_black.png?v=dm-1 Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it.

Lantern Initiate Benefit

While you hold your lantern, its burning light leaves secrets no place to hide. You can light or extinguish your lantern as a free action once each turn with nothing but a thought, which has the concentrate trait. The lantern shines bright light out to 20 feet and dim light out 20 feet further; this has the evocation, light, and magical traits (the counteract level against magical darkness is equal to half your level rounded up).

The lantern's magical light attempts to reveal the unseen. You and your allies in the lantern's area of bright light gain a +1 status bonus to visual Perception checks to notice anything that is also within the bright light, and a +1 status bonus to checks to Recall Knowledge against creatures within the bright light, as the light exposes their true natures. During exploration, even if you aren't Searching, the GM rolls a secret check for you to find traps, environmental hazards, haunts, and secrets (such as secret doors). The GM rolls each time a given hazard or secret comes within 20 feet of you and within the lantern's bright light. These effects have the divination, magical, and revelation traits.

     

 

 

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valerica_token.png.f5e9ef5b2270f9f47b71bed44e9b03fb.png

Valerica Radache
Human
Precision Ranger 1 'The Owl'
Pathbuilder Sheet


HP: 20/20 | AC:18 | Speed: 30'+5' from Fleet |Senses: Normal | Lang: Common; Dwarven

Perception +7 | Fort +6 | Ref +9| Will +5| Hero Pts: 1


Things were quiet. Too quiet. That was either really good, or really bad. Valerica didn't know which. Her hand clenched her bow tightly as she laid prone on the warehouse roof, watching for any sign of trouble. Up until now her dreams of vengeance had just been that, but now here she was laying in wait and ready to fight. She thought that she'd be hungry for Lamm's blood if the opportunity ever arose but all she felt right now was nervousness and fear. This wasn't a daydream.

She took several breathes; glanced at the halfling on the roof with her. She hoped that she could trust them if things went south. A lot of this whole thing was relying on faith, she realized, far too late.

She looked back at Lamm's warehouse. There was a door back here, and her thought was that if things went south, someone might try to flank the group on the other side of the warehouse. She'd be waiting.

 

OOC

 

 

ACTIONS

 

 

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spacer.png Ionacu Davian HP: 16/16 Saves: Fort 5, Ref 5, Will 6 AC: 15, Perception: 4, Speed: 25 ' Character Sheet

Ionacu blinked at the bravery displayed by Ihrn as she pitched her bluff and then entered the building alone. There was little to do now but see how matters played out.

Positioned back somewhat from the main group Ionacu could assume he was being observed by his own team members up on the roofs. He idlily twiddled his thumbs then clasped his hands behind his back, the picture of patience.

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Posted (edited)

The door swings closed, stopping short of the jamb, as Hookshanks eyes Ihrin warily, his grin widening slightly at her threat, though it's clear he doesn't take it entirely seriously. "Is that so?" he responds with a raised eyebrow, his tone carrying a mix of skepticism and amusement. "Well, you've got a mouth on you, I'll give you that much."

As Ihrin continues her pitch about Williamson and Sons' products and services, Hookshanks listens attentively, his expression shifting between curiosity and caution. He nods thoughtfully, acknowledging the potential benefits of the offer while remaining suspicious of any hidden agendas.

Turning slightly, Hookshanks gestures towards the two thugs seated behind him. "What do you think, boys?" he asks. There is the scrap of chair legs against the uneven floor that can be heard outside by those still on the loading dock. As Grakk rises to his full height, the room seems to shrink around him, emphasizing his imposing presence. His scarred face bears the marks of countless battles, with deep furrows and jagged lines etched into his weathered skin. His muscles bulge beneath his studded leather armor, evidence of his formidable strength and combat prowess.

With a grunt, Grakk shifts his weight, causing the floorboards to creak beneath him. His eyes, cold and calculating, fixate on Ihrin with an intensity that sends a shiver down her spine. Despite his intimidating appearance, there's a sense of primal intelligence behind those eyes, hinting at a cunning and strategic mind lurking beneath his brutish exterior. The half-orc holds up three fingers, prompting a sneer from Hookshanks. "Just the three of us, love" the halfling informs Ihrin, his tone oozing with a disquieting mix of contempt and desire.

Meanwhile, the orphans behind them continue their work, shoveling fish down a chute to a processing room with mechanical efficiency. Nervously watching the exchange. As for Hookshanks' drink of choice, he leans in closer to Ihrin with a leering grin. "Irrisen Potato mash," he says, "'n yer welcome to join me."


Outside on the roof of the warehouse, Caltrix carefully lowers herself, melding with the rough texture of the roof beneath her. Wooden pilings stand tall, supporting the building's weight, while thick mats of moss and cobwebs drape between them, swaying gently in the breeze. A wooden walkway floats atop the river's surface, tracing along the inner wall of pilings that uphold the building's frame. This walkway extends from the sodden ship to the east, all the way westward to a small, inconspicuous door, barely two-and-a-half feet square, leading into an understructure below the fishery's land-bound section. The pilings beneath this understructure are densely packed, leaving only narrow gaps through which the water below is visible.

As Caltrix and Valerica observe, their attention is drawn to subtle movements, initially mistaken for the lapping of water against the dock. However, through the dim light, they discern the silhouette of a woman, slender and agile, brandishing knives as she prowls around the dock. Her movements are stealthy, her intent unclear, as she circles towards the easternmost dock, leading to the larger fishing trawler.


Old Fishery, Rnd 2

OldFisheryRound1.png.99a136a22a0398a813fcf6e581ad6e41.png

Due to successive, successful Deception checks, any time the party wishes to enter Encounter mode, ie. initiative combat, they may assume that they are acting first. For the rooftop team, this means that Caltrix can be assumed to have qualified for Surprise Attack, and will have their first target flat footed.

However, remember, ranges beyond 30 feet have concealment due to weather, and, currently, any target on the slip beneath the fishery has cover in addition to concealment.

 

Edited by Zen Gypsy (see edit history)
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Carthen

PhotoRoom-20240130_094901.png.46e0d3ae92f14f870315ca895482eb06.png

Calm is not the term that would be used when describing Carthen waiting outside. He clenches his fingers repeatedly as he shifts slightly from foot to foot. The noises from within certainly don't help and the final straw for the half-orc is the creaking of the floorboards. He doesn't know what caused it but her is certain it is something large and heavy.

He sets off and slams the door open, taking in the room quickly. He immediately moved to Hookshanks and attempted to grab them, spin them toward the door and then shove them through it.

 

OOC and Actions

Carthen Brisbane-------------------------
HP: 20 (20 base)
AC: 17

===== Reactions =====


===== Actions =====
Stride
Reposition
Shove

Ongoing Effects and Daily Use Things

Ongoing Effects:
 


Remaining Resources:

 

 
Name
Reposition (Athletics)
9
1d20+6 3
Shove (Athletics)
14
1d20+6 8
Reposition - Hero Point Reroll 
18
1d20+6 12
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Ihrin
spacer.png


Human• Entertainer • Maestro Bard 1
Medium • Chaotic Good • Humanoid

AC: 16 | HP 18/18 | Fort +5 Ref +5 Will +5 | Resistance: None | Speed 25 feet | Class DC 17 | Focus Point: 0/1

Ihrin dons her most professional scowl. "I am not allowed to partake with customers due to clause-" Her faked tirade ends as Carthen suddenly rushes in and throws the half-orc out of the building, presumably to a bloody end. She draws her rapier from her sheath, already working on weaving magic into her words. "It seems my companions have decided to kick this off, this will all end with your bodies in a trough. Let this musci weave into a might shield, under which no blow shall it yield."

Perhaps not the most inspired rhymes but it was all that came to mind as she weaved the spells together.


Actions:

OOC

Action 1: Draw Rapier

Action 2: Cast Inspire Courage, sepnding my Focus point to use Lingering Performance

Action 3: Cast Shield

 

Name
Performance for Lingering Performance
16
1d20+7 9
Initiative
7
1d20+5 2
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