The third largest city in Varisia, Riddleport is also the most notorious. It is here that the machinations of an ancient race, once again boil up out of the Darklands and into the light. The sinister plots of the subterranean underwriters manifest!
Everything after Marcus' action where he killed the bandit is on initiatives. So everyone else is where they are on the map link until your initiative action.
You didn't move Tam to Marcus' side. Tam moved there before we entered a new initiative... right?
EDIT: I guess it really doesn't matter as I missed anyways. So whether I could attack after moving or not doesn't really matter.. I'll just attack him next round.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
1d20 + 4 ⇒ (7) + 4 = 11
Iscarel turns, shrugs at the halfling, and takes off down the alley. (Double move to DG29) Just as he looks as if he's about to take off, he cuts into the alleyway, bow whirling into his hand and hastily stringing it as he looks to wheel around the corner.
And to think, I've gone a year without shooting a single arrow! This should be good. Time to show 'em how we do it in Celwyvinian
Female Human Witch 2 (AC 12/12/10, HP 16/16, Conditions: Nil)
Ascaria screams out as Marcus heads back trying to save Andrezi. She knew it was a noble and righteous thing to do... the right thing to do. But she also knew what else it meant. When he runs away ordering Tam do get the others out of here, she screams after him with tears welling up in her eyes. "Don't you dare leave me like that, Marcus Whiteshae! If you get yourself killed I will never forgive you!"
She sees Tam and Tippy joining in with Marcus' frantic rescue attempt. A rougish smile creeps onto her face beneath the pain and the tears. "Oh these guys. What did I get into here? And to think that I care the most for the worst one in the lot... Desna, save us..."
The plan was to withdraw but now it has been revised again and you turn to see Marcus and Tippy out of sight but you know exactly whats happening through the yelling of commands.
Tam, I gave you the move upto Marcus's position before he charged and you have intoned your Elvish prayer to Desna. Now you may revise your action if you so wish.
Tam moves in to support Marcus. Marcus steps into the nearby bandit and fells him also in mere seconds. The bandit stood no chance, he didn't even have time to react. He was outmatched and overpowered entirely. Little did he know that this Ranger favored humans as prey.
Two of the grapple group let go and move to guard against the threat. These two were no mere beggars or pick pockets. They were garbed similarly to the stalker. They stand weapons in hand as the remaining members fight to maintain a grip on Andrezi.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
Sorry for the delay. Ethaniel will double move to DU39. If I could get close enough for Channel Energy, I would, but if I take a 20-foot move and a standard, it will only affect myself and Ascaria.
Before you an extremely dangerous encounter is commencing. Marcus however has made extremely short work of two thugs, brutally cutting them down before him. Burgeoning need blossoms from your allies as you feel the dread of what may soon happen dawning upon you. It was no longer a dream, this is a fight for your lives.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
Tippy delays. He needs allies to fight these guys to best effect. He'll wait until his friends have engaged them and then move to an advantageous position.
Your passengers presence seems full within your every tissue as it bathes in the rapture of possibilities. He scoffs at you as you declare your service to another deity. "Hahaha, why not swear fealty to something you can feel and hear. You know I am real. Never mind puppet, for my seed in you shall blossom forth as soon as your senses leave you. I will keep you even in death."
Tam mutters a very rude expletive to his inner voice, "f!@# you!"
{If your not going to help; shut the hell up! I DON'T need YOU... not NOW or EVER!!!}
Tam will hold position readying an action move to flank anyone that advances upon Marcus in melee.
[OOC: channel positive energy is a 30'ft radius burst centered upon the cleric. Ethaniel is close enough to get Marcus, Tam and Ascaria. I'm waiting for that healing.]
Everyone advanced but are hesitant to engage and hold their positions. Was it fear or tactic? Andrezi warns you that a flank is forming adding another front to the fight.
Marcus CHARGES to square DM or DL 46 (depending how you charge along diagonals) feinting and overhead chop, then shortening up for a reverse grip two handed downward stab.
Tam CHARGES to square DN 47 {hugging the wall so getting around him will require acrobatics} feint high for a vicious slash that he expects to be blocked but the real attack is the rapiers thrust below the thugs defenses from the overly telegraphed high slash.
We still have a few actions remaining in Rnd2. This is pretty much for my benefit of keeping initiative order handy. Awaiting Ascaria's action still for Rnd2 and of course Iscarel and Ethaniel.
Initiative Order Rnd3:
23 PP1
19 Ascaria
17 Badeye Group
15 Marcus
15 Tippy
15 Tam
14 Other
13 Grapple Group
11 Iscarel
9 Ethaniel
Tam is reeling the last blow taking the wind out of him... his chain shirt is darkened with his blood - he will not last much longer.
But courageously... or perhaps stubbornly the elf does not flee or retreat...
Was hoping our cleric would have channeled but oh well. I'll start seriously looking into making another character as I don't think Tam will survive this fight.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
Heh. Doesn't give me much to go on for my option, but I'll stick with Tippy's plan and move in to flank. I'd rather take potshots with my bow than get myself caught out of position, but I should be able to draw some fire. Besides, it's about time the elf shot his bow, isn't it?
Iscarel will move to DB33, drawing the scavenged shortbow to his brow with the forgotten grace and skill of an elven ranger. Picking out his target, preferably one with no cover, outside of melee and within 30 feet, he'll whisper something to his nocked arrow and send it whistling through the air. "Fly true."
Shortbow Attack1d20 + 5 ⇒ (4) + 5 = 9 Shortbow Damage1d6 ⇒ 3 Does not include Point Blank Shot
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
Gaaaah. Double posted, and deleting one shaved ten off of my roll. Why do the forum goblins hate me?
DR42 is as close as I can get with a single move action. That still puts Tam and Marcus out of channeling range, right? If so, I will double move to DO44. If not, I'll move to DR42 and channel.
I have mixed feelings about it, as I don't want the others to leave Tippy high and dry, but I think I do need to get off some healing before those three thugs act again. A 5-Foot Step will still let Tam and Marcus full attack.
"Ascaria, come my way!" Ethaniel calls out to his companions. "Marcus! Tam! They've drawn you too far! Step back!" The half-elf clutches at his holy symbol, preparing to call forth positive energy.
As Waife recommended, Ethaniel will move to DR42 and ready an action to Channel Energy.
My aim is to have the gameplay thread up and running Saturday evening. I am just trying to get through all the content relevant prior, plus mapping and back story hooks. I may even get individual starts for toons before Saturday. See how i go.
You have come to Riddleport in search of means to identify the devil responsible for your adoptive elven clans destruction. You head to the Cypher lodge to make an inquiry and are disheartened to find the cost of commencing this endeavor is exorbitant, well at least based on your current wealth. This is your choice of commencement in the campaign. You either purchase a seat at the Golden Goblin tournament or you prove your worth to be a strong arm in security at the event as Saul Vancaskerkin is still hiring.
You learn that Gaedren is currently in the town of Riddleport and say your fair wells to Earidissle who makes you promise you will follow your heart. He pays for your transport (whatever means you decide) to Riddleport. Upon arrival you take up meek lodgings and begin digging around about Gaedren. After a four days of digging you finally turn up a lead. Gaedren has purchased a seat at the up coming Gold Goblin Gala event which is on in two days time. Positions are nearly closed so you need be quick if you are to get a seat.
Boy are you palms itching at the prospect of the up and coming Gala at the Gold Goblin Gaming Hall. Yeah, you and every other thief in town. All the street smart know that winners aren't keepers for sure. Timing is everything and right now when you feel a need to score a weighty purse, penny's from heaven sound about you in the form of this tournament. You plan to infiltrate the tournament and perhaps get into the gambling business or get business out of the gambling. Make a Bluff or Diplomacy check when dealing with Saul Vancaskerkin to help him determine what role he could use you in. Once your in, you will have the opportunity to see who the big winners (potential marks) are or at least gain an insight into maybe gaining a job if only for a false cover.
Well, you already know you will be attending Saul's Gala evening but to what extent. He has given you the opportunity to sit in at one of his tables or to use your magical abilities to check for any swindlers or cheats who may be using magical measures to tip favor their way. He hints at possible services required beyond this gala but will leave the finer details to a later time. How do you choose to proceed?
You are on the guest list to attend Saul's Gala but are not too sure about being out at public events at the moment. You make it to the gala however but are suffering paranoia and believe the gendarmes are waiting outside for you and feel the need to hover around events non-noncommittally to start off, checking occasionally a nearby reinforced window for any signs of martial rallying. You have yet to decide whether you will enter the competition and go for a relief (toilet) break before proceedings kick into high gear. Whilst in the lavatory you see metallic glimmer and bend down to pick up a silver coin of some description. Any detailed impressions have long since been rubbed away, its of an usual size and weight and is cold to the touch.
I imagine my ridiculously high Perception skill might raise some eyebrows, so I'll list a quick breakdown of why it's +12 at 1st level:
1 rank + 1 trait bonus + 3 class skill (Looking for Work trait makes it a class skill) + 2 Wisdom modifier + 2 for Keen Senses racial + 3 for Skill Focus feat = 12
I've never played a character with such a high Perception right out of the gate, but I think it makes sense. Ethaniel watches and listens obsessively, so his Perception should be very good, and his Sense Motive should be decent as well.
AC 17/16/12 (+2 vs crit confirms); CMD: 12; Init: +5; F/R/W: +2/+8/+1; Perc: +6, SM: +4; Max HP: 9, Current HP: 9
GM:
Sorry, I'm not quite sure what you meant in the above spoiler. Do you want a Bluff check here, in my first post in the game thread, or when he first encounters Saul?
I don't think that Ethaniel and Tippy actually know each other, but it sounds like they've both been associated with the criminal underworld in Riddleport for some time now. Ethaniel has served as an assistant to Henri Sevitt, a minor thug and hired blade, for the past several years. In that time, he has rarely emerged from the tenement that they shared.
Still, it's possible that our characters have crossed paths before and not realized it.
Ah, okay. When you went to make payment for your entry to the gala you were fortunate enough to bump into Saul. It's during this first dealing with Saul, before the night of the event that you let him know you are looking for work. He asks what role or skill you think you may fill and upon your suggestion he appraises you. Depending on the role you choose (bouncer, bartender, croupier, server, entertainer, spotter, or cook) will determine whether you need to try Bluff your way in or Diplomacy your way in. Just make a roll on which ever you skill you choose and reply to me in the discussion here. That way we know what function you are commencing in at the event. Either gambler or employee.
Ah, I understand. He would try for spotter, emphasizing his ability to remain unseen, as well as having sharp eyes.
1d20
+5 for Bluff, +4 for Diplomacy, whichever you feel is appropriate
Saul makes a Knowledge: Local roll to see what he knows about your before making his decision.
1d20 + 8 ⇒ (8) + 8 = 16
With this result he can only conclude by your garb and weapons that you are just another street smart thug doing it hard. With that said, he definitely recognizes a younger version of himself in you and that shifts his starting attitude to friendly.
This makes the Diplomacy DC 10 + CHA(2)= 12
Your delivery is sufficient enough to get a start at the Gala. He however has two jobs for you. Yes, you will definitely play the role of spotter but you will also cut purse any contestant who is drunk enough not to spot you doing so. You will drop these purses at the Cashier counter and we will discuss your cut at the nights end. Note however, do not cut purse anyone using the curtained-off private chambers.
So you two know each other some what through Valius's adoptive dad, Earidissle the gnome. As Earidissle's life was that of trade and travel he had contacts all over the world. Some were close and others were loose affiliations but he always kept good standings with all he dealt with. Earidissle, with Valius in tow had made a number of caravan stops at different times on the skirts of the elven forests near Little Hollow where Marcus was undergoing his woodland training. The very first stop over was delayed by one of the gnomes wagons needing slight repairs and it was during this extended repair stop that Marcus and Valius met. On successive visits it always seemed that Marcus was running the forests near the trade route when ever the caravan would be passing and from this the mere acquaintance grew into a friendship. Then tragedy struck little hollow and as the only survivor, Marcus left his doomed clan home and set out to find his friends in Korvosa. He managed to track them down as was his way and was greeted warmly and given food and lodgings till he would feel able to move forward in his life. Marcus left Korvosa long before Valius in search of answers. Word had got back to Earidissle that Marcus had landed in Riddleport and when Valius' motivations to leave also pointed to Riddleport, everything just seemed to fall into place. Now here you both are, united again in your need to make some coin and pursue what drives you.
Also, note that the winnings or losses I announce for you are in Chip denominations, not in actual currency, as each player purchases chips to play. Beware, that if you cash your chips out before the events completion, you will only be given 50% of the value.
The spring loaded wrist sheath allows you: "to store a dagger or wand sized object on your wrist and draw it as a swift action."
Will you allow it to work with a Kukri?
Reason I ask is I want Marcus to be a Scimitar/Kukri TWF. He doesn't have the feat yet (will take twf with 2nd level Combat Style feat.)
My tactic will be to: Rd - Have my Scimitar out. If the enemy closes with me, On my turn, I'll swift draw my dagger or Kukri (depending on your ruling) and TWF full attack. If enemy doesn't close, then instead, on my turn I'll (leave my offhand weapon sheathed) close with him and 2handed swing my Scimitar. Next round, if he hasn't moved I'll swift draw my dagger/Kukri and TWF full attack.
Once I have drawn it, it stays out for the rest of combat (putting it back is a full round action). So it isa trick that only works once per combat.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
Sorry folks, just came bang out of my final exam block. One more to go and I'm free as a bird until march, so I should be good to post now. I hadn't realised things had gotten off the ground so quickly. I'm doing my catchup reading now.
If anyone wants to be aquainted with me, just ask. It'd do well to have some friends in town. Waife, feel free to tailor my backstory any way you wish. Time to see just how behind I am.
Male Elf Rogue 3 | Init +8 | Perc +6, low-light vision | AC 18/14/14 | DR/1 Bludgeoning | HP 14/15 | F +1 R +6 W +1; +2 vs charm and compulsion | CMB +2, CMD 16 | acid splash at will | mwk rapier +7 (1d6+4/18-20)
Skills:
Acrobatics +10, Bluff +7, Climb +4, Disable Device +10, Escape Artist +10, Intimidate +7, Perception +6, Perform (sing) +5, Perform (string) +5, Sense Motive +6, Sleight of Hand +9, Stealth +10, Swim +4
This is about on par with my usual experience playing cards. Why should the dice be any different? :P
I usually ask for any tips on Favored Enemy selection when I play a ranger. Not an outright spoiler mind you but it sucks being a ranger if your FE won't be seen.
If not my default list is usually
1 Human+4
2 Undead+2
3 Outsider (evil)+8
4 Magical Beast+2
5 Monstrous Humanoid +2
I've gotten a little confused in the initiative, but I think that's because the scale and chaotic nature of the encounter. I really love the maps. It really ups the quality of the game.
Female Human Witch 2 (AC 12/12/10, HP 16/16, Conditions: Nil)
Hey guys! I'm back at the keyboard and waiting for my turn. I'm fine with the time limits and GM autopiloting as discussed above.
Also, I have to say that I really enjoyed reading all your posts while catching up on the action. Special kudos to you Waife for the great work you're doing with the map.
Female Human Witch 2 (AC 12/12/10, HP 16/16, Conditions: Nil)
Oops, I noticed that I hadn't prepared mage armor but charm person instead (see my first post in the gameplay thread). That sounded more sensible at that point in time as Ascaria may have suspected to meet shady people that needed some "persuasion" at the tournament but she could not expect a robbery.
So, what shall we do about it? Should we say that she just did not cast mage armor? She has not been attacked yet, so no harm done. Or should we roll with it and she gives up the prepared charm person spell?