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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 counterkid »

"Sure I can," Woody pulls out his ink and a sheet of paper and draws the symbol.
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Re: Chapter 3 - Fresh Air

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Jim keeps watch while Wooody draws.
Sue has time to search the last bugbear.

======
Perception skill check for Jim, please.
History skill check for Woody, please.
Investigation skill check for Sue, please.
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Re: Chapter 3 - Fresh Air

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Re: Chapter 3 - Fresh Air

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Re: Chapter 3 - Fresh Air

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Woody has encountered this design before.. but maybe not quite sure what or where.

A couple of citizens, inebriated male humans by the look of them, wander past singing. They don't seem to pay any attention to Jim.
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Re: Chapter 3 - Fresh Air

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Investigation(Int)(0): [1d20]=18

Grabbing the coins, he then moves on to the next.
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Re: Chapter 3 - Fresh Air

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" I can't really put my figure on it, but I have encountered this design because." "Sue, should I ask these men if they recognize this drawing? They look drunk so it would be a risk."
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Re: Chapter 3 - Fresh Air

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"Probably best to wait after the drop off."
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Re: Chapter 3 - Fresh Air

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Vic finds the same weaponry, a damp dog odour and a pouch on the third bugbear. The pouch contains eighteen shards.
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Re: Chapter 3 - Fresh Air

Post by Nocturno »

Sue grabs the purse, and if not interrupted moves to the kobold.
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Re: Chapter 3 - Fresh Air

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While moving the bugbear to grab its pouch Vic feels a brand on the dead creature's back.

======
Two Investigation cecks for Vic, please. (That's one for each kobold)
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Re: Chapter 3 - Fresh Air

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Re: Chapter 3 - Fresh Air

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The first baldie apparently has no brand by a buttoned pocket in the cloak contains four sambats. There's a dagger on the ground next to the body.
The second kobold, simiraly lacking in hair and brand, has two, no, four, thumb-print sized reddish marks* on its head. Two are assymetrically on its temples and the others are behind and almost below each ear. The cloak has a pocket in the same place. It contains seven dragons and a small glass bottle of water-like liquid. The liquid bubbles as if boiling but the glass is cool to the touch..

There's no sign of the Watch yet but any appearance of the authorities could well scare off the other party of the clandestine meeting..[/b][/i].

======
Yes, same (or very similar) brand.
*Sue's choice of a moderate Medicine or a hard History skill check to know more.
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Re: Chapter 3 - Fresh Air

Post by Nocturno »

Sue takes the coins and the potion.

"Let's get to the meet. So we can get out of here."

Medicine(Wis)(4): [1d20+4]=15+4=19
Last edited by Nocturno on Mon May 17, 2021 7:30 am, edited 1 time in total.
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Re: Chapter 3 - Fresh Air

Post by counterkid »

"Agreed let's go."
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