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War for the Crown campaign

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War for the Crown campaign

Unread postby danjiro » 10 Dec 2020 02:10

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This is the thread where we coordinate the War for the Crown campaign being undertaken by group D&D3.

For an explanation on our approach to the Paizo Player's Guides, check out this post written by icy: https://culture.vg/forum/topic?t=7324


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CHARACTER TIPS

  • Important skills: Bluff, Diplomacy, Intimidate, Knowledge (history), Knowledge (local), Knowledge (noblility), Performance, Profession, Sense Motive, and Stealth
  • Thematically appropriate combat feats: Combat Expertise, Combat Reflexes, Improved Disarm, Lunge, Spring Attack, and Weapon Finesse
  • Some characters that are native to Taldor, preferrably middle or upper class
  • Characters who can blend into the social scene or investigate strange events
  • Character class spread with diverse abilities
  • Taldor is stubbornly humanocentric with a particular stigma against half-orcs, half-elves, and geniekin
  • The practical gods of Taldor are considered: Abadar, Cayden, Cailean, Norgorber, and Shelyn but there are sizable cults to others
  • Useful languages: Common (obviously), Azlanti, Celestial, Elven, Kelish
  • Recommended familiars: cat, hawk, mouse, lizard, monkey, owl, rat, raven, toad, and weasel
  • Recommended animal companions: bear, bird, camel, big cat, small cat, crocodile, dog, horse, venomous snake, and wolf. Of these, however, only the bird, small cat, dog, and horse are generally considered appropriate at aristocratic gatherings

You guys have already created your characters and have a decent spread of the above, but you still have time to talk amongst yourselves and make tweaks to fill in any blanks or cover any weaknesses before the first session. The campaign begins in Oppara, glittering capital of the empire, with the assumption that each character has done something minor that nonetheless proved sufficient to earn the attention of some noble circles and led to their recruitment by Lady Martella Lotheed.

icy has already explained the concept of campaign traits in the previously linked thread so I won't repeat it here for brevity's sake, except to remind you of this: "Note that if you have a very explicit character and backstory in your mind that doesn't fit any of these traits, you're not obligated to take any of them. You won't get the bonuses, but D&D is about far more than just bonuses. So pick a trait only if you find one that sounds cool to you and you wouldn't mind having it."


CAMPAIGN TRAITS

Athletic Champion: Your physique and skill brought you into the public eye, and a winning smile helps you stay there. Taldor honors its extraordinary athletes, celebrating them as cultural heroes. Whether you were a gladiator, a runner, a wrestler, or any other competitor, your most recent victory caused someone important to sit up and take notice. You may never have a political career in front of you, but for now your name is helping to bring a little extra money in, and maybe that’s good enough. Select two of the following skills: Climb, Diplomacy, Perception, and Swim. You gain a +1 trait bonus on checks with those skills, and they are always class skills for you. In addition, you are accustomed to maneuvering through crowds; you gain a +2 trait bonus on checks to navigate through a crowd or resist being moved against your will, including spells and bull rush, drag, and reposition combat maneuvers.

Child of Oppara: You belong to a noble family that matters in Taldor, though as the story begins you may or may not be on good terms with your relatives. Your upbringing among the city’s well-to-do gives you an upper hand when it comes to knowledge of high society, and you start the game with a modest inheritance. With Princess Eutropia’s efforts to provide for Taldor’s common citizens and overturn years of tradition, new lines are being quietly drawn in the sand, and you have found yourself embroiled in these intrigues whether you intended to be or not. With this trait, the assumption is that you belong to a minor noble family (and can make up your family name). In this case, your family keeps a small manor in Aroden’s View or Senate’s Hill. If you want to be a member of one of Oppara’s major noble families, you must take the Noble Scion feat at 1st level. You gain a +1 trait bonus on Appraise and Knowledge (nobility) checks, and one of these skills is always a class skill for you. The Noble Scion feat does not have a Charisma prerequisite for you. In addition, you start play with a noble’s outfit, a signet ring, and a single additional nonmagical item worth no more than 200 gp.

Disgraced Noble: Your noble family used to matter, until your father took a stand against Maxillar Pythareus, the commander of Taldor’s military. True or not, the accusations Pythareus leveled against your family in return destroyed your reputation and isolated you from the society you grew up in. Now the only thing that matters to you is clawing your way back up the social ladder, either for your own quality of life or to clear your family’s name. You’ve had to practice deception as you began working your way back into Taldan social circles; you gain a +2 trait bonus on Bluff checks to conceal your identity and a +2 bonus on Linguistics checks to spot or produce forgeries, and one of these skills is always a class skill for you. Once each day, you can choose a single humanoid you believe to have been involved in the conspiracy to destroy your family; you gain a +1 morale bonus on attack and damage rolls against that NPC for a number of rounds equal to your character level. At 10th level, this bonus increases to +2.

Rising Star: All too often, great minds must suffer for their art, but you’re one of the lucky ones. Your skills attracted the attention of a noble patron who pays for your food, housing, and tools. As your patron introduces you to other cultural elites, you’re slowly learning to navigate the treacherous waters of high society, but you still remember the lean times when each meal was a hard-won treasure. You gain a +1 trait bonus on Sense Motive and Survival checks, as well as checks using a single Craft or Perform skill of your choice; one of these skills is always a class skill for you. Once each day, you can invoke your patron’s reputation or name one of your own prominent works to gain a +2 circumstance bonus on a single Bluff, Diplomacy, or Intimidate check. You begin the game with a masterwork musical instrument or tool appropriate to the Craft or Perform skill you selected, a gift from your patron.

Senatorial Hopeful: While you belong to a noble family, hailing from the outlying prefectures means you lack the pull and wealth needed to rub shoulders with the stars of Oppara’s social scene. Your life has been quiet, isolated from the thrum of fashion and pop culture, but you see this as a source of insight and aim to help people by someday joining the senate. It’ll be a long journey, but you’ve already begun learning which hands to shake and how to listen carefully when others tell you what they want. You gain a +1 bonus on Diplomacy and Knowledge (local) checks, and both of these skills are always class skills for you. Once each week you can call on family connections to obtain a single piece of equipment or consumable magic item (such as a potion or scroll) worth up to your character level × 25 gp. Delivery of the goods you request takes 1d4 days. At 10th level, the potential value of a magical item increases to your character level × 50 gp, and your requests can also include spellcasting services and wands.

Taldan Patriot: You love your country, its history, and its people... even though they may not love you back. Whether you’re a bureaucrat, a minor noble, or a soldier, you want your community to be the best it can be and you channel that love into a position in service to the people of Taldor. You gain a +1 bonus on all Sense Motive and Knowledge (history) checks, and these skills are always class skills for you. In addition, once per day you can recall a specific fact about a Taldan noble’s personality—quirks such as a hobby or pet peeve—including information you would normally learn as a discovery check in social combat.

Young Reformer: Perhaps you were born at the bottom of Taldan society and you’re tired of seeing your friends and family toil endlessly with no hope of a better life, or maybe your privileged outlook was shattered by empathy or tragedy. Either way, you know the system is broken, and you’ve dedicated your life to fixing it. But tradition rules Taldor as much as any Grand Prince, and change requires more influence than you have… so far. You’ve got a few friends and allies, and plenty of determination, but while you work toward the power you need to change the nation, you’ll have to resort to more discrete ways of righting wrongs and curbing the abuses of the upper class. You gain a +1 trait bonus on Disable Device and Knowledge (local) checks, and one of these skills is always a class skill for you. Once per day, you can call upon your co-conspirators to have “made arrangements” on your behalf, allowing you to attempt a Knowledge (local) check in place of a single Bluff, Disable Device, Intimidate, or Sleight of Hand check. The DC of this Knowledge (local) check is equal to the DC of the skill check it replaces. Whatever arrangements you make—for doors left unlocked, guards strong-armed out of your way, stolen keys left for you to find—must be reasonable to have anticipated and achieved beforehand; you could arrange to have a noble convinced you’re a very important diplomat traveling in disguise, for example, but if a fight breaks out you could not rely on your network of contacts to feint for you in combat. You don’t have to use this ability in advance; you can announce its use as you encounter a challenge, implying you foresaw this challenge and made arrangements prior to your arrival.
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danjiro
 
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Unread postby ChevRage » 10 Dec 2020 04:33

Disgraced Noble is perfect since that's kinda what I already had in mind for my character, and the bonuses are nice too. I'll need to make sure I pick up a ray spell or two to get full use of them.

Also at the moment my character is very skilled in bluffing and intimidation, and also has a decent knowledge of nobility, but lacks much diplomacy, knowledge of history or the locals, and can't sense motive or be stealthy at all. I could put some points into the stuff I lack, but they aren't my class skills so I wouldn't get much benefit out of doing so. Once I pick up some sort of invisibility spell I should be able to go invisible for a short time, or even bestow it to others.

As far as combat goes, I have a very useful disarming spell, Grease, which can coat any surface in a slippery substance, going as far as coating the weapons enemies are holding. And one of the feats I've chosen is Improved Initiative so hopefully this allows me to go first more often than not, and once I pick up some buffing spells I should be able to buff people on my turn as combat demands. I can't wait to get that Haste spell. I may be squishy, but I have the Toughness feat and a very nasty spell that can disable enemies that get close to me, so I think you guys shouldn't need to worry about me too much.

My character is fluent in Common, Elven and Draconic, we should probably co-ordinate our languages so we at least know one language that isn't common amongst ourselves for secrecy's sake. My owl should be very useful for scouting things out in the dark too.
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ChevRage
 
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Unread postby danjiro » 10 Dec 2020 04:58

Since icy has shown interest in the Noble Scion feat from the War for the Crown: Player's Guide, I'm including it here in full.

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VARIANT FEAT - NOBLE SCION

You are a member of one of the significant noble families of Oppara, whether or not you remain in good standing with your family. In many cases, these families are Imperialists loyal to Maxillar Pythareus, and as such you either are a black sheep or your family has cut you off entirely.

Prerequisites: Charisma 13 or Child of Oppara trait, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and Knowledge (nobility) is always a class skill for you. You also gain an additional benefit depending on which family you belong to.

Basri: You come from the long line of ambassadors, diplomats, and travelers that make up the Basri, and your family maintains the strongest ties to the elven nation of Kyonin of any Taldan humans. Select one of the following as a bonus starting language: Celestial, Elven, Gnome, Sylvan. You gain proficiency in one of the following weapons: longbow (including composite), longsword, rapier, or shortbow (including composite). If you gain proficiency in all martial weapons at 1st level, you can instead select elven curve blade.

Clement: Your Garundi and Mwangi ancestors served Taldor proudly during the Sixth Army of Exploration and were awarded titles for their service. Your family, which has maintained their noble titles to this day, is known for keen insights and biting observations. You can substitute your Wisdom modifier for your Charisma modifier when attempting Diplomacy skill checks.

Corcina: Your family came to prominence during the Second Army of Exploration, and maintains a legacy as explorers and sailors. You gain a +1 bonus on Climb and Escape Artist checks, and a +2 bonus on Survival checks to navigate.

Karthis: Yours is a family of distinguished military veterans, charismatic demagogues, and xenophobic zealots. As the rest of the family becomes increasingly Imperialist, you have made no effort to remain in their good graces, but you retain the skills they taught you during a childhood of rigorous training. You can apply your Charisma modifier instead of your Dexterity modifier to Initiative checks.

Kastner: Your stalwart family defines itself by opposing your devil-worshiping Chelish cousins, a grudge that inspired some of Taldor’s greatest healers, priests, and negotiators. You gain one additional use per day of channel energy, lay on hands, or mesmerist tricks, or 3 additional rounds of bardic music per day. You gain only one of these benefits, even if you later acquire a second class that provides one of the other class features listed.

Lotheed: Your family ranks include the greatest wizards and arcane scholars in Taldor, and schooling in some of the most comprehensive arcane libraries in the Inner Sea was your birthright. If your Intelligence is 11 or higher, you gain the following spell-like abilities: 1/day — dancing lights, prestidigitation, read magic, unseen servant. The caster level for these effects is equal to one-half your class level.

Merosett: The cunning members of your large family, a longtime fixture in Oppara’s bureaucracy, specialize in tracking lineages and sidestepping red tape. You gain a +5 bonus on Bluff checks to send secret messages and Sense Motive checks to discern secret messages. You halve the time required to search through archives, navigate government offices, review contracts, or otherwise work with the complex bureaucracies your family has mastered for generations.

Stavian: As a close relative of the Grand Prince, yours has been a life of material comfort and indulgence, colored by constant threats and direct influence. You gain a +2 bonus on Fortitude saves against poison and on Will saves against enchantment spells of the charm and compulsion subschools.

Talbot: Your starkly conservative family are merchants and entrepreneurs first and aristocrats second, willing to forgo duty if they can instead pursue profit. They condemn would-be adventurers and readily oust them from the family ranks, leaving you an outcast. You gain a +2 bonus on one Profession skill of your choice. Once per day, you can use this Profession skill in place of a single Knowledge skill check.

Varima: Your family immigrated to Taldor from Vudra hundreds of years ago, and thanks to noble roots, extensive trade contacts, and an unparalleled skill in negotiation, soon developed into a steadfast fixture of Oppara’s social scene. Whenever you use Diplomacy to influence a crowd or a room (but not individuals), you can roll twice and use the better result.

Vernisant: Your family is descended from the great general Arnisant, who commanded Taldan forces during the Shining Crusade... and they will never let anyone forget it! Their fierce Imperialist support and nationalist fervor has left you alienated from your relatives now, but their emphasis on scholarship left a mark nonetheless. You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank.

Vinmark: Newcomers and outsiders, your Ulfen family was exalted to nobility 19 years ago, when Stavian III promoted your family patriarch to Baron of Oppara as a reward for service in the Ulfen Guard. Established aristocrats consider your family crude, choosing to leave them on the margins of Taldan politics unless a noble thinks they could use you to curry favor with the Grand Prince, but hard-won practicality and newborn cynicism grant you insight most Taldan nobles lack. Once per day when rolling a Sense Motive check, you may roll two dice and use the better result.

Zespire: Your family runs charities and lobbies heavily for social reform, leaving them with few friends among their Opparan peers but heartfelt support from the common folk and lesser nobility. You gain a +2 bonus on Diplomacy and Perform checks when dealing with common citizens and with nobles whose titles are limited to Lord, Lady, Knight, or Dame.

Special: This is a variant of the Noble Scion trait presented in Pathfinder Campaign Setting: The Inner Sea World Guide. If you take this version of the feat, you cannot also take the version presented in that book, when you unlock it.
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danjiro
 
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Unread postby ExiledOne » 11 Dec 2020 17:04

I think I'll lock in Young Reformer. It fits my character's skills the best and it's not too hard to make it work background-wise. I kinda don't have Thieving Tools right now so it offsets the penalties I'll receive for using improvised tools as well. I also speak Elven, and Varisian so that makes three of us that speak Elven that I know of. Should that be our common language? Considering that Taldoran society has a bit of stigma against us it's unlikely any of them will speak our language well. I was wondering, does anyone speak Azlanti or Kellish? Also Chev, I'm pretty good at stealth so I like the idea of you making me invisible. I think I'll need to pick up Weapon Finesse at some point, I might even switch my current feat for it. My strength is low so I have to make up for that, it'll allow me to use daggers and short swords well with sneak attacks and attacks of opportunity. I was pretty torn on picking a feat, cause I wanted Agile Maneuveurs as well. It's set to Deft Hands right now which is cool but with the Young Reformer campaign feat, might be overkill for the Disable Device checks.

I'm tempted to swap my wisdom and charisma. It sounds we need someone who has high wisdom? I think the others already have high charisma so maybe I should fill that role in a bit better. It wouldn't be maxed out but it could be decent. I'd swap around a few skill points as well but it might not be a bad idea. I'll ask danjiro about it.
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Unread postby ChevRage » 11 Dec 2020 17:38

If you'd like some thieves' tools and don't have the money for them, I can give you some if you want, I should have plenty of gold coins left over.

As for languages, Azlanti, interestingly enough is the Golarian equivalent of Latin so I think if nobody has selected it, I'll change my selection of Draconic to that one (if I can). Whereas Kellish is the language spoken in Qadira and the Far East, it will definitely be useful, though I think it'd be best to keep your knowledge of it on the down low. It's probably not super vital that every one of us has Elvish as a secondary language, there are benefits to diversifying as much as possible too.

With regards to feats, you should be aware that you get one every second level after the one from the first. There are two level up tables, one for your class, and a smaller generic one with benefits that every class gets, it's on page 30 of the Pathfinder Core Rulebook.
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Unread postby icycalm » 13 Dec 2020 16:00

Robo, dan placed your family's manor in the Oppara map last night, check it out. If you google around you could find a floor plan for it and get dan to approve it, and I could put it in. I just googled "vtt small noble estate" and found this for example: https://www.facebook.com/CorruptedQuill ... 2333701805

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It's not official content, it's player-made, so we can just take it. Always check that stuff you want to add isn't official.

I think this has roughly the right shape and size, but the road is not placed identically to the map we have. Plus it's a bit too rustic to be a noble manor in a capital city, in my opinion. But I only took a minute to find it, so there're probably better options. You could spend countless hours looking up D&D floorplans on Google, it's a rabbit hole.

Another thing you could try is use Dungeondraft, and make the exact shape we need. I could make it unlockable with this adventure, since it has noble manors in it that need to be made. Mine is outside the city, so we probably won't be needing it for the first session, but I'll have it ready by the next one. Dungeondraft seems super easy-to-use and makes gorgeous assets. We should probably give it a try.

And remember you need one or two guest rooms to house Chev and me. I'd rather it was two, I can't see two nobles rooming with each other.
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Unread postby danjiro » 14 Dec 2020 05:07

Since the party has now assembled and had some time to discuss their relation to Lady Martella while regrouping at Ivan's manor, it's likely that you all compared "origin" stories, as it were, sharing your fortuitous connection to Lady Lotheed amongst yourselves. This is what you discovered:

Seeing as how Ivan, Cedric, Edward are nobles and noble circles tend to be a bit incestuous, the three of them starting off knowing each other. They may have all grown up together as friends or they may be acquaintances from various academies/schools that got along well over the years. But regardless of how they originally met, they now found themselves all in Oppara at the same time for the first time in what seemed like ages. Taking full advantage of this, Ivan has offered to let Cedric and Edward stay at his family's manor, for the time being, so that they can all get their bearings and catch up.

Ivan was contacted a week or so back by agents of Lady Martella Lotheed with an urgent missive to meet with her. After turning it down a couple of times it was eventually revealed to him that the good Lady was aware of his family's recent financial difficulties and had decided he wasn't in a position to decline her offer of assistance. There were a few things he'd have to do for her, of course, but it's not a bad line of work being employed as the agent and occasional bodyguard of such a prominent figure.

As for Cedric, the Lotheed family and his family have never been strangers. One day, at an important function, Lady Martella Lotheed herself approached him, and over the course of a pleasant discussion where he spoke of his aspirations, implied that she was willing to take him on and endorse him. She would get him the access he clearly sought with the Senate and in exchange she would call on him when she was in need of assistance. He would be well paid for his time, of course.

Edward, on the other hand, ran into Lady Martella Lotheed's retinue on the street in passing and she went out of her way to call out to him. She invited him to have a meal with her in a more private location, informing him that she had a juicy proposition he'd not likely want to refuse. She mentioned the name Maxillar Pythareus and that was all him needed to hear. During their secluded conversation he mentioned that they both saw eye-to-eye on the issue of the High Strategos and that, under her employ, he would have plenty of opportunities to obtain the vengeance he sought.

Valkian and Arco started off as old friends who've caught up now that Arco has returned to Oppara and have now banded together for safety and security in the big city (seeing as they're both half-elves and of similar social status). They are both currently staying at a somewhat rowdy inn called the Frothing Otter in Lionsgate District.

Valkian was involved in an intricate caper that went south at the last possible minute. As he was apprehended, bound, blindfolded, and gagged by the guards he ended up in an unexpected place. Lady Martella Lotheed had been impressed by his audacity and skill, so she decided someone of his talents shouldn't be left out to dry. So there he was. The Lady suggested that all he really needed was a bit of "guidance" and offered him service in her employ.

When Arco returned to Oppara, enough time had passed, and he had changed enough, that most of the circles he used to run in no longer recognized him. "Most" but not all. He was contacted in the middle of the night by couriers working for Lady Martella Lotheed. She had recognized him and was amenable to the plight of the Verduran Woods. She offered to bring her considerable influence to bear on the Senate on his behalf if he would be willing to join her as a her agent. Quid pro quo.
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Unread postby icycalm » 14 Dec 2020 21:46

So I was thinking of our session, and I realized something. Those gaffes some of us did? Like me mismanaging my funds and running back to ask Martella for an advance, or Chev going off to The Narrows and changing his mind and turning around when he reached it? Remember these characters are teenagers on their first major adventure; if this was a novel, a good novelist would have written in such gaffes; that they are happening in our game with no one planning them is a testament to the greatness of D&D if played, and role-played, properly, which we are clearly doing. Can't wait to play more.
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Session 1 - Valkian's account

Unread postby ExiledOne » 18 Dec 2020 02:43

Chatlog: http://dndbattlegrounds.net/groups/dnd3 ... ion-1.html


Our grand adventure began with the party split into two separate groups, strangers to each other. The three nobles, Cedric, Ivan and Edward, began the day at Ivan's manor. They chatted for a bit about a credit line that Lady Martella Lotheed had given them to purchase fine clothing at her favourite clothing store. The three of them headed there and bought their clothes. Meanwhile the other group, consisting of the two half-elves, me and my friend Arco, woke up at a rather seedy inn known as The Frothing Otter, located in the Lionsgate District. We were also under the employ of Lady Martella so we decided to use our credit as well and purchased some new clothes. Why were we all given credit to a clothing store in the Westpark District? Because the Lotheed lady had a mission for us, and it required we be well-dressed.

To find more information, the two parties split further, with each person heading in different directions. Cedric headed to the Frothing Inn, where Arco was already drinking away merrily; they happened to meet there for the first time and drank together. Valkian and Ivan went to the docks to search for rumors while Edward headed to The Narrows, before realising his mistake since the area is a dump, and swiftly heading home. Once we were finished sniffing for rumours—and turned up nothing—we each headed to a cafè where the two groups finally met and were introduced to each other and instructed to join forces by Lady Martella herself. She then gave us information about what she wanted us to accomplish, ideally 'without a hitch' to use her phrasing. Our mission was political subterfuge. Lady Martella wants to ensure a senate vote goes a certain way and we're to do her dirty work. Pendants given to us would identify us as being senatorial aides, guaranteeing entrance to the party. These pendants also allow for communication telepathically with her, but only for a short time. Our task was to infiltrate the Senate party and while there succeed with our various individual missions. Certain restrictions are placed upon attendees though, as security protocols. Weapons reviewed and peace-bound, restrictions on spell-castings and certain animal companions and familiars, etc.

After the meeting with Lady Martella, we headed to Ivan's manor to discuss our missions and to prepare for them. Once preparations were made (by procuring small concealable weapons and so on), we changed into our new fine clothes and headed towards Senate's Hill for the party.
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Session 1 - Cedric's account

Unread postby icycalm » 22 Dec 2020 19:41

War for the Crown - Crownfall 1 with icycalm: https://www.youtube.com/watch?v=PYOQzmk ... PWcT9Qpixx


Martella offered us 150 gp per person for our jobs, or twice that if we pulled them off "without a hitch". I am not sure if that means that we ALL have to pull them off without a hitch to get the bonus, or if it's per person, so some people can fail while others get their bonus.

Either way, I don't expect us to pull anything off without a hitch, so this might be a moot point.
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Session 2 - Edward's account

Unread postby ChevRage » 29 Aug 2021 10:34

Chatlog: http://dndbattlegrounds.net/groups/dnd3 ... ion-2.html


As we were waiting in the long line to enter the party, we got pulled aside by a female guard for a "random" inspection, and after being led to a holding area away from the prying eyes of the other guards we got introduced to a gruff man named Shadrick Orcface. He, as it turns out, would be helping out with our missions. After a few words of advice from the woman (some of us hadn't hidden our weapons very effectively), we were ushered into the halls of the senate building.

While inside, we had a discussion on how best to approach our numerous goals, and decided to split up for the time being. It was quite crowded and there were many figures of considerable influence spread out throughout the building. Each of us in a different room, we attempted to make ourselves more interesting to the nobles there in the hope of gathering some connections. Some of us had better success at this than the others.

Oh, and at one point, the Princess Eutropia got up to make a speech, during which we noticed that one of the servants was up to something suspicious in the corner. On investigating, it had turned out a guard had given him some rod that would have (unbeknownst to the servant) agitated a lot of bees and made quite the commotion had we not intervened. We have yet to find out who was to blame for this.

Lady Lotheed has also just summoned us to the second floor gallery through the enchanted pendants we were given. I hope it has nothing to do with Arco breaking protocol and casting a spell during the night; for the moment it seems that hasn't been found out.
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Session 2 - Cedric's viewpoint

Unread postby icycalm » 29 Aug 2021 10:39

War for the Crown - Crownfall 2 with icycalm: https://www.youtube.com/watch?v=JZf_6N_ ... PWcT9Qpixx
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