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Chapter 3 - Fresh Air

A 5e D&D campaign starting at 1st level in and around the city of Waterdeep in the Forgotten Realms.

Waterdeep: City of Splendours, seat of many thousand plots. Are they opportunities for success, or for an untimely demise?
Will the adventurers sit safely in their comfort zones? Or will they risk their all to carve out a slice of Realms history with their names on it? Puppet or puppeteer?

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Re: Chapter 3 - Fresh Air

Post by Squirrellord »

You want us to be followed? By whom? with a look of confusion on his face he continues Um.. would you mind going over the plan one more time... I don't think I understand the plan or my part in it.
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Re: Chapter 3 - Fresh Air

Post by counterkid »

Sorry, I hope we are not followed.
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Re: Chapter 3 - Fresh Air

Post by Squirrellord »

"Ah. Thanks for clearing that up. I'm still not sure what the plan is though.. He looks expectantly at Sue as he rescues the truly gaudy costume and packs it away.
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Re: Chapter 3 - Fresh Air

Post by Nocturno »

"Well let's deliver these potions, then figure out what to do after that."
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Re: Chapter 3 - Fresh Air

Post by counterkid »

We will stop by Woody's house and pick up his stuff and go deliver the potions.
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Re: Chapter 3 - Fresh Air

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The trio reaquire Woody's things and the small silk lined coffer. It contains four small bottles from Weirdbottle's Concoctions in Trades Ward. The gnome, Skeemo, who runs the shop requested that the four potions of mind reading should be delivered for a client to a woman in a purple cloak in the shadow of the God Catcher. Sue explains on the way that the God Catcher is a massive statue near the market in Castle Ward.

As the city bells ring out for the tenth time, the group reach the market. It is busy and brightly lit with lanterns and everburning torches alike, as are the upper reaches of the God Catcher. The base of the statue is shrouded in deep shadow.

What next?

======
History skill check to recall more about the God Catcher.
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Re: Chapter 3 - Fresh Air

Post by Nocturno »

Can Sue just help someone who is more knowledgable with History than himself?

He can make suggestions, and maybe bring up tidbits he remembers from the street to help jog the smarter ones memory.
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Re: Chapter 3 - Fresh Air

Post by Chris1234 »

Nocturno wrote:Can Sue just help someone who is more knowledgable with History than himself?
He can make suggestions, and maybe bring up tidbits he remembers from the street to help jog the smarter ones memory.
Sure, you can do that. Effectively your choice of:
  • a) Help Action (but declare who is being helped before that PC's roll) and that character gains advantage, or
    b) Sue makes a History skill check and DC10 grants+2 to a named character's History skill check. (DC15 grants +4 etc)
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Re: Chapter 3 - Fresh Air

Post by Nocturno »

He will help Woody.(Adv)
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Re: Chapter 3 - Fresh Air

Post by counterkid »

Woody advantage on History:
[1d20+7]=16+7=23
[1d20+7]=11+7=18
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Re: Chapter 3 - Fresh Air

Post by Chris1234 »

The statue was one of the colossal Walking Statues of Waterdeep that are used in the city's defense if severely threatened. This one went awry and walked around Waterdeep wreaking havoc. The city's archmage turned the ground to mud underneath the statue and it sank partway into the ground. As mysteriously as it animated, it stopped and settled in the Castle Ward of Waterdeep at its current location. It has since been hollowed out and partitioned into living quarters, effectively a tenement building in Waterdeep.
God Catcher tenements .png
God Catcher tenements .png (165.84 KiB) Viewed 4662 times
God Catcher tenements 2.png
God Catcher tenements 2.png (100.42 KiB) Viewed 4662 times
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Re: Chapter 3 - Fresh Air

Post by counterkid »

We will head to the base of the statue towards all the shadow spots. We will see if we can find a woman hiding there.
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Re: Chapter 3 - Fresh Air

Post by Nocturno »

If there are others around, he will not hide.

If the area is empty, he will stay to the shadows.
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Re: Chapter 3 - Fresh Air

Post by Chris1234 »

The appoach from the front end of the statue has shoppers and folks wheeling boxes or sacks moveby fairly frequently. But the sides of the tenement are far less travelled and the rear cannot yet be seen but seems to be in darkness.

Woody and Sue enter the shadows to the side of the giant statue. There is a side alley leading away into darkness just behind them and another perhaps thirty foot ahead. Twenty foot ahead, just short of the second alley, one of the shadows moves. It's a pair of three foot high humanoids, arms are entwined as if in a lovers' embrace. Both are wrapped in dark gray cloaks. One says in a squeaky, sibilant voice, "Wellss, who hass sit, thense?" The other figure moves to the side and with a violent motion he opens his cloak wide to reveal a scraggy, naked body with not a hair to be seen.

Jim, following perhaps twenty or thirty foor behind Woody and Sue, notes movement up ahead but his comrades block his view.

Everyone roll for initiative and also make Perception skill checks, please.

======
Woody, please roll a WIS saving throw.
Woody & Sue, please roll an INT saving throw.
Woody & Sue may make Nature skill checks to recognise the race of the three foot high flasher.

***
#1 Stealth [2d20c1+4]=11+4=15
#2 Stealth [2d20c1+4]=12+4=16
#3 Stealth [2d20c1+4]=17+4=21
#4 Stealth [1d20+6]=10+6=16
#5 Stealth [1d20+6]=13+6=19
#6 Stealth [1d20+6]=19+6=25
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Re: Chapter 3 - Fresh Air

Post by Nocturno »

Nature(Int)(0): [1d20]=7
Save(Int)(0): [1d20]=5
Initiative: [1d20]=15
Perception(Wis)(2): [1d20+2]=7+2=9
Wow...
===================================================
Sue chuckles a little at the show...
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