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Thread: Machines of War

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  2. - Top - End - #272
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    Default Re: Machines of War

    After an hour of searching, you relocate their bootprints in the dusty road., and are able to follow them into the late afternoon. You see some other travelers on the road, some lonely pilgrims, others messengers, a few military couriers, and the occasional merchant.

    A sign declares that you are nearing a town called Woolshire.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  3. - Top - End - #273
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    Default Re: Machines of War

    Hurry up and see if I can spot them before they enter the town. If not, then I am going to have to ask around, probably children or beggars about crossbows and crossbow bolts marked similarly to the one i found.

  4. - Top - End - #274
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    You arrive in town just after sundown, but were unsuccessful in beating your quarry there. Woolshire isn't much of a town. The last five miles before coming into town were mostly fenced pasture, with sheep being gathered into barns for the night. The town itself only has maybe two principle streets and an outdoor market that is all but deserted. The local garrison has guards posted at the roads into and out of town, but they don't challenge you, and there is not gate. Lights glow in the upper rooms of the two story shops, but most places are closed for business. It seems there is a pub/inn of sorts, The Sleepy Owl, with stables and a warm fire. Another tavern, The Hungry Turtle, is quite a bit less inviting, and seems to cater to soldiers and raucous travelers more than to a quiet hungry merchant.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  5. - Top - End - #275
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    Go to the Sleepy Owl and get some dinner. Then go to the Hungry Turtle, have some mead and look around. See who has what kind of weapons.
    Spot
    (1d20+4)[6]

  6. - Top - End - #276
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    Default Re: Machines of War

    try again after another hour
    (1d20+4)[11]

  7. - Top - End - #277
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    As a stranger and an elf, you stick out like a sore thumb. As a military man, you blend in a little better. On the whole, you're a matter of curiosity, but no one is brave enough to full on stare at you.

    At The Hungry Turtle you see most of the clientele are soldiers from the local garrison, plus a few local strongmen and rowdy young bucks more interested in drinking themselves under the table than finding trouble.

    Interestingly, no one wears weapons openly, and when the proprietor notices you, he points a big sausage-like finger at the door. No weapons.
    Quote Originally Posted by The Giant
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  8. - Top - End - #278
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    See if i can find an old man, beggar, kid, etc who would be willing to tell me about a man with a crossbow and bolts matching the ones I found. Also, conceal 2 daggers on my person and keep my stuff somewhere safe at the sleepy owl.
    (1d20+4)[22]
    (1d20+4)[7]
    take 20 until I get it right.

  9. - Top - End - #279
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    Just roll a gather information check.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  10. - Top - End - #280
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    Gather information.
    (1d20+7)[8]

  11. - Top - End - #281
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    Since you don't know what they actually look like, it's kinda hard for people to help you. Maybe a few gold pieces could loosen their tongues...
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  12. - Top - End - #282
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    Talk to the guards and offer ten gold. Looking for three males. at least one has a crossbow.
    gather information
    (1d20+7)[11]
    sense motive
    (1d20+7)[9]

  13. - Top - End - #283
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    Well, Thar was a group come inta town 'bout four hours afore you did. Big ugly fella, teeth like so. He holds up his pointer finger. Two others, nothin special about them.
    Quote Originally Posted by The Giant
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  14. - Top - End - #284
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    Ask the guards on the other side of town ten gold whether the group has left yet or not. If not, go over to the Hungry Turtle and see if I can spot them.

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    The other guard has not seen them, but he adds that he hasn't been on duty long.

    When you check the Hungry Turtle, the only man with teeth "like so" is at a table with two other toughs, one tall and lightly built, the other short, squat, and bald.
    Quote Originally Posted by The Giant
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  16. - Top - End - #286
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    Get a table close to them and try to hear their conversation.
    listen
    (1d20+3)[14]
    Gather information
    (1d20+7)[27]

  17. - Top - End - #287
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    She was looking at me. - The short one

    Oh go on. She was looking at me. The athletic one

    Shut up you two, or I'll eat her for dinner. The half orc

    ...

    Hey, Vicciano, when do we get paid?

    Not yet.

    Well, when?

    When the job's done.

    Oh. What's the rest?

    if you make a listen check of 26, you can read this:
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    The same thing in Oldshire (a town to the Northeast), but with Red Valley bolts.


    Ah. So that's where we're going now?

    Nope. Slight detour to Laffierre. We have some small business there first.
    Quote Originally Posted by The Giant
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  18. - Top - End - #288
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    There is no way Jaster can make a DC 26 check on listen yet. How much XP did I get from the highwaymen? Jaster trance and leave early for Laffierre.

  19. - Top - End - #289
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    For the rest of the evening they grumble about walking, the heat, the cold, the half-orc's BO. You know, the usual stuff.

    The road to Lafierre is much better kept than from Whisperdowns. It is wider, with a good drainage. The country is rolling hills and fields, no more woods. You can see for miles when you are at the tops of the hills.

    700 XP
    Last edited by madtinker; 2011-12-09 at 07:51 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  20. - Top - End - #290
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    Once Jaster gets there he look to hire a street urchin of something like one to keep an eye on them and see where they go and if they say anything.

  21. - Top - End - #291
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    Hold yer horses! You're not there til the DM says you're there.

    You got out of town early, and around midday start meeting people on the road to Woolshire, and among them is a garrison of about twenty soldiers.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  22. - Top - End - #292
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    Well that is the plan once I get there. Anyway, I mind my own business unless challenged, or see some other Two Edged Swords.

  23. - Top - End - #293
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    The soldiers pass without batting an eye. To them, you're just another out of work mercenary, meaning nobody is paying you to fight them, so all is well.

    Make a spot check

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    Vicciano's errand is this:
    1) buy a scroll of dominate person
    2) buy potion of eagle's splendor
    3) write a letter to Count Argough (A Red Valley diplomat) that intimates him in ordering an attack on Oldshire, and plant it in his study
    4) steal a sample of his writing, and use his official seal on a parchment in order to forge a letter from him ordering an attack on Oldshire
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  24. - Top - End - #294
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    You would think that by now I know Jasters spot skill.
    (1d20+4)[14]

  25. - Top - End - #295
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    The three men from the tavern are trotting up the road from behind you. It appears that they rented horses, and are catching up to you fast.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  26. - Top - End - #296
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    Continue on as if I haven't noticed them and see if I can spot if the horses have any markings of who they belong to. They probably have a horse network or company that shuttles horses between towns. It will be a place to start.
    (1d20+4)[24]

  27. - Top - End - #297
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    As they pass, you see a circle H brand on one's rump. Other then "git outta the road" they pay no attention to you.
    Quote Originally Posted by The Giant
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  28. - Top - End - #298
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    Excellent, they don't suspect a thing. Maintain my pace, which is maximum without hustling and start asking around the stables in town who deals with the circle H brand horses, or see if they are even rented.

  29. - Top - End - #299
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    You reach Lafierre at about sundown. The proprietor of the one livery you could find that was still open says that circle H horses usually board with him before he has a boy take them back to Woolshire, but he hasn't seen a group of two men and a half orc.
    Quote Originally Posted by The Giant
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  30. - Top - End - #300
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    Ask him if anybody else will board them occasionally, or if he got a group of three horses in today.

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