Elder Scrolls (OOC)

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Lord Foul
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Re: Elder Scrolls (OOC)

Postby Lord Foul » Tue Jul 31, 2018 2:18 am

Party Loot

Skymage's Gear wrote:+1 Lance (Kyle)
Masterwork Dagger (Hrafn)
Potion (one of the Witchkillers)
Scrolls of Charm Monster, Lightning Bolt, Teleport, and Wall of Ice (Qadir)
Wands (2) (Sven)
+1 Ring of Protection (one of Thael's men)
25 gold pieces

Castle Loot wrote:Shortsword (Qadir)
Helm (Kyle)

Maugs wrote:The two large stone creatures from the ruined barbican were plated in large, magical suits of full plate armor. A Disable Device check and one hour's labor on each is required to remove the armor while keeping the enchantment in place. If someone wants to do that, you'll have two suits of magical full plate suitable for use by an ogre, minotaur, or other large humanoid.

*2 large two-bladed swords

Fiendish Ettins wrote:*2 large suits of hide armor
2 large masterwork morningstars
*2 large whips (which you saw light up with magical flame during battle)
10 large javelins

Courtyard Cleric wrote:*scroll
*3 potions
*chain shirt with holy symbol of Mehrunes Dagon on chest
*light steel shield
*flail
*pearl
42 gold
10 silver
*Spellbook

Mercenary Captain wrote:*2 potions
*breastplate
*light steel shield
*morningstar
*cloak
2 gold
2 silver

Mercenaries wrote:*3 suits of leather armor
*3 greataxes
*3 composite shortbows
70 arrows
21 silver

Ogrish Blackguard wrote:*4 potions
*large spiked half-plate armor
*large spiked heavy steel shield
*large morningstar
*amulet
37 gold

Dread Warriors wrote:*2 mithral breastplates
*2 heavy mithral shields
*2 battleaxes

Malathon wrote:*3 potions
*Spellbook
*full plate
*morningstar
*cloak
*ring
*amulet
15 gold
Iron Holy Symbol of Mehrunes Dagon

The temple contains ten torches that give off green light and show no sign of burning low, leading you to assume they are Everburning Torches. The fire from such torches is not dangerous and gives off no heat, so they can be safely tucked away in bags if you like. The candles on the altar aren't permanent, but the candlesticks are silver and are probably worth a fair amount.

While here, you search the stable as well, counting two riding horses and a light warhorse. The warhorse wears horseshoes of exceptional quality which detect as magical.

Additionally, the tack room contains a military saddle with a large opal set in the horn, two riding saddles, four complete sets of bit & bridle, four saddle blankets, four saddle bags (one of which contains a small pouch holding two garnets), and a set of masterwork leathercrafting tools (+2 circumstance bonus on any Craft skill check involving leather).

The next room is the Mercenary Captain's quarters, which are locked. On a hunch, you visit the barracks first and find the key sitting on the table where the captain was playing dice with his men. There's also the set of three colored dice and gambling coinage (a mix of gold, silver, and copper worth a total of 321 gold). The captain's quarters are spartan, but he does have a few items lying about. At the bottom of a footlocker full of mundane items and personal effects, you find a pouch with two more garnets (one of average and one of exceptional quality). The wardrobe contains comfortable, practical clothing. With the aid of a Detect Magic spell, you discover a scroll laid flat in the bottom of a drawer in the wardrobe, disguised as shelf paper, as well as an enchanted composite longbow tied to the frame beneath the bed.

barracks chest wrote:gold dragon comb with garnet eye
plain gold ring
fine painting (a landscape of Lake Ilinalta)
a sack of 1400 gold septims

Moving on to the squat tower, the main hall holds many crates of goods: 150 lbs of flour, 10 lbs of cheese, 10 iron ingots, 30 lbs of dried meat, 300 arrows, 30 Imperial short swords, 20 small wooden shields, and 20 sets of cold weather clothing. Additionally, the venison stew now bubbling out of the pot and sizzling on the cooking fire smells pretty inviting.

The slave-masters' quarters contain bedding comprised of mangy animal furs and a brazier of coals. The daedric giants kept their gains tucked away behind the lice-ridden fur bundles they used for pillows: 1400 gold, a potion, a ring, and a handful of useless, shiny baubles.

The blackguard's quarters contain an oversized bed, a wardrobe, and a vacant armor stand and weapon rack. The wardrobe contains clothing appropriate for a large humanoid, including fur boots and a cloak. Qadir locates a false bottom in the wardrobe and pulls an iron box from inside. The iron box contains another 1400 gold, a black pearl, a jasper, a *potion, a *scroll, and two *wands.

The crawlspace above the privy is unguarded by any trap, and is cramped enough that you can't stand upright while digging through its contents. A pair of unlocked wooden chests here contain what appears to be the resources with which the cleric intended to complete the construction of this castle:

Eight sacks, each containing 1000 gold pieces.
A pouch containing 10 aquamarines.
Six scrolls.
And, strangely, a lyre of exquisite quality, carved from Hist wood. Silver panels on the instrument are etched with images of famous structures throughout Tamriel, including the famed White-Gold Tower, Ada-Mantia Tower, and even Crystal-Like-Law in the heart of Aldmeri territory.

The secret chamber downstairs appears to have been sealed off for an age. Dust coats everything, and the less hardy goods stored here have long since crumbled. Tattered sacks contain substantial coin (7200 silver, 3400 gold, 1800 platinum). One bundle hidden away beneath a pile of rotten cloth is a dusty but otherwise pristine roll of carpet, apparently from Hammerfell judging by the design. It detects as magical.

As suspected, the carpet is nothing less than a carpet of flying. It travels according to commands spoken by the one who initially activates it with its command word, and may be directed even without the controller on board, so long as it is within reasonable earshot. It's 5'x10' in size, with a carrying capacity of 400 lbs and a speed of 40' per round. It can carry up to 800 lbs, although its speed is reduced to 30' per round in that case. [ Qadir ]

As this was where the short sword was retrieved, this seems a good time to describe it in greater detail:

The blade is exceptional and likely unique, made of magically hardened bronze and stamped in the hilt with the pyramid-and-scroll symbol of Julianos, the Divine associated with knowledge, law, wisdom, and contradiction. When drawn, it radiates pure white light in a 20' radius--fortunately for Qadir, this power can be suppressed by the wielder at will.

The armory is full of crates, barrels, and boxes, containing 200 lbs of flour, 50 lbs of cheese, 100 lbs of salted beef, 30 gallons of ale, and 10 lbs of some exotic fruit which those of you with experience sailing recognize as limes. Additionally, there are 50 composite short bows, 30 chain shirts, 20 breast plates, and 40 sets of cold weather clothing. All of this is made in the Imperial style, but is more in keeping with what a conscripted militia might wear rather than anyone serving in the legion (in other words, while they could possibly serve in some limited way as disguises, they could also be worn by soldiers on your side of a battle without causing any extra confusion).

The well room, where the desperate fire brigade died long ago, is mostly empty. You do, however, discover a ring at the bottom of the well beneath a few inches of sludge. Although it's merely silver when Qadir plucks it from the muck, by the time he shows it to the others it has transformed into gold. When he looks again, it's wood.

The book on the night stand appears to have been the priest's spellbook, as well as an expansive treatise on the limitations of conjuration and teleportation following the apotheosis of Martin Septim and reestablishment of the barrier between Oblivion and Mundus. It's a dense read, but the central thesis appears to be that trace contact between the two planes remains around sites and objects associated with such magic prior to the barrier's repair--like strings threaded through wet plaster that remain when the wall is complete.

The wardrobe holds two sets of priests vestments. The scrolls and books on the desk are mostly manifests of supplies, letters from Imperial bureaucrats legion officers, and Synod mages, detailing expected equipment needs and troop movements and referring to the priest as Malathon. He appears to have served the Synod (and the Emperor, by proxy) as an expert in teleportation magic and, if the authors of these various correspondence knew he was a daedra-worshiper, they make no reference to it here. There seems to be some frustration from his legion contacts about his inability to receive large numbers of troops via his experimental portal and the dangers faced by those who have come through it during the trip.

The glass doors on the bookcase are locked, and Qadir finds and disarms a needle trap before opening it. Inside is a collection of histories and treatises concerning Mehrunes Dagon. Tucked into one of the books is a folded scroll. There is also a false book, inside which is stored a pair of lenses in a frame that can rest upon the bridge of the nose to cover both eyes. The scroll and lenses detect as magical.

Finally, a pouch of 500 platinum coins is discovered, stitched into the cushion of the reading chair.

Mithral Shirt wrote:This extremely light chain shirt +3 is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.

Additionally, it bears the emblem of Tiber Septim over the heart. This icon can serve as the holy symbol for a divine caster dedicated to Talos.

The Griffon-Rider's Treasure, listed again here for convenience wrote:*Bracers
*Ring
*Cloak
*Wand
*Potions (5)
*Scrolls (7)
*Slender "Traveling" Spell Book in the griffon's saddle bag
Flask of non-magical liquid
Exceptionally well-made buckler of amazingly light and sturdy wood
Black leather eye patch with a false eye of sapphire and moonstone
284 gold septims in a purse in the griffon's saddle bag
Exotic military saddle fitted to the griffon
Lance and banner

The potions have paper tags fastened to their corks by a pin, indicating what they are: Cat's Grace, Cure Moderate Wounds, Fly, Invisibility, Protection from Elements (Fire).

Likewise, the wax seals on the scrolls indicate their contents: Darkvision, Dispel Magic, Fireball, Haste, Invisibility, Lightning Bolt, Protection From Arrows (2 copies), Rope Trick.

The Priestess' Treasure wrote:*heavy mace
*chainmail
*ring
*potion
*prayer book
320 gold septims

A read magic spell reveals what spells are in the prayer book:
0-Cure Minor Wounds, Detect Poison, Light, Mending, Virtue
1-Command, Cure Light Wounds, Divine Favor, Doom, Sanctuary
2-Bull's Strength, Cure Moderate Wounds, Hold Person, Scare, Spiritual Weapon
3-Bestow Curse, Cure Serious Wounds, Prayer

The barbarians carried no magical treasure, but between them you find coins, gems, and jewelry worth a total of 300 gold. Additionally, some totem or other keepsake may be discovered (for the player to describe) among the things dropped by the White Bears and relating to Thael's home.

Maeginbjorn wrote:*mithril breastplate
*ring with amethyst stone and engraving inside the band
*warhammer
*light pick
*bracers
*cloak
*ring with moon and star motif, the symbol of the Daedric Prince Azura
assorted gems, coins, and jewelry worth 1500 gold.
masterwork dagger

The script inside the amethyst ring reads, "Show to all Men and the Nine the good fame of the Righteous Man." It is easily recognized as scripture from the Ten Commands of the Nine Divines, and is often said as a blessing to men upon their release from punishment for crimes.

spy wrote:Looking over his things, they are fairly simple--although he does have six enchanted arrows (five bronze-tipped with green fletching, and one of red-tinged black daedric iron with black shaft and fletching. He also had a potion and a dwarf-work lantern that detect as magical. Among his non-magical kit is a telescoping dwarven spyglass.

Svendr unfurls the cloak and inspects it closely. Many such items exist in his stories and he very quickly identifies it (Cloak of Charisma +2).

The staff is unique, which in many ways is as good as being common when it comes to having heard stories about what it can do. It's simply known as Aumry's Staff. He constructed it during his time as an Imperial Battlemage, with powers useful to any evoker working among infantry troops. Unlike many staves, this one holds no spells of its own--rather it functions to channel the magic of the user. First of all, the wielder can sculpt his spells to leave allies within the area of effect untouched (carving a safe bubble out from the blast of a fireball, for example). Secondly, it alters any spell cast through it with a range of close, medium, or long by doubling the spell's range.

Scrolls and Spellbooks wrote:The scroll carried by the cleric in the courtyard:
Meld Into Stone

His spellbook contains:
3rd- Blindness/Deafness, Dispel Magic, Summon Daedra III. 2nd- Hold Person, Resist Energy, Shatter, Silence, Summon Daedra II. 1st- Bane, Endure Elements, Shield of Faith, Summon Daedra I.

The scroll hidden in the Sergeant's wardrobe:
Unseen Servant

The scroll hidden in the Blackguard's quarters:
Contagion

The six scrolls from the secret treasure room of Castle Krag:
Wall of Stone (2)
Stone Shape (2)
Make Whole (2)

The scroll from the high priest's quarters:
Mass Inflict Light Wounds

His spellbook contains:
5th- Mass Inflict Light Wounds. 4th- Inflict Critical Wounds. 3rd- Blindness/Deafness, Contagion. 2nd- Cure Moderate Wounds, Desecrate, Enthrall, Summon Undead II. 1st- Cure Light Wounds, Entropic Shield, Sanctuary, Shield of Faith.

The wagons bear mostly legion corpses by now--the fruit of that ill-advised crossing. Some show the marks of a terrible battle, while others appear to have succumbed to cold or disease. There are also ample supplies, from food and standard weapons and armor, to a payroll presumably intended to purchase more mercenaries. It's too much to count, but Qadir runs a talented eye over the number and size of the chests and estimates 9000, no... 9050 gold septims. There's also a cask of good Cyrodiilic brandy, intended as a taste of home for the legion officers now occupying the city.

In the final wagon, a clever siege weapon rests--none of you have seen its like, but Svendr has heard of the strange new design. It's called a springald, which is a more compact and powerful take on the traditional ballista, with inward sweeping arms. Once assembled, steel plates will house the contraption and protect it from every siege weapon's greatest countermeasure: fire.

Once the officer's equipment is collected, the charmed soldiers are able to describe the items and their effects with some accuracy:

+2 Mithral Breastplate
+2 Large Steel Shield
+3 Spatha (Gladius equivalent of a long sword) [ Kyle ]
+2 Cloak of Resistance [ Thael ]
Bag of Holding [ Hengis ]
+1 Rod of Capture

The rod of capture functions a +1 club, but on a critical hit the target is teleported into a special chamber in the dungeon of the Imperial City. The rod is wrapped in a sheet of velvet for careful transport in the officer's saddlebag.

The lead griffon rider carried the following equipment:

+1 Dagger [ Hengis ]
Scrolls (Acid Fog, Charm Monster, Lightning Bolt, Teleport) [ Qadir ]
Unidentified Wands (x2)
+2 Mithral Chain Shirt [ Sven ]
Unidentified Lance
Headband of Intellect +4 [ Qadir ]
Unidentified Ring
Exotic Military Saddle (for a griffon, obviously)
120 gold septims
A few insignificant sheets of personal correspondence that identify him as Eregul.

The two other griffon riders had the following:

+1 Lance (x2)
Elixer of Firebreath (x2) [ Kyle, Thael ]
Scroll of Lightning Bolt [ Qadir ]
Scroll of Fireball [ Qadir ]
Scroll of Wall of Ice [ Qadir ]
Unidentified Wand (x2)
+1 Ring of Protection (x2)

Judging from their insignia, all three slain officers were Decanii. Each owned a masterwork gladius and breastplate, though Kyle can't determine whether they're magical without spending time trying them out. Without taking too long about it, he also turns up 140 gold septims, an opal, and two potions among their things.

The minstrel is apparently not a fan of his competition. He brandishes a wand and fires a volley of five magic missiles at Svendr (17 dmg, unless you've got a defense against them). wand (Magic Missile, cl 9, 44 charges) [ Sven ]

Dunmer's Gear wrote:*Full Plate
*Belt
*Cape
*Pouch
*Ring x2
*Greatsword

Daedra Worshipers wrote:*Chainmail x2
*Potion x2
*Heavy Steel Shield x2
*Longsword x2
600 Septims between them.

While looking over the dunmer's things, Hengis turns up a pouch of gems which he tosses to Svendr. The bard has a look inside and estimates the collection might be worth as much as 20,000 septims.

Additionally, a worn and yellowed journal is discovered, stamped with the symbol of Boethiah and held closed by a bit of yarn that loops over a button sewn to the front cover. The book or something within is also magical.

GOLDBRAND! (Boo! Hiss! :twisted: )
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sbonner
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Re: Elder Scrolls (OOC)

Postby sbonner » Tue Jul 31, 2018 12:47 pm

Stan, a lot of that sounds familiar from up here. There was similar targeted surveillance of key Ferguson protesters, though I'm sure it has gotten more sophisticated and intrusive in the intervening years.
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Re: Elder Scrolls (OOC)

Postby goatunit » Tue Jul 31, 2018 2:09 pm

Yeah, they specifically reference Ferguson a few times in the documents.

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Re: Elder Scrolls (OOC)

Postby Appollyon » Tue Jul 31, 2018 4:30 pm

Not much I can say except that really sucks gu. Hope things improve now that it's out there.

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Re: Elder Scrolls (OOC)

Postby Lord Foul » Sat Aug 04, 2018 3:33 am

When you are next here for posting, goat, it would be very useful for us if you would give a descriptive summary of the scene around our characters, with whatever hints and clues are apparent as to the state of affairs in and around the Keep, or what is left of it.

It's been a long haul and I'm unsure whether we are nearing the end of this bit, or if there remain serious challenges for us to deal with in order to secure the city. A little guidance in that would be a big help. :thumbup:
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Re: Elder Scrolls (OOC)

Postby keithcurtis » Wed Aug 08, 2018 7:48 pm

Sorry I was away for the very end. I was at Gen Con until day before yesterday, and I've been catching up.

Stan, that's pretty awful to be targeted by people who are supposed to be there for your protection. At least you have verified evidence.

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Re: Elder Scrolls (OOC)

Postby goatunit » Fri Aug 10, 2018 11:55 am

Lord Foul wrote:When you are next here for posting, goat, it would be very useful for us if you would give a descriptive summary of the scene around our characters, with whatever hints and clues are apparent as to the state of affairs in and around the Keep, or what is left of it.

It's been a long haul and I'm unsure whether we are nearing the end of this bit, or if there remain serious challenges for us to deal with in order to secure the city. A little guidance in that would be a big help. :thumbup:


Noted. I'll try to make it clear IC, but to be explicit here the city has been taken and much of the legion appears to have escaped into underground tunnels. Whether there's more to do depends on if you decide to let them flee or if you give chase.

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Re: Elder Scrolls (OOC)

Postby goatunit » Fri Aug 10, 2018 12:03 pm

keithcurtis wrote:Stan, that's pretty awful to be targeted by people who are supposed to be there for your protection. At least you have verified evidence.


Fortunately, the ACLU previously sued the city (in 1978) when a bunch of police surveillance stuff was uncovered related to MLK. In that lawsuit, the city reached an agreement that included a strict prohibition against political surveillance. This recent stuff shows that they've violated that obligation, so the ACLU is suing again on our behalf and it's promising. So far the police defense is that it's a 40 year old law that doesn't take into account modern policing practices. The ACLU's asking whether it's MPD's policy not to enforce laws based on some statute of limitations and whether the court is prepared to commute the sentences of prisoners arrested for breaking laws passed 40+ years ago. For all the hardship, I admit it's kinda fun watching them squirm a little.

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Re: Elder Scrolls (OOC)

Postby Lord Foul » Fri Aug 10, 2018 1:01 pm

goatunit wrote:
Lord Foul wrote:When you are next here for posting, goat, it would be very useful for us if you would give a descriptive summary of the scene around our characters, with whatever hints and clues are apparent as to the state of affairs in and around the Keep, or what is left of it.

It's been a long haul and I'm unsure whether we are nearing the end of this bit, or if there remain serious challenges for us to deal with in order to secure the city. A little guidance in that would be a big help. :thumbup:


Noted. I'll try to make it clear IC, but to be explicit here the city has been taken and much of the legion appears to have escaped into underground tunnels. Whether there's more to do depends on if you decide to let them flee or if you give chase.

Thanks, that helps. My thinking is to secure the city and post guards on the tunnel entrances, but save the clearance of the tunnels for later when we are rested and can organise a methodical search and clean-up operation. Whether that involves the party doing the clearance or we leave it to others remains an open question for now. I'm conscious we may have other conflicting priorities.
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Re: Elder Scrolls (OOC)

Postby Lord Foul » Sun Aug 12, 2018 5:39 pm

As it's been a long scenario in real time, I thought it might be helpful to keep a log of the main things we've done since the last XP award. :D

I have a dream! ...and completely misinterpret it.
Move to the old priory and recruit some more people.
Bluff our way into the city past the gate guards.
Assassinate the officers in the manor house.
Battle at the inn: kill the Tesserarius and many others.
Talos joins the cause in a big way!
Secure the city around the Keep: minimal colateral damage.
Gain a new ally: a lich with a wish!
Assault on the Keep: kill the serpents and two warriors.
Demolition man! Bring down the tower, killing lots and ending the storm.
Svendr saves Kyle and pulls him from the wreckage.
Betrayal and confrontation with Boethiah.
Gain a sword and lose a faith.
Find and finish the evil dunmer.
Secure the Keep and free the city of Falkreath.

Have I missed anything? :eh:
Last edited by Lord Foul on Mon Aug 13, 2018 5:08 am, edited 1 time in total.
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