Email Game

Week 2

Aven,
You are not able to steal from the Queen. She would watch about 100 ft away surrounded by her Exalted mages and bodyguards. However, Aven was looking for opportunities and would attempt to steal what she could off a guard. (And because you’re thinking “outside the box”)
Thievery check (8) + Physical (6) + Thievery (3) = 17
Guard’s perception check (5) + Mental (1) + Perception (3) + Many people watching (4) = 13
You are able to procure a small-ish dagger from the guard.

As Aven heads over to the boys, she is joined by two others. The shorter and more frail of the two stays back, while a tall and confident man goes forward to get more involved.

Aven, “I don’t think that’s something you want to be doing.” – Intimidate: Roll (13) + speech (6) – coming through portal and looking like a prisoner (4) = 15
Leader of boys looking around nervously, “What are you going to do about it?” – Resist Intimidate: Roll (16) + Level (1) + Friends (2) – talking to an adult (2) = 17

Confident man strolls forward, “Run home boys, you don’t want our kind of trouble.” – Intimidate: Roll (20+11) + speech (8) – coming through portal and looking like a prisoner (4) = 35
Boys take off running. Resist Intimidate: Roll (12) + Level (1) + Friends (2) – talking to an adult (2) = 13

The shorter man moves toward the temple while the man introduces himself to the kid as Rigil. Aven and Rigil quickly learn the boy’s name is Taselm and he found the map washed up on shore and just wants to get home to the Almshouse now. Thanking you for your help, he invites you to visit if you get a chance and gives you the map for helping him.

Aven and Rigil quickly look over the map, it appears to lead through (not around) buildings, walls, and landmarks before ending outside of town.

You both notice a note “S.O.T. within the Scarlet Queen’s seal in the lower right hand of the map.” You are both unfamiliar with what this could mean.
Aven Craft: Map check (5) + Mental (3) = 8
Rigil Craft: Map check (8) + Mental (5) = 13

Ignoring the path, you find the spot it should be, and take turns digging and looking around the rest of the week without seeing anything. Rigil mentions the map could be a hoax, but Aven is certain it’s not and suggests there is more to it, perhaps a mapmaker could look at it.
Aven forgery check (18) + Mental (3) + Thievery (3) = 24
Rigil forgery check (8) + Mental (5) = 13

Heading back into town you borrow money from Aamir and Harald, and haggle for the Chain and Rapier
Chain Haggle Check (5) + Mental (3) + Speech (3) – coming through portal and looking like a prisoner (4) = 7
Merchant check (17) + Mental (1) + Speech (3) = 21
Chain Haggle Check (5) + Mental (3) + Speech (3) – coming through portal and looking like a prisoner (4) = 7
Merchant check (16) + Mental (1) + Speech (3) = 20

Unable to lower the price, you purchase the rapier.

You head out to make some money from people unable to hang onto their valuables.
Thievery roll (17) + Physical (6) + Thievery (3) = 26
Difficulty is skill bonus (9) + 5 = 14, round to 15.
Gain 2d6 Gp (3) + (3) = 6 Gp + Common Expenses. Staying at the Almshouse menas 18 Gp. (Don’t forget you know owe 120 Gp to Moneylenders due in 3 weeks)

Staying at the Almshouse means you will have a -2 to speech and profession checks this next week.

Writing something in an email: 1 xp
Roleplaying with others or NPC: 1 xp
Following Archetype: 1 xp (Stealing and borrowing money to live for the now)
3 xp

Rigil,
Rigil starts over to stop the boys, and notices two others joining him. The shorter and more frail of the two stays back, while a graceful athletic woman takes action.

Woman, “I don’t think that’s something you want to be doing.” – Intimidate: Roll (13) + speech (6) – coming through portal and looking like a prisoner (4) = 15
Leader of boys looking around nervously, “What are you going to do about it?” – Resist Intimidate: Roll (16) + Level (1) + Friends (2) – talking to an adult (2) = 17

Rigil moves forward quickly to diffuse the situation, “Run home boys, you don’t want our kind of trouble.” – Intimidate: Roll (20+11) + speech (8) – coming through portal and looking like a prisoner (4) = 35
Boys take off running. Resist Intimidate: Roll (12) + Level (1) + Friends (2) – talking to an adult (2) = 13

The shorter man moves toward the temple while you introduce himself to the kid. Rigil learns the woman’s name is Aven and the boy’s name is Taselm. Taselm found the map washed up on shore and just wants to get home to the Almshouse now. Thanking you for your help, he invites you to visit if you get a chance and gives you the map for helping him.

Rigil and Aven quickly look over the map, it appears to lead through (not around) buildings, walls, and landmarks before ending outside of town.

You both notice a note “S.O.T. within the Scarlet Queen’s seal in the lower right hand of the map.” You are both unfamiliar with what this could mean.
Rigil Craft: Map check (8) + Mental (5) = 13
Aven Craft: Map check (5) + Mental (3) = 8

Ignoring the path, you find the spot it should be, and take turns digging and looking around the rest of the week without seeing anything. Rigil starts to think the map is fake, but Aven is certain it’s not and suggests there is more to it, and suggests taking it to a mapmaker, if one is in town.
Rigil forgery check (8) + Mental (5) = 13
Aven forgery check (18) + Mental (3) = 21

Offering your services later to the Temple, you notice young priest not around. They certainly can use your help creating potions and such.
Arcane Check (18) + Mental (5) + Arcane (5) – Poor Lifestyle (2) = 26 / 2 = 13 Gp in addition to Common Expenses spent at the Blacksheep Hostel.

They are amazed at the quality of your work and you quickly move into the Blacksheep Hostel. (Next week you will have no penalties for Speech or Profession)

Writing something in an email: 1 xp
Roleplaying with others or NPC: 1 xp
Following Archetype: 1 xp (Taking charge of the situation)
3 xp

Dade,
Dade sees people move to help the boy and priest as you move to look around town, keeping your eyes open for wrongdoings.
Gather Information check (4) + Mental (1) + Speech (3) = 8

You notice the town is divided into four sections.
Waterfront District – Lower class, by the docks. Not many ships, but apparently there is trade with other cities. You find a weaponsmith here called the Minotaur’s Hoof. It’s a retired adventurer who kept the leg of a minotaur he once fought. You are not impressed with the store. Lower prices and lower quality.
Professional District – The upper class and closest to the Keep where the Mayor of New Hope resides. Many shops and services including a weapon weapon store. They are not looking for workers.
Merchant District – The heart of the city. Because of it’s location, this city is a trading hub of cities and villages further island and along the coast. There is a weaponsmithy here called the Fountain of Swords. Owned by Eothur, he stopped making farming instruments and started making swords when he realized the demand was higher. A decent smith and person, he is willing to provide work for you as long as you keep up.
Lower District – Although called the lower district, it’s more due to location than status. This district is much lower in elevation than the surrounding areas and hosts much of the food and entertainment of the city.

You feel like there’s a lot to this city, but you can’t quite talk to the right people or say the right things. You do know that everyone seems to dislike and distrust the Mayor, as he’s raising taxes and causing problems for everyone.

“You look like a well muscled type that doesn’t mind getting there hands dirty.”, calls a stooped over older woman. After introducing herself as Imarina she asks if you’d like to make some coin. Outside of town, my daughter was exploring some caves and got lost. The town guard won’t do anything, since it’s outside the walls and no one will help me. I’ll give you my ring if you help me get her back.

Staying at the Almshouse means you will have a -2 to speech and profession checks this next week.

You start working for Eothur at the Fountain of Swords.
Craft: Weapons roll (11) + Mental (1) + Craft: Weapons (3) = 15 / 2 = 7.5 Gp in addition to Common Expenses. Since you’re living at the Almshouse for free, the end result is 19.5 Gp.

Writing something in an email: 1 xp
Following Archetype: 1 xp (Seeking the truth instead of jumping into a situation)
2 xp

Although Dade didn’t jump in immediately, you didn’t write to interact with anyone at all.

Zynx,
After standing close by as support as others drive away the bullies, Zynx moves to the priest as he starts to leave.

Zynx: “You know you can’t give up your dreams like that.”
Priest: “What can I do, there’s no way I can make up for that mistake.”
Zynx: “Concentrate on what you do well, what made you want to be a priest?”
Priest: “Well, I love the histories and the priesthood has much training in that.”
Zynx: “Why do they get so much training?”
Priest: “Those who do not histories lessons are doomed to repeat them.”
Zynx: “Well, why don’t I help you create a lesson based around some of histories best lessons. We can show them you’re priest material!”
Priest: “Of course, why didn’t I think of that?”

Zynx Diplomacy roll (20+20+15) + Mental (5) – coming through portal and looking like a prisoner (4) = 56
Zynx Teacher/Philosopher Roll (5) + Mental (5) + Profession: teacher/philosopher (3) – coming through portal and looking like a prisoner (4) = 9

Although Zynx didn’t help much on the actual speech, the Priest (introduced as Edan) is once again excited to prove his worth. He asks you to hear his lesson next week.

Vasha quickly finds work for you in another Temple. The temple of Athena in the lower district could use a good teacher.
Profession: teacher/philosopher roll (5) + Mental (5) + Profession: teacher/philosopher (3) = 13 / 2 = 6.5 Gp + Common Expenses = 18.5 Gp.

Survival Check to live outside of town
Roll (19) + Toughness (3) + Wilderness (3) = 25
Although you easily find temporary shelter and food this week, it quickly runs out and you realize survival is more difficult here. Zynx needs a 14 on a d20 to make it.
Living off the wild means you have no penalties or benefits to speech and profession checks next week.

Writing something in an email: 1 xp
Roleplaying with others or NPC: 1 xp
2 xp

Zynx archetype is visionary, which means dreaming big or looking for meaning (hence helping the priest live out his dreams). I didn’t see anything like that in your email though.

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