DM RichD's Council Of Thieves Campaign

Game Master Briccone

Council of Thieves Book 5: The Mother Of Flies
Part 1: A Mother Scorned

The PC's are troublesome to the Council of Thieves. Could the Mother of Flies be an ally?


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NARRATOR GS Map / SS MAP/

Richard thinks that the rod has something to do with activating or deactivating the coolong chambers.

So where are you taking the nobles?


NARRATOR GS Map / SS MAP/

So what's the final say on the nobles?


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Take them out past the checkpoint and let them go. Then we come back so not too much time has elapsed. Sound good?


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

Sounds like a plan. Hopefully they still remember us in the future!


NARRATOR GS Map / SS MAP/

You take the nobles out past the checkpoint, where strangely, there are no guards. It is quiet - almost eerily so. You turn around to head back to continue exploring. If you glance back, you see the two nobles huddled together and shivering - even though it is warm.

F12. Prison Cells

Three prison cells sit along the southern wall of this hallway— each contains a mound of dead bodies in various stages of rot and destruction.


Male Chelaxian Human UC Monk 4 / UC Rogue 4 (HP 84/88 AC:25 T:21 F:n/a Saves F:+7 R:+14/15 W:+7/9 CMB:+8/10 CMD:23 Init:+9 Perc: +19/21 Disable: +18/20) Active: Mage armor

"Gruesome."

Seems like we should check them, but Duke isn't too interested in the dead that can no longer be helped.


NARRATOR GS Map / SS MAP/

Anyone doing anything in the room or are you moving on?


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

Richard watches the nobles leave with nothing but themselves and their nightmares. "Take care of each other. I am Richard Holysmith. I'll keep in touch." He hopes his allies made the right decision to let them go.

Back into hell. Hell has a present. Don't take gifts from strangers.

"Let's move on. I'm in no mood to search bodies."


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Tal will quickly stab the bodies to ensure they stay dead but then moves on with the others to delve deeper into the labyrinth of horrors.

Perception as we move on 1d20 + 13 ⇒ (17) + 13 = 30


NARRATOR GS Map / SS MAP/

There is nothing to the bodies, but dead bodies.

F13 Power Disbursement Hall

This long hall flickers with unsettling purple light—the source of this stomach-churning illumination is the eighteen alcoves that run opposite each other along the walls. Within each stands a pillar of rough purple crystal, flickering with what appears to be violet fire. An ominous rumbling and high-pitched wail comes from around the hallway’s corner far to the north.


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

"Oh yes, I'm certain that wail is inviting us to a tasty dinner." Richard mutters before casting Invisibility on himself. "I'll take a quick look."

He ventures ahead, looking for traps and the source of the noise.

Stealth: 1d20 + 11 ⇒ (14) + 11 = 25 Add +20 since I'm invisible and moving
Perception: 1d20 + 12 ⇒ (17) + 12 = 29

Then he returns with his report.


Male Human Oracle 8| AC 24 T 14 FF 21 | HP 46/80 | F +6 R +7 W +9 | Init +3 | Perc +13 | Sense Motive +12

Noah looks at the crystals and casts detect magic to see if they are magical.


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Good luck and be safe as we won’t be able to see you if you get into trouble.


NARRATOR GS Map / SS MAP/

Sorry! This past week was crazy with Grad work and this coming week doesn't look much better!

Richard doesn't know if the crystals are magical but he thinks they are some sort of conduits for the infernal energy generated by the fiend-and they are unstable at that!


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

"That makes sense." An invisible Richard returns. "Not a trap, but hopefully we're close to the intake valves. We're so close to stopping that fiend, Croseal."

Richard is ready to move on. He's still invisible.


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Tal looks up sharply as the disembodied voice calls out to them. Hopefully we are close. Until then grab ahold of me so I know where you are at and lead on. The sooner we get done with this the better and then we can check on your nobles that we left at the gate.

perception 1d20 + 13 ⇒ (10) + 13 = 23 moving forward


NARRATOR GS Map / SS MAP/

F14-Infernal Capacitors

A thunderous roaring and shrieking fills this large chamber. Two huge crystal tanks stand in the center of the room, each filled with what appears to be boiling blood infused with periodic blasts of violet electricity. A complex series of metal pipes, struts, and violet crystal tubes shrouds and cradles these tanks, connecting to the walls and ceiling of the chamber in dozens of spots.


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

The Invisible Richard keeps a hand on Tal's shoulder. "We must be getting close. Sherix, keep Tal entertained while I take a look for any danger."

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29 Add +20 since I'm invisible and moving
Perception: 1d20 + 12 ⇒ (3) + 12 = 15


HP 43/43 | AC 22 T 16 FF 18 (DR 5/evil) | Saves 4/10/9 | Init 8 | Perception 13 | Richard, her Boss

"Entertained?" Sherix frowns and lands on Tal's shoulder. "Sometimes Richard is too high maintenance."


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Tal looks down at his sword armor and shield as Sherix speaks to him. Yeah I get what you mean. It’s easier taking care of my equipment all the time then it is for you to keep track of him. I just hope nothing happens to him while he is invisible. We may need to look into finding a way for one of us to see invisible creatures if this is to be a regular thing.

Tal looks to the others, You guys have any idea of what this is and if we need to shut it off some how. I still have this metal rod thing that looks important but not sure how it works.

Know engineering 1d20 + 8 ⇒ (15) + 8 = 23


NARRATOR GS Map / SS MAP/

The machinery in the room looks very unstable but Tal doesn't see anyplace where the rod would fit.

Besides the unstableness of the place, there are no other dangers.


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

"I hope it doesn't explode on the way back. It would be dashing, but also dangerous. If it catches Croseal it would be worth it."

"Let's move on."


NARRATOR GS Map / SS MAP/

F15-First Cooling Chamber

This circular chamber looks similar to a silo, the floor and ceiling dropping away for twenty feet in either direction. Above, the ceiling appears to be scorched stone, while twenty feet below, the chamber ends in a pool of boiling, steaming dark water. A five-foot-wide walkway around the edge of the silo allows passage between doors on either side. The walls of the room are a complex tangle of purple crystalline pipes and metal tubes, many of which steam with heat. A complex-looking metal and crystal valve, its face a twisted clot of slots and nodules, glows softly on one wall just above the walkway.

Helpful DM Reminder:
Aberian also points out a section of the contract that mentions what could be a way to shut down the infernal engine safely—somewhere in the Nessian Spiral are five “cooling pools,” where waters from the River Styx are drawn in from the Great Beyond to regulate the infernal energies drawn off of the pit fiend, and in the event of a “cataclysmic failure,” the flow of waters from the Styx can be shut off with the application of a device called a Stygian Keyrod once kept by the Spiral’s Keepers. Shutting off this flow of unholy water should throttle the engine’s energy output, and while this could cause the engine to falter and fail, it is a much preferred solution than the destruction of the engine and subsequent release of its occupant.


Male Human Oracle 8| AC 24 T 14 FF 21 | HP 46/80 | F +6 R +7 W +9 | Init +3 | Perc +13 | Sense Motive +12

Noah points to the valve and asks "Could that be where the rod goes?"


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Tal compares the metal rod to the location that Noah indicates.

Know engineering 1d20 + 8 ⇒ (2) + 8 = 10

I think so but if you all want to step back before I try this go ahead. I won’t blame you for being cautious.

If it looks like a match then Tal will try the rod and hope everyone doesn’t blow up.


HP 43/43 | AC 22 T 16 FF 18 (DR 5/evil) | Saves 4/10/9 | Init 8 | Perception 13 | Richard, her Boss

"Yeah! Do it!" She orbits around Richard's head.


NARRATOR GS Map / SS MAP/

Tal fits the rod over the glowing valve and uses as a lever to turn the entire valve several rotations until the chamber grows quiet.


HP 43/43 | AC 22 T 16 FF 18 (DR 5/evil) | Saves 4/10/9 | Init 8 | Perception 13 | Richard, her Boss

"Alright, that's one down. Let's find the next four."


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Beads of sweat poured from his face as he inserted the rod. It wasn’t until everything quieted down and stopped that he managed to release his breath that he didn’t know he had been holding. Well yes. That went well. As Sherix says on to the rest. Lead on Richard whenever you are.


NARRATOR GS Map / SS MAP/

Moving on after quieting the chamber..

F16-The Spiral Walk

The walls of this gently sloping, five-foot-wide hallway are thick with rumbling metal and crystal pipes and tubes that periodically spout out blasts of steam.

Standing in the middle of the hallway is a man that looks like the illusion you had seen a few moments ago of Dargentu Vheed. Only where that Vheed looked full of life, this one is the epitome of death. His skin rotting away, his eye sockets empty, his entrails hanging thick and
foul from his frame. He wears a tattered robe and his mayoral badge of office - an amulet - around his neck. Maybe the crazy fox lady wasn't so crazy after all!

He looks at all of you and shouts All trespassers must DIE!

Initiative:

Duke: 1d20 + 9 ⇒ (11) + 9 = 20
Krayn: 1d20 + 4 ⇒ (3) + 4 = 7
Noah: 1d20 + 3 ⇒ (4) + 3 = 7
Richard/Sherix: 1d20 + 3 ⇒ (11) + 3 = 14
Tal: 1d20 + 3 ⇒ (10) + 3 = 13
Dargentu Vheed: 1d20 + 8 ⇒ (11) + 8 = 19

Initiative Order/HP
Duke 20 (88/88)
Dargentu Vheed 19 (104/104)
Richard/Sherix 14 (87/87)(41/41)
Tal 13 (98/98)
Noah 7 (80/80)
Krayn 7 (50/50)

Up First: Duke


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

This explains a lot...

I'm still invisible, by the way.


Male Chelaxian Human UC Monk 4 / UC Rogue 4 (HP 84/88 AC:25 T:21 F:n/a Saves F:+7 R:+14/15 W:+7/9 CMB:+8/10 CMD:23 Init:+9 Perc: +19/21 Disable: +18/20) Active: Mage armor

I don't see a map, is that correct?

Duke wastes no time and charges in, trying to get behind the man..thing.

40' move
Acrobatics: 1d20 + 18 ⇒ (5) + 18 = 23
Acrobatics: 1d20 + 18 ⇒ (18) + 18 = 36
Acrobatics: 1d20 + 18 ⇒ (6) + 18 = 24


NARRATOR GS Map / SS MAP/

Yeah...I figure you all will probably surround him quickly enough!

Vheed turns around towards Duke and attacks!

Claw 1: 1d20 + 15 ⇒ (12) + 15 = 27
Claw 2: 1d20 + 15 ⇒ (18) + 15 = 33
Damage Claw 1: 1d6 + 7 ⇒ (4) + 7 = 11+Cold: 1d6 ⇒ 4
Damage Claw 2: 1d6 + 7 ⇒ (1) + 7 = 8+Cold: 1d6 ⇒ 6

Up Next: Everyone else!


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Not sure if within 5-10ft for full round attack or not...

Tal sees the creature react quickly and strike Duke with a pair of claws. Taking advantage of the flank that Duke provides he slashes downward. He follows this up if he is able with another powerful blow from his trusty sword.

power attack +1 keen longword with trip 1d20 + 15 ⇒ (16) + 15 = 31 for 1d8 + 13 ⇒ (3) + 13 = 16
iterative 1d20 + 10 ⇒ (9) + 10 = 19 for 1d8 + 13 ⇒ (3) + 13 = 16


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

"Former Mayor, it is time to rest. Your faithful servant awaits you." Invisible Richard begins to Inspire Courage among his teammates.

He grabs a vial of holy water and hands it to Sherix. "Just in case."


HP 43/43 | AC 22 T 16 FF 18 (DR 5/evil) | Saves 4/10/9 | Init 8 | Perception 13 | Richard, her Boss

"Oof! Hey, could you warn me in advance? I can't see you." Sherix clutches onto the vial.


Male Human Oracle 8| AC 24 T 14 FF 21 | HP 46/80 | F +6 R +7 W +9 | Init +3 | Perc +13 | Sense Motive +12

Noah moves up and attacks the mayor hoping to put it down quickly.

+1 Mithral Morningstar: 1d20 + 9 ⇒ (3) + 9 = 12 Damage: 1d8 + 3 ⇒ (6) + 3 = 9


NARRATOR GS Map / SS MAP/

Round 1

Richard inspires his allies with courage. Sherix prepares the holy water.

Tal hits with his first attack, but doesn't do the damage the experienced swordsman feels he should have done.

Noah misses with his morningstar.

Round 2
Duke 20 (55/88)WOUNDED
Dargentu Vheed 19 (98/104)WOUNDED
Richard/Sherix 14 (87/87)(41/41)
Tal 13 (98/98)
Noah 7 (80/80)
Krayn 7 (50/50)

Up Next: Duke


Male Chelaxian Human UC Monk 4 / UC Rogue 4 (HP 84/88 AC:25 T:21 F:n/a Saves F:+7 R:+14/15 W:+7/9 CMB:+8/10 CMD:23 Init:+9 Perc: +19/21 Disable: +18/20) Active: Mage armor

Duke concentrates his attacks on a single spot, hoping to really make it hurt.

Flurry of blows, extra ki attack and using pummeling style to add all damage together before DR. These also count as magic attacks, in case that matters.

Attack, flank: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Damage, flank and sneak dmg: 1d8 + 7 + 2d6 ⇒ (4) + 7 + (1, 6) = 18

Attack, flank: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Damage, flank and sneak dmg: 1d8 + 7 + 2d6 ⇒ (8) + 7 + (5, 1) = 21

Attack, flank: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
Damage, flank and sneak dmg: 1d8 + 7 + 2d6 ⇒ (8) + 7 + (3, 6) = 24

Attack, flank: 1d20 + 14 + 2 ⇒ (14) + 14 + 2 = 30
Damage, flank and sneak dmg: 1d8 + 7 + 2d6 ⇒ (1) + 7 + (4, 2) = 14


NARRATOR GS Map / SS MAP/

Round 2

Duke batters the mayor with his magical fists.

Vheed attempts to slash Duke with his claws!

Claw 1: 1d20 + 15 ⇒ (15) + 15 = 30
Claw 2: 1d20 + 15 ⇒ (12) + 15 = 27
Damage Claw 1: 1d6 + 7 ⇒ (6) + 7 = 13+Cold: 1d6 ⇒ 3
Damage Claw 2: 1d6 + 7 ⇒ (5) + 7 = 12+Cold: 1d6 ⇒ 2

Up Next: Everyone else!


Male Human Oracle 8| AC 24 T 14 FF 21 | HP 46/80 | F +6 R +7 W +9 | Init +3 | Perc +13 | Sense Motive +12

Noah tries again to hit the mayor.

+1 Mithral Morningstar: 1d20 + 9 ⇒ (4) + 9 = 13 Damage: 1d8 + 3 ⇒ (8) + 3 = 11


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Tal knows his blade didn't do as much damage as it should have but he was at a loss as to what exactly was needed to bypass the creatures defenses. To that end he went wit hthe tried and true method of hitting it as often as as hard as he could in the hopes that the damage would start to add up.

power attack flank inspired +1 keen longsword 1d20 + 17 ⇒ (18) + 17 = 35 for 1d8 + 15 ⇒ (6) + 15 = 21 threat
threat confirm 1d20 + 17 ⇒ (19) + 17 = 36 for 1d8 + 15 ⇒ (8) + 15 = 23 nice!
iterative 1d20 + 12 ⇒ (9) + 12 = 21 for 1d8 + 15 ⇒ (4) + 15 = 19

Anyone know what is needed to damage this thing? Then again I think I found a weak spot!


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

Knowledge Religion: 1d20 + 9 ⇒ (6) + 9 = 15

"Uh... Sherix, do you know what's going on with the mayor?"

Richard pulls out his wand of Cure Light Wounds and reaches for Duke.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3


HP 43/43 | AC 22 T 16 FF 18 (DR 5/evil) | Saves 4/10/9 | Init 8 | Perception 13 | Richard, her Boss

Knowledge Religion: 1d20 + 8 ⇒ (6) + 8 = 14
"Nnnnnope."


NARRATOR GS Map / SS MAP/

Round 2

Noah misses with his morningstar and while Tal's blade doesn't do the damage he expects it to do, it does enough.

Richard heals Duke a tad and him and Sherix think Vheed might be a lich.

Round 3
Duke 20 (28/88)WOUNDED
Dargentu Vheed 19 (98/104)WOUNDED
Richard/Sherix 14 (87/87)(41/41)
Tal 13 (98/98)
Noah 7 (80/80)
Krayn 7 (50/50)

Up Next: Duke

If you hit AC20 for 9 or more damage, he's done!


Male Chelaxian Human UC Monk 4 / UC Rogue 4 (HP 84/88 AC:25 T:21 F:n/a Saves F:+7 R:+14/15 W:+7/9 CMB:+8/10 CMD:23 Init:+9 Perc: +19/21 Disable: +18/20) Active: Mage armor

"We have no need for your kind here. I don't know how you got to be like this, but I am sending you home."

Duke continues his assault!

Attack, flank: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
Damage, flank and sneak dmg: 1d8 + 7 + 2d6 ⇒ (1) + 7 + (1, 2) = 11

Attack, flank: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Damage, flank and sneak dmg: 1d8 + 7 + 2d6 ⇒ (7) + 7 + (1, 1) = 16

Attack, flank: 1d20 + 14 + 2 ⇒ (18) + 14 + 2 = 34
Damage, flank and sneak dmg: 1d8 + 7 + 2d6 ⇒ (8) + 7 + (3, 2) = 20


HP 97/97 | AC 20 T 13 FF 18 | Saves 8/10/7 | Init +3 | Perception +13 | Richard's familiar | Spells -/3/1/3 | Bardic Performance 25/29| 9 Human Bard (duettist) | Herosim, Tongues on Tal as he enters the camp

"That's why elected officials need term limits." Richard lets Duke do his thing.


NARRATOR GS Map / SS MAP/

Duke beats the former mayor to death or back to undeath.

Out of round mode!

Honestly I thought that would be cooler, but he is a spell leech lich, and since Krayn is MIA, he wasn't as cool as he should have been. He did rough Duke up quite a bit though!


HP 43/43 | AC 22 T 16 FF 18 (DR 5/evil) | Saves 4/10/9 | Init 8 | Perception 13 | Richard, her Boss

"Woo! Go team!" Sherix flutters around, her arms gripping the vial. "Richard, take this back already." She feels the vial tug from her before disappearing from sight.

"So... how do we make sure he doesn't come back?"


m Human Ftr 9 HP:110/110 AC*:33,23,30 Saves:10/8*/9* CMB: +19 CMD: 38 Init: +3 Perc: +14 Link to the spreadsheet

Tal looks at the undead form before them and watches to see if anything happens to it as Sherix asks her question. I know we researched vampires before and we need to cut its head off and drive a stake through its heart. Keep that holy water available as well as we may need to sprinkle it on the coffin should we find it.

Tal also searches the body for anything of value that they might be able to use. although if it is magical he relies on his companions to identify anything as such.

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