Law And Disorder: City of Twilight (Inactive)

Game Master Jib916

The city of Westcrown is dying. A city best by criminals, a corrupt nobility, and a shadowy curse, Will you fight back against champions of both the law and the criminal world to bring Westcrown back to its glory?


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Sovereign Court

M Halfling

The arrow can be found pointing to the left.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

He points in the direction of the arrow. That way.


"Let's go then." Kilarny says dumping the goblin corpses into the putrid water. "But give me a moment and keep that light with me."

First, he smeared filth over the arrow and the goblin blood to erase the mark telling them which way to go. Then he quickly scratched something similar on the other wall, pointing down the wrong corridor.

Then, putting just the heel of his boot in goblin blood, Killarny ran a ways down the other corridor leaving a bloody half-footprint trail that faded as the blood smeared with every step. Then he hopped across the water and ran back on the balls of his feet so his heels wouldn't touch.

"Probably won't fool a good tracker long, but if they're in a hurry it might be enough."


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Shannon tilts a marble-smooth chin in Killarny's direction. His spotlight follows along, positioning itself to provide dramatic angles to Killarny's track-covering that send his shadow lurching in menace across the dank sewer walls.

When Killarny returns, Shannon nods in approval and follows off in the direction the original arrow indicated. Not long after, he muses an aside to the man.

One might think this isn't the first time you've eluded the law. It is clear the statement is rhetorical in nature, and solicits no incriminating response.


"Fortunes of a misspent youth."


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

The Red Mask snorts at Killarny's comment. "You could call it that." he says, grinning. How much farther do these tunnels go I wonder. This place stinks.


You run down the twists and turns of the sewer when you finally reach an arrow that points up to manhole. Right at the very moment, however, the sound of running clanking armor can be heard from behind. Soon after there is a large thud and the sound of a woman screaming, begging for mercy.


"Janiven!

The boy runs down the hall, the way the group came.


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

"Gods damn it." the Red Mask says, sheathing his longsword and with pistol drawn following the boy back into the sewer tunnel. Can't let the little man get hurt, and don't want our new ringleader dead.


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

You said it, Quentin. Hellspawn cast a spell to be ready for whats next then follows. Casts Anticipate peril, +5 to next initiative roll in the next min.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Freedom was only a manhole cover away. Above, he could disappear into the dingy sector of Westcrown and be safe from the Dottari and what tortures he might be put through.

A longing glance to the exit, and then down the sewer to Morosino and Janiven's shout.

And gods save us, he adds, bringing up the rear of this impromptu cavalry.


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

"If Arael is still at liberty, he's going to pay. This is a BAD DATE!" Looking down at the glop oozing paste, "Scratch that, this is a S&@!##Y DATE." And Ronwn slogs along behind the others, limbering her sling and loading a stone.


When you know you're walking into a trap... his father's voice rang in his ears.

Walk hard.

"F%@! it." Killarny muttered. "I don't need this."

And then he was gone into the dark.

Stealth: 1d20 + 8 ⇒ (15) + 8 = 23

Actions:

Once out of sight Killarny is going to quick-change out of his clothes (they're designed to tear away).

Move action, Stealth move and draw mask

Standard, tear away clothes.


Init Rolls:

Killarny 1d20 + 4 ⇒ (15) + 4 = 19
Ronwn 1d20 + 2 ⇒ (10) + 2 = 12
Shannon 1d20 - 1 ⇒ (18) - 1 = 17
Hellspawn 1d20 + 4 ⇒ (18) + 4 = 22
Quentin 1d20 + 4 ⇒ (18) + 4 = 22
Janiven 1d20 + 5 ⇒ (7) + 5 = 12
Morosino 1d20 ⇒ 14

Hellknight Armiger 1 1d20 ⇒ 2
Hellknight Armiger 2 1d20 ⇒ 13
Hellknight Armiger 3 1d20 ⇒ 10
Hellknight Armiger 4 1d20 ⇒ 7
Hellknight Armiger 5 1d20 ⇒ 4

GM Jib:

Hellknight Armiger 1 9/9
Hellknight Armiger 2 9/9
Hellknight Armiger 3 9/9
Hellknight Armiger 4 9/9
Hellknight Armiger 5 9/9


As Killarny disappears in the shadows the rest of the party makes there way to the screams. There they find some Hellkinght Armiger (Recruits) surrounding Janiven.

They all wear chainmail and have Longswords

--Round 1---

Map

Map Notes:
All of the water is 3ft worth of sewage.

Initiative
Hellspawn
Quentin
Killarny
Shannon
Morosino
Janiven
Ronwn
Hellknight Armiger 2
Hellknight Armiger 3
Hellknight Armiger 4
Hellknight Armiger 5
Hellknight Armiger 1

Killarny:

I have figured that changing your clothes counted as your action this round. Next round(2) or when ready feel free to jump in and ill put you on the map. =)


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Actions:
The Red Mask raises his pistol and fires it at the first Hellknight he sees.

Attack (Touch, Point Blank) on H11d20 + 5 ⇒ (7) + 5 = 12
Damage 1d8 + 1 ⇒ (2) + 1 = 3


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

Round 1
Status: HP 5/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +2 | Init +2 | Per +1

Actions:

standard: Sling bullet downrange at any unengaged hellknight (injured ones first)
sling: 1d20 + 2 ⇒ (2) + 2 = 4, damage: 1d4 ⇒ 3
move: watch for any party members badly injured, and move to them.


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

round 1 Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5
Janiven get down!

Free-action:
Prescience: 1d20 ⇒ 19

Move-action:
move to J7

Standard-action:
Cast color spray defensive. Use Prescience roll for concentration roll gives me 19+1+4 for a 24. Janiven h2 h3 and h4 need to make will save DC 15.

Hope Janiven has got a strong will or we could all be in trouble.


HP12/12, AC 21, CMD 14, Fort +3, Ref +3, Will +2

Quentin, since you didn't take a move action, can I request that you 5' adjust. I want to end up where you are.

I'm delaying my action until Q acts.

actions:

A black cloaked figure with a smirking white mask comes barreling down the corridor nimbly moving past the group and launching a spinning projectile through the air at the closest hellknight recruit.

move to G8
attack: 1d20 + 4 ⇒ (19) + 4 = 23
damage: 1d6 ⇒ 5


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Perception:
1d20 + 4 ⇒ (15) + 4 = 19

Although Shannon notices Killarny's absence, he can't see him in the dark. His departure makes perfect sense; anyone with a "misspent youth" in Westcrown would know better than to dance with Hellknights over the welfare of a vocal revolutionary.

Round 1

(HP 6/8 | AC 9 | T 9 | FF 9 | CMD 7 | F +0 | R +1 | W +2 | Init -1 | Per +4)

Bard Song: +1 to Attack, +1 to Damage, +1 to Will Saves vs. Charm/Fear Effects

Standard:
When the Hellknight recruits come into view, Shannon plants his feet and pivots theatrically, left arm akimbo, right arm pointing with judicial implication at the contingent. Shannon's voice skyrockets like a blaring siren which rattles like something between a mournful loon and a banshee shriek. Those well-versed in the theater might recognize it as the classical "entrance note" for a powerful devil on the Chelaxian stage. And one who refers to the fledgling recruits as the lowliest form of devil.

Behold, ye Imps
Ye Toadlickers!
Bow before the powers of Hell
and beg Mercy of your Master's Scourge!


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

Yes, Quentin can 5' step foreward. Please amend my action GM.


"Janiven get down!'" Hellspawn yells as stepping forward into the sewage. He puts his hands forward and a rainbow of color shoots out. Only one of the gaurds Hellspawn targeted remain standing, the others, including Janiven, all fall down prone.

Hellknight Armiger 2 Will Save: 1d20 - 1 ⇒ (7) - 1 = 6
Hellknight Armiger 4 Will Save: 1d20 - 1 ⇒ (17) - 1 = 16
Hellknight Armiger 3 Will Save: 1d20 - 1 ⇒ (8) - 1 = 7
Janiven Will Save: 1d20 + 2 ⇒ (7) + 2 = 9
Color Spray Rounds: 2d4 ⇒ (3, 3) = 6

Color Spray Vs Janiven/Hellknight Armiger 2/Hellknight Armiger 3 Unconcious, Blinded ,and Stunned 6 Rounds

The Red Mask raises his pistol as he steps forward and fires it at the Hellknight next to Hellspawn. The man screams as the bullet pierces his side.

Pistol Attack Vs Hellknight Armiger(4) 3 damage

When the Hellknight recruits come into view, Shannon plants his feet and pivots theatrically, left arm akimbo, right arm pointing with judicial implication at the contingent. Shannon's voice skyrockets like a blaring siren which rattles like something between a mournful loon and a banshee shriek. Those well-versed in the theater might recognize it as the classical "entrance note" for a powerful devil on the Chelaxian stage. And one who refers to the fledgling recruits as the lowliest form of devil.
"Behold, ye Imps
Ye Toadlickers!
Bow before the powers of Hell
and beg Mercy of your Master's Scourge!"

Bard Song: +1 to Attack, +1 to Damage, +1 to Will Saves vs. Charm/Fear Effects

Morosino runs behind the tiefling, throwing his torch at the hellknight, the torch lands near his feat, as he is suddenly overcome by fear, as Janiven lies unconscious, Ronwn hurls a stone with her sling at one of the recruits, but misses.

Suddenly, out of the shadows a black cloaked figure with a smirking white mask, steps up behind Shannon, into the sewage.


GM Jib:

Hellknight Armiger 4
6/9
Power Attack Vs Hellspawn: 1d20 + 1 ⇒ (12) + 1 = 13
S Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Hellknight Armiger 5
9/9
Double Move
Hellknight Armiger 1
9/9
Power Attack Vs Hellspawn: 1d20 + 1 ⇒ (4) + 1 = 5
S Damage: 1d8 + 3 ⇒ (5) + 3 = 8

"Kill The Wizard!!! The Hellknight Armiger(4) next to Hellspawn says, swinging his sword, landing a blow and causing a gash in Hellspawn's shoulder.

Longsword Attack Vs Hellspawn 4 damage

The Hellknight Armiger(1) Next to him, steps up to the teilfing and swings his weapon, missing the Wizard, as the farther Hellknight Armiger(5) steps up he yells."You are fools to think you can take on the Hellknights, surrender now and save your lives"


--Round 2---

Map

Map Notes:
All of the water is 3ft worth of sewage.
Janiven/Hellknight Armiger 2/Hellknight Armiger 3, Unconscious, Blinded ,and Stunned 6 Rounds

Initiative:
Hellspawn
Quentin
Killarny
Shannon
Morosino
Janiven
Ronwn
Hellknight Armiger 2
Hellknight Armiger 3
Hellknight Armiger 4
Hellknight Armiger 5
Hellknight Armiger 1


HP 13/13, AC 17, CMD 14, Fort +4, Ref +6, Will +3, Init +4, Perception +6

actions:
The Red Mask reloads his pistol, smiling at the effect Hellspawn's spell had on the knights.


Male Human (Chelaxian) Bard (Chelish Diva) (HP 11/11 | AC 11 | T 11 | FF 10 | CMD 10 | F +0 | R +4 | W +4 | Init +1 | Per +6)

Round 2

(HP 6/8 | AC 9 | T 9 | FF 9 | CMD 7 | F +0 | R +1 | W +2 | Init -1 | Per +4)

Bard Song: +1 to Attack, +1 to Damage, +1 to Will Saves vs. Charm/Fear Effects

Free:
With the full force of the theater behind him, Shannon continues to make himself and his companions "larger than life" with his fearless acting. (Continued Bard Song)

Move:
He then strides with martial grace to stand behind Quentin (E8).

Standard:
"Surrender to whom? To you, or to your slain company? What deadly games you play when your own lives are on the line," Shannon takes the Hellknight's verbal cue and responds with brisk elocution and timing, maintaining the same domineering edge from his hellish entrance.

Intimidate to Demoralize H5: 1d20 + 9 ⇒ (4) + 9 = 13 vs. DC 10 + target's hit die + target's wisdom modifier. Success = no effect. Failure = Shaken condition (-2 penalty to Attack Rolls, Saving Throws, Skill Checks, Ability Checks) for 1 round, +1 round for each 5 over the DC.

Bluff Check in case the "slain company" comment warrants it, not knowing whether they recognize color spray or not. 1d20 + 5 ⇒ (19) + 5 = 24


F (HP 7/7 | AC 12 | T 12 | FF 10 | CMD 12 | F +1 | R +2 | W +3 | Init +2 | Per +6) Human (Chelaxian) Witch (Hedge Witch) 1

'I did not sign up for heroics tonight. A little excitement, a handsome young gentleman, a flirtation with treason and insurrection. Not so much with the sewers and the Hellknights. Oh darn.'

Taking a deep breath, Ronwn gets a running start behind Quentin, leaps across the stinking sewer, and rolls to a stop beside Janiven.

Round 2

full:

Acrobatics(running jump, g8 to h5-6, rolling to h5): 1d20 + 2 ⇒ (13) + 2 = 15

"Fancy meeting you here." sliding her shoulder under Janiven, "Ohh.. you're going to be a heavy one. C'mon give me a bit of help if you can"


M(Hp 7/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5) Tiefling Wizard(foresight school)

round 2 Hp 3/7 | AC 11 | T 11 | FF 10 | CMD 11| F+1 | R +1 | W +2 | Init +4 | Per +5
Hellspawn yells Where are the rest of the warriors! as he swings at the injured Hellknight(Hellknight4).

Standard-action:
attack: 1d20 + 1 ⇒ (18) + 1 = 19Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Move-action:
5' step to k6


HP12/12, AC 21, CMD 14, Fort +3, Ref +3, Will +2

Actions:

A rich and mocking laugh echoed down the hallway. "Did someone call for a scourging?"

The blur of a cloak that seemed like it was cut into a mass of writhing ribbons whipped behind the smirking white-masked figure that barelled down the hallway, nimbly dodging the ragtag group facing off against the Hellknights.

"You knighty-knights have no manners. Throwing a party and not inviting me?"

"But I'm not mad! I still brought you party favors!" the amused and manic voice said as he approached the knight moving in on the child and the horned mage.

From beneath the rippling ribbons a twisted maw of metal teeth emerged, like the masked man was carrying some monster's grinning mouth.

"For you!"

Charge to K8, Touch Attack to H5 with Last Laugh: 1d20 + 2 + 1 + 1 ⇒ (16) + 2 + 1 + 1 = 20
Last Laugh, discharging if touch attack is successful: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7

"I know, I shouldn't have. You're just that special to me!"

Heart of the Streets lets me Charge through a crowd. Current AC 18

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