"It may or.may not have been. Depends if the flames had more of an id that just a image otherwise i just look like someone who tried to burn down a supply ship. But either way that identity is burned." Lower as if to himself "time to be born anew again" " only way to find out is to go. Of course im not leaving them i owe them that much plus. If its still there then there is another hideout or waypoint i can offer for your use. A part was connected to the underground tunnels in a way"
"Well, whatever they do they ain't doing it anytime soon, damn near froze themselves to death because of that lake. Since they're not going anywhere, i might just check out that supply route on my own while it's passing through. I could use the coin, and it's been too long since i've made myself a thorn in the side of the Fists."
As Murph starts to get stronger, he asks what is around him, if there are any spare parts, anything he could work with. He'd love to start tinkering. He'd love to find out who the people are that he'd helped to rescue. He'd love to find out where he was.
This post has potentially manipulated dice roll results.
Tynthis will start to make his way towards the road he was told about, just close enough to see it, using any hills or trees with either wide trunks or full leafed branches to hide.
((Nemo had mentioned a little while back that he didn’t forget about us and had intentions of updating. Though, I’m suspicious with his announcement RL may have gotten a little busy, and it’s summer, thus causing delay. I imagine we may hear back eventually.))
Blair, you've always known that the game would only get more slippery, as time went on. But you also know that running doesn't help, trouble always has a way of catching up. Might as well make the most of the moment and get ready for when trouble comes a-knockin'. Who knows, with the right info, it might just be an opportunity in disguise. With this in mind, and with the performance of your lifetime at Wyrm's Rock behind you, you hit your usual spots. Playing all manner of establishments, from the Brampton dives and the Eastway Pubs to the clubs of the Steeps, you sing your songs, laced with just enough double- entendres and political wordplay to make the right sort of people nervous. He might think of you as his lamb, but he doesn't know that this time, it's you lining up to strike. After a week, and another performance that left the crowd begging for more, the establishment's coffers filled to the brim and you with plenty of clients in the weeks to come, you receive a tap on the shoulder by a well dressed gentleman, urging you to come back into the kitchen, to meet his employer that was "intrigued" by your display. The hook is set, now for the bait. Following the dapper gentleman into the kitchen of the Blushing Mermaid, you follow along, playing your part, preparing for what's to come. As you enter the kitchen, the gentleman closes the door behind you and stands in front of it, arms crossed. From among the shadows, you hear a voice. His voice. "Welcome my little lamb. You sure have kicked up a lot of dust." --------------- Murph and Dart, your recovery is advancing quite rapidly, thanks in no small part due to the care of the strange residents in this ramshackle hut. Over the course of several days, you learn that they are part of a Craban, much like Tynthis had mentioned. Set up as light infantry typically led by drow and snirvfeblin by the imperial army, many of these units had switched sides early in the revolt. In reference to their swift strikes and dark skins, they took the name Craban, or Raven in drow. While operating on their own and as such needing to raid both supply lines and local farmsteads to survive, the Craban have been a thorn in the side of the imperial cause for a while, though until recently, they haven't mattered as much. You learn though, that the imperials have been beaten back on several fronts, meaning that Borogrod has suddenly become one of the critical points to supply the larger war effort in the area. With that being the case, any disturbance in the delivery of arms, food, supplies, or troops is disproportionately felt at the front, which is why the Craban have been gathering closer to Borogrod, in order to both strengthen their own operations and to sap as much power from the imps as possible. Several of the members you talk to are impressed by your own civilian resistance efforts from within the city, and more than once you hear amazement at your bravery, since many of them had never thought that a resistance within the city walls was feasible. Though there are not many spare parts lying around, there are plenty of papers to create plans on. What would you like to spend time developing? --------------- Parker, despite the risks, you have made up your mind and you are determined to make your way back to your establishment. Luckily, the prison treatment has cost you several pounds and teeth. You shave your head and with a bit of work you manage to disguise yourself as an outlying farmer coming to the city to look for work. Passing through the gates, you're a nervous bundle of energy, particularly when you pass a mere ten feet by your own wanted poster, but your luck holds and you manage to make your way into the city. Taking your time and doubling back several times to ensure that you are not being followed, you enter a narrow side-alley, where you force your way into the sewer tunnels, to reach your own place from there. It has been a while and you turn the wrong way once or twice, but within time, you reach your secret cellar. To your surprise, all documents and supplies were still present, the camouflaged wine barrel still intact. You do notice however, that the trap door had been nailed shut from the inside, likely by Blair or Dart. Even the offices above still existed. A flicker of a smile creeps onto your face, as you have an idea. But before deciding on the future of your establishment and the resistance, it was time to add to your notes. There were, after all, plenty of new things you learned. --------------- Tynthis, your first outing you are accompanied by the remainder of the Craban, after you ensure them that the rescued prisoners and the rescuers are to be trusted. As you inspect the route, there are several places for an ambush.
A stretch of wooded road gives plenty of underbrush to hide a sizeable force could lie in wait and well placed logjams could easily block a carriage on both sides.
Another spot is a small river crossing. While risky, a well-placed mine or bomb could sever the bridge as the enemy crosses, giving you a chance to finish off each side seperately. Plus, the nearby vegation and logging piles provide ample cover for plenty of your troops.
The last spot sees a small bend in the road, as it passes by a slight cliff. You are assured by a duergar member of the Craban that the rock above the road is loose, merely held up by a few blocks of wood. Though fewer of your numbers could approach unseen, the avalanche of losse rocks could likely knock out part of the enemy before you even engaged.
As luck would have it, you are just about finished observing the last of the ambush sites, when you see a single column of dust on the horizon. A lone rider likely means a messenger, just a few minutes away. What do you want to do?
(Dart, please let me know if you are part of this outing or not).
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker sets to work re equipping himself with weapons and armor. He adds to the notes but notices his 3 charts are missing. Shrugging he commences forging a transfer of property forms each with the correct seal and tax stamps. Pausing for a second sucking on the end of his pen he makes the form out placing Blairs name in the purchasers slot.
This post has potentially manipulated dice roll results.
Tynthis will point out the lone messenger to the Craban with him.
"We take him down. Learn what he knows. Maybe he lives afterwards. We take a very thin thread, tie it on both sides of the bridge on our end, knock him off his horse. Failing that, we take him down directly. One keeps watch behind him on that cliff for us, myself and whoever has the string take the bridge, the rest use the underbrush to hide and take him down if he gets by, understood?"
Tynthis will then link with the one going to the cliff and the one leading the rear ambush with Psychic Whispers, allowing him to communicate with them telepathically for the next 3 hours. Then takes up his position in hiding near the bridge after helping set the string trap.
Using his link, he speaks to the one on the cliff, "Anyone or anything approaches from the road, you let me know."
Blair had been riding a blissful high, soaking in every drop of attention and floating on clouds of intrigue. It was difficult not to trot with some pep in her step and a sway in her hips, she was practically purring like a pleased kitten, keen to play. Nothing could shake her.
Except him.
That voice.
It sucked all the air from Blair’s lungs, holding her in suspension. Green eyes dilate. She gently raises her chin to remind herself to stand tall, swallowing to hold back a flinch and the clenching of her muscles. The redhead relaxes slightly, batting her lashes with a hint of innocence.
Murph tries to rest as much as he can. He talks slowly, amiably, with the people who make up the Craban, spending as much time as he can with the svirfneblin (does he recognize anyone?) and is a bit more cautious around the drow.
The main thought he has right now is to tweak the earpieces to make them work with longer range. He'd also like to brainstorm some noise-dampening crossbow bolts. Such that they could be fired into an area and then engage, creating a globe of silence around them.
(Let me know how many exhaustion points he's got left.)
Dart would accompany Tynthis if only to keep tabs on them. Not entirely trusting someone they’ve just met. He does his best to not slow the group down. (Assuming he is still at level 2 exhaustion during this)
This post has potentially manipulated dice roll results.
Tynthis, just moments after you set up the trap, you hear Derro the Duergar in your ear: "Shit, there's two riders!" Before you can do anything about it though, you see the two dwarven riders on their large goat thunder down the road.
Thwack! With a sound not unlike a bowstring, the front rider hits the cord and is thrown clearly off the goat, taking the second rider with him. Both tumble and sprawl on the ground, but you see them both grab for their weapons, still concious and ready to defend themselves.
Dart, Tynthis, and your three companions, you have surprised these two riders! Go ahead, roll initiative and take your first turn! You can also give instructions to the other three.
17 vs 15 and 5 vs 15 for 6 bludgeoning damage
Also, as a reminder for those not remembering the surprise rules:
If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.
Dart, since you are bas a result going before them, your assassinate class feature applies.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Blair, you hear a disapproving snort from the voice in the shadow. You see the hand, and though your reflexes tell you to dodge it, you know better. Smack! The heat on your cheek and the taste of blood in your mouth bring back memories.
Out of the dark, you hear the chuckling of a bully, sure of his superiority: "Always so quickwitted, yet dumb enough to still try my patience." There's a clear challenge in the pregnant pause that follows.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker, you work and plan in the basement, working well past sundown and create perhaps some of your finest work. Using your extensive collection of stamps, reams of paper and the right sealing waxes, you create a forgery that only the most paranoid of officials could discern as such. Satisfied, you roll the documents up into a carrying case, and head upstairs into your, now former, house. It's clear that whoever came by here wasn't particularly motivated. While a lot of the furniture has been smashed up by the frustrated troops and anything of value had been carried away, they didn't find any of the stashes and after a short while, you're wearing your own clothing again. It might be less flattering than the garb you wore before your imprisonment, but at least it fits and won't make you stand out on the streets again.
You also go looking for your remaining coin and tools of your trade, and find ten pieces of platinum underneath a floorboard for safekeeping, a small pouch of twenty or so gold pieces tucked under your mattress, and a coat with forty silver pieces sown into the lining.
In one of the wardrobes, you find a set of fine clothes that can still be salvaged, and down in the cellar you find the remaining tools necessary to outfit yourself as a diplomat. You also recover all your supplies and forger's tools.
You also find among the rubble of your offices an abacus, several still empty books, three inkwells and two pens, and a letter opener. Hidden in a secret compartment of your writing desk, you also find your thieves tools, and three cut rubies, worth about 100 gold pieces each, as a last reserve.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Murph, while you quickly figure out that the thing holding back the range on your earpieces is the amount of power that your inscribed discs can produce, your own arcane studies haven't yet given you a way to improve on your original design. You do remember some arcanists calling forth lightning strikes and the like though, so you figure that there must be a way to incorporate that sort of magic into your appliance. Without the necessary arcane diagrams though, trying to modify the existing earpieces could lead to them being destroyed, or even more catastrophically, malfunctioning while being worn and discharging the energy into the wearer.
With your second idea, you run into two problems. At first, you recognize that, though the spells exist to shift the soundpatterns in such a way as to no longer be heard, you don't fully grasp how this is accomplished, particularly since there are multiple spells that have noise- cancelling effects as part of what they accomplish. Without further study of the appropriate diagrams and texts though, that might be difficult to accomplish. The second problem is the trigger. While the earpiece runs on the willing energy of the wearer and the inherent magic of the rune, you're trying to design something that triggers either upon impact, or on a timed delay. Both are very rare phenomena, seeing as most spells originate with the caster. You did however read accounts of some imperial ranger units using some kind of arcane weapons that triggered upon impact. The Craban you talk with remember these ice-knives as well, and can confirm that they burst after being thrown, affecting a whole area, much like you intend.
With the occupation, the arcane texts in the libraries were confiscated, but there might be a way to procure some studies in the Undercellar, or else get your hands on them through some other means. After all, the Imperials did employ arcanists and the local Administration was sure to have one on staff as well, likely even with combat experience and hence potentially access to a simplified version of the ince-knives that the Craban told you about.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
"It may or.may not have been. Depends if the flames had more of an id that just a image otherwise i just look like someone who tried to burn down a supply ship. But either way that identity is burned." Lower as if to himself "time to be born anew again" " only way to find out is to go. Of course im not leaving them i owe them that much plus. If its still there then there is another hideout or waypoint i can offer for your use. A part was connected to the underground tunnels in a way"
Laissez les bons temps rouler
"Well, whatever they do they ain't doing it anytime soon, damn near froze themselves to death because of that lake. Since they're not going anywhere, i might just check out that supply route on my own while it's passing through. I could use the coin, and it's been too long since i've made myself a thorn in the side of the Fists."
As Murph starts to get stronger, he asks what is around him, if there are any spare parts, anything he could work with. He'd love to start tinkering. He'd love to find out who the people are that he'd helped to rescue. He'd love to find out where he was.
Tynthis will start to make his way towards the road he was told about, just close enough to see it, using any hills or trees with either wide trunks or full leafed branches to hide.
Stealth: 28
((It's been about a month. Is this game still going?))
((Nemo had mentioned a little while back that he didn’t forget about us and had intentions of updating. Though, I’m suspicious with his announcement RL may have gotten a little busy, and it’s summer, thus causing delay. I imagine we may hear back eventually.))
just an unstable unicorn.
((Hope so))
((Me toooooo))
Laissez les bons temps rouler
Blair, you've always known that the game would only get more slippery, as time went on. But you also know that running doesn't help, trouble always has a way of catching up. Might as well make the most of the moment and get ready for when trouble comes a-knockin'. Who knows, with the right info, it might just be an opportunity in disguise.
With this in mind, and with the performance of your lifetime at Wyrm's Rock behind you, you hit your usual spots. Playing all manner of establishments, from the Brampton dives and the Eastway Pubs to the clubs of the Steeps, you sing your songs, laced with just enough double- entendres and political wordplay to make the right sort of people nervous. He might think of you as his lamb, but he doesn't know that this time, it's you lining up to strike.
After a week, and another performance that left the crowd begging for more, the establishment's coffers filled to the brim and you with plenty of clients in the weeks to come, you receive a tap on the shoulder by a well dressed gentleman, urging you to come back into the kitchen, to meet his employer that was "intrigued" by your display. The hook is set, now for the bait.
Following the dapper gentleman into the kitchen of the Blushing Mermaid, you follow along, playing your part, preparing for what's to come. As you enter the kitchen, the gentleman closes the door behind you and stands in front of it, arms crossed. From among the shadows, you hear a voice. His voice. "Welcome my little lamb. You sure have kicked up a lot of dust."
---------------
Murph and Dart, your recovery is advancing quite rapidly, thanks in no small part due to the care of the strange residents in this ramshackle hut. Over the course of several days, you learn that they are part of a Craban, much like Tynthis had mentioned. Set up as light infantry typically led by drow and snirvfeblin by the imperial army, many of these units had switched sides early in the revolt. In reference to their swift strikes and dark skins, they took the name Craban, or Raven in drow. While operating on their own and as such needing to raid both supply lines and local farmsteads to survive, the Craban have been a thorn in the side of the imperial cause for a while, though until recently, they haven't mattered as much. You learn though, that the imperials have been beaten back on several fronts, meaning that Borogrod has suddenly become one of the critical points to supply the larger war effort in the area. With that being the case, any disturbance in the delivery of arms, food, supplies, or troops is disproportionately felt at the front, which is why the Craban have been gathering closer to Borogrod, in order to both strengthen their own operations and to sap as much power from the imps as possible. Several of the members you talk to are impressed by your own civilian resistance efforts from within the city, and more than once you hear amazement at your bravery, since many of them had never thought that a resistance within the city walls was feasible.
Though there are not many spare parts lying around, there are plenty of papers to create plans on. What would you like to spend time developing?
---------------
Parker, despite the risks, you have made up your mind and you are determined to make your way back to your establishment. Luckily, the prison treatment has cost you several pounds and teeth. You shave your head and with a bit of work you manage to disguise yourself as an outlying farmer coming to the city to look for work. Passing through the gates, you're a nervous bundle of energy, particularly when you pass a mere ten feet by your own wanted poster, but your luck holds and you manage to make your way into the city. Taking your time and doubling back several times to ensure that you are not being followed, you enter a narrow side-alley, where you force your way into the sewer tunnels, to reach your own place from there. It has been a while and you turn the wrong way once or twice, but within time, you reach your secret cellar. To your surprise, all documents and supplies were still present, the camouflaged wine barrel still intact. You do notice however, that the trap door had been nailed shut from the inside, likely by Blair or Dart. Even the offices above still existed. A flicker of a smile creeps onto your face, as you have an idea. But before deciding on the future of your establishment and the resistance, it was time to add to your notes. There were, after all, plenty of new things you learned.
---------------
Tynthis, your first outing you are accompanied by the remainder of the Craban, after you ensure them that the rescued prisoners and the rescuers are to be trusted. As you inspect the route, there are several places for an ambush.
A stretch of wooded road gives plenty of underbrush to hide a sizeable force could lie in wait and well placed logjams could easily block a carriage on both sides.
Another spot is a small river crossing. While risky, a well-placed mine or bomb could sever the bridge as the enemy crosses, giving you a chance to finish off each side seperately. Plus, the nearby vegation and logging piles provide ample cover for plenty of your troops.
The last spot sees a small bend in the road, as it passes by a slight cliff. You are assured by a duergar member of the Craban that the rock above the road is loose, merely held up by a few blocks of wood. Though fewer of your numbers could approach unseen, the avalanche of losse rocks could likely knock out part of the enemy before you even engaged.
As luck would have it, you are just about finished observing the last of the ambush sites, when you see a single column of dust on the horizon. A lone rider likely means a messenger, just a few minutes away. What do you want to do?
(Dart, please let me know if you are part of this outing or not).
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker sets to work re equipping himself with weapons and armor. He adds to the notes but notices his 3 charts are missing. Shrugging he commences forging a transfer of property forms each with the correct seal and tax stamps. Pausing for a second sucking on the end of his pen he makes the form out placing Blairs name in the purchasers slot.
Then he starts training (he never goes upstairs)
Laissez les bons temps rouler
Tynthis will point out the lone messenger to the Craban with him.
"We take him down. Learn what he knows. Maybe he lives afterwards. We take a very thin thread, tie it on both sides of the bridge on our end, knock him off his horse. Failing that, we take him down directly. One keeps watch behind him on that cliff for us, myself and whoever has the string take the bridge, the rest use the underbrush to hide and take him down if he gets by, understood?"
Tynthis will then link with the one going to the cliff and the one leading the rear ambush with Psychic Whispers, allowing him to communicate with them telepathically for the next 3 hours. Then takes up his position in hiding near the bridge after helping set the string trap.
Using his link, he speaks to the one on the cliff, "Anyone or anything approaches from the road, you let me know."
Stealth: 20
Blair had been riding a blissful high, soaking in every drop of attention and floating on clouds of intrigue. It was difficult not to trot with some pep in her step and a sway in her hips, she was practically purring like a pleased kitten, keen to play. Nothing could shake her.
Except him.
That voice.
It sucked all the air from Blair’s lungs, holding her in suspension. Green eyes dilate. She gently raises her chin to remind herself to stand tall, swallowing to hold back a flinch and the clenching of her muscles. The redhead relaxes slightly, batting her lashes with a hint of innocence.
“Getting dirty is part of the job.”
just an unstable unicorn.
Once night fall hits Parker sneaks upstairs
Laissez les bons temps rouler
Murph tries to rest as much as he can. He talks slowly, amiably, with the people who make up the Craban, spending as much time as he can with the svirfneblin (does he recognize anyone?) and is a bit more cautious around the drow.
The main thought he has right now is to tweak the earpieces to make them work with longer range. He'd also like to brainstorm some noise-dampening crossbow bolts. Such that they could be fired into an area and then engage, creating a globe of silence around them.
(Let me know how many exhaustion points he's got left.)
Dart would accompany Tynthis if only to keep tabs on them. Not entirely trusting someone they’ve just met. He does his best to not slow the group down. (Assuming he is still at level 2 exhaustion during this)
Tynthis, just moments after you set up the trap, you hear Derro the Duergar in your ear: "Shit, there's two riders!" Before you can do anything about it though, you see the two dwarven riders on their large goat thunder down the road.
Thwack! With a sound not unlike a bowstring, the front rider hits the cord and is thrown clearly off the goat, taking the second rider with him. Both tumble and sprawl on the ground, but you see them both grab for their weapons, still concious and ready to defend themselves.
Dart, Tynthis, and your three companions, you have surprised these two riders! Go ahead, roll initiative and take your first turn! You can also give instructions to the other three.
17 vs 15 and 5 vs 15 for 6 bludgeoning damage
Also, as a reminder for those not remembering the surprise rules:
If you’re surprised, you can’t move or take an action on your first turn of the combat, and you can’t take a reaction until that turn ends. A member of a group can be surprised even if the other members aren’t.
Dart, since you are bas a result going before them, your assassinate class feature applies.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Blair, you hear a disapproving snort from the voice in the shadow. You see the hand, and though your reflexes tell you to dodge it, you know better. Smack! The heat on your cheek and the taste of blood in your mouth bring back memories.
Out of the dark, you hear the chuckling of a bully, sure of his superiority: "Always so quickwitted, yet dumb enough to still try my patience." There's a clear challenge in the pregnant pause that follows.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker, you work and plan in the basement, working well past sundown and create perhaps some of your finest work. Using your extensive collection of stamps, reams of paper and the right sealing waxes, you create a forgery that only the most paranoid of officials could discern as such. Satisfied, you roll the documents up into a carrying case, and head upstairs into your, now former, house. It's clear that whoever came by here wasn't particularly motivated. While a lot of the furniture has been smashed up by the frustrated troops and anything of value had been carried away, they didn't find any of the stashes and after a short while, you're wearing your own clothing again. It might be less flattering than the garb you wore before your imprisonment, but at least it fits and won't make you stand out on the streets again.
You also go looking for your remaining coin and tools of your trade, and find ten pieces of platinum underneath a floorboard for safekeeping, a small pouch of twenty or so gold pieces tucked under your mattress, and a coat with forty silver pieces sown into the lining.
In one of the wardrobes, you find a set of fine clothes that can still be salvaged, and down in the cellar you find the remaining tools necessary to outfit yourself as a diplomat. You also recover all your supplies and forger's tools.
You also find among the rubble of your offices an abacus, several still empty books, three inkwells and two pens, and a letter opener. Hidden in a secret compartment of your writing desk, you also find your thieves tools, and three cut rubies, worth about 100 gold pieces each, as a last reserve.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Murph, while you quickly figure out that the thing holding back the range on your earpieces is the amount of power that your inscribed discs can produce, your own arcane studies haven't yet given you a way to improve on your original design. You do remember some arcanists calling forth lightning strikes and the like though, so you figure that there must be a way to incorporate that sort of magic into your appliance. Without the necessary arcane diagrams though, trying to modify the existing earpieces could lead to them being destroyed, or even more catastrophically, malfunctioning while being worn and discharging the energy into the wearer.
With your second idea, you run into two problems. At first, you recognize that, though the spells exist to shift the soundpatterns in such a way as to no longer be heard, you don't fully grasp how this is accomplished, particularly since there are multiple spells that have noise- cancelling effects as part of what they accomplish. Without further study of the appropriate diagrams and texts though, that might be difficult to accomplish. The second problem is the trigger. While the earpiece runs on the willing energy of the wearer and the inherent magic of the rune, you're trying to design something that triggers either upon impact, or on a timed delay. Both are very rare phenomena, seeing as most spells originate with the caster. You did however read accounts of some imperial ranger units using some kind of arcane weapons that triggered upon impact. The Craban you talk with remember these ice-knives as well, and can confirm that they burst after being thrown, affecting a whole area, much like you intend.
With the occupation, the arcane texts in the libraries were confiscated, but there might be a way to procure some studies in the Undercellar, or else get your hands on them through some other means. After all, the Imperials did employ arcanists and the local Administration was sure to have one on staff as well, likely even with combat experience and hence potentially access to a simplified version of the ince-knives that the Craban told you about.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Once Parker recovers any valuables/keepsakes and clothing he leaves a note under the pillow and retreats back to the safecellar
Laissez les bons temps rouler