Madness in Kintargo (Inactive)

Game Master Profession Smith 6 ranks

As the new Lord-Mayor Barzillai Thrune brutally imposes his will upon the city of Kintargo, his actions stir the embers of rebellion and a nearly-forgotten organization called the Silver Ravens rises from the ashes.


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AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Know Arcana: 1d20 + 7 + 1d6 ⇒ (15) + 7 + (1) = 23

Davina tries to remember what she knows about the Tooth Fairy.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Actually, aren't fey a Nature check?


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Yeah, fey requires a Knowledge (nature) check. Since Davina's not skilled in that category, she can't get more than a DC 10's worth of info. From what the previous GM told Jessibel, you guys (save poor T'chazzar) would know that they're a type of fey who like to take the teeth of their victims as trophies or for some other strange use. You'd also likely know at this point that means they're susceptible to cold iron weapons.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Davina Eradon wrote:
"Tomorrow sounds like a good plan. Let's plan for that. Is there a place out side the Devil's Nursery we can meet you?"

Sorry; meant to reply to this yesterday but apparently never did.

Silver Stein Tavern

Baelgar gives Davina's question some thought and then replies, "Let's meet at the Brimstone Hearth, a tavern on the edge of the Nursery." He marks a location on the map Lydia gave you all earlier. "I'll make sure you are expected...and not accosted. Is this agreeable?"

So...anyone want to try anything the following day before your scheduled meeting with Baelgar or should I skip ahead to the meeting at the Brimstone Hearth?


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

"T'chazzar, I think some fire is a splendid idea. Will be just like the bonfires we used to have when I was small. Well, minus the bound captives from other tribes being thrown in as sacrifices," Dom says as he drifts off a bit.

I forget how much money I have (from the outset I've been a little negligent about tracking incoming cash/stuff, I'll try to do better going forward), but I think T'chazzar had the right idea, grab some alchemist's fire, and if I've got any money to spare and pending availability, I think a potion of protection from evil would be good.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Domitius aka Dukkan wrote:

I forget how much money I have (from the outset I've been a little negligent about tracking incoming cash/stuff, I'll try to do better going forward), but I think T'chazzar had the right idea, grab some alchemist's fire, and if I've got any money to spare and pending availability, I think a potion of protection from evil would be good.

Yeah, I haven't a clue either; all I remember is that Jessibel still owed her grandmother payments on her 'student loan.' Also have no idea how long it takes to make alchemist's fire. Maybe Davina could whip some up in her lab at her place.

Also, in doing a bit of investigating in the old game's Gameplay thread, Davina already made a batch of alchemist's fire and distributed them to the party (see this post). Davina used one in the sewers against a rat swarm IIRC when the group raided the saltworks, but I think Dom, Leora, and Kiri should still have theirs.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

If I'm reading it right (and I'm skimming, b/c I'm at work, so who knows), you make a Craft check against the item's DC (is it per day? week?), and if you succeed, your progress toward completion is applied as (check result x item's DC) silver pieces' worth of the item.

So Alchemist's fire has a DC of 20, and Davina has a check of +9 (assuming her sheet is correct). Let's say she rolls a 15, giving her a 24 total. Her progress on the stuff is (DC 20 times check result 24) = 480 sp's worth. Because that's more than double the value of the item, she finishes it in half the usual time.

Make sense?

EDIT: given that we're pressed for time, with its lower Craft DC, Acid might be both cheaper and easier to make, and we could get more done for equivalent effort, and with only a little drop-off in effectiveness, plus the whole "won't accidentally burn down Kintargo" thing.

EDIT 2: also, alternate crafting rules. Once Dom learns that efreeti cord is a thing, he's gonna be a real pest about this stuff. :)


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17
Domitius aka Dukkan wrote:


I forget how much money I have (from the outset I've been a little negligent about tracking incoming cash/stuff, I'll try to do better going forward), but I think T'chazzar had the right idea, grab some alchemist's fire, and if I've got any money to spare and pending availability, I think a potion of protection from evil would be good.

Davina can make alchemist fire. If she doesn't blow up the house of course. Edit: If we can get back to the Nest I have a fancy alchemy lab there which helps with a check.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Typical crafting (unless you are using unchained) is on a per-week basis. So, even if she made it in half the usual time, that's three days of lab work.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Our previous GM had a house rule about crafting. I only used it once.


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Kiri nodded at the man and said, "I believe that is agreeable, we'll see you then." She looked at the others as they discussed and said, "Fire seems to work on most things. If we can get it started then I might be able to use the winds to spread it into the lair the creatures are using."


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

"I think the most important thing will be to keep our wits about us. If these things are anything like the little ones we fought before, they will love trickery. Keep cool, and try to avoid setting anything on fire unless we know for sure where the little creeps are. We will exact xome proper vengeance for Lucius," Domitius growls.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Ready to move on? It appears we don't have time to get more Alchemist Fires. There should be four that I crafted floating around.

"I like my teeth where they are. I'm ready to go. Yes I remember the vomit. That stuff stunk badly. Good thing Jess had Prestidigitation to clean up."


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Just so we're clear, I'm not wearing the outfit. :)

Also bear in mind, this will not be a really high skill level we're talking about. At most, I'll sometimes be able to give the Aid Another bonus. We'll see how it goes; still might be worth a few points of background skill just for storytelling purposes.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules
Davina Eradon wrote:

Ready to move on? It appears we don't have time to get more Alchemist Fires. There should be four that I crafted floating around.

Yeah, someone can claim the one you gave to Jessibel. She's in the same boat as Davina--too weak to carry all her equipment--so she might well have left hers in the Nest when it was abandoned.

Let me know if we should move on to the meeting near the Devil's Nursery the following day or if there's anything your characters want/need to do during the daylight hours leading up to that. Also, you might want to discuss some possible tactics (Stay together and hope to find the tooth fairy lair; Use someone as bait; Split into two smaller groups; etc.).


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

I'll snag the spare if nobody minds - I have a good Dex bonus so I'm OK with ranged attacks.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

All yours T'chazzar. I can't think of anything else we need to get. As for tactics, they seem to attack people alone. We might want to consider the "use someone as bait" tactic. I vote for Dom in his spiffy new outfit that all my gardeners/apprentices are suddenly and immediately required to wear at all times. :) In all seriousness maybe Kiri could be the bait since she can almost fly, and that might get her out of the way fast enough. I'd hate for anyone to lose teeth.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

I won't lie, I don't have much of a plan for this either. Closest I had to a plan was the "one of us is bait, and number your teeth in case of Foghorn-Leghorn-style emergency". :-\


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

The bait idea sounds good to me! Not sure who makes the best bait - Leora wouldn't mind doing it since she can heal herself if she gets into trouble before everyone else shows up. She is fairly well armored and carries a shield, not sure if that will discourage the tooth faeries.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Hell, Lucius was carrying a damn musket and look at all the good that did him...


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Heh, kinda forgot that planning isn't exactly this group's forte--remember how long it took the Silver Ravens to actually launch the raid to rescue Kiri's father? I'm going to nudge us along a bit....

The Brimstone Hearth (Redroof District, near the edge of the Devil's Nursery)

You all gather the next day shortly before dusk in the tavern Baelgar named--the Brimstone Hearth--a small establishment in the cellar of a building that would be considered decrepit if located elsewhere in the city but is actually less run-down than most of its neighbors in the Devil's Nursery. The Brimstone Hearth is a tavern run by tieflings for tieflings, and your group gets quite a few disapproving glares from the locals. Baelgar speaks up on your behalf, however, mockingly reminding his kin that if they weren't so worried about their own skins after the disappearance of Strea Vestori, they wouldn't need outsiders solving their problems. These words further alienate some of the patrons, but more than half see the truth in Balegor's words and stop their glaring. The barkeep (named Tragalar) starts to offer the party free drinks but then rethinks his offer. He instead offers to feed the party before they go out into the streets; free drinks will come once the killer(s) have been dealt with.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Domitius goes back into his old routine, presenting that air of, "I'm not here to mess with you, but don't even dream of trying anything with us," that he used so many times with Sabrina and Jessibel.

"Perhaps the saving grace here is that the dottari's complete lack of interest in this matter means they won't be around to disturb us," he says. Turning to Baelgar, Dom asks him to go back over the sites where the previous attacks took place, in an effort to determine any common factors and find a good place for the group to set its ambush.

Knowledge (local): 1d20 + 5 ⇒ (4) + 5 = 9

Damn it all! Someone, anyone, care to do a better job than that?


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Davina smiles winningly as she enters the tavern. She agrees with Dom's question. "There may be some clues left at the locations." She smiles to herself. They have no idea I've been down here before researching book locations.

Know Local with Inspiration: 1d20 + 8 + 1d6 ⇒ (10) + 8 + (3) = 21


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

The Brimstone Hearth

Baelgar asks to see Lydia's map again and marks the murder locations to the best of his ability and knowledge. Turning to Davina, the tiefling shakes his head. "The locals don't like outsiders snooping around. They've also been quick to cremate the dead so they don't arise as undead to further plague the Nursery. If there should be another murder, however, I'll do my best to whisk you folks in to examine the crime scene."

The Lydia's Map link below my alias name has been updated with Baelgar's scribbles.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Dom stares at the map, frowning. "Closest I have to a plan is for us to simply start poking around at these spots and see what goes bump in the night, then bump back." He sighs and frowns harder at the map. "I didn't say it was a good plan..."


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Leora looks around the tavern for any signs of other worshipers of Cayden Cailean at the bar, like anyone wearing a holy symbol or placards of wisdom hanging on the walls. She doubts anyone would display something so obvious after Thrune cracked down on the Thrashing Badger...

perception: 1d20 + 6 ⇒ (12) + 6 = 18

"Sounds good to me, Dom. Whatever plan we agree on, let's make sure Baelgar knows where we're going in what order, so he can find us in case something happens and we need to go find out. I suggest we start at the closest one and circle our way around like this to the various spots and back this way towards the Brimstone Hearth."

Not sure where the party is versus the x's on the map. Basically, I want to start at the closest one, then go to all of them, and loop back to the tavern. That way, Baelgar can find us in case we run into trouble or he finds more information for us.


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Kiri looked around the bar as they entered and nodded in recognition to one of the tiefling's she recognized. She sat and listened as Baelgar smoothed things over with the crowd. She looked at the map, recognizing what it showed from the few times she flew above it all as a young girl, before her wings were broken. The thought drew a shudder through her which she made seem like she was simply settling her feathers. "I agree, that seems like the best plan to me. If we find nothing then using someone as bait would be a good back-up plan."


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

The Brimstone Hearth

Leora spies no open holy symbols of her god or any other in the tiefling tavern. Of course, any of the drinking vessels in the place could be an indication of an affinity for or affiliation to the Drunken Hero.

Everyone good with the plan that's been put forward? If so, everyone please make one Perception check and I'll move things along.

Secret GM Rolls:

Good: 1d100 ⇒ 70
Bad: 1d100 ⇒ 72


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Perception add 2 if dimlight/darkness: 1d20 + 5 ⇒ (14) + 5 = 19


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Dom makes sure to go over their route with Baelgar.

Of course, if Baelgar or someone who hears us talking to him is up to no good, they know exactly where to ambush us...

Perception: 1d20 + 5 ⇒ (15) + 5 = 20


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

As usual, T'chazzar does his best to avoid drawing attention.


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

perception check: 1d20 + 6 ⇒ (18) + 6 = 24

-Posted with Wayfinder


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Streets and Back Alleys of the Devil's Nursery

Walking through the deserted streets of the Devil's Nursery is unnerving. It's like a ghost town that's all ghettos. There isn't a light to be seen, as the inhabitants hiding inside the worn-down homes and tenements don't need light to see.

The silence is spooky as well. The only noises you hear are the occasionally scurrying sounds of rats prowling the night for something to nibble on. You're approaching the end of your patrol and investigation without having found a single clue.

Domitius, Kiri, & Leora Only:

You think you just heard light footsteps from somewhere behind your group.

Secret GM Rolls:

Davina Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Zea Stealth: 1d20 + 6 ⇒ (8) + 6 = 14


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Unease settles over Leora as they wind through the dark, empty streets. She just can't wait for this search for the tooth faeries to be over! When she hears the noise behind the group, she tries to let the others know subtly. That way, maybe whoever is sneaking up on them won't be scared off...

"I'm looking forward to putting this search behind us. We'll have to follow up with Baelgar and figure out what our next steps should be."

bluff to pass secret message: 1d20 + 2 ⇒ (15) + 2 = 17
Since Leora beat the DC 15 check, everyone should be able to understand the secret message.

rules to bluff to pass hidden messages:

You can use Bluff to pass hidden messages along to another character without others understanding your true meaning by using innuendo to cloak your actual message. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are communicating in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that receive the message can decipher it by succeeding at an opposed Sense Motive check against your Bluff result.


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Perception with Inspiration: 1d20 + 6 + 1d6 ⇒ (12) + 6 + (2) = 20

Davina nods her understanding of Leora's message. She slips to the side and tries to find a alley or crevice to sneak into pulling the dagger out as she goes.

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Kiri nodded in understanding as well, she had sensed the presence already but it was good to know the others now knew as well. Kiri too watched for an opportunity and slipped into hiding, waiting for who, or what, ever was following them to pass by her so that she could either ambush it or let it go.
Stealth: 1d20 + 10 ⇒ (7) + 10 = 17


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Dom give a slight nod in a similar manner to Kiri. Speaking to no one in particular, he says, "I'd really like to find the little fiends that are making these attacks and make them pay."

Basically trying to let whoever's following us overhear the idea that we're here as The Good Guys. I have no idea what's the proper check for this. Since I'm trying to "let" our follower overhear without realizing I know s/he's there, I'm using Bluff; feel free to overrule me.

Bluff: 1d20 + 5 ⇒ (9) + 5 = 14


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Streets and Back Alleys of the Devil's Nursery

The soft patter of footfalls seems to cease when Leora and Dom speak aloud. As you wait in ambush, you see and hear nothing...until a soft female voice hisses, "I mean you no harm. My name is Zea, and I'm a friend of Lucius." Those with darkvision spy a slight, cloaked figure slip out of a nearby alley and approach cautiously. When the figure gets close, she throw back the hood revealing a young female tiefling with straight brown hair and long, back-twisting horns.

"I only learned of your mission earlier this evening and have been seeking you out," the devilspawn continues. "I wish to help...if you'll allow me to. I can act as bait to lure the killers out."

Zea was at Songbird hall after the Aria Park Riot, though I'm not sure she was seen by anyone other than Lucius (former PC). She also found Lucius after he'd been attacked and talked the Fushi sisters into bringing him back to the Nest. She's pictured in our old GM's NPC Gallery here.

Secret GM Rolls:

Sneak: 1d20 + 6 ⇒ (20) + 6 = 26
Peek: 1d20 + 4 ⇒ (16) + 4 = 20


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None

Domitius raises an eyebrow with a slight measure of surprise at this turn of events. "You know what fate befell Lucius. Yet you offer to help, knowing you could share his fate? You're a brave young woman, Zea," he says, with admiration in his voice. To his companions, Dom says, "We want Kintargo to be brave, and she responds."


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Davina slips back out of the alley. She studies the young tiefling. "We'll let you help." she smiles. "She is brave and willing to step up. Kintargo needs that."


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Streets and back Alleys of the Devil's Nursery

"Lucius told me once that you folks were different...that you saw the bigger picture...that you could see beyond another's appearance or station in life," the tiefling says in reply. "It appears he spoke truthfully. I for one welcome your aid in this matter."

"Baelgar must see this as well...or he's using you for his own gain somehow," she continues. "Hmm...the fact that he hasn't tried to ambush you indicates that perhaps he's being straight with you in this matter. He's not entirely trustworthy--especially when dealing with non-tieflings--but he had dealings with Strea before she vanished, and he's been tracking down leads to find her ever since, but to no avail. He's been frustrated that so many of our kin choose to cower inside rather than hunt down the killers in our midst. Maybe he honestly appreciates your help, but be careful in future dealings with him. He looks out for himself first, tieflings loyal to him second, and generally despises humans. He does share a deep hatred of our new Lord-Mayor, however."

"If you'll have me, I'm ready to act as your bait." She removes a dagger from a sheathe attached to her belt and hides the blade against the inside of her arm. After consulting briefly as to which streets you've already checked, Zea offers to take the lead as your group explores the streets and alleys inside the perimeter you've already walked this evening.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

"Let's get some bait in the water and see what bites, then," says T'chazzar. "For now we just want to put a stop to the terrors here. Dealing with Baelgar can come after."


F Human Cleric 4 | HP 31/31 | AC 17, T 10, FF 13 | F+7, R+2, W+11 | Init +4 | Per +9 | Loot Sheet

Leora is relieved that it is a friend following them, and not tooth faeries, or the Dottari.
"Awesome, thank you Zea! And thanks for the warning about Baelgar. I'm good to go whenever you are."


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Streets and Back Alleys of the Devil's Nursery

Zea nods and then heads off, deeper into the heart of the slums. Unfortunately, nothing takes the bait. If there are tooth fairies about, they're either spending an evening indoors or out hunting elsewhere. Zea thanks you all for your efforts and offers to play bait again if you're all willing to try another hunt tomorrow night.

She heads back to the Brimstone Hearth. Baelgar is there, and the tiefling acknowledges Zea with a slight nod before asking the rest of you how things went and what you plan to do now.

We can RP a bit here or move straight to the next night if that's indeed your plan.

Secret GM Rolls:

Fish Biting?: 1d100 ⇒ 45


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

I'm good with moving to the next night, but until then.

"Nothing took the bait. We'll try again tomorrow night." Davina takes a seat next to Baelgar. "What's your business Baelgar? I'm a writer and lecturer. The tall one is a gardener and guard." Maybe if I give him some information he'll share as well.


Male Half-orc Slayer 5/Fighter | HP 31/44 (0 NL) | AC 19 (T 12, FF 17) | F +8 R +8 W +3(+1) | Init +2 | Darkvision, Perception +7, Sense Motive +6 | Active conditions: None
Davina Eradon wrote:
"What's your business Baelgar? I'm a writer and lecturer. The tall one is a gardener and guard."

Tired and frustrated by the lack of progress the night had shown, Domitius plays along with Davina's ploy, doing his best to appear large and menacing. "I remove pests," he glowers, purposefully laying on his orcish accent a bit thick...

Intimidate: 1d20 + 8 ⇒ (10) + 8 = 18

...but he softens the effect a bit with a grin and a wink at Zea at the end.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Brimstone Hearth

"I do a bit of that myself," the tiefling sneers back at Dom, trying to act tough but still looking a bit unsure of himself, especially alone against six adventurers. Dom's wink at Zea, however, tells him who might've ratted on him, and he glowers briefly at her.

"I'm a man of many talents," he tells Davina a bit more cordially (though he never quite comes off as 'pleasant'). "I can be a guide, a scout, an extra set of eyes on the street, a procurer of rare and exotic--and illegal--items, and I can be an enforcer of sorts, if that's required. Not so cultured as yourself, obviously. I have a network of...associates...that I can call on when needed, and sometimes they call on me as well when my services are required."

The tiefling stares at Davina, apparently having said all the vague stuff he intends to say...for now.

His gaze then falls appraisingly upon Zea. "You are the bait they refer to, I suppose?" he asks and the tiefling girl nods defiantly. Baelgar gives a dark chuckle and says, "You have a spine, girl. Good for you. I hope that it, or your wagging tongue, don't get you into more trouble than you can slip out of."

I've got a weird off-and-on posting ability today. I'll probably move the game to the next night's hunt tomorrow, but feel free to RP or interrogate Baelgar further. I have another posting window opening in a couple hours.


female strix aerokineticist 2 | HP 21/21 (N/L 4) Burn 2 | AC 16; FF 12; TAC 13 | F +6, Ref +6, Will -1 | Init +5 | Low-Light visions, Darkvision 60 ft, Per +5 (+7 in dim light/darkness)

Kiri was relieved that the one following them turned out to be an ally. She vaguely recalled seeing Zea in the past but had never actually met her. She said nothing, as she usually did, and when the night ended without the bait taken Kiri was cranky.

As they returned to report to Baelgar their lack of success. The tiefling man didn't seem particularly upset at their failure, he probably didn't expect any luck this quickly. As they sat and talked Kiri was beginning to become worried about her friend, Alinzo. She was actually rather worried about Alinzo as she hadn't seen him since he passed a message to here before the protest. She thought about asking after him but she didn't trust either of these tieflings enough yet to ask.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Streets and Back Alleys of the Devil's Nursery, Pt. 2

For a second night, your group meets at the Brimstone Hearth before venturing out into the streets to hunt the elusive murderous fey; again, Zea accompanies your group, moving ahead of the main group and acting as bait.

This night, the tactic works...sort of. As the tiefling passes a narrow dark alley, she apparently gets the attention of some creatures of the night. Several dire rats suddenly stream out of an alley between the tiefling bait and the party.

Leora: You're the only PC without darkvision. Would you have cast light or are you relying on moonlight and starlight (counts as dim light; 20% miss chance on attacks)?

Roll20 Battlemap link under my alias name should now connect to a new map. T'chazzar (and everyone except Davina): My DM Dice don't like you guys when I roll Initiative. Apologies.

INITIATIVE ORDER Combat Round 1 (Bolded may act/post)
Davina
Dire Rats
Zea
Domitius
Kiri
Leora
T'chazzar

Secret GM Rolls:

Reg. Encounter?: 1d100 ⇒ 1
Tooth Fairies Biting?: 1d100 ⇒ 71
What?: 1d100 + 20 ⇒ (15) + 20 = 35
NA?: 2d4 ⇒ (1, 4) = 5
Whenish?: 1d8 ⇒ 1
Where-ish?: 1d8 ⇒ 3

Davina Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Domitius Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Kiri Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Leora Initiative: 1d20 + 0 ⇒ (8) + 0 = 8
T’chazzar Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Zea Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Dire Rat Initiative: 1d20 + 3 ⇒ (18) + 3 = 21


AC 19 (Currently 22 with Shield), touch 13, FF 16 | HP 35/35 |Fort +2, Ref +10, Will +5 | Per +9 | Int +3 Davina's Notes Aasimar Inspiration: 0/5 Panache 0/5 Investigator 4 (Infiltrator), Swashbuckler 1 (Inspired Blade) Base Atk +4; CMB +7; CMD 17

Davina moves forward while pulling out and loading her crossbow. "Zea stay back." Dire rats. I hate rats.

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