IC Story Thread: Ch.1,Ad.1 - A Sensitive Matter

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Aug 29, 2023 5:19 am
"After searching the docks, we will meet up with the rest of you at the tavern."

At the market, Éothain gets a loose, large tunic and pantaloons to cover his armor, then adds a dark cloak with a hood. He keeps his boots instead of acquiring new shoes. Assuming Onan's permission, he will leave his ornate helmet and current traveling cloak in the shop for later retrieval.
Is 9 copper a fair price for the garments?
Aug 29, 2023 4:55 pm
rpgventurer says:

Is 9 copper a fair price for the garments?
OOC:
Yup that's fine.
The section of Umbar primarily inhabited by the Corsairs is the oldest part of the city. It grew up and around the water's edge, snaking along the undulating terrain of the rocky shore, there are even small islands out in the bay that have their own structures and docks built upon them.

And while the mainland docks are well built and maintained, they are not by any stretch well planned or organized. They were originally constructed as far-flung bases of operation, at a time when the Corsairs sailed as individual pirateering operations and so each dock belonged to a specific ship and captain, and security and privacy and having everything a ship could need at one dock was the priority.

Well, while that lack of organized purpose has went away, the disparate structures of the docks were set literally in stone, and so the modern city and docks just grew up around and in between the old, and it has resulted in a winding series of streets, and alleys, and boardwalk, and docks that encircle the rocky bay in layers like an onion. Complex and difficult to navigate.

For those physically searching for the ship, there are structures that can hinder or help your search - both clearly directly associated with the Corsairs and not, and there are people who may hinder or help your search - both clearly directly associated with the Corsairs and not.

It is up to you what methods you use to try to achieve your goal, given these circumstances.

For those using more passive means to try to get ppl to divulge knowledge of the ship's location, there's any number of taverns you can go to. Seemingly as many places to cavort as there are ships in the bay. So you may choose any one or multiple establishments, in which you try to loosen tongues and dislodge unwitting bits of knowledge that might help you. Corsairs are as well known for their loyalty to their Ship-Lords, but also for their braggadociousness and debauchery off the ship.

It is up to you what methods you use to try to achieve your goal, given these circumstances.
OOC:
Okay, so we'll conduct both Challenges simultaneously.

The stakes are thus:

1. Success - finding the ship is really inevitable (spoiler: it's here :P), so the question really is - what does it TAKE, what does it cost, what are the consequences, of the actions you all pursue to find it.

2. Failure - as mentioned, you can find the ship, so failure here is a question of cost and consequences. If the contingent at the tavern(s) are plying tongues with comradery and creating trust with food or liquor, how much do they have to spend to do that? How long does it take/are they up until sunrise/is it exhausting? How drunk(?) do they themselves get making others comfortable? Do they tip their hand, and alert the wrong person to what they're really trying to do? For those physically searching... Again, how long does it take? Do they over-step their bounds a time or two - find themselves at the wrong place at the wrong time, and induce aggressions? Again, do they tip their hand, and someone notices what they're doing?

The answer to these questions will be determined by your characters' skill and luck and influenced by your chosen narratives, over the process of our Skill Challenge "montage" here.

All of that are possible outcomes, and there will be one or more of these sorts of costs or consequences, associated with Success or Failure. The better the success the fewer and/or less severe the cost and consequences.

Anyone may start, by first proposing their proficiency they wish to use, and giving us their narrative, from there we go "round robin" (every character taking a turn to roll and shape the narrative) before any single character may go again.

The beginning DC for your checks is 12 (8 base+2 avg PB+2 based on the narrative challenges - you're strangers in a strange land. And remember this DC goes up by +1 after every 3 checks (reconciling this escalation of stakes and tension for both Challenges separately).

Let me know if you have any questions in the ooc chat.

Who wants to go first!?

Give us your narrative and your roll!
Aug 29, 2023 5:50 pm
OOC:
Once they reach the docks area Seònaid will try this. Not sure what details or rolls you need to figure out if she succeeds. Also, not sure how practical this is, or how much coin will need to be spent

Her languages are Sindarin, Westron, Common Tongue, so she will use whichever of those helps her best. She'll look about for young kids working as messengers, helpers, robbers, whatever around the docks. There are always a bunch of those. She task a few of them with finding the ship for her, offering them a small coin to start searching, another small coin to keep it secret, and the promise of a larger coin to those that come back with the most helpful information on the ship. For whichever comes back with the ships location she will give a prize of a few coins

While they are searching she will use her skill Ever Watchful, which is described as;
Talking with locals and passing travellers for a few hours, you can make a DC 12 Intelligence (Investigation) ability check with advantage. Success indicates that you hear all the latest useful rumours, including news of trouble. Failure means you hear all the latest rumours and news, but cannot discern the true from the false.

Out of the rumours she will try to find out anything about children of Gondor appearing in the docks, or stories of corsairs planning such a scheme.
Aug 29, 2023 5:52 pm
At the Docks
With his familiarity with boats and docks protocols and procedure, Cirion observes the few barquentines they see at the docks, looking for tell-tale signs of a recent arrival. Maybe the ropework gets consolidated into more secure mooring after a few days, and the sails inevitable maintenance and repairs would start. A newly arrived vessel, he reasons, will have looser ropework and its sails might show small tears from recent navigation.
He squints his eyes in the dark as he walks by the ships (posing like a passer-by), glad to be gifted with good eyesight in the dark.
OOC:
pitching a Perception roll here (+4), and hoping Night Vision (Treasure Hunter Class feature) might provide an advantage, here?
Adding a roll here, but of course feel free to disregard it if not applicable. He is trying to see the signs of a recently moored barquentine to restrict the scope of the search
Last edited August 29, 2023 5:54 pm

Rolls

Perception (advantage) - (2d20H1+4)

(420) + 4 = 24

Aug 29, 2023 7:40 pm
OOC:
Almost forgot, I think by my own rules I'm supposed to let you guys know how many successes are required for Success of the Skill Challenge (note: it's always "n=the number of characters participating in the Challenge"-failures for Skill Challenge Failure).

While I see this Skill Challenge as a pretty easy thing to achieve, it is rather hazardous (i.e. There is a lot of opportunity for something to go wrong or the enemy to find out), so it is 4 Successes for each contingent to Succeed.

So 4 success to trigger Success conditions, 3 failures trigger Failure conditions.
Aug 29, 2023 7:45 pm
Dr_B says:
At the Docks
With his familiarity with boats and docks protocols and procedure, Cirion observes the few barquentines they see at the docks, looking for tell-tale signs of a recent arrival. Maybe the ropework gets consolidated into more secure mooring after a few days, and the sails inevitable maintenance and repairs would start. A newly arrived vessel, he reasons, will have looser ropework and its sails might show small tears from recent navigation.
He squints his eyes in the dark as he walks by the ships (posing like a passer-by), glad to be gifted with good eyesight in the dark.
OOC:
pitching a Perception roll here (+4), and hoping Night Vision (Treasure Hunter Class feature) might provide an advantage, here?
Adding a roll here, but of course feel free to disregard it if not applicable. He is trying to see the signs of a recently moored barquentine to restrict the scope of the search
OOC:
This is a great job of forming your narrative and putting a Skill to it @Dr_B but, yea, as acknowledged in the chat, just missed that it's naked Skill only.

Which I frankly probably didn't call out/explain as much as I should have in the houserule description, as it's one of the big points/goals of the capital-S capital-C Skill Challenge.

Okay:

DOCKS: 0 and 1 on the 4 Success:3 Failure end-state.

TAVERNS: 0 and 0 on the 4 Success:3 Failure end-state.
Aug 29, 2023 7:59 pm
OOC:
my bad, should have read it better!
Aug 30, 2023 6:05 am
[ +- ] disclaimer/excuse
OOC:
As much as I understand Skill Challenge it requires series of actions that complement each other, so the first step I believe is to find the right people (to get them talking is next one)
Ónar is going to a pub crawl seeking to find and blend into a party of Corsairs, but an old wise man is doing it systematically - in the first tavern he listen for hottest topics among Corsairs and is then ready to re-tell the same story in next pub and complement his knowledge of hot topics. Until he can find a party that welcome him as interlocutor.

Rolls

Charisma check - (1d20+0)

(13) = 13

Aug 30, 2023 2:32 pm
GreyWord says:

Just an excuse to choose rolling my second worse ability check. As a player I
1) Try to find balance between looking at the numbers I see on my charsheet and what I think is best narrative at the situation.
2) Believe any failed out of combat checks have the bright side - they allow richer story - in this case the consequences, which I believe would make story richer and require PCs to do something extra.
OOC:
You may not have seen it, but there is also another element to the choice you make/made, because of the way I run Skill Challenges:

Because of the fixed but escalating DC, there is a mechanical strategy element too. Do you use your "weaker" Skills early on, when the DC is as low as it's gonna get and so you don't necessarily need to break out the "big guns"? Or do you use your good Skills early on to try to ensure you get those "easy" Successes while you can?

Good roll! Why ever you did it, it worked out for you!

DOCKS: 0 and 1 on the 4 Success:3 Failure end-state. Next check DC 12

TAVERNS: 1 and 0 on the 4 Success:3 Failure end-state. Next check DC 12
Aug 30, 2023 5:48 pm
Ragnarr will play off of Ònar’s plan and will hang out near him but not act like they are together. He plans to listen to Ònar’s stories and listen to people farther away from Ònar’s that may be having "hidden" conversations about what he is saying.

Rolls

Perception, DC 12 - (1d20+2)

(9) + 2 = 11

Aug 30, 2023 8:59 pm
Duinhir also starts off his part in this investigation in a quiet and observant way. While Ónar tries to make new friends, the ranger listens in on conversations in the tavern. He has taken up a lone seat with a pint of ale as it has become his fashion. But ever so often he moves around to follow other conversations. Maybe some of them are about a certain ship or children or anything that could be related to their task.
OOC:
Duinhir has proficiency in Perception, does that mean he gets to add a proficiency bonus? I'm still not quite familiar with D&D rules.

Rolls

Perception - (1d20+3)

(6) + 3 = 9

Aug 30, 2023 10:18 pm
It's hard to say, for Onar, Ragnarr, and Duinhir... perhaps they are being too passive, or perhaps they're just not in the right place, or it's not late enough for lips to loosen as much as needed? But all is not lost, there's still plenty of time left and plenty of ales un-drank...
OOC:
Alright, good stuff both of you, thanks.

We can maybe see here why the Skill Challenge mechanics can break down with too few participants. The idea is meant to play to the law of averages, and so with fewer ppl, the Challenge result can easily swing in the direction of the first couple rolls... but who knows, the Tavern crew might rally yet!

@GreyWord Onar can go again, or Ragnarr, or Duinhir, for that matter of there's any strategy there you want to pursue?

@Drakis2,@rpgventurer we still need to hear from you guys for the first time on the "Docks crew".

DOCKS: 0 and 1 on the 4 Success:3 Failure end-state. Next check DC 12

TAVERNS: 1 and 2 on the 4 Success:3 Failure end-state. Next check DC 13
Aug 31, 2023 2:47 pm
Now as Ónar successfully blended into a party he will try to share some fake or not so rumors about ship business and captain luck recently too people reaction on his statements. He try to read people reaction on facts versus lie and then switch to facts he guess:
is the ship they are looking for in the docs still? Captain had some problems in business recently, didn't he? Anything suspicious with captains' business lately? etc.
OOC:

@emsquared
Loremaster, please decide if this is Deception or Insight check (or anything else). My deception is +0 and insight +5, rolling as +0 so please add that +5 if appropriate

Rolls

Ability (to be decided) check - (1d20)

(1) = 1

Aug 31, 2023 5:51 pm
OOC:
Yea, I think you spun that into a fine use of Insight. The rumors aren't the hard part, it's gauging their reactions to each, and what is working.

Unfortunately the streak of bad rolls will put a nail in the coffin of the Tavern's Challenge.
The efforts in the tavern bear no fruit early on, and so the contingent of Onar, Ragnarr, and Duinhir must continue into the wee hours of the morning in order to discover the portion of the docks where their ship-in-question might be.

It is an exhausting effort for the three, mentally, and to be allowed to stay in the tavern, they must eventually and periodically purchase food and/or drink to simply not get kicked out to make room for other patrons. And so the longer the night stretches the more expensive it becomes.
OOC:
Consequences of failure for Tavern contingent is +1 level of Exhaustion/no Long Rest tonight, 5 silver each, and...
However, ultimately, as the sun's light begins to turn the black-of-night in to the grey of early-morn, they do catch word of, "...that fool Ibn-Ahten...", over on Easterly Rock, "bringing children into the situation...", from the lips of some salty-dog.

But almost as soon as the man has said it, his eyes go wide, possibly realizing he's said too much to strangers, and he puts down his tankard in a hurry and goes to leave the tavern, with a final glance at the three as he goes...
Aug 31, 2023 6:48 pm
OOC:
I love the failure! Haha
Rolling persuasion for Seònaid
OOC:
Edit: don’t know her bonus but I’m sure it’s not 10 lol. I’m just going to stop rolling and assume failure at this point haha
Last edited August 31, 2023 6:50 pm

Rolls

Persuasion - (1d20)

(3) = 3

Aug 31, 2023 7:17 pm
At the DocksCirion notices a tall scaffold erected against the decrepit facade of a building overlooking the port. It reaches up to the third floor of the old building, and looks abandoned at this time of night.
That would give me a good vantage point on the docks, he reasons. A little tall, but seems possible to climb it...

He reaches the base of the scaffold, trying the master posts for solidity. Then he starts his climb on the least exposed side.

Rolls

Athletics - (1d20+3)

(14) + 3 = 17

Aug 31, 2023 7:20 pm
Duinhir discreetly follows the man. This seems to be the lead they have spent all night trying to get. And now it was there.
Though he is tired and wants to go to bed just a moment before he hears the remark, the mention of children gives him new energy. He gets up and follows the man, trying to stay in the shadows of the dawn.

Rolls

Stealth - (1d20+4)

(9) + 4 = 13

Aug 31, 2023 7:56 pm
OOC:
@Mnrtoler & @emsquared: Seònaid has a +2 from INT so, yeah, that probably failed
Aug 31, 2023 11:49 pm
Éothain walks through the dock area, thankful for the breeze off the water. He walks slowly past each ship, looking carefully for a vessel that matches the description he was given.

No expert on seafaring, the warrior gives a wide berth to the groups of workers scattered in his path, trying to avoid all conversation. However, he keeps vigilant for certain words such as ‘Gondor’ or ‘children.’

Rolls

Searching for the kidnapper’s ship (Perception) - (1d20+2)

(2) + 2 = 4

Sep 1, 2023 6:00 am
Ónar apologize to Ragnarr (unless he follows man too) for his plan failed Sorry, looks like I've wasted your time - no luck tonight. We only learn what we know already. He is too old for such long nights up and going home to snooze some.
OOC:
I guess we better don't even try next skill challenge before a long rest because with a disadvantage on ability checks that would be silly to try.
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