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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Dice:
Perception: 1d20 + 6 ⇒ (9) + 6 = 15

Perception Vreni: 1d20 + 3 ⇒ (20) + 3 = 23
Perception Sting: 1d20 + 4 ⇒ (18) + 4 = 22
Perception Eva: 1d20 + 3 ⇒ (1) + 3 = 4

vs DC 20

While you do not notice any traps, magic, or alarms, you do notice that there is a person in the bed and that a rock has fallen from the three story high building in the center, right beside one of the guards. The guard in O20

The guard picks up the rock and seems to become more alert, making a quiet gesture to his companion and slowly starts back towards the wall you are on.


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 motion towards the others that the guards are headed our way. And then I try to pick the lock on the window quietly.

what do you want me to roll for thieves tools btw I can't tell if slayers are proficient in thieves tools


I'm uncertain what you mean by proficient in thieves tools. If you want to pick a lock, disarm a trap, etc. you use the disable device skill. If you do not have a set of thieves tools you take a -2 penalty, if you have a set of thieves tools you take no penalty, and if you have master work thieves tools you get a +2 bonus. I hope that clarifies things


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

How quiet would I know I could be in 1. casting open/close or magehand to open this window if it is not locked but only latched internally? 2. how quiet would casting sleep on the sleeping person be to put them into a magic slumber to make them less likely to waken to our shenanigans?


Casting generally has to be done in a clear speaking voice which has a perception DC of 0. This gets modified by +1 per 10 feet of distance and I usually apply a +2 or +4 modifier to the DC for being around a corner (depends on how far around the corner, who's closer to it, etc). Your main problem at night will actually be light given off by spell casting since, as per Paizo, all spells have some form of visible effect centered on the caster (even invisibility doesn't hide it), So breaking line of sight is very important.


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

lol sorry been playing too much 5e

disable device: 1d20 ⇒ 9
stealth: 1d20 + 9 ⇒ (5) + 9 = 14


Vreni you do not manage to pick the lock but it does not look like you are seen yet.


To keep the game moving forward I need some actions from your group with what you intend to do next. I should be able to keep the game moving daily again so long as there's activity


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)

is there anywhere mahkah can tell where he would be out of sight?
stealth to move: 1d20 + 5 ⇒ (1) + 5 = 6


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)

"Eva what do you think... should I summon natures ally to distract the guards?....or too risky...." Mahkah whispers to Eva since she is close by


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 follow Vreni's moves, and be ready to cast sleep on any observer who spots us that threatens our stealthiness.

In case you want a stealth roll.
stealth: 1d20 + 4 ⇒ (17) + 4 = 21


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 nods at Mahkah and whispers "I think our best use right now is a distraction. We can let the other two do the actual thieving". Eva motions to the others to keep going as she makes her way around to the far side to get a distraction going. She turns invisible while darting across the open blocked section of wall.

stealth invisible = 10 + 4 + 20 = 34
stealth while out of view = 10 + 4 = 14

This will take 2 round to complete


Vreni are you going to pick the lock again or something else?


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)

Mahkah begins casting summon natures ally to summon a stirge at (s,12)


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 will attempt to pick the lock again

disable device: 1d20 ⇒ 9
stealth: 1d20 + 9 ⇒ (20) + 9 = 29

whispered under Vreni's breath "F~*$ I hate locks. Sterling can you magic this f&!#ing b~@#+ of a window open?"


Eva I put your letter on the map near Mahkah, if its in the wrong spot then change it.

The guards continue inching forward, very alert but they don't seem to have eyes on you yet as there are buildings in the way. You do notice them talking to each other though.

You can each make a perception check to see whats in the spoiler below

DC 17 Perception Check:

You hear one of them mutter "Maybe the spotter got it wrong this time?"

"Just shut up and look." the other replies.


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)

perception: 1d20 + 8 ⇒ (3) + 8 = 11


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

perception: 1d20 + 4 ⇒ (1) + 4 = 5
stealth: 1d20 + 4 ⇒ (12) + 4 = 16

I will also look to see if the window unlocks from the opposite side and use mage hand to unlock the mechanism if possible.


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

perception: 1d20 + 3 ⇒ (18) + 3 = 21


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

listening perception: 1d20 + 3 ⇒ (17) + 3 = 20

Eva looks at the building in front of her for easy accessible windows and occupants.

building perception: 1d20 + 3 ⇒ (20) + 3 = 23


Sterling manages to undo the clasp on the window from the inside with mage hand and the window swings open. He thinks most of the light given off by the spell went unnoticed since they are behind the building. The man sleeping in the bed that is right under the window tosses about but otherwise seems fast asleep.

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.

Building in U13 has a window in the middle of the wall for all three floors on the part of the wall that U14 would have.

As the guards move forward again, G4 does not notice anyone as he is too close to the wall. G3 does however notice as Mahkah finished his spell and a stirge appears in S12 as denoted by St.

"There's two of them on the wall here!" G3 shouts. "Our spotter was right ha!"

Initiative Rolls:

Mahkah Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Eva Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Vreni Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Sterling Initiative: 1d20 + 5 ⇒ (1) + 5 = 6

G1 Initiative: 1d20 ⇒ 7
G2 Initiative: 1d20 ⇒ 6
G3 Initiative: 1d20 ⇒ 5
G4 Initiative: 1d20 ⇒ 13
?? Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

INITIATIVE

Mahkah
G1, G4 and ??
Vreni and Sterling
G2
Eva
G3

G1 and G2 are effectively surprised and won't act in round 1. Round 2 will start with ALL players then All enemies since Mahkah has the highest initiative and grouping together like that makes the game go faster.


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 act as soon as he can to cast sleep on the noble that is sleeping in open window right ahead of him as to ensure that the wealth-burdened cash cow is not going to wake up from the ensuing kerfuffle.

stealth: 1d20 + 4 ⇒ (13) + 4 = 17


I was informed that I had Eva in the wrong position. This is the description of the building she is looking into in S22 -- The roof is flat, with a six in lip running around the top of it, a few drain holes for water noticeable around the edges. On the roof there is a trap door. There are no windows along the wall side of the building but there was one on each side of it on both the first and second level.


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

on Vreni's turn she will jump into the room after sterling casts sleep on the man. She will quickly scan the room.

If there is someone else that they didn't notice she will promptly slit their throat otherwise she will start stuffing her bag with valuables in the room.

perception: 1d20 + 3 ⇒ (14) + 3 = 17
stealth: 1d20 + 9 ⇒ (3) + 9 = 12

*if someone else is in the room*

attk with kukri: 1d20 + 5 ⇒ (18) + 5 = 23
crit dmg: 1d4 + 3 ⇒ (4) + 3 = 7*2 = 14

*if no one else is in the room

investigation for valuables: 1d20 ⇒ 13


Okay, waiting on Mahkah, then I will get to you Vreni and Sterling.


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

confirm crit: 1d20 + 5 ⇒ (12) + 5 = 17
crit dmg: 1d4 + 3 ⇒ (2) + 3 = 5


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)

realized i never specified which spell I replaced for sumon natures ally, it will be snowball
The strige moves and attach to G3
to hit with stirge(against touch): 1d20 + 7 ⇒ (19) + 7 = 26
note if attached there is a 10% chace the guard gets filth fever or similar diseases and will take 1 con dmg
Mahkah will attack with his sling then move
Mahkah attack: 1d20 + 1 ⇒ (13) + 1 = 14
sling dmg: 1d4 ⇒ 1


You are lucky guard 3 is still flat footed

The stirge flies over and lands on the guard, sinking its probiscus into his neck.

"What is this thing!" The guard yells and a sling stone hits him in the chest, thudding into his leather armor.

A disease??: 1d100 ⇒ 12

The more distant guards seem alerted now, and the other guard that was searching for you runs over but finds no way in to help his companion.

Sterling can you post the save DC and save targeted next time, makes my life easier.

Will Save: 1d20 + 3 ⇒ (11) + 3 = 14
Will Save: 1d20 + 3 ⇒ (3) + 3 = 6

There are 10 rounds of sleep left

Both people sleeping in the bed, one you couldn't see easily before, are affected by your spell.

Vreni jumps through the window, and seeing no one other than the two that are slumbered, she looks around the room for stuff to steal.

The room has a closed wardrobe and a dresser with six drawers. On top of the dresser is a lock box. Also, the top two drawers of the dresser do not look useful for storing clothing, as they are too narrow.

INITIATIVE

Mahkah
G1, G4 and ??
Vreni and Sterling
G2
Eva
G3

Eva's turn is up and then G3 goes


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 double moves back to her group realizing that she has nothing to distract the guards with.
i goofed


G3 swings his shortsword at the stirge that is grappled to him.

Shortsword: 1d20 + 3 ⇒ (18) + 3 = 21 vs attached AC of 12
Damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (3) = 12 Rogue sneak attack for stirge being denied Dex to AC as per its attach ability

As the stirge is slashes with the shortsword it becomes severely damaged.

I think the stirge is dead but I'll let Mahkah call it

INITIATIVE

Mahkah
G1, G4 and ??
Vreni and Sterling
G2
Eva
G3

Mahkah is up


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

During Vreni's turn she will grab the locked box and throw it in her backpack. Then she will open the narrow drawers and throw whatever is valuable in there into her bag as well.

investigate for valuables: 1d20 ⇒ 12


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)

yeah it's dead
Mahkah will move and attack G3 with the sling again
To hit: 1d20 + 1 ⇒ (17) + 1 = 18
dmg: 1d4 ⇒ 3


Mahkah's sling bullet will take the guard in the shoulder causing him to grunt in pain.

A shout of "You go I will watch the gate" can be heard from towards the front of the compound.

Climb: 1d20 + 6 ⇒ (15) + 6 = 21

Guard 4 runs over to the wall while shouting "Let's just push this idiot off!". He gets to and climbs up the wall. When he gets to the top of the wall and glances around he notices Eva and Sterling and shouts "Oi, there's two trying to break into the Devaren house!"

Hearing all of the commotion outside Vreni starts filling her bag with loot.

INITIATIVE

Mahkah
G1, G4 and ??
Vreni and Sterling
G2
Eva
G3

Sterling is up


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 shift over one space to get a view of the visible guardsman and he will cast sleep on them (10ft radius, hoping to fit both the nearby guards into the radius. (DC 15 will save).


Will save for G4: 1d20 - 1 ⇒ (14) - 1 = 13
Will save for G3: 1d20 - 1 ⇒ (14) - 1 = 13
Reflex save for 4: 1d20 + 5 ⇒ (20) + 5 = 25

Guards G3 and G4 both fall asleep, though G4 remains on the wall.

Guard G2 sprints over to the wall near Eva but doesn't start climbing yet.

INITIATIVE

Mahkah
G1, G4 and ??
Vreni and Sterling
G2
Eva
G3

Eva is up


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 turns to the face the man who approached the wall and also casts sleep on him (DC 15 will)

If sleep works: "This guy is asleep. Vreni, you have a little more time if you really need it. I will keep watch on this side until you are out. Someone should keep watch on the other side and one should help Vreni"

If sleep does not work: "We need to get out of here now. We don't want to leave a dead body and we have already been seen." Eva says and climbs down the wall.


Next time please say G1/G2/G3 etc. Makes it easier. I am assuming you're targetting G2 this time as everyone else is asleep haha

Will Save: 1d20 - 1 ⇒ (19) - 1 = 18

The guard G2 does not fall asleep.

INITIATIVE

Mahkah
G1, G4 and ??
Vreni and Sterling
G2
Eva
G3

As G3 is asleep Mahkah is up


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 don't see why we can't leave a dead body or five but fine we can cut our losses.

Vreni searches the sleeping tenants hands, ears and bedside tables for jewelry before she pops back out the window and over to the other side of the wall.

investigation: 1d20 ⇒ 17
acrobatics: 1d20 + 7 ⇒ (8) + 7 = 15


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 attempt to cast Sleep on the guard 3, and head down on the wall to the south, and make a perception around if possible to do that and cast a spell.

perception: 1d20 + 4 ⇒ (14) + 4 = 18


I am going to give Mahkah until Friday at noon to make an action. If he hasn't by then he will delay and I will move the combat forward.

Starting on Monday, if someone hasn't posted in 48 hours after their turn is announced I will delay them and move on with the combat. If something comes up that makes anyone unable to post, just let everyone know here or on the group FB chat and we can work around it.


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)

Guess it's time to leave
Mahkah starts heading back to base


As the group tries to leave, guard 4 remains asleep and guard 1 remains at the front gate.

Sterling Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Spotters Stealth w/ cover: 1d20 + 7 + 8 + 1 ⇒ (15) + 7 + 8 + 1 = 31

Mwk Shortbow: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 vs Sterlings FF AC
Damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (3) = 7

An arrow comes down from the roof top of the three story building beside Sterling, hitting him in the ribs Take 7 damage Sterling.

Will Save: 1d20 - 1 ⇒ (10) - 1 = 9

As the arrow hits him, Sterling casts sleep on guard 2, who falls unconscious. And Vreni escapes over the wall following Mahkah, bag of loot in hand.

INITIATIVE

Mahkah
G1, G4 and ??
Vreni and Sterling
G2
Eva
G3

With G2 Asleep, Eva is up.


Arg... I just remembered we were supposed to be doing party-enemy initiative after the surprise round, I promise to do that next combat to help things flow better.


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 climbs down the wall and follows the others in their escape.


With G3 asleep it is Mahkah's turn.


Since Mahkah can't reach Sterling...

The spotter fires at Sterling again. Joel bleeds to negative hitpoints.

I forgot some bleed last round

Mwk Shortbow: 1d20 + 5 + 1 ⇒ (8) + 5 + 1 = 14
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Sterling reflex: 1d20 + 5 ⇒ (14) + 5 = 19vs DC 15
high for left: 1d20 ⇒ 7

[ooc]Sterling needs a DC 11 fort save. He asked me to do it[/occ]

Fort save: 1d20 + 3 ⇒ (9) + 3 = 12

[ooc]Sterling is currently at -1 hp, having bleeding damage


I will note for Vreni's sake that Eva, Mahkah, and Sterling have talked about it irl and agreed that Sterling is dead and can't be saved.


Slayer Sniper/Human/1| HP 12/12| AC 16 | T 13 | FF 13 | Fort |Reflex +4| Will +2| Init +5| Perc +5

Is waiting at headquarters for the group he is to join.


Leaving the combat zone down one member, the trio heads back to the safe house. On the way it is relatively easy to avoid the patrols as it is very early in the morning, only two or three bells past midnight.

Spring 7, Y24, Fifth Era

Upon arriving back at the safe house the three group members leave the loot in a safe place and fall asleep for the night.

Around noon, the three are all woken from their beds by Castone, and asked to come to the living area.

In the living area, a new person is sitting in a chair. "I hope you have been working hard given how late your sleeping. This man here is Ravyn Faux, he is to be a new member of your group. Also, where has Sterling gotten to?" Castone asks.


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

"He didn't make it back last night. The idiot ran 100% the wrong way." Eva says mournfully. "Last we saw of him he was bleeding out on a wall just inside the aristocrat district... Does that guild mark disappear when you die?" Eva says with some more concern realizing the guards now have his body.

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