LPDnD: In Too Waterdeep

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LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 4:40 pm

Previously on LPDnD: Alvis edition. A bunch of heroes assembled at the job notification of a merchant who had stolen goods. In the process of the recovery they stumbled upon a Bha'alist supply line. They reported their findings to the local Sheriff who in turn asked for their help in a nasty Goblin problem to the north of town. At the same time the party was asked to help clear out an undead tomb to the south of town. Things were in a sense busy on the Hero Job listings board and these guys were up to the task. The jobs revealed that pretty much unknown to the general populace and probably unknown to the leaders of the realm, there was a war brewing. Bha'al wanted to retake his mortal form so he could conquer the realm and ascend to godhood slaying teh Raven Queen in the process. The goblins were however backing a different horse, or actually demon named Orcus who was being revered by a horse riding band of barbarian nomads to the east in the green sea (actually a large steppes on which they rode and hunted). Meanwhile a third faction led by two powerful vampires named Vlad and Viggo were not aligned with Orcus or Bha'al, and were debating their standing.

The Duke and Baron of the region sent them off to reinforce the outpost on the edge of the grassland which had sent urgent reports of the barbarian menace. The party went and had a dramatic and heroic defeat. All except one who ran away in cowardice. Now dead the party found themselves in the bureaucratic nightmare that is the afterlife. Selected as candidates for an ethereal agency known as Bureau 17, the party is put through a series of tests and trials to see if they are worthy for return to the mortal life to achieve the goal of the Raven Queen, namely to defeat her would be usurpers. Having traveled back in time they fought a minotaur supporting Orcus, and a viking like madman named Mumford. Along the way Gobo found peace and purpose in an ancient land. Spintik decided he'd rather have his afterlife.

Now they pass back into the mortal realm once again for what goes down on their permanent record as their "Second life".
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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 4:47 pm

The party leaves Spintik and walk through the door. The hallway is dark and cold. A claustrophobic fright begins creeping over your body and you have a little difficulty breathing. Infact you realize you haven't taken a breath in quite a while. A bright flash and a thud happen. You notice that the entire party has fallen out of a door into a church gasping for air. Looking back you see it was a confessional booth. Looking around you see confused parishioners praying and taking a very dim view of this surprise. A nun approaches.

In a hushed but stern tone she begins scolding.
"Shhhhhh. I don't appreciate whatever hijinks you lot are up too. This is a HOUSE OF Worship, not some tavern for the criminally dimwitted." She seems to take notice of Ham'mon's tunic. "A man of the order. You ought to be ashamed of yourself. Go to the rectory and find Friar Othom to begin your atonement. And teh rest of you get out of Pelor's house before I have the good sense to get my switch!"
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Re: LPDnD: In Too Waterdeep

Post by Staris » Tue Sep 30, 2014 4:58 pm

Stavis will get up, putting his hood up before it is noticed he is a drow, leaving as requested and will put his mask on after having left the temple. As he is putting his mask on it can be seen that the amulet of Erevan Ilesere has been wrapped around his wrist liken to a bracelet.

After things calm down with give a small prayer for Spintik.

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 5:16 pm

@Stavis you walk outside wearing the mask and see a lot of people. You quickly deduce you are in a city and a major one based on the size of the cathedral you just exited. Something else seems strange. There are a lot of people. Like more than you'd expect even for a city. You are noticing people in blankets lined up against the walls with small fires going. Plenty of city guard walking about, but they don't seem to be bothering the transients who've set up shop like you'r probably expect.
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Tue Sep 30, 2014 5:27 pm

Trinal helps the others to stand and smiles at the nun.

"Your pardon, good lady. We will be on our way. Forgive us the disturbance, please."

Diplomacy: d20+20=16+20=36

He'll then proceed outside with, one assumes, the remainder of the party to follow the drow.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 5:32 pm

@Trinal
She goes from obviously upset with you Trinal to just disappointed. You are confident that the switch is off the table for you.

Outside you see the same "holy cow what a crowded city" thing that Stavis does.
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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 5:33 pm

Victae joins you. Ham'mon however does not join as he is off for atonement.
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Re: LPDnD: In Too Waterdeep

Post by Furiel » Tue Sep 30, 2014 5:47 pm

"Well We wouldn't want that, getting switched could be the death if us!"

Tony gives her a smirk and walks out.
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Tue Sep 30, 2014 5:53 pm

Syric will offer his hand to Ham' and wish him well as he follows his path. For Spitnik, he will consider him coward for leaving the fight and not spare another thought on him. [ooc] I hope he comes back to prove Syric wrong aboout the cowardness!

Syric will follow the others out into the daylight.
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Tue Sep 30, 2014 5:56 pm

Syric looks around at the huddled masses using his skilled eye to find the right source that can clue him in on where they are and what's going on.

Streetwise
[dice]0[/dice]
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Tue Sep 30, 2014 5:57 pm

"I suppose the first question is... where are we?"
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Furiel » Tue Sep 30, 2014 6:13 pm

"No idea but the lack of barbarian hordes is a distinct improvement."
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Tue Sep 30, 2014 6:18 pm

"I'll give you that much! Absolutely not with the barbarian-ness." Trinal sighs slightly. "We seem to be losing companions quickly. I'll miss Spintik, and Ham'mon was an odd bird but quite handy in a fight.

Ah well. I suggest we look for a broadsheet or similar, maybe some references in it will give us a clue to our whereabouts. We know we can't be far from where we, er... left, so it should be someplace at least some of us are familiar with.
"


Joun, do I recognize the place at all? I'll turn around and look at the temple we just left also.
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 6:20 pm

@Syric: You look the crowd over and notice the emblem of Waterdeep on the city guard's uniform. The huddle masses have the look of refugees. You've never been to Waterdeep before, but you know that it is the largest city on this half of the world. You also notice a tavern down the street with a pretty mouthy dwarven bouncer at the door.
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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 6:21 pm

Trinal you look at the temple and recognize it from some drawings as the Cathedral of Pelor Waterdeep.
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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 6:21 pm

Tony please make a perception check.
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Re: LPDnD: In Too Waterdeep

Post by Jimer Lins » Tue Sep 30, 2014 6:25 pm

"Ah, that was easy. That's the temple of Pelor in Waterdeep."
A man may fight for many things. His country, his friends, his principles, the glistening tear on the cheek of a golden child. But personally, I'd mud-wrestle my own mother for a ton of cash, an amusing clock and a sack of French porn. - Edmund Blackadder

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 6:26 pm

BTW Tony's perception check isn't something that will hold up the rest of you doing whatever it is you are doing.
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Re: LPDnD: In Too Waterdeep

Post by Furiel » Tue Sep 30, 2014 6:35 pm

Perception: [dice]0[/dice]
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 6:42 pm

Tony looks around. Yep Waterdeep alright. You can smell the fish market down the hill, the city walls look different somehow. They look higher and more fortified than the last time you were in Waterdeep. It is like they are expecting a seige perhaps?
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Re: LPDnD: In Too Waterdeep

Post by Furiel » Tue Sep 30, 2014 6:47 pm

"It took Tony Plush a second but this is definitely Waterdeep. But something is off. The last time Tony Plush was here was a year ago and some of the work and such that we see would have taken more than a year to do. We need to find out just how much time has passed because Tony Plush thinks we won't like the answer."
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 6:52 pm

"Where is a good place to catch up on events, figure out when it is without coming off as a lunatic?" Victae asks.
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Re: LPDnD: In Too Waterdeep

Post by Furiel » Tue Sep 30, 2014 6:57 pm

"A tavern is always a good place to pick up on current events if you can sift through the rumors. The place down the block actually has the Tony Plush seal of approval. Might as well start there."

Tony will start down the street toward the bar
They say when you go on a quest for vengence to dig two graves. They underestimate me.

The Plush Family:
DPS - Furiel: Commando, T'ony: Slinger, Kessilee: VG, Ziraava: Sent
Tank - Montae: Shadow, Gaen: Guardian
Heals - Kam'ryn: Sage, Sabran: Soundrel

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Re: LPDnD: In Too Waterdeep

Post by Whiteness » Tue Sep 30, 2014 6:58 pm

"The bouncer looks interesting too" as he flashes a grin.
Spoiler:
Within 5 squares of Syric: +1 to Healing surges, +3 Diplomacy, +2 Intimidate, +2 Speed on surprise and 1st regular rounds
Between 6-10 squares of Syric: +1 Diplomacy

HP 63 / AC 23 / FORT 20 / REF 18 / WILL 21

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Re: LPDnD: In Too Waterdeep

Post by Blackferne » Tue Sep 30, 2014 7:02 pm

The party walks down the crowded street hearing people bickering and some crying. Guards keeping watch on them. As you walk you all take in the air. It is smelly (part fish from the market, part just the mess people make), and you really notice your breathing. Thinking back to Mumford and the minotaur, you felt pain, you even remember shedding blood, but you don't remember breathing. Here the cool (bad smelling) air you feel filling your lungs and it lifts your spirits. You are alive again. You have to be. It strikes you as so peculiar in retrospect that you didn't even miss breathing until you were reminded of it.

At the door you see a grumpy dwarf manning the door.

"Aight. 2 copp'r a peice. If you draw yer weapons inside the boss man will kill ye. Iz dat understood?" he says in a curt and pretty rude tone.
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