Neuwold Urban Campaign

Game Master Rostam

A journey into the darker side of a city
Combat Map

Languages:

Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Bengali
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto

Guild Politics:

Here are The Enlisted's relationships with other criminal organizations, as well as the main reason for the non-neutral ones.

The Enlisted

“Allies” – Iron Watchers

Good Neutral – Dark Side Smugglers, Blades Before Dawn

Neutral – Isle Smugglers, Free Striders, Gold Association, Eastern Commission, Crimson Legion, Dwarven Carta, Magi imperium

Bad Neutral – Elvish Shogunate, Jade Commission, Dust Guard

Feuding – Ivory Brotherhood, Chrome Plague

Points of contention with organizations you have bad relationships with:

Ivory Brotherhood – Fighting over the Wall Market district, also they dislike the Enlisteds acceptance of non-humans/halflings into their ranks

Chrome Plague – Due to alliance with Ivory Brotherhood

Elvish Shogunate and Jade Commission – You refuse to bend the knee to the elves

Dust Guard – They are fighting over the Dust Market with Blades Before Dawn, its nothing personal

Points of reason for why you have good relationships with these organizations:

Iron Watchers – The Enlisted keep the city at bay while they collect the protection fees. They have agreed to spring for discounted items for you as compensation

Dark Side Smugglers – You keep transport taxes low in return for low shipping/receiving taxes for yourselves

Blades Before Dawn – They were losing ground to the Dust Guard, but offered you a half cut in their conquests if you small amounts of aid and keep the peace between the two of you.


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Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

"I would be up to doing a small heist. An assassination could be fun, but we need to find a client for that first."


At the questions from Vreni and Eva's comment, Castone stops, and sighs a little.

Looking to Vreni first he says, "As full members of the guild it is up to you to find your own work. I will bring guild work by about once a week, but at your level those jobs won't be very rewarding. Enough to live off of but not much more. I, or another, will also pick up anything you want fenced and leave the money for it here, so if you want to fence something but might not be around just place it in the spare room on the table." Castone straightens a little and puts his hands in his pockets.

"As for finding me if you need me, that will only be during the once a week work drop. Having passed your final test you have proven yourselves not to need my supervision, or that of another master, any more. However, you are not to be permanently on your own either. When you are deemed ready you will be shown the location of our guild hall, at which point you will also become privy to the politics in our guild and across the city."

"For finding work, I suggest that you go and quietly look at some businesses or residences in areas of the city our enemies control. Or if you are feeling more ambitious then in the Noble's District. A heist is probably a perfect idea for your first job."

I've update the top of the page description with a spoiler containing the different relations you have with the other guilds in the city.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni nods in understanding to Castone and goes to her room after a long night to sleep. Before she does Vreni tries to think about any wealthy local or noble families that wouldn't be too difficult to preform a heist on. She thinks of the Winthrop Manor and wonders if the four of them would be ready for the task.

knowledge local: 1d20 + 4 ⇒ (6) + 4 = 10
knowledge nobility: 1d20 + 4 ⇒ (8) + 4 = 12

In the morning when everyone has woken up Vreni addresses the group "So now that we are official members of The Enlisted our team should have a name?


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Eva, also goes to bed thinking about possible noble households that may be vulnerable or at a disadvantage in their resident location.

knowledge nobility: 1d20 + 6 ⇒ (11) + 6 = 17


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

Sterling will make a small outing to a certain small orphanage and drop off 20 platinum before heading back to the house and sleeping ever so well, as he always does, and looks good while doing it (Sterling never has bedhead. Ever). He walks down, hearing Vreni's comment and shrugging "How about team tall, dark, and monotone?" he says as he nods toward where Mahkah sleeps and winks.


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

before Eva goes to bed mahkah asks "Eva... the spirits I summon cannot heal naturally... do you have any healing magic left...that you can use on them?...


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

"I think we should let the name sit for a couple months and see how we shape up as a team and let the name come to us."


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni shrugs "Fine group name can come later. Should we talk next job? I've got a few Noble houses near by that would make good hits. We should probably take the week to stake out, make sure the house we choose is worth the trouble though."


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

sorry Mahkah, forgot to refresh before posting

Eva makes sure to heal everyone up before going to bed.

channel energy: 1d6 ⇒ 4
channel energy: 1d6 ⇒ 3

"Is that good for everyone? I have more if we need."


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

before eva does the healing mahkah summons the water spirts


Mahkah can consider his water spirits fully healed. I don't want to seem pushy, but could someone take up Vreni's line of commentary and continue planning or suggest your own idea for making some cash. You can also simply wait a week for Castone to return. Either way consider it about 3 pm the day you returned since you would've needed 8 hours of sleep.


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

"should we consider giving two days to let the heat calm down and then attempting a good old heist on a lesser noble? Possibly just a bit before dawn, so the guards on duty will be at the tired end of their shift? and when the sun comes up and everyone is heading to their days activity we won't be so noticeable as we walk?" Sterling suggests, liking the manor heist idea. "One of us should stake out each house, since numbers bring attention, though stake outs are a bit risky in themselves, going in without staking out is risky too though." sterling ponders the ideas.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni replies "assuming that their shifts end just before dawn. They might have guard shift changes anytime throughout the night hence the stake out. Your right though I don't think we should all go together on stake outs. maybe groups of two?"


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Eva, not really liking having to deal with a wall, tries to think of possible targets in the aristocrats area. Specifically towards the Ivory Brotherhood region of it.

Taking 10 on knowledge local (max 10) = 10
Taking 10 on knowledge Nobility = 16


The aristocratic quarter would yield lower rewards, but there would only be 3-4 guards per "community", jointly hired by the people to patrol the area. Each "community" is between 5-8 houses in size. A potentially larger problem would be members of the Ivory Brotherhood being in the area as you are rival gangs. Enough hits on locations/businesses looked after by the Brotherhood could cause them to lose some territory though. (You would have to check in with businesses or "community" guards to see if anyone is paying out to the Brotherhood to avoid trouble, subtlety is key here)


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

"I think we should try to hit the aristocrat area first. We can more easily roam around there and scout it out. We may be able to get some info from the paid guards about who is under the Ivory Brotherhood protection. Us girls may have to do some subtle flirting." Eva wiggles her eye brows at Vreni. "It may actually be beneficial to target a house with protection to try and gain on their territory."


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

"Well if any of the guards have a scar fetish I'm their girl. I'm fine with a smaller win with a higher chance of success."


Did any of you want to discuss more or should I just move onto a stakeout in a few days time?


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

[ooc] I guess we can move on to the stakeout if no one has anything else to add [ooc]


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

(agrees)


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

sounds good


Sorry for the delay

After hiding out for two days to let the heat of your unwitting assassination, you decide to find a community or two in the aristocratic quarter to investigate for a potential heist.

Fifth day of Spring, Year 24 of the Fifth Era

After a day of investigation you have uncovered three communities that show promise and you spent 4-5 hours studying each one today.

Community 1 - This community is the nearest to you of the three only a few blocks into the aristocratic quarter (Maybe 30 minutes away). The buildings in it are kept maintained but are not extravagant, and have no gardens. There appear to be five guards on duty for the twelve houses at all times. There was also a fairly unsavory looking fellow who showed up and was handed a bag on something. From what you can see this community may have some magical precautions set up.

Community 2 - This community is the furthest from you and is nestled close to the wall of between the Aristocratic Quarter and the Noble District (Maybe 1.5 hrs away). It is also 7-8 blocks from the Wall Market gate. The buildings are well maintained, polished, with immaculately kept gardens. There are six guards on duty at all times for the seven properties. Four of the properties have a guest house as well as the main building. Only well kept people moved in and out of the community as far as you could tell and there was at least one spell cast within the community while you watched it.

Community 3 - This community is between the previous two (Maybe 1 hr away). The buildings are polished and the properties have small gardens on them. There appear to be seven guards on duty for the ten properties. There was no evidence of anyone other than the guards and the people living in the community leaving or entering while you watched.

I figured that'd be the easiest way to give you a selection of properties. If you decide you don't like any of them I will just come up with three more based on another day of scouting. The information given is what could be collected given trying to stay out of sight an unsuspicious, a closer examination would take an entire day and some actual game play. At least now you can make an informed chose over what community to try and stakeout.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

"I wanna hit the first community. I'm curious about that sketchy guy." Vreni says to the others


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

"The sketchy guy is likely the Ivory brotherhood, and I am interested in that community as well." Sterling comments, though crossing his arms says, "I do not like that they have magic precautions."


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

"I would be down for messing up the Ivory Brotherhood's day. If we can hit enough houses, it may give the Enlisted an opportunity to gain more territory. Boss will be happy about that. I will agree with the first community"


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

"Magical precautions though.... I don't like that one bit." Sterling says, clearly not a fan of when things precaution against his tremendously interesting and useful, magnificent looking, and graceful skill set and talents. "Do we have any inkling of what those might pertain to?"

knowledge arcana?: 1d20 + 5 ⇒ (2) + 5 = 7
spellcraft?: 1d20 + 5 ⇒ (11) + 5 = 16


You believe there to be magic as a few people that were leaving had lingering magical auras that you failed to identify due to them dissipating to soon.

When you guys come up with a plan to obtain more information or enact the heist I can move forward, but I need a plan form you first. The community is laid out more or less like a cul-de-sac just for reference.


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

"We can go take a closer look at the first community. If we think that the magical defenses are above us, we can try the third community. Eva says, taking a cautious approach to the situation.

Can we get a rough map of the first community?


A rough map is on the first tab of the Combat Map spreadsheet linked at the top of the page. The black is the wall around the community, the brown are the houses. Most of the white space is either paths or gardens


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

how high is the gate? can we jump it?


The gate and wall are 14-15 feet high


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

"I say we jump the fence in the north east corner of the community and hit the bigger of the two houses there. As for the magic, knowing it's there is good to know in itself. I'm sure it's some kind of magical alarm so we just have to be extra alert."


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

what is it like on the other side of the wall? is it the back of houses, high traffic, low traffic? What kind of buildings are there?


They are wooden houses 1-2 stories tall. Its a gated community so not a whole lot of traffic from your brief observation. I added some dark brown areas to represent the 'road' part of the community, everything else in white is 'yard'.


The otherside of the wall (aka outside the community) has other communities like this as well as streets/shops around it. I added in some of the area outside the wall as well at Eva's request.


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

"Alright, I agree with this, let's move on this tonight, or do we want to follow the usual night guards, and convince them to take the night off somehow?" Sterling shrugs. "Could go either way with that, both have risks"


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

"Trying to convince the guards to take the night will be difficult and then they'll know our faces. I say we stealth it and sneak past them. "


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

"Truth." Sterling says and proposes that they make their attempt this night, at the soonest convenience of the others to rob and burgle one or more of those establishments using stealth. For he will hide his good looks and spectacular charm even from the guards at this time, and will confidently go unnoticed, Or so he plans.


Spring 6, Y24, 5E, an hour before midnight

After waiting until night wall your group approaches the first community you surveilled. Your approach is from the north east of the community, directly from your hide out. The journey takes about an hour to complete to ensure your are not noticed.

With the curtain of night fallen over the community, it is easier to note the locations of some guards, as they carry torches around during their patrols. From your position on a nearby house over looking the area you can easily see four guards with longswords, crossbows, wooden shields, and breast plates. All of the guards currently have their crossbows loaded and ready.

I have updated the spreadsheet map with your locations, the locations of the four guards, and the height of each building in stories. The height is the number in the top right corner of each building.

Rolls:

Mahkah Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Eva Perception: 1d20 + 3 ⇒ (18) + 3 = 21
Vreni Perception: 1d20 + 3 ⇒ (19) + 3 = 22
Sterling Perception: 1d20 + 4 ⇒ (10) + 4 = 14

vs DC 24

Mahkah Stealth: 1d20 + 5 ⇒ (17) + 5 = 22
Eva Stealth: 1d20 + 4 ⇒ (17) + 4 = 21
Vreni Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Sterling Stealth: 1d20 + 3 ⇒ (17) + 3 = 20

vs DC 10


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

I would like to start working my way to v10 to jump the gate there.

stealth: 1d20 + 9 ⇒ (9) + 9 = 18


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

I will follow Vreni to this spot and climb/jump the fence there.

Stealth: 1d20 + 4 ⇒ (3) + 4 = 7
Acrobatics: 1d20 + 3 ⇒ (12) + 3 = 15
Climb: 1d20 + 0 ⇒ (1) + 0 = 1

-_-


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Well since we are starting on a roof at the same height as the wall... I will go invisible and walk along the wall towards the larger building (building at 14T) and look to see if I can discern is either side of that building is a bedroom (master or other).

Stealth(take 10) = 10 + 20 + 4 = 34
Perception: 1d20 + 3 ⇒ (10) + 3 = 13


I have moved Mahkah over with Vreni and Sterling to keep the game moving. In the future could you guys move your own characters, it makes things easier.

With Vreni, Sterling and Mahkah getting down off the building and running along the base of the wall, Eva covers them while invisible and moves along the top of the wall.

The house across the wall from your group (the three level one) has windows in the middle of its walls that are about two feet wide and three feet tall.

Eva:
You don't know if it is a master bedroom specifically, but through the windows you can see a fairly lavish interior and it looks as though the entire third level is one room.

Just give me three acrobatics and three climb checks each and I will tell you how hard it is to climb the wall.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9
acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14

climb: 1d20 + 2 ⇒ (1) + 2 = 3
climb: 1d20 + 2 ⇒ (9) + 2 = 11
climb: 1d20 + 2 ⇒ (1) + 2 = 3

lol


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23
acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4

Climb: 1d20 + 0 ⇒ (7) + 0 = 7
Climb: 1d20 + 0 ⇒ (15) + 0 = 15
Climb: 1d20 + 0 ⇒ (10) + 0 = 10


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

when Eva's companions reach the top of the wall she whispers "I think we should go for that building over there." pointing to the building at W16. "We don't need to jump and make a bunch of noise to get to it." Amusing that no one disagrees, Eva then walks towards the roof of the indicated building (not invisible) looking through the windows on the way there for indication of the best entry point.

As Eva is out of view of the guards, she will not go invisible this round.

Stealth = 10 + 4 = 14
perception: 1d20 + 3 ⇒ (13) + 3 = 16


Gonna move forward again without Mahkah

With some effort and noise Vreni and Sterling manage to get up on top of the wall and drag Mahkah up with them.

The building Eva us looking at seems to have a bedroom of sorts on the second floor, with the head of the bed being right underneath the window. On the roof of the same building there is a small lip running around the edge but it is otherwise flat.

The three story building beside Eva has a one room third level with some sort of lavish furniture in it. The second floor windows show smaller broken up rooms, and the ground level is difficult to see into from your angle.


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

Does not like the idea of entering a room right over someones bed, but will go to the building and look into the building to see if there is a person in the bed currently, or if they are off doing something at night, such as drugs, but like classy rich people drugs, or visiting the 'house of lady favors' in case they are the whoring type. Needless to say, Sterling wants to know if this undoubtedly perverted degenerate is currently home and in said bed.

stealth: 1d20 + 4 ⇒ (4) + 4 = 8
perception: 1d20 + 4 ⇒ (5) + 4 = 9


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

From the cover of the houses, Eva detects magic over the two story house as well as the three story house.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni is going to check the windows for traps and alarms... stealthily

perception: 1d20 + 3 ⇒ (8) + 3 = 11
stealth: 1d20 + 9 ⇒ (7) + 9 = 16

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