DM Flykiller's Council of Thieves

Game Master flykiller


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"Yup. I want them to think I'm just a dumb kid goin' in there to meet that pretty lady again. If there isn't cover, find another building to wait in. Don't wanna start a fight unless we have to."


male human conjurer 1/spy 0ACD

"Hmm..." Ferrucio turns around, having finished the touch-ups on his makeup. The makeup makes him look tired, with pock-marked cheeks and a significantly longer nose than normal.

"It sounds, from your description, Bishop, that this woman was keenly interested in more than just a simple rematch. We could speculate endlessly about her motivation for inviting you, but for now that serves little purpose. Perhaps, in an effort to at least provide you with a modicum of protection, Illithia might be able to accompany you?"

He looks Illithia up and down--more like he would examine a fine work of art than he would a woman who held his interest. "Illithia, if you are up to it, you could perhaps play the part of a mindless trollop hanging off Bishop's arm. That would give us two sets of eyes on the interior. And beyond that, Illithia, you could use your senses to divine the source of the evil that permeates the Bastards' actions."

"Of course, more urgent matters demand our attention still--we have yet to decide how we are going to approach Bluehood, beyond the inclusion of a note with the remains of this shadowbeast. Anyone have any thoughts about what we should put in such a note?"


"Heh. I am a charmer. Having Illithia along was my plan actually. Though the mindless trollop part is all you. I actually wasn't keen on having the rest of you in on the plan originally, since you bein' there might have it go bad. But she convinced me to have more back up."

"We should just put it out there plain and simple. Be straight forward sayin' we wanna talk about joinin' up and bein' allies. Too much lyin' is liable to make her an enemy. That's the last thing we need."


Ferrucio:
You recognize the image on the coin as Mammon

Dario:
You haven't been to that area nor do you know of anyone who has. It's a remote and desolate part of town.


Edited for now to prevent possible confusion, will put back once the matters are settled in the discussion thread.


male human conjurer 1/spy 0ACD

I'm happy that Arael's happy...but I thought we were heading out to drop off the shadowbeast remains tonight, before going to scope out the Temple of Erastil tomorrow? Or did I misinterpret? My memorised spells for today are geared toward that.


Edited to fit in the timeline.
As you gather for your evening mission, Arael happens to go by.
I brought you some good news - according to our contacts, the Hellknights' drive to crack down on the supposed "rebels" in the city has been rebutted, for the lack of properly filed justification. If there is one thing we can rely upon in Westcrown, it's bureaucracy.". He chuckles.
"The stories of armigers running away like hell from some ruffians are circulating in the city. There is murmur among the nobles that the Orders are only protecting their own interests, while they are paid to protect Westcrown. The mayorate is preparing an official edict to task the Order in aiding the Dottari in policing the rural regions of the city. This is going to be the harshest humiliation they've had in years!"
Arael is visibly enjoying himself and proud of your actions.


Male Half-Orc Cleric of Shelyn 1.75[ABD] (hp 16/16; AC 17/10/17; F: +6; R: +2, W; +8)

Earlier, during the planning/discussion...

Dracius says, "It would appear there's another voice in the chorus, one we didn't expect. Specifically, goblin activity -- which likely explains why we found some in the sewers. Anyhow, from what I've learned, there's a pack of goblins growing stronger in the Rambling Gardens -- one that's getting strong enough to keep everyone else out... and they're also responsible for grabbing folk, likely for food, from what I know of the monsters. They're led by someone calling himself Whitechin -- and Whitechin's made enough of a pain for himself that he's earned the ire of the mayor, and a reward from the mayor...."

He pauses for a moment and then looks at Illithia first, then the others, "As we said before, if we are to win at this, then we need to do so by winning over the city -- building their faith in the children while sullying the reputation of the Hellknights and their ilk. Removing Whitechin and the goblins would not only save lives, but it would be a victory for the Children, showing that we can succeed where the Hellknights fear to tread... and it would win us the respect, and possibly the favour of the mayor...."

He raises a hand to stall discussion, "Now, I'm not suggesting that we pass up the lead on the Bastards.... but I am saying that we would be fools to not take advantage of this."

With that, he takes a breath and sits down, observing the reactions of his fellows.

After Arael's announcement...
Dracius smiles himself, "That is most excellent news. Already we are causing the people to lose faith in the Orders, which leaves them open to gain faith in us.... as I was suggesting earlier."


Male Half-Elf Archaeologist Bard 3 / Ranger 1 [28/28hp | AC: 18/13/15 | F+4 R+8 W+4 (+2 vs enchant) | Init +3 | low-light vision; Per +10, SM +5] [Luck: 8/9]

"Harsh humiliation, but also potentially making it harder on us. Now we don't just need to worry about running into the Dottari, but also disgruntled Hellknights. A victory no doubt, Arael, but let's see how this plays out."

"Are we still wanting to find and kill a shadowbeast? If we try to smoke out Bluehood, we need to have an idea of what we want to say to her and where we want her to meet us. It now appears that we have other matters in the city too. We could go hunting for this Whitechin fellow."


The sun is setting over Westcrown as you make your way towards the Rego Crua, the Blood Sector. About half an hour remains till the curfew bells, but in this region, the streets are already desolate. All the buildings have the window blinds shut tight, and many have the doors boarded to boot - not many desire to settle here in the recent years.

Eventually, the empty street leads you to a courtyard of a large deserted building known as Walcourt. Once a center of worship for followers of Founder Crucisal, the assembly lodge fell into disuse and disrepair shortly after the death of Aroden. Since then it has been deemed a haunted place, rife with stories of shadowy figures and ghostly apparitions. Attempts to set flophouses and orphanages on the grounds have ended abruptly through the years, adding to tales of unquiet, lingering residents.

As you look up the towering wall surrounding the massive, still imposing structure, you feel an unnerving presence. The air is chiller here and the light as dimmer, as if the whole area is overcast by a permanent shadow. The massive gate is shut and would not budge, as if boarded from the inside. The stone wall is about 15' tall, and, although perpetrated by cracks, does not reveal a breach which would allow to get inside, at least from where you stand. The whole complex stretches along about a quarter mile at each side. The area is quiet apart from the cool wind whistling in the tree branches.


Male Half-Elf Archaeologist Bard 3 / Ranger 1 [28/28hp | AC: 18/13/15 | F+4 R+8 W+4 (+2 vs enchant) | Init +3 | low-light vision; Per +10, SM +5] [Luck: 8/9]

"Well, the hair on the back of my neck is standing up and I have a chill in my bones, so I think we're at a good spot. Should we go over the wall?"


male human conjurer 1/spy 0ACD

"I don't see another option," Ferrucio ventures. He gestures and his hand begins glowing with arcane light.

"Anyone care for a light before we head over? You can always put it on a pebble or something and keep it in your pocket."


"Looks like no other choice. I'll go first. Save the light for later." Bishop will take the rope from his pack and climb the wall. He drops it over the outside and climbs down to the courtyard. He will hold it so other people can get over the wall as well.

Will take 10 on climb if thats okay.
10 + 6 = 16


HP 18/18 (AC18/To11/FF17) Female Half-Elf Paladin of Shelyn 1.50AD

Illithia stands by, gripping her glaive tightly. At least she didn't have to feel guilty if any shadow creatures attacked them. She stands furthest out from the group, watching the darkness with her half-elven eyes.

Perception: 1d20 + 2 ⇒ (9) + 2 = 11


male human conjurer 1/spy 0ACD

Ferrucio shrugs. "Suit yourself." He puts his hand in his pocket and completes the casting of light on a coin. At least he can pull it out if he needs it.

Ferrucio climbs up after Dario, unlimbering and loading his crossbow when he gets to the other side.

Climb, take 10, and very grateful for the rope: 10 + 0 = 10

Ferrucio looks around the interior of the courtyard, squinting in the dim light.

Perception check: 1d20 + 7 ⇒ (4) + 7 = 11; ah nuts


Male Half-Elf Archaeologist Bard 3 / Ranger 1 [28/28hp | AC: 18/13/15 | F+4 R+8 W+4 (+2 vs enchant) | Init +3 | low-light vision; Per +10, SM +5] [Luck: 8/9]

Dario grabs the rope and quickly climbs up it and flips himself over the wall, landing deftly on the other side.

Climb 1d20 + 5 ⇒ (7) + 5 = 12
Acrobatics 1d20 + 6 ⇒ (17) + 6 = 23

He thanks his parents' elven heritage for his increased eyesight and senses as he looks around the courtyard, while the others make their way over the wall. He draws his whip from his belt.

Perception 1d20 + 6 ⇒ (20) + 6 = 26


male human conjurer 1/spy 0ACD

If there's no immediate threat, Ferrucio will go over to examine the gate. It could be useful if it was un-barred, in case we need a quicker exit.


Male Half-Orc Cleric of Shelyn 1.75[ABD] (hp 16/16; AC 17/10/17; F: +6; R: +2, W; +8)

Dracius smiles at Ferrucio and taps his eyes, "No thanks, I'm fine."

He watches the other go over the wall and then makes a face at Illithia and chuckles, "Easy for them to do, they're not wrapped in steel." He sobers and says, "Here, allow me to ask the Lady's aid in your climb... Go on ahead, I'll keep an eye out until you get over the wall -- after all, I can see in the dark."

Dracius casts Guidance on Illithia (+1 luck bonus to a skill check or attack roll)

Perception: 1d20 + 4 ⇒ (10) + 4 = 14 (Possibly +2 more for the Scavenger trait)


HP 18/18 (AC18/To11/FF17) Female Half-Elf Paladin of Shelyn 1.50AD

Illithia can take 10 on this check, since she only has a -3 on the check. -2 with guidance :) The DC for a rope braced against a wall is 5.

"Thank you Dracius. It is good to have the Rose watching over me" Illithia climbs up the rope, and drops onto the other side with a loud clank. "Everyone safe?"


"I'm good. You wanna lead the way?"


HP 18/18 (AC18/To11/FF17) Female Half-Elf Paladin of Shelyn 1.50AD

"Dracius can see better than I in the dark, it might be prudent for him to lead the way." Illithia said, a little uncertainly. She should be the one taking the front, and in a corner of her mind, she knew that.


"Alright. You can cover the rear with me if you want. Keep Dario and Ferrucio in the middle." Bishop shrugs.


Male Half-Orc Cleric of Shelyn 1.75[ABD] (hp 16/16; AC 17/10/17; F: +6; R: +2, W; +8)

Dracius will remove his buckler before making the climb, and then similarly take 10.

Refastening the small shield, Dracius nods, "If we're trying to avoid having light give us away, I think it best."


The leaves of the cypress trees tremble in the last crimson rays of the setting sun, as the air currents caused by the rapid temperature drop shift and blur your vision.

Dario:

Your trained half-elven eyes allow you to see through the foil and recognize four translucent shadowy figures quickly moving towards the group, almost blending with the tree shadows! You get to act in the surprise round.

Roll initiative :) Map to follow.


HP 18/18 (AC18/To11/FF17) Female Half-Elf Paladin of Shelyn 1.50AD

Initiative: 1d20 + 1 ⇒ (1) + 1 = 2


Initiative

1d20 + 3 ⇒ (15) + 3 = 18


male human conjurer 1/spy 0ACD

Initiative: 1d20 + 2 ⇒ (5) + 2 = 7; fear my mighty 7! ; )


Male Half-Elf Archaeologist Bard 3 / Ranger 1 [28/28hp | AC: 18/13/15 | F+4 R+8 W+4 (+2 vs enchant) | Init +3 | low-light vision; Per +10, SM +5] [Luck: 8/9]

Initiative 1d20 + 4 ⇒ (16) + 4 = 20

"We got four coming straight at us! Get ready!"

As the four shadows close in, the professor makes a gesture and speaks some ancient words.

Ready Action to Cast Grease 10 feet out from our current position in the direction the beasts are approaching.


Enemy Init:
4d20 ⇒ (3, 10, 17, 8) = 38
Avg 11.5
Map link

Dario intones several arcane words and the terrain in front of him gets covered with grease. However, the only effect is but a few ripples as the gaunt shadowy humanoid forms glide over it unhindered.

Two of them converge on Dario, reaching out to him with their incorporeal limbs.
Touch 1: 1d20 + 2 ⇒ (10) + 2 = 12
Touch 2: 1d20 + 2 ⇒ (14) + 2 = 16
One of the attacks misses very nearly, but another finds its target. Dario feels as if pierced by an ice shard, and a strange numbness is left in the place where the creature touched him.
Dracius and Illithia only manage to spot the shadows when two faintly glowing dark red eye sockets emerge in front of them, followed by a touch of concentrated darkness.
Touch 3: 1d20 + 2 ⇒ (13) + 2 = 15
Touch 4: 1d20 + 2 ⇒ (18) + 2 = 20
Dario, Dracius and Illithia feel their strength slowly abandoning them, as if the shadows are draining their vitality. 1 Str damage each


"Oh boy. What are those things?" Bishop asks not sure as to how to fight the translucent creatures. He sees them sap the strength from his companions and he seems to look worried. Delay since I'm pretty sure I can't hurt these things at all. If someone has an idea for me, I'm all for it.


male human conjurer 1/spy 0ACD

"$*&^," Ferrucio says quietly as he watches Illithia, Dracius and Dario fighting the shadowy creatures.

Knowledge (planes) to see if I can identify them and their weaknesses: 1d20 + 12 ⇒ (6) + 12 = 18

Intended Actions:

I am likely to be pretty busy today, so here's my plan:
Free Action: relate whatever advice I can to my companions about damaging the creatures. (If they are shadows or variants thereof, I will tell Dracius to start channelling energy to damage undead.)
Move Action: withdraw lighted coin from pocket.
Free Action: drop the coin in square L2.
No Action: 5-foot step to my left, to square M2.
Standard Action: Cast acid splash on s2 (without soft cover).

Ranged touch attack: 1d20 + 2 ⇒ (3) + 2 = 5; yeah, not liking the look of that...
Damage: 1d3 ⇒ 3; presumably ÷ 2

If the situation changes significantly, I may need to come back and change my actions (but I'll keep these rolls if they still apply).


Male Half-Elf Archaeologist Bard 3 / Ranger 1 [28/28hp | AC: 18/13/15 | F+4 R+8 W+4 (+2 vs enchant) | Init +3 | low-light vision; Per +10, SM +5] [Luck: 8/9]

Overwhelmed by the beasts' onslaught, Dario simply reacts. He draws his sword and drives it toward one of the beasts.

Swift Action: Activate Archaeologist's Luck
Draw Rapier and attack S2 1d20 + 5 ⇒ (7) + 5 = 12
Damage 1d6 + 2 ⇒ (1) + 2 = 3

Perception check to see if these things could be tripped 1d20 + 6 ⇒ (11) + 6 = 17


These monsters are identified by Knowledge (religion). Since Ferrucio has ranks in it, I will assume he took 10 on it, with a result of 18.

knowledge (planes):

These are no planar creatures; they are not native to the Plane of Shadow, but rather tied to it by necromantic magic.

knowledge (religion) DC 10:

These shadows are evil undead and can be harmed by positive energy.

knowledge (religion) DC15:

These are shadowspawn, not yet fully developed into actual shadows. They do share the strengths and weaknesses with their more dangerous brethren. They are incorporeal, immune to non-magical damage, have concealment unless in bright light, and their touch saps strength. They move by flying and can fly through solid objects (though they must stay close to a boundary).

knowledge (religion) DC20:

According to ancient texts, an arcane creature known only as the Shadow Lord created beings of living darkness to aid him and protect him. These beings, called shadows, were formed through a combination of darkness and evil. He also created other beings of darkness, lesser beings, not quite as powerful as his original creations. These creatures became known as lesser shadows. Though not as powerful as their stronger relatives, lesser shadows are every bit as evil. A lesser shadow is completely indistinguishable from a standard shadow. Like its brethren, it is a creature of living darkness.

Lesser shadows hide in darkness, springing to attack when living opponents wander too close. They are often led in combat by a shadow. Unlike normal shadows, lesser shadows do not create spawn.

Ferrucio shouts: "Mundane weapons are not going to harm them! Dracius and Illithia, we need the aid of Shelyn in this fight!" He steps to the left behind Illithia, and tosses a glowing coin at the spot where he used to stand.

In the soft light which illuminates the surroundings, Dario sees that the creatures' legs dissolve into the air before touching the ground. They fly straight through the air and cannot be tripped.

Dario, please confirm your action is unchanged in the circumstances.


Male Half-Elf Archaeologist Bard 3 / Ranger 1 [28/28hp | AC: 18/13/15 | F+4 R+8 W+4 (+2 vs enchant) | Init +3 | low-light vision; Per +10, SM +5] [Luck: 8/9]

Knowledge, Planes 1d20 + 3 ⇒ (1) + 3 = 4
Knowledge, Religion 1d20 + 7 ⇒ (20) + 7 = 27

Dario draws his sword, but then side steps toward Illithia. "These beasts are undead!" Knowing he can do little against them, he tries block their attacks on Illithia and enable her to find an opening.

Revised Actions:
Swift Action to Activate Archaeologist's Luck.
Move Action draw sword and then 5 foot step toward Illithia.
Aid Another to give Illithia +2 to her attack 1d20 + 5 ⇒ (7) + 5 = 12


Male Half-Orc Cleric of Shelyn 1.75[ABD] (hp 16/16; AC 17/10/17; F: +6; R: +2, W; +8)

Initiative: 1d20 ⇒ 15

Knowledge (Religion): 1d20 + 5 ⇒ (3) + 5 = 8

Dracius winces at the touch of the dark things, shuddering as their cold grip takes hold. It is as if they are holes, drawing in the beauty around them... Then let us see if we can't fill them until they burst like a bubble. He takes a deep breath and reaches his mind out to the Eternal Rose, letting images of beauty flood his mind. He places his hand on the wooden clasp of his cloak, tugging it gently and pushing it out at the beasts, his rumbling bass giving voice to Shelyn's perfect song.

Channel Positive Energy (vs. undead, 30' burst): 1d6 ⇒ 3 (DC12 Will for half)


Enemy Will saves: 4d20 ⇒ (15, 6, 10, 20) = 51
One of the shadows is rebuked more than others by the positive energy wave coming from Dracius, but it quickly recovers and resumes its assault, although it became visibly thinner.
s2 is at -3HP, others at -1HP

The small blob of acid which flew out of Ferrucio's hand flies harmlessly past the enemy and dissipates upon touching the ground.


Dario has a good idea. Gonna come out of delay.

Bishop steps forward next to Dracius and tries to aid his defense against the creatures by creating a distraction.

Aid another to give Dracius +2 AC
1d20 + 3 ⇒ (8) + 3 = 11


HP 18/18 (AC18/To11/FF17) Female Half-Elf Paladin of Shelyn 1.50AD

Illithia calls on the power of Shelyn and charges her hand with healing energies. Such energies are harmful to the undead such as these. She reaches out as Dario creates an opening to touch the shadow creature in front of her.

Standard Action to use Lay on Hands as a melee touch vs Shadow 3. -1 because of strength penalty. Damage cannot be resisted or saved.
Touch Attack: 1d20 + 5 - 1 + 2 ⇒ (19) + 5 - 1 + 2 = 25 Damage: 1d6 ⇒ 2


Dario draws his sword, allowing the adjacent shadows to touch him again.
AOO1: 1d20 + 2 ⇒ (3) + 2 = 5
AOO2: 1d20 + 2 ⇒ (1) + 2 = 3
But Dario is quick to assume defensive position and the shadows can't reach him.
The shadow opposite Illithia writhes at the light and warmth radiating from her hands, but the mindless ever-hungry creatures cannot think of retreat. The shadows resume their assault.
Touch 1: 1d20 + 2 ⇒ (18) + 2 = 20
Touch 2: 1d20 + 2 ⇒ (6) + 2 = 8
Touch 3: 1d20 + 2 ⇒ (17) + 2 = 19
Touch 4: 1d20 + 2 ⇒ (3) + 2 = 5
Dario and Illithia lose 1 Str again
Round 2 begins.
Map link


HP 18/18 (AC18/To11/FF17) Female Half-Elf Paladin of Shelyn 1.50AD

Is it damage or drain? Or simply a penalty that goes away after a while?

Illithia can feel her strength slowly being sucked away. She persists, knowing Shelyn is watching over her. trying to get a flank in on the enemies, she jumps through an opening. She charges her hand with energy once again, striking out at the same creature.

Moving to N5, provokes 2 AoOs. Now with flank though.
Touch Attack: 1d20 + 5 - 1 + 2 ⇒ (6) + 5 - 1 + 2 = 12 Damage: 1d6 ⇒ 5


It's damage, can heal naturally or via lesser restoration


Male Half-Orc Cleric of Shelyn 1.75[ABD] (hp 16/16; AC 17/10/17; F: +6; R: +2, W; +8)

Drawing some faith at his success, Dracius pulses once more with Shelyn's holy light, trying to consume, or at least drive back, these beasts.

Channel Positive Energy (vs. undead, 30' burst): 1d6 ⇒ 2 (DC12 Will for half)


Enemy will saves: 4d20 ⇒ (17, 13, 12, 17) = 59
I wish I got such dice when I'm a player...
s1 and s4 are at -2HP, s2 and s3 are at -4HP. Waiting for others before resolving AOOs for Illithia.
Whatever taint this place carries is strong, and Dracius feels that his soul is unable to project its divine blessings at full capacity. But persistence is one of Shelyn's virtues...


HP 18/18 (AC18/To11/FF17) Female Half-Elf Paladin of Shelyn 1.50AD

Safe to assume that my dismal 12 doesn't penatrate their touch AC?


Yea seriously, your dice don't want us to make it out of this one.

Bishop will take out one his potions and douses his fists in the magical liquid. They glow with with faint positive energy.


actually, 12 does, but 11 doesn't. So the result of aoo is important. I'm waiting to see if someone else manages to defeat a more wounded shadow first, so that only one aoo is left.


male human conjurer 1/spy 0ACD

Might as well roll a Knowledge (religion) check to see if Ferrucio can figure anything else out:

Knowledge (religion): 1d20 + 8 ⇒ (5) + 8 = 13; how about 'no'...?

Ferrucio grits his teeth and tries another acid splash, against the same target (s2).

Ranged touch attack: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d3 ⇒ 2


This time, the magical acid hits the translucent form, causing it to evaporate with a quiet hiss.
Illithia makes a break for it, trying to pass between the incorporeal limbs reaching out for her unhindered.
AOO3: 1d20 + 2 ⇒ (7) + 2 = 9
AOO4: 1d20 + 2 ⇒ (5) + 2 = 7
Shelyn must indeed be watching over her protege, as she gracefully avoids the danger and the divine energy coming out of her palm destroys another shadow.


male human conjurer 1/spy 0ACD

So I take it we're just waiting for the shadows to act now?


I was waiting for Dario's response and then I got me some sleep :)
Dario steps away from the shadow next to his companions, uncorks a healing potion and pours it over his rapier, leaving a faint blueish glow on it. The remaining shadows resume their attack again, trying to stay away from the glowing coin.
Touch1: 1d20 + 2 ⇒ (1) + 2 = 3
Touch4: 1d20 + 2 ⇒ (19) + 2 = 21
Dracius loses 1 Str
Round 3 begins
Map link

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