Corsario's Murder's Mark

Game Master Corsario

Day 2 - Just before dawn
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Maps
Ilsurian
Umbra Carnival
Umbra Carnival Description
Thieves' Guild Map


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Female Human HP 6/10 | AC 14(18) | FF 12(14) | T 12(16) | Per +4(+3) | F: 3 | R: 4 | W: 0(-1) | Init +2
Skills:
Craft (alch) +9 | Dis Dev +6 | Heal +6 | Know (arc, nat) +8 | Prof (herb) +6 | Spell +8 | UMD +8
Alchemist 1

Onward, I say - and expecting an ambush, or finding the locked door. :)


Inactive

The smart play would be to siege them out. Slowly have the guards seize everything out of the shop and underground hold. Keep guards on watch on rotational shifts until they come out, hopefully weakened from running out of food. The longer they spend cornered in their little hole, the more likely her goons are to break. But since they could have a secret escape tunnel or something and haven't used it yet, and Pavo is more a man of action than waiting, he would suggest picking a door and going through it, maybe have Orne do his superman-X-ray-vision, see through wall type thing to see if there is an obvious trap, like a ballista pointing at a door or something.

Liberty's Edge

Kingmaker Exploration Map

Right, but that wouldn't be very heroic, right? Think it like she killed friends and townspeople, and you want her. Now.


Male 4/4 Meta,4/4 L1 HP -5/9 AC 14 Human Fort +0 Ref +0 Will +3 (+6 vs Charm/Compulsions) Oracle 1 Init: 0 ; Perception +1

I suggest we walk around the building for about half an hour, to get them psyched up, and then enter through multiple doors all at once. I see 7 doors on the map? 5 in front, 1 to the side, and 1 alleged door from below?

Liberty's Edge

Kingmaker Exploration Map

Make it 3 big double doors at the front, one on the side/back, and 1 trapdoor.


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Male Aarakocra Fighter 1
Orne wrote:
Orne apologizes to the Skulks.

Elric gives a hard look at Orne. What. You want me to take up their offer? Elric steps back and addresses everyone present. This isn't a game, boys and girls. These aren't just innocent kids sucked up in a conspiracy beyond their comprehension. We're dealing with cold blooded murderers. And you want me to just let them go free? For information? Just like that?

What? Are going to call "Not it!" any time someone does something wrong and make someone else deal with it?

You want to know what happens when I make a deal like this? The immediate consequence is that I let murders go free to run off and kill someone else. Some one else's brother or mother or friend. Some one else's child. Hell, it could be Nadia, next, Orne - in some other village as the carnival travels around. You want me to risk that? For a f~@!ing key?! No. Dead no. Every time - No.

And that's just the immediate consequence. Long term, people learn that we make deals, and start to act reckless, to assume that they can get away with whatever they want and we'll just set them free if they give us something to make our lives easier.

I am not to be bought off. Not for all the gold in Varisia and definitely not for a g*# d&!ned key.

You know what good men do? Good men make the sacrifice. They take up the burden and risk their lives so that others may live in a safer community. This is what it means to be a deputy or a constable - and this is what it means to follow a path of honor. This is what we do. We make the sacrifice. If it means walking into an ambush knowing full well that I may die - then so be it. This is what I'll do to protect my town.

But I WILL NOT LET MURDERS WALK FREE.

Elric takes a breath and paces for a moment.

In a calmer, but still firm tone, Elric continues, We are good men and women. We do not lie, we do not murder, and when we do wrong, we accept the consequences of or actions. We accept our punishment with our heads held high and we take pride in the fact that we learn from our mistakes and continue to make ourselves better.

And as good people who enforce the law, we require everyone else to do the same - or at the very least accept the consequences of their actions.

If we are to follow the community values of Erastil of the causes of freedom from Desna, then we have to protect the community and keep the people free by locking up those who wish to take both away from everyone else. And if we want to follow the teachings of Sarenrae and her words of redemption, then we will allow those who perform the worst crimes - like murder - to redeem themselves in prison under careful watch. And when they get out, then their conviction will be put to the test. We will NOT let them "redeem" themselves while fleeing from the consequences of their actions.

Again, Elric pauses to let his words sink in.

You want to be a deputy? You want to be a good person? Do you want to step up to the high standards I set for myself? Then we do not apologize for others trying to escape the consequences of their actions. We enforce those consequences.

And that's is what we're going to do next - we are going to enforce the consequences of Robella's actions upon her, while knowingly walking into a trap. Because that is what we do. That is what good men do. And we are good men.

Now let's go.

With that, Elric walks back into the building and heads for Robella.


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Male Aarakocra Fighter 1

After a few moments, Elric stops and turns back on his companions. Look. If these were kids. If these were idiots who cannot understand the consequences of their actions. If these were good and honest hard working people who just made a mistake - then maybe we'd make a deal. Depending on their actions and how sorrowful they are and how willing they are to learn their lesson.

Like Filton Legg. You remember Filton, right? The guy who was hung with a rope until he died by the Moncello's and their gang. Including these two skulks. Yeah - him. He's a man I would make a deal with, because he was trying to turn his life around and he was willing to accept the consequences of his actions.

But we're not dealing with people like that. We're dealing with cold blooded murderers.

And one of these cold blooded murders either killed or organized the crime that killed my wife. And killed Filton. And killed Sister Woodmere. And Archivin Walden. And Alexite. And attacked Nadia. And tried to blame the Merali's and the entire Carnival!

Remember all those that died this week and in years past. These are the people that died for the Moncello's greed. We do not make deals with people like this. And we do not apologize for their actions. We apologize for ours and ours alone,and refusing to make deals with these people is not something I will apologize for.

Liberty's Edge

Kingmaker Exploration Map

So, which door you want to use?


Male 4/4 Meta,4/4 L1 HP -5/9 AC 14 Human Fort +0 Ref +0 Will +3 (+6 vs Charm/Compulsions) Oracle 1 Init: 0 ; Perception +1

"Well, and strongly said. Shall we see if the side door is locked? Or perhaps organize a two pronged assault?"


Male Aarakocra Fighter 1

Wasnt there a rope ladder somewhere? Ok. Never mind. The "stairs" the skulks were talking about was probably the trap door.

I like that idea. I can go through the front door with another volunteer to distract them, while Pavo leads a team through the back/side door using the key we got off the skulks.

Or we all go through the side door.

Thoughts?


Female Human HP 6/10 | AC 14(18) | FF 12(14) | T 12(16) | Per +4(+3) | F: 3 | R: 4 | W: 0(-1) | Init +2
Skills:
Craft (alch) +9 | Dis Dev +6 | Heal +6 | Know (arc, nat) +8 | Prof (herb) +6 | Spell +8 | UMD +8
Alchemist 1

Hear, hear. *downs shot and offers Elric one*

I like the idea of splitting up. It may confuse them enough that we gain the upper hand. I can join you, Constable, if you wish, and cover you from behind. I've got a few...concoctions I've been waiting to try out on Robella. She pats the satchel at her side with a satisfied look on her face.

Liberty's Edge

Kingmaker Exploration Map

Sorry, you didn't key any key from the skulks, they are normally undressed (interferes with their camouflage and you didn't do any "cavities search" :P
What to check the side door to see if it is locked?


Male Aarakocra Fighter 1

I have a plan. They have limited numbers. Eight maybe. With 5 different entrances. They can't cover them all with a strong cover. They have to spread their forces out. I bet if we make a lot of racket at each door, it will force them to spread thin and we can all charge in from a different door. Just make sure to jump over the free area right in front of the door in case it has a pit trap like the from door to the shop did.

We can have a guard make racket at the trap door for extra effect, but that door is too far away to give an entry signal for the rest of us.

This will give them 1-2 people to hold each entry. They can't stop us all.

Yes, let's check the side door as well.

The idea here is to make a lot of noise at each door to cause them fear. Then I'll yell out for them to surrender. Then I can blow my signal whistle for everyone to charge in at once.

Open to alterations if anyone has any ideas.

Liberty's Edge

Kingmaker Exploration Map

Who checks the side door? Does (s)he tries to make it quietly (roll Stealth)? Check for traps maybe?


Inactive

"Whenever you're ready Constable. So how are we doing this? Do we have some kind of signal or maybe we just all go in after 1 minute?"


Male Aarakocra Fighter 1

Elric holds up his whistle and smiles.


Male Aarakocra Fighter 1

Since we didn't get the key, we'll have to pick the side door. Aliana, can you do that? Meanwhile, I'll get the guards set up.

Eric asks some of the guards to post below the trap door to ensure no one escapes that route. He'll show them where if he has to.


Inactive

"Well, if Aliana's going with you, I guess I should grab a sledge or crowbar."


Male Aarakocra Fighter 1

A common police or military tactic would be to have someone else break open the door with a sledgehammer or a ram and then step back to let others in. Is this an option? Can we get a guard to assist with Pavo breaking down that door?


Male Half-Orc Cleric 2 | Init +3 | Perc +2 | AC:18/ T:13/ FF:15 | HP 15/15 | CMB +2 / CMD: 14 | Saves F +4/R +3/W +6

Tell me where...


Male Aarakocra Fighter 1

Orlin, far left door. Pavo, back/side door. Orne, right door. Aliana and I will enter through the center door. Before we set up, let's check the doors for traps.

Elric checks the center set of doors on the Southern wall.
perc: 1d20 + 4 ⇒ (20) + 4 = 24
stealth: 1d20 + 2 ⇒ (16) + 2 = 18


Inactive

Perception: 1d20 + 1 ⇒ (4) + 1 = 5

Pavo gives the door a quick glance but doesn't really know what he's looking for. He does not try to be stealthy, hoping to draw away from the others.

Break door: 1d20 + 3 ⇒ (18) + 3 = 21

He waits for the Constable's whistle as he stands a few feet back from the door. Once he hears the signal, he gives the door a solid kick.


Male Half-Orc Cleric 2 | Init +3 | Perc +2 | AC:18/ T:13/ FF:15 | HP 15/15 | CMB +2 / CMD: 14 | Saves F +4/R +3/W +6

Perception, traps: 1d20 + 4 ⇒ (12) + 4 = 16


Male Aarakocra Fighter 1

Request: can you hold that door kick until Elric blows his whistle?


Inactive
Constable Huntington wrote:
Request: can you hold that door kick until Elric blows his whistle?

Edited.


Male Aarakocra Fighter 1

Just waiting to ensure that Orlin and Aliana are on board, and confirmation that all the things I wanted done with the NPC's were done.


Male 4/4 Meta,4/4 L1 HP -5/9 AC 14 Human Fort +0 Ref +0 Will +3 (+6 vs Charm/Compulsions) Oracle 1 Init: 0 ; Perception +1

On board, been running Mummy's Mask all afternoon, playing Rise of the Runelords yesterday. Will wait for the doors to be opened, hopefully by the guards all at once


Female Human HP 6/10 | AC 14(18) | FF 12(14) | T 12(16) | Per +4(+3) | F: 3 | R: 4 | W: 0(-1) | Init +2
Skills:
Craft (alch) +9 | Dis Dev +6 | Heal +6 | Know (arc, nat) +8 | Prof (herb) +6 | Spell +8 | UMD +8
Alchemist 1

I'm with you - gotta love working graves and sleeping during the day. :) Ready to go in the center door.

Liberty's Edge

Kingmaker Exploration Map

So Elric uses his whistle, Fish tries to break the door...
And what do the others do?
Make noise? Try to enter the warehouse?


Female Human HP 6/10 | AC 14(18) | FF 12(14) | T 12(16) | Per +4(+3) | F: 3 | R: 4 | W: 0(-1) | Init +2
Skills:
Craft (alch) +9 | Dis Dev +6 | Heal +6 | Know (arc, nat) +8 | Prof (herb) +6 | Spell +8 | UMD +8
Alchemist 1

Constable, stand back a bit so you can see everyone better. I'll get this door opened up on your signal - I'll try and do it quietly, see if it means we can get a jump on them from this side. Give me a quick wave before you signal, and I'll drink this. Aliana gestures with the large flask in her hand, standing by the center door.

I'll stand ready to open the center door on Elric's signal. I'll probably do it with a Stealth roll, to see if we can by any chance go unnoticed and get a jump on whoever may be waiting. Drinking my Dexterity mutagen right before opening the door.


Male 4/4 Meta,4/4 L1 HP -5/9 AC 14 Human Fort +0 Ref +0 Will +3 (+6 vs Charm/Compulsions) Oracle 1 Init: 0 ; Perception +1

My suggestion, if we are unable to have the guards breach the doors for us, is that we have Aliana attempt to stealthily unlock all three of the front doors in succession, before all enter at the same time. Corsario? Are we able to get guards to help with just the doors, as per Elric's suggestion? Or do we need to ask that IC?

Liberty's Edge

Kingmaker Exploration Map

You can make, if you want, a dozen guards storm the warehouse with you... but it would be much less heroic that way. Just saying.
Aliana can try unlocking the doors, stealthy if the dice are kind, if you want.


Male Aarakocra Fighter 1

Ok; you obviously haven't read what we've written concerning the guards, because not only have you not answered our questions, you've given answers to questions we haven't asked. Here's what we've asked for:

1) Have a pair of guards at the trap door to do two things. One, to simply make noise to have those inside the building think there is someone coming from every entrance into the warehouse. And two, to have them there to prevent escape from that route. This is in addition to the pair of guards outside that building.

2) Have guards assist in breaking the doors down so we don't have to use up our actions breaking the doors. We can immediately enter and do an action against the bad guys.

We have *not* asked for guards to come into the warehouse to fight with us.


Male Half-Orc Cleric 2 | Init +3 | Perc +2 | AC:18/ T:13/ FF:15 | HP 15/15 | CMB +2 / CMD: 14 | Saves F +4/R +3/W +6

Orne knocks, testing if the door is locked.

Liberty's Edge

Kingmaker Exploration Map

My point is... do it yourselves! Enjoy the last fight! Don't bring more NPC's into the mix.
What does Orne means with "Knocks"?


Male Half-Orc Cleric 2 | Init +3 | Perc +2 | AC:18/ T:13/ FF:15 | HP 15/15 | CMB +2 / CMD: 14 | Saves F +4/R +3/W +6

Just a "knock, knock, knock" as if alerting the occupants of his presence and requesting entry. He expects 2 doors to be unlocked... So, at the same time he tests that. Distraction and possible entry. Trying to avoid a Strength check.


Male Aarakocra Fighter 1

Ok. Fine. Let's get this over with.

Elric blows the whistle.


Female Human HP 6/10 | AC 14(18) | FF 12(14) | T 12(16) | Per +4(+3) | F: 3 | R: 4 | W: 0(-1) | Init +2
Skills:
Craft (alch) +9 | Dis Dev +6 | Heal +6 | Know (arc, nat) +8 | Prof (herb) +6 | Spell +8 | UMD +8
Alchemist 1

Aliana unstops her flask and drains it, throwing her head back. Then she pushes at the door in front of her, attempting to open it as quietly as possible.

Drinking Dexterity mutagen (+4 to Dexterity, +2 natural armor, -2 to Wisdom for 10 minutes), then Stealth check to open my door quietly.

Stealth: 1d20 + 4 ⇒ (19) + 4 = 23


Male Half-Orc Cleric 2 | Init +3 | Perc +2 | AC:18/ T:13/ FF:15 | HP 15/15 | CMB +2 / CMD: 14 | Saves F +4/R +3/W +6

tell me, her door is locked... hee hee.


Inactive
Pavo "Fish" Krupt wrote:

[dice=Perception] 1d20+1

Pavo gives the door a quick glance but doesn't really know what he's looking for. He does not try to be stealthy, hoping to draw away from the others.

[dice=Break door] 1d20+3

He waits for the Constable's whistle as he stands a few feet back from the door. Once he hears the signal, he gives the door a solid kick.

At hearing the sound of the Constable's whistle, Pavo lets his foot fly, connecting solidly with the door.


Male 4/4 Meta,4/4 L1 HP -5/9 AC 14 Human Fort +0 Ref +0 Will +3 (+6 vs Charm/Compulsions) Oracle 1 Init: 0 ; Perception +1

All I know is that there's no way Orlin will enter through his assigned door, without assistance from Aliana's lockpicks, The Guards smashing the door, or perhaps a set of keys found in the underground lair... I got really lucky with breaking doors last time, but... no way I'll get that lucky again.


Male Aarakocra Fighter 1

We didn't get the keys, because we didn't perform a cavity search on the skulks. Ew. We can't use the guards to break down the doors because it's "not heroic." Why don't you just come in the door Aliana is unlocking right now? We'll forget the one you're entering. We'll just be a powerhouse entering through the center doors.

Liberty's Edge

Kingmaker Exploration Map

Aliana, Elric and Orne
01. Shipping and Receiving
The interior of this large building appears unfinished, with a wooden frame that could have housed two separate floors but is in stead open to the roof like a barn . Sliding bay doors stand to the south, where a serviceable wagon is parked. Across the center of the warehouse, a catwalk hangs fifteen feet off the ground. Heavy items can be pulled up to the catwalk with ropes and a block and tackle. In the northeast and southwest corners, rooms have been framed in and walls erected. Shelving lines most of the walls, and crates and boxes are stacked in many places on the main floor.
There are 4 workers on the catwalk, to turn to see you, surprised.
"Hello? What do you want?"

Perception Check DC 20:
Under their work clothes they have leather armors, and you can see the edge of what seems longbows peeking from the catwalk floor.

Perception DC 15:
They have a big ceramic jar up there, in the catwalk, which seems very fragile to be stored there, and one of the workers seem ready to drop it down.

Sense Motive DC 15:
They seems very alert, ready to attack, but playing the part of innocent workers.

Orlin
D2. Front Office
A desk and chair sit against the east wall, with additional chairs situated nearby. Wall lamps light the room. To the north of the desk is a single door leading deeper into the warehouse.
A solitary man, Ferdis, sits behind the
desk, Orlin knows him from some nights at the pubs in town.
"Orlin! How are you? What brings you here?"
Perception DC 20:
He has something in his hand under the table.

Sense Motive DC 15:
He seems very alert, ready to attack, but playing the part of an innocent worker.

Pavo
Making a change here, just for you, man...
D6. Night Watchmens Quarters
A cot and footlocker rest against the south wall by the eastern corner. In the opposite corner is a chair with a tray of food.
Standing in front of the door is Genthus Duggern, sporting a big smile, sword in hand.
"But if it is Fish. I should have known. This is your last chance, join us, or you will die as the rest of the Varisian scum."


Inactive

While he was a little apprehensive about what he would find on the other side of the door, upon seeing Genthus, Pavo actually grins slightly. "And here I didn't think I'd be happy to find anyone in here."

Initiative: 1d20 + 2 ⇒ (4) + 2 = 6


Female Human HP 6/10 | AC 14(18) | FF 12(14) | T 12(16) | Per +4(+3) | F: 3 | R: 4 | W: 0(-1) | Init +2
Skills:
Craft (alch) +9 | Dis Dev +6 | Heal +6 | Know (arc, nat) +8 | Prof (herb) +6 | Spell +8 | UMD +8
Alchemist 1

Sense Motive: 1d20 ⇒ 5
Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Oh boy, so nice to see such fine, upstanding folk here.../sarcasm...

Aliana, feeling very foolish at having jumped the gun and drunk her mutagen already, steps into the room and addresses the workers. We're here to see Robella on business, she says with a smile. Do you know where she is? Could you let her know she has visitors?

I'll take the surprise round and smile, with those rolls. :)


Male 4/4 Meta,4/4 L1 HP -5/9 AC 14 Human Fort +0 Ref +0 Will +3 (+6 vs Charm/Compulsions) Oracle 1 Init: 0 ; Perception +1

Perc: 1d20 + 1 ⇒ (14) + 1 = 15
Sense Motive: 1d20 + 5 ⇒ (17) + 5 = 22
Diplo: 1d20 + 8 ⇒ (19) + 8 = 27
Init if needed: 1d20 ⇒ 17

Congrats on the new job!

"Ferdis! Glad to see you man! I have bad news, I'm afraid. We're here to arrest a murderer, and some thieves. Please come out, with your hands where I can see them and have a seat with some of these guardsmen outside until we get everything straightened out. We Know Robella's guilty, and that most here are her cohorts, and we've found plenty of evidence so far. Please don't make this harder than it already is, I consider you a friend."

Liberty's Edge

Kingmaker Exploration Map

Orlin
"Well, "friend", I always considered you a lumberjack simpleton."
Initiative Roll: 1d20 + 6 ⇒ (10) + 6 = 16
He pulls a dagger from behind the desk and jumps towards you!
But you win the initiative, so Orlin attacks first.
Pavo
Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
"You could have been big with us, Fish. Now you die!"
He jumps towards you with his sword in front of him.
Short sword attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
But Pavo manages to move away, avoiding the blade.
Waiting for Orne and Elric.


Inactive

Fish's next action:

As Pavo spins away from Genthus's blade, he reverses his hold on his trident before hurling it at the oncoming man. As Genthus dodges the flying weapon, Pavo takes advantage of the distraction to free the net from his belt.

Trident Ranged Attack: 1d20 + 3 ⇒ (5) + 3 = 8


5-foot step back away from Genthus
Standard Action: Trident Thrown Ranged Attack
Move Action: Draw Weapon: Net


Male Aarakocra Fighter 1

perception: 1d20 + 4 ⇒ (4) + 4 = 8
sense motive: 1d20 + 9 ⇒ (12) + 9 = 21

I can see you are tense. I can see you're ready for a fight. I've not come here to fight with you. Surrender Robella to me, and your trial will be much easier. I can assure that your sentence will be minimal if you surrender now and give up Robella.

If you choose to fight, you will risk death. If I capture you alive, you will receive the death penalty.

So choose: A life of redemption or death.

If you choose death - remember that there is more than just me. Your building is surrounded. Outside are the rest of my guards, and beyond them are an entire city of angry men waiting to beat you to death for what you've done.

But I can ensure your safety and your life if you surrender Robella to me. Just bring her to me, tied and bound, and I promise you your life.

As he speaks, Elric loads his sling.

initiative: 1d20 + 5 ⇒ (12) + 5 = 17


Male Half-Orc Cleric 2 | Init +3 | Perc +2 | AC:18/ T:13/ FF:15 | HP 15/15 | CMB +2 / CMD: 14 | Saves F +4/R +3/W +6

init: 1d20 + 3 ⇒ (15) + 3 = 18
perception: 1d20 + 2 ⇒ (14) + 2 = 16
sense motive: 1d20 + 6 ⇒ (10) + 6 = 16

Orne summons the gift of Desna... blanketing his allies with divine favor.

Bless.

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