The Hungry City 2 (LA, The Sewers, Event)
The Hungry City 2 (LA, The Sewers, Event)
Many speak of the incident the night before as an attack on the city. Some fiendish plot by foul necromancers to overrun the festival and those who cherish that which is good and holy. A few, however, have seen clues and evidence that point to some other cause. The ghuls who ran amok were all already injured bearing many strange wounds not from knife or sword. It was as if they were fleeing to the surface... even if they were more than happy to rampage once they reached that goal.
Whatever the truth of the night all signs point towards the answers being found below, in the sewers, if any were brave enough to investigate.
Whatever the truth of the night all signs point towards the answers being found below, in the sewers, if any were brave enough to investigate.
GM • City of Stories
Re: The Hungry City 2 (LA, The Sewers, Event)
Characters who passed the Investigation/Perception check at the end of The Hungry City may participate in this event. Each must decide if they are investigating on their own or as part of a party (there may be multiple different parties).
An investigator can invite someone who did not pass (or did not roll) the Investigation check at the end of The Hungry City at the cost of one of their free raises. This person joins their party.
The more parties or individuals investigating the more potential Clue Points can be earned towards the final event. But there is safety in numbers should rolls go badly.
The Search:
Roll Investigation/Perception TN10.
If in a party this is a Cooperative roll where a chosen character makes the roll adding the Investigation scores of the other party members as a bonus.
Success, and each successful raise, gives 1 Clue Point.
There is no penalty for failure other than not gaining useful information.
Stay Unnoticed:
Roll Stealth/Agility TN10.
If in a party this is a Cooperative roll where each character rolls individually but adds the highest Stealth skill among them as a bonus.
If the character, or all party members, are successful you may either Repeat or attempt Exit?
If the character, or any party member, fails you enter combat. If in a party those who passed the Stealth check may choose to leave those who failed to their fate and flee without them. (They move to Exit? while any who failed or who choose to remain join the combat)
Anyone who survives combat gains 1XP and exits the event.
Any individual, or entire group, that dies in combat does not contribute their Clue Points to the final total.
Repeat:
Roll both The Search and Stay Unnoticed again increasing the TN of each by 5.
You may repeat as many times as you wish, increasing the TN of both by an additional 5 each time, until you choose to stop or the Stay Unnoticed roll results in combat.
Exit?:
If the character, or any member of the party, has Way of the Land: Sewers you can find an exit at any time without issue otherwise roll either Hunting/Intelligence (Trailblazing) TN15 or Lore: Medinaat al-Salaam/Intelligence TN20. If in a party this is a cooperative roll where a chosen character makes the roll adding the Hunting scores of the other party members as a bonus.
If the character, or any of the party members, has Way of the Land: Medinaat al-Salaam or Absolute Direction reduce the TN by 5 for each instance of either.
Wanderer applies to this roll if the character with Wanderer is rolling. If a character with Wanderer is not rolling but is part of the party the character rolling must call a raise in order to successfully find the exit.
If successful, or if the TN is reduced to zero, the character or party safely escapes the sewers.
If failed roll Stay Unnoticed at an additional +5 to the TN from the last time it had been rolled. If the character or party successfully avoid combat they may attempt Exit? again at an additional +5 TN for each failed attempt)
Each individual, or member of a party, gains 3 Night Points if they or their party contributed a Clue Point to the final total. Any individual, or member of a party, who failed to contribute Clue Points but still survives gain 1 Night Point.
An investigator can invite someone who did not pass (or did not roll) the Investigation check at the end of The Hungry City at the cost of one of their free raises. This person joins their party.
The more parties or individuals investigating the more potential Clue Points can be earned towards the final event. But there is safety in numbers should rolls go badly.
The Search:
Roll Investigation/Perception TN10.
If in a party this is a Cooperative roll where a chosen character makes the roll adding the Investigation scores of the other party members as a bonus.
Success, and each successful raise, gives 1 Clue Point.
There is no penalty for failure other than not gaining useful information.
Stay Unnoticed:
Roll Stealth/Agility TN10.
If in a party this is a Cooperative roll where each character rolls individually but adds the highest Stealth skill among them as a bonus.
If the character, or all party members, are successful you may either Repeat or attempt Exit?
If the character, or any party member, fails you enter combat. If in a party those who passed the Stealth check may choose to leave those who failed to their fate and flee without them. (They move to Exit? while any who failed or who choose to remain join the combat)
Anyone who survives combat gains 1XP and exits the event.
Any individual, or entire group, that dies in combat does not contribute their Clue Points to the final total.
Repeat:
Roll both The Search and Stay Unnoticed again increasing the TN of each by 5.
You may repeat as many times as you wish, increasing the TN of both by an additional 5 each time, until you choose to stop or the Stay Unnoticed roll results in combat.
Exit?:
If the character, or any member of the party, has Way of the Land: Sewers you can find an exit at any time without issue otherwise roll either Hunting/Intelligence (Trailblazing) TN15 or Lore: Medinaat al-Salaam/Intelligence TN20. If in a party this is a cooperative roll where a chosen character makes the roll adding the Hunting scores of the other party members as a bonus.
If the character, or any of the party members, has Way of the Land: Medinaat al-Salaam or Absolute Direction reduce the TN by 5 for each instance of either.
Wanderer applies to this roll if the character with Wanderer is rolling. If a character with Wanderer is not rolling but is part of the party the character rolling must call a raise in order to successfully find the exit.
If successful, or if the TN is reduced to zero, the character or party safely escapes the sewers.
If failed roll Stay Unnoticed at an additional +5 to the TN from the last time it had been rolled. If the character or party successfully avoid combat they may attempt Exit? again at an additional +5 TN for each failed attempt)
Each individual, or member of a party, gains 3 Night Points if they or their party contributed a Clue Point to the final total. Any individual, or member of a party, who failed to contribute Clue Points but still survives gain 1 Night Point.
GM • City of Stories
Re: The Hungry City 2 (LA, The Sewers, Event)
Spellcasting may be usable with subtle casting required if trying to hide it from your party.
GM • City of Stories
Re: The Hungry City 2 (LA, The Sewers, Event)
"Remind me what we're doing here brother?" whispered Al-Haddar as he walked through the unwelcoming sewers, in between two mouthfuls of the content of the bag of ma'quda he had brought with him.
Investment.
"Not sure I follow."
Taking controlled risks now, when the night isn't that deep yet and you're not that tired, to understand better what's the deal with all these ghouls, so they don't surprise you in your sleep in the heart of the dark.
"Makes sense I guess."
Al-Haddar and his brother soon stopped talking, as he did catch a glimpse of the aforementioned ghuls. He observed them attentively from afar, where they were coming from, where they were going, in which state they were.
Courage was however available in very limited quantity to al-Haddar, so he buzzed off at the very first sign they might maybe, possibly, be aware of his presence.
The way back home was surprisingly easy to find. Al-Haddar had been too hungry to eat cleanly, and he just had to follow the crumbs to find the path to the exit. Plus one for serendipity!
---
D3LA | The Hungry City 2 | The Search
Investigation/Perception TN10 | Free Raise from previous event | 3k2 ⇒ 28 (TN: 10)
Pass, +2 Clue points
D3LA | The Hungry City 2 | Stay Unnoticed
Stealth/Agility TN10 | 4k3 ⇒ 16 (TN: 10)
Pass
D3LA | The Hungry City 2 | Exit?
Hunting/Intelligence (Trailblazing) TN15 | Unskilled
VP for +1k1 | 4k4 ⇒ 29 (TN: 15)
Pass
+3 Night points
Investment.
"Not sure I follow."
Taking controlled risks now, when the night isn't that deep yet and you're not that tired, to understand better what's the deal with all these ghouls, so they don't surprise you in your sleep in the heart of the dark.
"Makes sense I guess."
Al-Haddar and his brother soon stopped talking, as he did catch a glimpse of the aforementioned ghuls. He observed them attentively from afar, where they were coming from, where they were going, in which state they were.
Courage was however available in very limited quantity to al-Haddar, so he buzzed off at the very first sign they might maybe, possibly, be aware of his presence.
The way back home was surprisingly easy to find. Al-Haddar had been too hungry to eat cleanly, and he just had to follow the crumbs to find the path to the exit. Plus one for serendipity!
---
D3LA | The Hungry City 2 | The Search
Investigation/Perception TN10 | Free Raise from previous event | 3k2 ⇒ 28 (TN: 10)
Pass, +2 Clue points
D3LA | The Hungry City 2 | Stay Unnoticed
Stealth/Agility TN10 | 4k3 ⇒ 16 (TN: 10)
Pass
D3LA | The Hungry City 2 | Exit?
Hunting/Intelligence (Trailblazing) TN15 | Unskilled
VP for +1k1 | 4k4 ⇒ 29 (TN: 15)
Pass
+3 Night points
Mekham • "Diplomat" • Peddler • Chatterbox • Bland
Influence: Simple citizen (1) | Reputation: None to speak of (1) | Integrity: What? (1.5)
Languages: Mekham, Senpet / Carries: Anything you might want to buy / Profile
Influence: Simple citizen (1) | Reputation: None to speak of (1) | Integrity: What? (1.5)
Languages: Mekham, Senpet / Carries: Anything you might want to buy / Profile
- Claudia Gabinus
- Posts: 99
- Joined: Mon May 16, 2022 1:35 am
Re: The Hungry City 2 (LA, The Sewers, Event)
Claudia stalks or more accurately, splashes through the sewers. The smell is rather foul and every distant sound has her on edge. The surgeon moves with her dagger held protectively in front of her, although it didn't exactly do much against the previous Ghul.
The Hungry City 2, Day 3 LA, Investigation/Perception, calling an extra raise for a clue point and spending a void point, TN 15 | 4k3 ⇒ 17 (TN: 15)
She keeps her head on a swivel, but is about to run into someone who is (probably) not a Ghul....
The Hungry City 2, Day 3 LA, Investigation/Perception, calling an extra raise for a clue point and spending a void point, TN 15 | 4k3 ⇒ 17 (TN: 15)
She keeps her head on a swivel, but is about to run into someone who is (probably) not a Ghul....
Yodotai * Surgeon * Wanderer * Fights If She Has To * Very Haunted * Thirsty For Knowledge*
Influence: City 1, Origin 1, Faction 1 *Glorious 1, Infamous 0* Integrity: Average
Equipment usually present: Pugio, toga, medicine kit, surgeon’s kit, traveling pack.
If socially acceptable: Sword/Shield/Armour/Ghost
Languages: Mekham, Yodotai
Influence: City 1, Origin 1, Faction 1 *Glorious 1, Infamous 0* Integrity: Average
Equipment usually present: Pugio, toga, medicine kit, surgeon’s kit, traveling pack.
If socially acceptable: Sword/Shield/Armour/Ghost
Languages: Mekham, Yodotai
Re: The Hungry City 2 (LA, The Sewers, Event)
Raya had been the quiet escort into the sewers. She was an expert and ensuring you didn't get caught, and with her movements she lead Claudia on without any issuesClaudia Gabinus wrote: ↑Thu May 26, 2022 10:13 amClaudia stalks or more accurately, splashes through the sewers. The smell is rather foul and every distant sound has her on edge. The surgeon moves with her dagger held protectively in front of her, although it didn't exactly do much against the previous Ghul.
The Hungry City 2, Day 3 LA, Investigation/Perception, calling an extra raise for a clue point and spending a void point, TN 15 | 4k3 ⇒ 17 (TN: 15)
She keeps her head on a swivel, but is about to run into someone who is (probably) not a Ghul....
D3 LA The Hungry City 2 event - co-op Stealth/agility + school bonus. TN10 | 7k4 ⇒ 26 (TN: 10)
(Stealth co-op passed, can attempt another investigation roll if you want)
Ra'shari * Ninja * Dancer * Pretty * Lovely Voice * Sweet * Exciteable * Quiet when she wants to be * Profile
Influence: 1 | Reputation: 2.3 | Integrity: Untrustworthy
Equipment: Dancers clothing (almost all the time), a smile, a pack of cards and a bubbily attitude. Maybe a knife
Languages: Mekhem, Ra'Shari
Influence: 1 | Reputation: 2.3 | Integrity: Untrustworthy
Equipment: Dancers clothing (almost all the time), a smile, a pack of cards and a bubbily attitude. Maybe a knife
Languages: Mekhem, Ra'Shari
- Claudia Gabinus
- Posts: 99
- Joined: Mon May 16, 2022 1:35 am
Re: The Hungry City 2 (LA, The Sewers, Event)
Despite all the unpleasantness, the Yodotai isn't one to leave a job half done and ensure the two are thorough.
The Hungry City 2, Day 3 LA, Investigation/Perception Repeat, +5 to TN from repeat not calling any raises spending a void point, TN 15 | 4k3 ⇒ 16 (TN: 15)
((Posting up stealth rolls too))
The Hungry City 2, Day 3 LA, stealth/agility with Raya assist, roll 1, TN 10 | 3k3+3 ⇒ 15 (TN: 10)
The Hungry City 2, Day 3 LA, stealth/agility with Raya assist, roll 2 with repeat, +5 to TN from repeating, TN 15 | 3k3+3 ⇒ 23 (TN: 10)
Last edited by Claudia Gabinus on Thu May 26, 2022 10:53 am, edited 1 time in total.
Yodotai * Surgeon * Wanderer * Fights If She Has To * Very Haunted * Thirsty For Knowledge*
Influence: City 1, Origin 1, Faction 1 *Glorious 1, Infamous 0* Integrity: Average
Equipment usually present: Pugio, toga, medicine kit, surgeon’s kit, traveling pack.
If socially acceptable: Sword/Shield/Armour/Ghost
Languages: Mekham, Yodotai
Influence: City 1, Origin 1, Faction 1 *Glorious 1, Infamous 0* Integrity: Average
Equipment usually present: Pugio, toga, medicine kit, surgeon’s kit, traveling pack.
If socially acceptable: Sword/Shield/Armour/Ghost
Languages: Mekham, Yodotai
Re: The Hungry City 2 (LA, The Sewers, Event)
And on Rayas side, she continued to be a good guide. Nobody was going to spot them like thisClaudia Gabinus wrote: ↑Thu May 26, 2022 10:31 amDespite all the unpleasantness, the Yodotai isn't one to leave a job half done and ensure the two are thorough.
The Hungry City 2, Day 3 LA, Investigation/Perception Repeat, +5 to TN from repeat not calling any raises spending a void point, TN 15 | 4k3 ⇒ 16 (TN: 15)
((One repeat and then we're outta here!))
D3 LA The Hungry City 2 event - co-op Stealth/agility + school bonus. second run through, so +5 to TN (tn15) | 7k4 ⇒ 45 (TN: 15)
And without any worries she lead them back to the exit
D3 LA The Hungry City 2 event - escape! Hunting/Int - void for skill. 2 FR (one from Claudia) with one cancelled out by wanderer raise and other used to lower TN to TN10 | 4k3 ⇒ 42 (TN: 10)
(We're out!)
Ra'shari * Ninja * Dancer * Pretty * Lovely Voice * Sweet * Exciteable * Quiet when she wants to be * Profile
Influence: 1 | Reputation: 2.3 | Integrity: Untrustworthy
Equipment: Dancers clothing (almost all the time), a smile, a pack of cards and a bubbily attitude. Maybe a knife
Languages: Mekhem, Ra'Shari
Influence: 1 | Reputation: 2.3 | Integrity: Untrustworthy
Equipment: Dancers clothing (almost all the time), a smile, a pack of cards and a bubbily attitude. Maybe a knife
Languages: Mekhem, Ra'Shari
Re: The Hungry City 2 (LA, The Sewers, Event)
Asher heads into the tunnels to see what he can find, as a professional member of the Tomb Raiders Guild he is careful and thorough in his search.
3 Night Points
Escape Succeeded
D3HC2-LA- invest/perc | 3k2 ⇒ 23 (TN: 10)
D3HC2-LA- Stealth | 6k3 ⇒ 22 (TN: 10)Success, and each successful raise, gives 1 Clue Point.
Stay Unnoticed:
Roll Stealth/Agility TN10.
D3HC2-LA- Lore: Medinaat al-Salaam to escape sewers, 2 free raises (HC1, Man of Knowledge) | 4k4 ⇒ 21 (TN: 10)
Exit?:
If the character, or any member of the party, has Way of the Land: Sewers you can find an exit at any time without issue otherwise roll either Hunting/Intelligence (Trailblazing) TN15 or Lore: Medinaat al-Salaam/Intelligence TN20. If in a party this is a cooperative roll where a chosen character makes the roll adding the Hunting scores of the other party members as a bonus.
1 ClueIf successful, or if the TN is reduced to zero, the character or party safely escapes the sewers.
Each individual, or member of a party, gains 3 Night Points if they or their party contributed a Clue Point to the final total. Any individual, or member of a party, who failed to contribute Clue Points but still survives gain 1 Night Point.
3 Night Points
Escape Succeeded
Mekham * Dahabi * House Basiri * Diplomat * Archeologist * Merchant * Curious * Linguist * Local
Influence: City 1 / Dahabi 2/ Faction 1 * Reputation: Glory 3.3/Infamy 0 * Integrity: What is Expected
Speaks: Mekhet, Senpet, Ra'Shari, Yodatai, Rokugani, Invidi
Street Equipment: Nice Clothes, Canteen, Locksmith tools, Calligraphy Kit, Flint & Tinder, Knife
Field Equipment: Sturdy Clothes, Pack, Torches, Rope & Grapple, Blanket, Rations
Companion: Jadzia (Gorilla) - Equipment: Canteen & Medical Kit
Influence: City 1 / Dahabi 2/ Faction 1 * Reputation: Glory 3.3/Infamy 0 * Integrity: What is Expected
Speaks: Mekhet, Senpet, Ra'Shari, Yodatai, Rokugani, Invidi
Street Equipment: Nice Clothes, Canteen, Locksmith tools, Calligraphy Kit, Flint & Tinder, Knife
Field Equipment: Sturdy Clothes, Pack, Torches, Rope & Grapple, Blanket, Rations
Companion: Jadzia (Gorilla) - Equipment: Canteen & Medical Kit
Re: The Hungry City 2 (LA, The Sewers, Event)
A man robed in black wearing a smiling djinn mask dropped silently into the sewers from the opened grate above. Wary and immobile, he glanced around for any hint of movement or sound.
Reassured for the moment he began slinking around looking for clues about what happened last night.
TThe Search, roll 1: Investigation/Perception TN10. two raises (re-roll due to mistake) | 5k3 ⇒ 22 (TN: 20) 3 clue points
Stay Unnoticed, Roll 1: Stealth/Agility TN10. | 4k2 ⇒ 33 (TN: 10) passed
Now...that is interesting he knew he should not linger but more was likely needed
The Search, roll 2: Investigation/Perception TN10. two raises fr to reduce the TN by 5 | 5k3 ⇒ 30 (TN: 20) 3 clue points
Stay Unnoticed, Roll 2: Stealth/Agility TN10. fr to reduce the TN by 5 | 4k2 ⇒ 20 (TN: 10) Passed
The plot was tickening
The Search, roll 2: Investigation/Perception TN 20, Fr for extra clues | 5k3 ⇒ 21 (TN: 20) 2 clue points
Stay Unnoticed, Roll 3: Stealth/Agility TN 20, void used | 5k3 ⇒ 28 (TN: 20) Passed
Content with his work and knowong the risks of a prolongated stay the man made his way to the exit based on instinct. (Way of the land: sewers)
Total: 8 clue points, 3 night points.
Reassured for the moment he began slinking around looking for clues about what happened last night.
TThe Search, roll 1: Investigation/Perception TN10. two raises (re-roll due to mistake) | 5k3 ⇒ 22 (TN: 20) 3 clue points
Stay Unnoticed, Roll 1: Stealth/Agility TN10. | 4k2 ⇒ 33 (TN: 10) passed
Now...that is interesting he knew he should not linger but more was likely needed
The Search, roll 2: Investigation/Perception TN10. two raises fr to reduce the TN by 5 | 5k3 ⇒ 30 (TN: 20) 3 clue points
Stay Unnoticed, Roll 2: Stealth/Agility TN10. fr to reduce the TN by 5 | 4k2 ⇒ 20 (TN: 10) Passed
The plot was tickening
The Search, roll 2: Investigation/Perception TN 20, Fr for extra clues | 5k3 ⇒ 21 (TN: 20) 2 clue points
Stay Unnoticed, Roll 3: Stealth/Agility TN 20, void used | 5k3 ⇒ 28 (TN: 20) Passed
Content with his work and knowong the risks of a prolongated stay the man made his way to the exit based on instinct. (Way of the land: sewers)
Total: 8 clue points, 3 night points.
Mekham - Local - café owner
Influence: 1 Reputation: 1 Integrity: Untrustworthy
Carries: Concealed knife, clean robes, stick
Influence: 1 Reputation: 1 Integrity: Untrustworthy
Carries: Concealed knife, clean robes, stick