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Where are they?


KoboldDM

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Sir Trellis found his home and office stirring with commotion bright and early. People getting up before sun rise to find out what was going on in the city. Food prices were rising at an alarming rate and fear had set in that there was some kind of famine, worst yet a new rumor has been spread that war was inevitable. That food was being stock piled for the nobles while the poor were left to fend for themselves.

Guards had been posted outside the office building and only those with legitimate requests to take on the appointed mission were allowed in. A Sylv in grey robes waited at the door for each person asking entry and they were either told to leave without a word spoken or shown to a waiting room. The group in total had to wait an hour to be seen but finally they were escorted under guard to Sir Trellis.
His office was nothing overly special. Several chairs had been brought in seeming far too out of place to be normal fixtures where as shelves wooden shelving units covered every wall, cubbies filled to the brim with tightly wrapped scrolls, the occasional book, and a few locked drawers mixed in. A large oak desk dominated the back wall with a very tired looking Sir Trellis. The human was middle aged but already starting to grey at the sides of his black hair. His clothing though finely made was covered in drying mud, dirt, and other stains that couldn't be identified. His right eye bore an angry purple blotch and was swollen shut, his lip had dried blood on it, and when he sat up upon the groups entry he winced as if in great pain.

"Welcome, I wish I could be seeing you all under better circumstances. Though if they were better I supposed I wouldn't need to see you at all." He groaned slightly and shifted trying to make himself comfortable. "Now, as you may have noticed our fair city is in a spot of trouble. We have done our best to try and investigate but as of yet we have no answers. A total of five messengers, and ten guards have gone missing trying to look into this matter. We don't want to march an army and stir up more trouble so mercenaries such as yourselves are our last effort before we act."

Trellis went on to explain that their normal shipment of food had not arrived. It is over a two weeks late at this point and their stores are running low. Being an entertainment city they have their own close by farm lant a days travel to the north that keeps them well supplied. Something had gone wrong though and they haven't heard from any in the town.

"We suspect this is the work of some bandits or at worst a lesser noble that has it in his head to become a warlord. our official members are easy to recognize so we are hoping a group like you will go unnoticed if you travel there. We ask that you seek out Lord Henric Stotterton, or members of his family. Any information on what has caused this as well as the disappearances. Information is the most important thing right now so bringing that back is key. If you think you can handle the problem that's fine but you must report in what your plan is so we may move forward. There will be ample reward though you will have to undergo an unpleasant situation before hand. Do you have any questions before I continue?" Despite his calm and controlled manner it is clear they are nearing desperation at this point.

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Trellis looks oddly at Shiro but since she didn't ask anything he didn't really respond to her. He quickly replied to the more intimidating looking fellow. "Two guards per messenger. They were sent out when each one failed to return, each with new instructions. The last was sent to gather information and make it back quickly. However they insisted on flying the lords colors as a display of strength. I hope you all will go about this more intelligently." He paused and looked from one person to another waiting to see if there were any more questions.

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Sir Trellis is happy for the enthusiasm, though he remains dower. His morning has not been an easy one and with his name being spread about town as the one with all the answers he wasn't looking forward to the rest of the day. "I'm happy to hear that." He replies before turning to Nora.

"I wouldn't say we suspect anyone. It is the working theory of Lord Leonte that one of the lower nobles is making a play for power. I would not say this to his face but it doesn't make sense to me personally. Lord Leonte runs the city officially but the eight families all have more influence behind the scenes than he will ever admit. Even Lord Stotterton, who arguably holds the least amount of power in the light of day lives a life of leisure. If any of them wished to overthrow the current system it would be done in back alley dealings that the common folk wouldn't see. Not to mention each of the families has had their businesses harmed by this. An outside noble could be to blame, but I wouldn't know where to begin."

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


As Fredrick mulls over the idea of a lord causing this trouble, it becomes apparent that if it were the case, then they would make life in this town miserable for the townsfolk. Shaking his head at the thought, he chimes in.

"I'm sorry that you are dealing with this at such times, and as my fellow companions and I are always available to solve problems, I for one am pleased you had the faith to turn to us." he says. "Now, I hate to be rude, but is there a bounty if there is a positive outcome of our investigation?"

Name
Diplomacy
25
1d20+8 17
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Sir Trellis sighs and shifts around a bit. Working a copper key into his desk he pulls out a rolled up parchment and a crystal pen. The parchment he smooths onto the desk for everyone to see. The parchment reads.

I, Sir Archibold Trellis, here by to be referred to as the party of the first part. Do authorize all participants of this contract here to be known as the party of the second part, authority to enter any and all dwellings located in the faring town of Roush, search said dwellings, seize any and all pertinent or unlawful materials to their investigation, arrest any and all unlawful citizens, as well as claim looting rights not to exceed one third the value of any unlawful property. Further more a reward of title, land, or adequate funds will be paid upon completion of this mission. All reasonable expenses such as food, logging, and equipment repairs shall be paid in addition to these rewards.

I ________________________________________________________________________________, the party of the second part here by accept these oaths to be true until completion of the contract, with full knowledge that I will be harmed to near death if I break my oath.
I shall not harm any citizen of Yonkers county, unless it is in defense of my own, my companions, or another innocent life.
I shall not commit any crime unless it is in defense of my own, my companions, or another innocent life.
I shall not put my own life in danger with the intention to break the first two oaths.
I shall not tell a lie to the party of the first part.

 

Sir Trellis gives everyone a moment to read over the strange contract before holding up the pen. "This, is a relic of the shattering. Used to forge quick alliances when neither party could be trusted. The lord, in his wisdom has demanded that both parties sign. If you sign this a psionic energy will settle over you and as long as you follow the rules you agree to we will meet back here, tear up the contract and all be free of it. If you break any of the oaths however you're body will be wracked with pain and suffering the likes of which you've never felt. I understand if any are hesitant but I assure you it is safe as long as you follow the oaths. In return as stated you will have the ability to negotiate your price upon completion." With that he sets the pen down in front of the party.

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e7afe5f6ec69f14c5ddcd7b9d959cd0f.jpg.a37feb3064d0258b1e375b1dbb74b29f.jpgFredrick Jacobs  HP: 54/54   Saves: Fort 4, Ref 7, Will 4  AC: 17, 12(touch), 15(flat-footed) Defensively: 22, Full Defense: 24 Initiative: 2, Speed: 30 Perception: +17


As the terms are laid out, Fredrick himself agrees, but as this is a group effort, he turns to the others to await their response.

"What does everybody think?" he asks, "I for one find these terms acceptable."

 

Statblock

[URL=https://test.myth-weavers.com/sheets/?id=2798290][B][SIZE=+1]Fredrick Jacobs[/SIZE][/B][/URL] Male Neutral Good Human Bard 2, Rogue 4, [B]Level[/B] 6, [B]Init[/B] 2, [B]HP[/B] 54/54, [B]Speed[/B] 30 [B]AC[/B] 17, [B]Touch[/B] 12, [B]Flat-footed[/B] 15, [B]CMD[/b] 16, [B]Fort[/B] 4, [B]Ref[/B] 7, [B]Will[/B] 4, [B]CMB[/B] +4, [B]Base Attack Bonus[/B] +4 [B] MW Bronze Rapier [/B] +7 (1d4, 19-20/x2) [B] Light Crossbow [/B] +6 (1d6, 19-20/x2) [B] MW: Lamellar (Leather)[/B], [B] MW Buckler[/B] (+4 Armor, +1 Shield, +2 Dex) [B]Abilities[/B] Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16 [B]Condition[/B] . [b]Skills:[/b] Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4 [b]Craft skills:[/b] Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13 Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11 [b]Languages:[/b] Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese [b]Feats: 1st:[/b] Craft Wonderous Items (retraining), [b]Bonus:[/b] Additional Traits (+2 universal traits), Cunning [b]1st:[/b] Craft Wonderous Items [b]3rd:[/b] Craft Arms and Armor (retraining) [b]5th:[/b] Master Craftsman (Gemcrafter) [spoiler=Spells][b]Daily Bard Spells[/b] [b]1st:[/b] 3 [b]Spells Known 0-Lvl:[/b] 5 [b]1st:[/b] 3 [b]0-lvl:[/b] Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation [b]1st:[/b] Identify, Tears to Wine [/spoiler] [spoiler=Maneuvers][B]Maximum Level:[/B] 2, [B]Maneuvers Known:[/B] 6, [B]Maneuvers Readied:[/B] 4, [B]Stances Known:[/B] 2 [B]Maneuvers:[/B] Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines. [B]Maneuvers Known:[/B] [ooc="Fading Strike"][B]Discipline:[/B] Veiled Moon (Strike) (teleportation); [B]Level:[/B] 2 [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Personal, [B]Target:[/B] Up to the disciple’s movement speed, [B]Duration:[/B] Instant The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.[/ooc], [ooc="Flowing Creek"][B]Discipline:[/B] Mithral Current (Counter); [B]Level:[/B] 1 [B]Initiation Action:[/B] 1 immediate action, [B]Range:[/B] Personal, [B]Target:[/B] Self, [B]Duration:[/B] Instant Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.[/ooc], [ooc="Flurry Strike"][B]Discipline:[/B] Broken Blade (Strike); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 standard action, [B]Range:[/B] Melee attack [B]Target:[/B] One creature, Duration: Instant The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.[/ooc], [ooc="Ghost Hunting Blow"][B]Discipline:[/B] Veiled Moon (Boost); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action, [B]Range:[/B] Personal [B]Target:[/B] You, [B]Duration:[/B] One round By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.[/ooc], [ooc="Half-Gone"][B]Discipline:[/B] Veiled Moon (Counter) (teleportation); [B]Level:[/B] 2, [B]Initiation Action:[/B] 1 immediate action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Instant By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.[/ooc], [ooc="Tidal Blade"][B]Discipline:[/B] Mithral Current (Strike); [B]Level:[/B] 1, Initiation [B]Action: [/B]1 standard action [B]Range:[/B] Melee attack, [B]Target[/B]: Up to two creatures, [B]Duration:[/B] Instant As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll. [/ooc]. [B]Stances Known:[/B] [ooc="Iron Hand Stance"][B]Discipline:[/B] Broken Blade (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.[/ooc], [ooc="Spirit Sensing Stance"][B]Discipline:[/B] Veiled Moon (Stance); [B]Level:[/B] 1, [B]Initiation Action:[/B] 1 swift action [B]Range:[/B] Personal, [B]Target:[/B] You, [B]Duration:[/B] Stance By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.[/ooc][/spoiler]
Fredrick Jacobs
Male Neutral Good Human Bard 2, Rogue 4, Level 6, Init 2, HP 54/54, Speed 30
AC 17, Touch 12, Flat-footed 15, CMD 16, Fort 4, Ref 7, Will 4, CMB +4, Base Attack Bonus +4
MW Bronze Rapier +7 (1d4, 19-20/x2)
Light Crossbow +6 (1d6, 19-20/x2)
MW: Lamellar (Leather) , MW Buckler (+4 Armor, +1 Shield, +2 Dex)
Abilities Str 10, Dex 14, Con 13, Int 18, Wis 14, Cha 16
Condition .
Skills: Acrobatics 11, Appraise 10, Bluff 5, Climb 4, Diplomacy 8, Disable Device 16, Heal 6, Intimidate 5, Linguistics 10, Perception 15, Perfom Dance 10, Sense Motive 8, Sleight of Hand 6, Spellcraft 12, Survival 6, Swim 4
Craft skills: Armorsmith 15, Blacksmith 15, Cook 10, Glassmaker 15, Gemcrafter 21, Mason 10, Tailor 10, Weaponsmith 17, Woodworker 13
Profession Skills: Carpenter 11, Driver 6, Jeweler 11, Merchant 11
Languages: Common, Arequin, Draconic, Gim, Necril, Nixali, Rennian, Sylvan, Tylinese
Feats: 1st: Craft Wonderous Items (retraining), Bonus: Additional Traits (+2 universal traits), Cunning 1st: Craft Wonderous Items 3rd: Craft Arms and Armor (retraining) 5th: Master Craftsman (Gemcrafter)

Spells

Daily Bard Spells 1st: 3
Spells Known 0-Lvl: 5 1st: 3
0-lvl: Create Water, Detect Magic, Mending, Mage Hand, Prestidigitation
1st: Identify, Tears to Wine

Maneuvers

Maximum Level: 2, Maneuvers Known: 6, Maneuvers Readied: 4, Stances Known: 2
Maneuvers: Mithral Current, Thrashing Dragon, Veiled Moon. At 1st level, a hidden blade adds Broken Blade to her list of available disciplines.
Maneuvers Known: Fading Strike Discipline: Veiled Moon (Strike) (teleportation); Level: 2
Initiation Action: 1 standard action, Range: Personal, Target: Up to the disciple’s movement speed, Duration: Instant

The disciple learns the basic technique at this level for walking between worlds to reach locations that previously could be inaccessible on the mortal world and potentially attack foes at those locales. As a standard action, the initiator may either teleport to a location no farther away than his maximum movement speed, and make an attack action against an opponent as part of the same standard action, or attack an adjacent target and then teleport to a location no farther away than his maximum movement speed. The teleportation destination must be clearly seen by the disciple to teleport to that location, and it must be unoccupied.
, Flowing Creek Discipline: Mithral Current (Counter); Level: 1
Initiation Action: 1 immediate action, Range: Personal, Target: Self, Duration: Instant

Like the flowing water that inspired your art, you sidestep and work around foes instead of fighting them directly. You can initiate this counter in response to a melee or ranged attack (including touch or ranged touch spell attacks) being made against you. Make a Perform (dance) check, using your opponent’s attack roll as the DC. If you succeed, the attack is negated and you may take a 5-foot step as a free action, even if you have already taken one this round.
, Flurry Strike Discipline: Broken Blade (Strike); Level: 1, Initiation Action: 1 standard action, Range: Melee attack
Target: One creature, Duration: Instant

The disciple of the Broken Blade learns to maximize openings in his opponent’s defenses and makes lightning fast attacks whenever possible. As a standard action, the initiator may make two attacks at his full base attack bonus.
, Ghost Hunting Blow Discipline: Veiled Moon (Boost); Level: 1, Initiation Action: 1 swift action, Range: Personal
Target: You, Duration: One round

By reaching across the barrier between worlds, the disciple may strike at disembodied spirits as easily he would strike a normal mortal. Any and all of the initiator’s attacks made this round, including attacks of opportunity, are made as if the initiator’s weapon possessed the ghost touch property. This is an Ethereal plane using maneuver.
, Half-Gone Discipline: Veiled Moon (Counter) (teleportation); Level: 2, Initiation Action: 1 immediate action
Range: Personal, Target: You, Duration: Instant

By momentarily slipping through the barrier between the Material and the Astral planes, the Veiled Moon disciple may attempt to avoid an attack by being incorporeal. The initiator makes an opposed Stealth check against the attacker’s Perception check; if successful the initiator is incorporeal for that attack (resolve the attack against the initiator as normal for striking an incorporeal target). This counter may be attempted to defend against targeted and area of effect spells, making a Stealth check in place of a Reflex save.
, Tidal Blade Discipline: Mithral Current (Strike); Level: 1, Initiation Action: 1 standard action
Range: Melee attack, Target : Up to two creatures, Duration: Instant

As a disciple of the Mithral Current discipline, your skill and grace comes from your flowing movements and lightning-quick attacks. You make a swift slash, striking through multiple enemies with your swing. Make a melee attack roll and compare it to the AC of two creatures within your reach. If the attack roll hits a target, the attack deals weapon damage as normal. Use the same damage roll for each target. If you drew your weapon as part of this strike, you gain a +2 bonus on your attack roll.
.
Stances Known: Iron Hand Stance Discipline: Broken Blade (Stance); Level: 1, Initiation Action: 1 swift action
Range: Personal, Target: You, Duration: Stance

By keeping his hands stiff and his arms loose and ready, the disciple uses his bare palms as shields to protect himself from the weapons of his foes. While in this stance, the initiator gains a +2 shield bonus to his AC while he has at least one free hand. At the initiator’s 6th initiator level, this bonus increases by +1, again at 12th level, and a final time at 18th level.
, Spirit Sensing Stance Discipline: Veiled Moon (Stance); Level: 1, Initiation Action: 1 swift action
Range: Personal, Target: You, Duration: Stance

By sensing the different patterns all beings that exist have, the senses of the Veiled Moon disciple exceed that of natural beings and move into the realm of supernatural awareness. While in this stance, the initiators gains the scent special ability and he may detect creatures on the Ethereal plane that are near the Material plane within 30-ft. of his position.

 

 

Edited by Steel Warrior (see edit history)
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"I disagree with the last part." Shiro says. "Asking us not to lie at all, or be wracked with insane pain is asking too much of a ninja. My job is infiltration and so on. Unless I'm reading this wrong, and it means I only can't lie to Sir Archibold Trellis, and I'm still able to lie to the citizens, nobles, and so on. For the purpose of the mission of course. I'm not some thief, but I have two ways of dealing with things, subtly, and blowing stuff up. And I would rather keep the town intact if possible."

She coughs. "Sorry, my specialty is alchemy, not contract law. I don't actually know what it means by 'the party of the first part'".

Edited by Cyber_Goddess (see edit history)
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"Welp, looks pretty good to me." Shiro says. "It says don't commit crimes, but considering we have full approval to infiltrate any building in the city, I don't think it should be an issue to investigate this. And the contract comes with a break clause one our job is done. Push come to shove, if need be, we come back, explain the situation, break the contract, and sign another one."

Edited by Cyber_Goddess (see edit history)
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Eizan is a little cross about her dog companion having to wait outside, but she strolls in anyway to hear the workings of the cityfolk.

This Arequin stands three foot nine inches weighing little more than a wet blanket. Her appearance is rather tribal and bristling with nature. Even her hide armor is adorned with colored feathers and animal bones. Lithe and nimble she carries herself with a slight hunch, standing proud, but primal. Her most striking feature is the mask she wears of leather and bone, painted in smears of black and red. The mask flutters at the top edges with more feathers.

Her most unusual feature is her smaller animal companion. Atop the Arequin's right shoulder is a chicken, but it's not any old chicken. The chicken bares the scars of battle and is muscular - its feathered body rippling with muscles. Upon its serious, beaked-face is a look of determination.

"They want us go look at farm place. Find food trouble. Bring back plan and knowledge," the Arequin whispers loudly to the chicken, one hand trying to block the sound.

The chicken bristles its feathers before clucking.

"Oh yes, yes. Promises of this and that. Maybe land. We can plant many trees on land," the small shaman whispers again, eyes shifting to the others around.

"My name Eizan," Eizan proclaims, ceasing her whispering. "I take your 'mission'. The spirits bless us save the weeping families of city. Hungry mouths who can not feed themselves."

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