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Post by DM-Delfon on Aug 2, 2020 7:38:13 GMT -5
Myrdin Olothyra once told you that if you need to disappear, go to Clifton. That traveling bard was right, Clifton is a city on the edge of the known world. As far away from the heart of the empire as possible. Seems a fitting place to hide from Naya Coldshore, the scorned wife of a now dead aristocrat. Not wanting to have an 'accident' of your own at the hands of Rualith, Naya's personal bodyguard, you stowed away on the first ship you could find heading for Clifton. About a tenday into the trip you were finally spotted while trying to grab some food from the galley. The Captain was going to throw you overboard, with no land in sight. You did what any good follower of Tymora would do, and challenged him to a game of dice. The steaks: if you win, you pay a fair fare for the month long voyage. If you loose, he gets to toss you overboard. With Tymora's blessing, you won. The Captain was true to his word, and with your fare paid you were allowed to stay. He did make you work for the rest of the trip though.
Now allowed on board, you have a chance to ask the rest of the crew about Clifton. They tell you about the city itself, set on top of massive cliffs it's walls shine in the sun. The last bastion of civilization before the Lawless Sea beyond. The city itself is divided into several districts: The Palace District, here the Duchess lives. The High District, where the wealthy nobility, the guild houses and the Temple to Pelor are. The Commercial District, where most of the shops can be found, and the middle class live. The Slums, where you can find the downtrodden, warehouses and tanneries. The Harbour District is where the crew spend most of their time, and then it's mostly just the local bars.
After spending a couple tenday speaking with the crew, you find out the following about the Harbour District's Taverns:
The Faded Peacock bears a sign depicting a peacock with feathers all fanned out, but the whole thing is depicted in a colourless gray. It has the feeling of a quiet place about it, so the sailors have mostly ignored it.
The Chunk O' Pie, is both a tavern and a bakery it seems. Two bars on opposite sides of the room, one featuring bottles and casks and the other featuring a display case full of fresh baked bread, and a half dozen pies. The place smells as good as the food tastes. The ale isn't bad either.
The Pelican, it's sign featuring, wait for it, a pelican. Not just any pelican though, this one is wearing a sailor's outfit and is carrying a frothy tankard of ale. The decor has a distinctly nautical theme. This is the bar of choice for most of the ship's crew.
The Cold Prince Pub doesn't even have a sign. It's easy enough to find by the dank aroma emanating from within. The Captain doesn't let his crew go to the Cold Prince, so they can't really give you any more information about it.
Tusker's Alley is an Orc bar. The crew suggest staying away from it, especially the Half Orc Quartermaster.
The Dramatic Elf is an outdoor coliseum styled tavern. The bar itself is set into the base of the stage. They put on a good show, and the ale is excellent.
The Steel Lion is a solid stone structure, unlike the majority of the buildings in Clifton. The proprietor is a woman with a pristine white apron that is built like a blacksmith. This bar is a well known hang out for off duty Pins, Clifton's city guard.
The Winking Beaver is a three story building with thick black velvet curtains hanging in all the windows. The sailors all suggest going to this tavern if you have some extra coin in your purse. It's expensive, but the ale is excellent, and the entertainment is even better.
The Better Fiddler is just a collection of tables surrounding two raised platforms, with a bar running along one wall. Musicians often go here to compete against each other. If you like music, this is the place to be.
The Well-Groomed Pike, its sign featuring a fish wearing formal attire complete with top hat and monocle. One wall has been replaced with a massive aquarium teeming with fish and shellfish. The ale is good, and the seafood is the best in Clifton.
The Carousing Sailor is a rough and tumble place. If you want to get in a fight, this is the bar for you. The ale is garbage, and they don't even serve food.
The Ghastly Alligator is basically a casino. It got it's name from the massive forty foot long alligator that hangs from the ceiling. Both the food and ale are excellent. You will be treated like a prince, as long as you have coin to spend.
Star Docks is a tiny one room building right down near the docks. It's well known for selling strong, but expensive coffee.
After a month on a ship, you finally see the shining walls of Clifton. The docks themselves are encircled by massive cliffs, and upon passing between them you see the Harbour District laid out before you. Raising steeply like a massive staircase. Once the ship is docked, the day is yours. What do you want to do now Venos?
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Post by Greyling on Aug 8, 2020 22:07:05 GMT -5
After making some light jokes with the crew with whom he had been friendly, Venos disembarks from the ship. "I will see you all later at this Pelican. I want to check out some of this city first."
Considering the halfling had come here to help fade from the sight of a certain Lady Coldshore, he sets his sights first on the Faded Peacock. Paying attention to the city colour, but keeping from looking too much like a tourist. Ports on the edge of civilization offered opportunities, but also dangers. He didn't need to get jumped by some bandit while he looked for lodging... and work.
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Post by DM-Delfon on Aug 9, 2020 6:59:27 GMT -5
The docks are busy, sailors load and unload ships. Laborers carry heavy loads up toward the city itself. From the main thoroughfare you can see a staircase that climbs a steep hill toward the Harbour Gate into Clifton proper. The staircase is repeatedly split by a switchback road that allows the fully loaded wagons to traverse the steep slope.
Asking the locals for information, you narrow in on the location of the Faded Peacock only a few layers up the hill, and a couple blocks away. The place is painted a drab beige, and the sign is faded as described by the crew. The door opens with a low creak, revealing a sizable room with a dozen small tables. A hearth takes up the center of the right wall, it’s mantle is dominated by a stuffed peacock. It’s normally exquisite plumage has faded to a dull gray.
The room is decorated with simple elegance, basic lines with minimal flourishes. The walls are decorated with large portraits of stern looking men with dour or serious expressions. A tall thin man wearing black pants with perfect creases, a black vest with gold buttons over a white shirt with a tiny frill. The man is almost bald, with a dusting of gray-white hair along the sides and back of his head. He sports a small, meticulously groomed mustache.
Upon hearing the door creak open, he stands up from the book he was writing in, bows and says, “How may I be of service?”
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Post by Greyling on Aug 13, 2020 10:23:38 GMT -5
Venos smiles warmly, "g'day. Can I get a drink? Maybe some information? I find myself in need of lodgings, and wondered where you would recommend."
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Post by DM-Delfon on Aug 13, 2020 16:18:46 GMT -5
The prim and proper man nods, “You can get an aperitif, and then some sustenance here.” He gestures palm up in an arc around himself to indicate your surroundings. “Whilst you dine, I would be happy to converse with you. Perhaps I could even answer some of your queries.” He moves to a table, and draws back a chair. “If you please.” Once you’re seated he continues, “As to your request for a recommendation, I find the simplest solution is often the best one. We provide lodgings here, and you’re already here so why not stay the night?”
He offers you a menu. A simple single sheet of vellum with some of the neatest cursive you’ve ever seen neatly scrawled across the page in perfect rows.
“Accommodations: Comfortable room 1gp Suite 3gp Deluxe suite 6gp
Meals 1gp”
He goes on to explain that all accommodations come with meals included.
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Post by Greyling on Aug 16, 2020 0:37:52 GMT -5
Venos nods. The halfling walks over and takes the offered seat. "Thanks. Very kind."
Smiling as he accepts the offered menu, "I was hoping that would be your answer. Your fine establishment will do nice. I find my time in Clifton to uncertain, so I think a comfortable room more prudent. If my luck proves well, I may upgrade to a suite."
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Post by DM-Delfon on Aug 20, 2020 5:34:29 GMT -5
The man gives a half bow, “As you wish Sir.” And than he moves off behind the bar, returning a moment later with a key for your room. “I am called Jarvin, how do you wish to be addressed?” After you respond, he replies, “A pleasure to meet you Master Venos” He stands tall and straight beside your table, “You required information, I’ll do my best to satiate your curiosity.”
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Post by Greyling on Aug 21, 2020 23:13:26 GMT -5
"Right, I'm Venos." The halfling tips his head to the human. Trading a gold piece for the room key.
"I am curious if there are any adventurers' guilds in town? I have done some of that work in the past and seems the quickest way to earn some coin."
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Post by DM-Delfon on Aug 22, 2020 9:36:10 GMT -5
Jarvin smiles, "This is something that I can assist you with." He takes a moment to gather his thoughts before continuing, "If you take the main stair to the Harbour Gate. Gain access to the city proper, then turn right onto the High Road. Follow that along until you reach the High Gate. Once you've gained access there, you can follow the main thoroughfare until you find the Adventurer's Guild. Once you're in the High District, just ask one of the Pins for directions."
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Post by Greyling on Aug 27, 2020 5:28:19 GMT -5
Venos repeats the directions, and nods. "I'll check it out after my meal. Thanks very much." He continues eating.
After finishing the food, the halfling heads out into town. Heading for the adventurers' guild.
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Post by DM-Delfon on Aug 27, 2020 6:24:23 GMT -5
"Quite right Master Venos." Jarvin gives you a proper bow, and moves off behind the counter. You see him making a few notations in a ledger, likely recording the business you've just completed with him. The food here is good, consisting of a small loaf of buttered fresh bread, two eggs, four slices of bacon, a glass of fresh raspberry juice, and a tankard of coffee. Exploring your lodgings, you find a comfortable bed, a night stand with a wash basin and pitcher of water on it. A small desk, with a chair and a lockable footlocker to store your valuables.
Exiting the Faded Peacock, you head back to the main thoroughfare and join the throng of people making use of the staircase heading up to the Harbour Gate. A single road switchbacks it's way up from the Harbour District, and this stair cuts across it multiple times. The road is used by wagons to bring their goods up what would have been a very steep incline. With a month at sea, and the much more level ground of where you came from, this staircase is physically taxing. You have no idea how the locals are carrying packs loaded with goods up them.
The Harbour Gate itself is an arch wide enough for two wagons to pass each other at the same time. You see the sharpened steel points of a portcullis tucked up inside the wall on both sides of the twenty foot wide wall. Narrow slits line the sides, and covered murder holes line the ceiling. Grooves cut in the floor would allow for poured oil to spread quickly to the entire killing chamber. You briefly imagine being a soldier attacking this gate, and shudder. Some of the Pins Jarvin mentioned are stationed at the gate. On the Harbour side, you see two on the left side of the gate and another two on the right. You see two faces observing the crowd from arrow slits set into the wall, and another four men are stationed between crenelations on top of the wall.
The Pins mostly just wave people through, with nothing more than a bored sounding, "Keep moving." One guard on the right side pulls people aside seemingly randomly to ask them a few questions. Each wagon loaded with goods is stopped. The drivers provide paperwork, and a very cursory check of the wagon's contents is performed. All in all the flow of people through the gate is pretty constant. While you are briefly stopped as the Pins inspect a wagon, you see a man in a grey cloak exit the gate into the Harbour District. The cloaked man brushes past a man waiting ahead of you in line that's carrying a heavy box on his shoulder. The box carrying man has a pouch on his hip, until the cloaked man passes, then his hip is pouchless.
(Note on your sheet if you're keeping anything in your inn room)
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Post by Greyling on Aug 28, 2020 5:40:01 GMT -5
He finishes meal with a satified sigh. He returns the empty dishes to Jarvin, and pops into his room before heading out. (Nothing left at this time.)
As taxing as the walk was proving to be, it was nice to be on solid ground. As he walked, he was mindful of people. In his experience, many of the larger one tended to overlook smaller.
Venos smirks at the skilled pickpocket. He had some of that in his youth, but preferred these days to finesse the gears of a lock or trap. Though it depended on what his clients were hiring him to acquire for them.
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Post by DM-Delfon on Aug 29, 2020 9:42:54 GMT -5
Jarvin is an attentive host, and he stays away unless needed. As soon as you've finished he is there clearing away the dirty dishes, "I hope everything was to your satisfaction?" He asks, already knowing the answer based on that sigh.
You do find that the vast majority of people here are Human, and even the poorer folk here are wearing fashionable clothing. Even the beggars are wearing dirty, threadbare fine clothes. Most people that don't actually look at you assume you to be a Human child, and avoid treading on you as they would a child. You get a fair number of friendly smiles, or nods.
Your smirk fades as you watch the pickpocket slip into the crowd and vanish, as you come to realize that he could have been your foot in the door for the local underworld. You've heard of Clifton, and it's guilds. The Shadow Hand, like many thieves guilds do not take kindly to freelancers. You have also heard whispers of the Night Blades, another thieves guilds that are more willing to get their hands bloody. Too late now as one of the Pins waves you forward, "Move along Halfling, keep that line moving." You note that the line had moved while you watched the rogue slip away. You hustle passing through the gate onto the High Road.
The city now falls away much like the Harbour District climbed, but much more gradually. You can see the entire Commercial District from here, right down to the river that splits the Commercial District and the Slums. Near the center of the Commercial District you can see a small town square. Storefronts line all the major streets here, with residential areas making up all the streets in between. The whole area is divided in a rectangular grid.
Where to?
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Post by Greyling on Aug 29, 2020 13:11:45 GMT -5
Hustling through the gate, Venos turns right. As the directions said, the halfling moves down the High Road toward the High Gate.
Adventurers' guild work would allow him to display skills. Normally legal work would be easier to find. Not that he concerned himself too much with legal/illegal labels. If the guild was prominent enough, they would cross paths again.
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Post by DM-Delfon on Aug 29, 2020 20:22:14 GMT -5
The cross streets are fairly level, but each perpendicular Road descends slowly. The road you turn onto is a little less busy, and actually ascends very slowly toward the High Gate. After another short walk you see the gate ahead. Another similar collection of guards, set in similar positions. The only real difference between the Harbour Gate and the High Gate is the quality of the people traveling through it. The Harbour Gate is mostly sailors, labourers and merchants. The High Gate is mostly guildsmen, nobles and priests.
You pass through this gate without incident, and find yourself in the High District proper. The streets here have tightly packed cobblestones and are wide enough for four wagons to pass at once. From where you’re standing just inside the High Gate you can see the Main Street travels across the entire High District directly to the Pelorian Light Shrine. All the major guild houses line this road as well. You can see the roofs of mansions along other roads that run parallel to this one.
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Post by Greyling on Sept 2, 2020 1:00:26 GMT -5
Venos takes in the landscape of the town as he keeps heading toward the adventurers' guild.
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Post by DM-Delfon on Sept 2, 2020 6:07:42 GMT -5
The Adventurer’s Guildhall is a relatively simple manor house compared to the palatial buildings that it is surrounded with. The structure actually looks more like a schoolhouse mixed with a fortress than a manor once you get a good look at it. A large three story square building. The yard has been broken up into various training facilities. There is an archery range, a sparing yard, a horse yard, and an obstacle course. All the practice facilities are surrounded by a running track, which in turn is surrounded by a ten foot tall stone wall.
The only entrance to the facility is a twelve foot tall set of thick arched double doors. Two man wearing identical badges of a pair of arrows crossed arrows like an X, the X is crossed again by a vertical lance, and crossed again by a horizontal sword. Both men are armed with pole axes. When you approach the two men stand a little taller, and adjust their grip on their weapons. The change in stance makes them look more at attention, and not at all hostile. It does make them look quite official. When you stop in front of them, one says, "Is there something I can help you with?"
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Post by Greyling on Sept 15, 2020 21:40:51 GMT -5
Venos smiles at the guard that speaks to him. "This is the adventurers' guild? I'm new to town, and looking for work. Can you help with that?"
As he awaits the guard's reply, he begins rolling a coin across the back of his fingers.
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Post by DM-Delfon on Sept 16, 2020 7:24:41 GMT -5
The guard on the left nods his agreement, while the guard on the right says, "This is the Adventurer's Guild." He looks you up and down before continuing, "Our order has work, and lodging for it's members. As well as a few other perks." The first guard picks up where the last left off, "What skills do you possess that would be an asset to the Adventurer's Guild?" You get the feeling that these two men have had this conversation many times before.
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Post by Greyling on Sept 30, 2020 23:42:44 GMT -5
"I could tell you two were the men with whom to talk. You have an air of experience and authority. I can tell you have been doing this a long time." Venos looks down and then back up at the guards. Motioning with his hands as if presenting a prize. "I have a light touch, and am surefooted. My deft fingers are skilled with mechanical things like traps and treasure chest. I work well with others, and independently. Surely I could be very useful to have around."
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Post by DM-Delfon on Oct 1, 2020 11:37:26 GMT -5
“Ahh a trap smith.” The other continues, “Adventuring scouts and trap smiths should go to the manor house.” The first picks up, “If you pass your basic evaluation, you will be presented a mission.” The other finishes off, “Pass the mission and you’re a full fledged member of the guild.”
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Post by Greyling on Oct 2, 2020 15:13:55 GMT -5
Venos nods and palms his lucky coin, "thanks". The halfling passes the guards on his way to the manor house.
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Post by DM-Delfon on Oct 3, 2020 6:51:47 GMT -5
The manor house is a large rectangular building, with a sever architectural style. The two main floors have large stone brick walls, while the third attic floor has windows set into the angle of the roof. The main entrance has a pillared foyer. Where most homes of this style would have wooden windows, this building has iron bars that are painted white. Overall this house has the feel of a fortress, rather than home for some of Clifton's elite. Entering into the pillared foyer, two more guards step out of the shadows. One wears studded leather armour, and is wearing a collection of at least a dozen daggers. The other looks like a noble. The noble looking one speaks up, "Are you a client?" He pauses until you respond in the negative. "Then are you here for the stealth exam, or are you a caster?" Manor House
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Post by Greyling on Oct 3, 2020 9:33:49 GMT -5
"Not a caster. I'm a stealth locksmith. Perhaps you can point me to where that exam happens?"
Venos shifts his eyes to the man with numerous daggers, "I would like to say you have an impressive collection of daggers."
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Post by DM-Delfon on Oct 4, 2020 14:12:26 GMT -5
The noble looking fellow nods, and steps back in the shadows behind the pillar, "Then this is where we part ways my friend." He says with a smile as he steps back. The man with the daggers smirks, "Thanks." He runs his hand along the sash running across his body, his fingers trailing over the hilts of a half dozen blades. "With me." With that, he turns and walks around to the side of the building. He stops beside a double set of storm doors. "Go in here, find me and take this without me noticing and you pass." He holds up a badge similar to the one the two guards were wearing. He then attaches it to the back of his tunic, just above his belt line. With that he jogs back around the front. Looking down at the double set of storm doors, you see a chain run through the handles and a sturdy looking padlock holding the doors shut.
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Post by Greyling on Oct 4, 2020 21:35:01 GMT -5
Venos nods a goodbye to the well-dressed man. He follow the man with daggers to the double set of storm doors. Nodding again as he listened to the instructions. He scrunches up his face as if worried about the test. Taking a deep breathe and sighing to revolve himself to the task. "Okay."
After the man leaves around the corner, the halfling retrieves his tools and gets to work.
Roll: thieves' tool (12+ 6) =18
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Post by DM-Delfon on Oct 5, 2020 7:49:45 GMT -5
It takes you about a minute to set the pins correctly, but as you set the final pin the lock springs open with a satisfying click. Opening both doors you see a flight of stairs that descends down into the basement of the manor house. You creep down the stairs, and find yourself in a chamber that spans the entire length of the building above. On the opposite side of the room you see the fellow with the daggers standing on a similar landing to the one you're standing on. On both sides of the room the stairs split from the landing, and descend down to the floor level. A small placard reads, "Do you go over, under or through?"
The room seems to be split into three lanes. The right side has three mock buildings set up. Your trained eye spots a pile of crates, a window ledge and a flag pole that will do the job of a ladder to get you on top of the mock buildings. The left side of the room is enclosed, and you can see a door that appears to lead into the enclosure. The middle area between the two other areas is rather open, and seems to be set up like a market. It even makes use of the front of the mock buildings to sell the fake scene. Behind the market stalls are humanoid mannequins dressed like townsfolk. They're even wearing pouches, and sheathed weapons.
While you're observing the scene and planning your route, you notice the man with the daggers adjusts his position left, right, center. He also switches the direction he is facing. When standing on the left, he observes the area to the left. When standing on the right, he observes the right. When in the center he observes the market scene. Once he has moved and observed each area, he turns his back on the whole area. Each change takes about ten to fifteen seconds. (2 game rounds)
(The enclosed path is supposed to represent a dungeon or sewer. It requires much less in the way of stealth, but much more in the way of observance and thieves tools. The right rooftop path will require a bit of stealth as well as athletics and acrobatics. The market path will mostly require stealth, and possibly slight of hand for those pouches and pockets on the mannequins. Choose wisely.)
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Post by Greyling on Oct 12, 2020 0:28:13 GMT -5
Venos tries to time his actions for when the man looks away from the rooftop pathway. Figuring it is the path of least resistance.
Rolls: (the three mentioned though I suspect there could be more) stealth 13+08 = 21 athletics 14+02 = 16 acrobatics 13+06 = 19
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Post by DM-Delfon on Oct 13, 2020 6:24:44 GMT -5
You wait for the man to turn his back before you begin. One. Two. You take the steps two at a time. Three. Your can feel your heart beating against your chest as you cross the short distance to the make shift ladder. Four. Five. Six. You reach the rooftop. Seven. You use the angle of the roof as cover, and hide behind the chimney. You wait until you feel like he’s looking away from the rooftops before sneaking a peek. He is looking away, so you move to the edge of the roof. Looking down, you see a few crates and a barrel some fifteen feet below.
You leap, crossing the gap easily enough. This roof is tiled, and some of the tiles are loose. One slips out from under you, and you quickly dodge to catch it before it clatters to the ground below. You skitter across the roof to the next edge. You notice that the opposite roof has a wire across it, pulled tight about six inches above the roof itself. Tiny bells are strung on the line, barely visible in the low light of the rooftop environment.
You stay hidden, waiting for the man to look to the far side of the room before advancing again. You climb to the peak and leap across the next gap, careful not to trip up on the alarm wire. This roof is completely open, so you move slow and steady to not draw attention to yourself. Hanging from the edge of the roof you drop down to the street level once more. Taking cover behind some boxes, you wait until you can breath with more than shallow gasps. You’re surprised that the man above isn’t calling out, “I can hear your heart beating, you have failed the test.”
Once the man looks away, you assess your options. The easiest path would be the stairs before you. They’re just like the set you came down on the other side of the room. Under the man, and against the wall is a ladder that leads up. Then there is the opposite stair, similar to the first, but farther away.
(The far stair will require three stealth checks, while the closer set will require two. The ladder will require only one, but the DC will be higher because of how close he is standing to where the ladder comes out.)
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Post by Greyling on Oct 15, 2020 15:12:34 GMT -5
Venos allows himself a smile as he seemed to be going undetected so far. He steps softly toward the closest set of stairs. Stepping on the more secure, less-used sides of the step. Sparing the occasional glance at the man's back and the badge located on the tunic.
Rolls: stealth #1 10+8 = 18 stealth #2 16+8 = 24
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