GM Giuseppe's Council of Thieves

Game Master Giuseppe Capriati

Chapter 3: "What Lies in Dust". Part One: "Within the Crux"

In Westcrown, darkness brings fear and death, the night haunted by the spawn of a terrible curse. Striving to free the city from its decades-old blight, the Irises must reveal a long-buried secret and a treasure locked away for ages. Their journey will set them against the scum of Westcrown’s underworld, denizens of the haunted night, and the very forces of Hell itself, all in an attempt to rekindle the memories of long-dead spirits with stories still to tell. Yet what those souls reveal might prove even deadlier than the city’s midnight curse.
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Fame Points: 12

Maps: Online Maps, Westcrown Map

Link to Legal Sources Document: [+]

Link to Loot Tracking Sheet: [+]

Link to Play Document: [+]

Important Posts: The Eyes of Westcrown, Combat Slang

XP tracking: 18,125/23,000


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CG Male Halfling Rogue 2 | HP 17/17 | AC 17 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 12 | Fort. +3, Ref. +7, Will +1 | Init. +5 | Perc. +7, Sense Motive +0 | Speed 20ft | Active conditions: None.
(Skills):
Acro +9; Bluff +7; Climb +4; DisDev +7; EsA +7; K. Dung+5/His +2/Loc +5;SOH +7; Sth. +11/UMD+6

Inspired by Janivens words, and thinking he might have a chance to improve the lives of Halflings in Cheliax, Sev finally stands up too, standing of course, on his seat so everyone can still see him.

"Okay. I-I still don't know what I can do really, but..." He pauses to consider if he really wants to do this, but, realizing he has no other direction, resolves himself to see this through. "But I'll do everything I can do to help. Especially if it means no one else has to deal w-with hardships like what Catina and I have been through!" He smiles sheepishly then sits back down in his chair as his face turns red with embarrassment.


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a
GM Giuseppe wrote:
Lorenzo Mancini wrote:

He paused for a second, "I have two young sisters that depend on me. There's Oleg and the job at the Tilernos. I have to go to work tomorrow."

He looked about, "I would like to help, truly I would but I think others may be better suited for this than me. I'm... not sure how I can help even I wanted to."

Janiven takes a long look at Lorenzo. She takes a deep breath, then tries to answer to his concerns. "You're right, Lorenzo. No one here wants to force you to join us. We just want to fight for our city, our families. And your sisters, well they're part of the city. Do you prefer to see them grow up in a place like this? With shadows forcing them to stay at home after sunset, living in a crumbling city no one cares for, constantly looked after by Inquisitors, Hellknights and corrupted Dottari? I know, I know it's hard to face it, but Westcrown is only a pale shadow in comparison to its former glory. This is the place where Iomedae was born. This is the place where Aroden should have returned. Do you believe that the Inheritor would have fought to improve this place? Do you think it's worth? This is your choice, Lorenzo. You're free to go now, open that door and leave forever, and pretend you never met us. We wouldn't try to kill you to make sure you don't betray us, because your blood is the blood of Westcrown. We're sure you can help. There's strenght in you, in your legacy, in your faith, much more than you can realize right now. We can see it even though no one else does, even yourself. But we believe in you. We're sure that you could improve this city. But it depends on you. The choice is yours."

The talk about Iomedae was getting to Lorenzo because he was feeling something akin to what Janiven was describing. he was concerned about his sisters' future in a place like this. He was afraid to come out at night and he knew in his heart that Westcrown could change. Whether he could facilitate that was a different story but there were people that thought that he could. So maybe.

A brief while ago he only knew himself to be an honest stone mason but now... Was it his legacy to rise as a noble lord and restore the city's glory? he wasn't sure but his faith told him that he needed to try. And Lorenzo was nothing if not brave and honorable. People were looking at him.

He stood up and brought his fist to his heart and whispered "For the heart...". He then turned to Janiven and the others, "You can count me in. I shall pray to the Lady that I am doing the right thing but it feels right. Right here in my heart."


Catina finds it the tiniest bit easier to surrender to Janiven's caress. Despite her inhibitions and doubts, she finds herself leaning into the woman's hand.

GM Giuseppe wrote:
Tell me, Catina, do you believe in Shelyn with all of your heart?

Her questions make Catina feel like she's caught, somehow, thinking as she had earlier about her reasons for joining the temple. She breaks the contact and averts her eyes, toying with the bracelet as she answers. "I want to, I really do. I can still remember what the world felt like, you know? Before. It was marvelous, magical, even if back then already, I knew that some things were not as they should. And I think the Westcrown that I remember is still there." She takes a breath to think. "I've been practicing really hard, talking with people and such. I can see that all they want is the same that you all want; a life of peace and happiness, without worry or fear. Many of them are good people, I know. They just don't tend to show it when I'm around..."

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

"There we are!" Faustinia nods with approval at the others assembled. "I must admit, I'm eager to get started. I've been biding my time for a long while for an opportunity such as this. Westcrown will shine like a jewel once again." She claps her hands together, smiling at her new allies. "Ah, how exciting to experience this so young! Now, don't take this as a lamentation on my age--I don't know if I would have been so brave as to take up this mantle when I was younger, considering what I know now, and what I am currently capable of. But to have the opportunity to shape our city's history from your age, and to bask in the fruits of that labor as you build your new lives... I can't say that I'm not a little jealous."


Council of Thieves Maps

While you're still discussing Janiven's speech and its implications, something suddenly claims your attention elsewhere. Everyone in the tavern, in fact, can hear an excited pounding at the front door. As soon as she hears the pounding too, Janiven holds her breath, her eyes darting to the door. Immediately adopting a defensive posture, the woman peers through a window at whoever’s knocking, then swiftly moves to the door, unlocks it, and opens it.

In stumbles an out-of-breath and frightened-looking child. His clothes are ragged and dirty.

--

Picture

--

They’ve got Arael!” he calls out, then immediately doubles over in a fit of coughing brought on by his long run. Janiven’s face grows grim as she comforts the child and asks him to explain himself; in a moment the boy recovers enough to spurt out, “The dottari nabbed Arael, and the Hellknights of the Rack are trying to get custody of him! There’s a bunch of Hellknights on their way here now! I only just made it in here; they’ve already surrounded us!

---

DC 10 Knowledge (history or local) check:
The oldest of the Hellknight orders, the Order of the Racks' greatest obsession is the prevention of rebellion. The Order of the Rack is the only Hellknight order with headquarters in Westcrown's proper, rotating a new complement of 12 Hellknights to the local Paralictor at Taranik House every other Fireday.

DC 15 Knowledge (history or local) check:
The Order of the Rack's motto is “The venoms of the mind poison the body.” Based in Fortress Citadel Rivad near Westcrown, its current leaders are Lictor Richemar Alamansor, Master of Blades Kassir Voidai, Paravicar Darcyne Wrens. Their symbol is a spiked wheel. Their typical armor features an exposed musculature design, sleek helm and a flayed. Their favored weapons are the longsword and the whip. It's said that in order to become a member, applicants must ingest mild acid or boiling water.

For them, dreamers and zealots add little to society, wasting time, sparking fruitless passions, and squandering resources better spent on endeavors with substantial gains. With such in mind, the Order of the Rack seeks to put an end to dangerous knowledge and wanton philosophies, clearing society’s way of idealistic perils and pitfalls of futility. Both the Order of the Rack’s name and their symbol, the torture’s wheel, reflect such wayward thinking: the suffering and evil of men left to indulge their ideas. Theirs is the path of the counter-revolution, seeking out potentially destructive knowledge and wasteful idealism, and destroying it before it might do harm. Aside from hunting down and scattering groups that would spread disruptive ideals, from rebellious groups to insidious cults, they censor all knowledge they deem dangerous, whether it be in the form of fiendish treatises, Qadiran poetry, or records of Osirian rule. With sword and flame they seek to expunge the sparks of rebellion from the world, preserving society’s peaceful simplicity. From the birthplace of the Hellknights, Citadel Rivad, the Order of the Rack continues the work begun by the knighthood’s founders. Only in the past decades, following reports of Galt’s Red Revolution, has the order become watchful for the seeds of dissension and rebellious philosophies. Members of the Order of the Rack largely come from staunch, old families who hold themselves as keepers of regional traditions or as inheritors of prestigious bloodlines. Those who have felt the sting of revolution and change, either in social coups or through technological improvements, also find the mandates of the Rack most worthy.

DC 20 Knowledge (history or local) check:
The excessively literal Lictor Richemar Almansor currently seeks his replacement, looking to his ranks for those with the dedication and severity to guard those under their protection against their own thoughts. To his surprise, his favor currently finds Paravicar Darcyne Wrens, a fiery sorceress who despises wizards, seeing them as stealing magic from those chosen by fate to wield it.

---

Suddenly, the sound of clanking armor advancing on the tavern becomes apparent. Anyone who glances out the window sees a large group of heavily armed and armored Hellknights advancing down the street, yet Janiven remains calm. "I'm sorry, I'm so sorry for involving you in this matter".

There are six Hellknights and a dozen armigers (new inductees in the organization that serve the Hellknights as squires and porters) in the streets surrounding Vizio’s Tavern. They are numerous and heavily armed, and further bolstered by a reputation for ruthlessness and strict adherence to their own charter to strike down all suspected rebels. The Hellknights are intent on capturing everyone present in order to interrogate them.

The Hellknights then start hammering on the locked doors of Vizio's Tavern and demanding in booming voices for those within to come out and give themselves up. "YOU ARE SURROUNDED! COME OUT AND GIVE YOURSELVES UP!"

At this point, Janive looks at you with a resolute expression on her face: "Follow me". She and the child swiftly move behind the tavern’s decrepit bar, where they lift up a heavy trap door in the floor. As the pounding on the door increases, she breathlessly says "this shaft drops down into the Westcrown sewers. By fleeing along this route, you should be able to lose the Hellknights quickly."

What will Catina, Faustinia, Lorenzo and Sev do?
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Deadline: 09:00 P.M. GMT +2


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a

Knowledge local: 1d20 ⇒ 1

Lorenzo's heart was pounding louder than the door. He looked around and didn't like what he saw. A child, an older woman. Their escape would not be easy.

But why was he already thinking of escape? He hadn't anything wrong, had he?

He looked about, "What do you think my chances are to delay them so you all can escape? I don't think all of us can get away."

He looked at Janiven and the others, "What do you know of these hellknights? Anything that tell you that they'll just question me and be on their way? I mean I am a working stone mason; Oleg can attest to that..."


Council of Thieves Maps

"No need to sacrifice your life, Lorenzo" says Janiven, gesturing him to enter the shaft. "Not today, at least. We can all get away through the sewers, trust me!"


Catina looks up at the first pounding on the door, immediately on her feet and checking for a backdoor out. If there's anything here years I the city have taught here, it's to avoid trouble, mostly by running away.

She relaxes upon seeing the child enter, which doesn't last long. First the mention of Arael in trouble, and then the fact that the Hellknights are involved. Oh, no. Not Arael!

Knowledge local, untrained. Take 10: 10 + 1 = 11

Catina looks around for guidance, and draws strength from Janice's composure despite fearing for Arael. She follow Janiven the the trapdoor, ready to flee. Something the woman says draws her attention, though. "Wait. We should be able to lose them? What about you? You're coming with us, aren't you? Where do we go from here, otherwise?"

Lorenzo's defiance has Catina shaking her head. The urgency of the situation makes her forget her self-consciousness, and she starts to argue with him. "Now is not the time to be a hero, Lorenzo. They're the Order of the Rack, and they live for squashing rebellions, real or imagined. You'll never make it out, once they have you in their clutch. Mentioning Oleg wouldn't accomplish anything, except drag him into this as well! Please, listen to Janiven and let's get out of here..."

Soothed by Janiven's reassurance that they can all makes it out alive, Catina makes ready to help the others into the trapdoor and leave as soon as possible.

-Posted with Wayfinder


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a
GM Giuseppe wrote:
"No need to sacrifice your life, Lorenzo" says Janiven, gesturing him to enter the shaft. "Not today, at least. We can all get away through the sewers, trust me!"

Lorenzo's eyes go wide. Sacrifice. What about my sisters?

"No, ma'am. I wasn't thinking of sacrifice or playing the hero. But can't I just talk to these people? I mean, what have I done?"

He goes further, "I'm a big boy and can take a punch or two if that's what it comes down to."


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a
Catina Bon Durati wrote:
Lorenzo's defiance has Catina shaking her head. The urgency of the situation makes her forget her self-consciousness, and she starts to argue with him. "Now is not the time to be a hero, Lorenzo. They're the Order of the Rack, and they live for squashing rebellions, real or imagined. You'll never make it out, once they have you in their clutch. Mentioning Oleg wouldn't accomplish anything, except drag him into this as well! Please, listen to Janiven and let's get out of here..."

Oops, cross-posted. :)

His sisters. Involving Oleg. In the clutch of the hellknights. Too many things going on at once. Lorenzo was at the brink of being overwhelmed.

OK, maybe you're right. Maybe these aren't the people that we should be talking to anyway."

He echoes Catina as he looks at Janiven, "We all go, right? I'll go last and cover the rear in case of any pursuit."

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

High ideals of bringing glory back to Westcrown had elevated Faustinia's mood considerably, but the pounding on the door deflates it in an instant. She looks grim as the urchin comes in to deliver his news.

Knowledge (history/local): 1d20 + 8 ⇒ (2) + 8 = 10

Worried for a moment that Lorenzo would try to stay behind, she breathes a sigh of relief when he acquiesces to leave with everyone else. "I'm glad you're seeing sense, young man. There will be time to make our stand, but when we're beset by half a dozen Hellknights is not that time. They suspect us to be rebels, or rebel sympathizers, they don't take kindly to that sort of treason."

Faustinia follows Janiven to the trapdoor, nudging the newly arrived child to go down first. Looking down into the dark hole, Faustinia's nose wrinkles as she frowns. "The sewers?" she mutters to herself, surprised and indignant. After a moment's hesitation, she starts climbing down, making a small noise of disgust in anticipation of the dank tunnels in her future.


Council of Thieves Maps

Janiven looks at Lorenzo with a calm gaze. "If they've got Arael, they probably deem us already guilty. You wouldn't be able to talk your way out of the tavern, believe me. Those Hellrackers do not appreciate talking." The woman then nods to both Catina and Faustinia's arguments, hoping to convince Lorenzo to follow her in the shaft. "Of course I'll be coming with you, Catina, don't worry. Now hurry up, we don't have much time left before they break in!"


Catina doesn't need to be told twice to hurry. She puts out an arm to help the older noblewoman down the shute, then hikes up her dress with one hand and follows.

-Posted with Wayfinder


CG Male Halfling Rogue 2 | HP 17/17 | AC 17 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 12 | Fort. +3, Ref. +7, Will +1 | Init. +5 | Perc. +7, Sense Motive +0 | Speed 20ft | Active conditions: None.
(Skills):
Acro +9; Bluff +7; Climb +4; DisDev +7; EsA +7; K. Dung+5/His +2/Loc +5;SOH +7; Sth. +11/UMD+6

Sev nearly jumps out of his seat when the pounding on the door starts. When he see's the disheveled child he suddenly remembers his own flight from danger the previous night and moves to help him but Janiven beats him to it.

At the mention of the Order of the Rack, a deluge of information hits him. He's quickly reminded of everything he learned of the Order and tries to think of some way to persuade Lorenzo to come with them into the sewers.

"The v-venoms of the mind poison the body.” He mutters out loud. "That's their motto Mr. Lorenzo, I don't think they would have seen reason with a mindset like that."

Eager to be gone before they all get in trouble Sev is the first down the hatch and into the sewers. His every instinct is to run as fast as he can but he waits for the rest to make it through. I wouldn't know where to go anyway.

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K.History: 1d20 + 2 ⇒ (14) + 2 = 16


Council of Thieves Maps

"I wish there was another way, Lady Faustinia. Unfortunately, this is our only way out. Follow Morosino, he knows the way" says Janiven as the noble woman descends into the shaft, quickly followed by Sev, Catina, and Lorenzo. "It's you turn, Morosino" you hear Janiven saying to the child as you climb down the shaft. Shortly afterwards, the child climbs down the shaft as well.

Janiven is the last to follow: she tries to delay the Hellknights by closing the kitchen door, pulling down shelves to create obstacles, and using a tanglefoot bag to further complicate things, and eventually following Morosino through the secret tunnel.

---

DC 15 Knowledge (dungeoneering or engineering) check:
Westcrown’s sewer system is a marvel of ancient engineering, designed by the same geniuses who built the Arch of Aroden in Corentyn. Though Westcrown is barely above sea level, the cleverly designed sewer tunnels continue to carry Westcrown’s filth away, and for the most part, citizens never think about the sanitation process that keeps the city relatively free of waste-borne illness. Individual tunnels are buttressed and rarely more than 5 feet high, forcing taller characters to stoop but not otherwise hindering most activity. Most tunnels are 10 feet wide, with a 3-foot-deep trench for sewage and water taking up half that width—even at peak flow the water level is an inch or more below the level of the walking side of the tunnel. Rainwater enters the sewers from tiny barred grates in the streets, most so small that an adult halfling couldn’t squeeze through, and travels through an angled pipe that directs the runoff to the closest tunnel’s drainage side, exiting about a foot above the peak flow-level of the sewer channel. Tide-powered wheels on the northwest and northeast coast draw water upward from the river and bay, causing a slow trickle into the sewers and keeping solid matter from building up over time, creating a slow current flowing toward the southern part of the city. Three points along the southern edge of the sewers bear similar tidewheels, each connected to a mechanical screw that slowly pumps waste downward into a mile-long underwater pipe that empties downriver, its length protected by check valves to prevent water from flowing upward into the sewage system. The sewer mechanics require very little maintenance and have hand-cranks for manual operation should an unforeseen circumstance render the automatic devices inoperable. The build of the sewers ensures that the tons of waste generated by the city never risk contaminating it.

DC 15 Knowledge (local) check:
Because the sewer is so efficient that law-abiding citizens forget about it, it makes an excellent means of moving about the city undetected, assuming the traveler doesn’t mind smelling a little rank as a consequence. Unfortunately, the sewers are hardly safe—criminals, dangerous creatures and vermin, and worse lurk within the sewer system. And if someone tarries overlong and remains in the sewers after nightfall, the threat of encountering shadow beasts makes things even more nerve-wracking.

---

"We must hurry" says Janiven as soon as she lands in the sewers, where the rest of you was waiting for her. The secret tunnel under Vizio’s Tavern is rough-hewn and leads down along a 20-foot-long, 5-foot-wide hallway to a simple wooden door. The opposite side of the door has a wooden bar; as you pass through, Janiven bars the door to help slow the sure-to-be-following Hellknights. "Do you have any source of light?" Janiven asks.

As soon as a source of light is lit...

On the other side of the door is a sewer tunnel running to the left and right. "There!" Janiven says pointing out to a sword-shaped symbol painted on the wall. "You see that mark? We left it a few weeks ago, along with many others. It indicates we should flee to the left. Look for these marks at every intersection, should I and Morosino get separated from you—the sword always points in the direction of the safe house."

Before you begin your flight through the sewers, Janiven pushes aside a rock near the entrance to reveal a small hollow in the wall and sighs in relief. “Good,” she says, “They’re still here.”

The woman then crouches to grab a smal bag from the hollow in the wall. "We stashed a small cache of healing potions here a few weeks ago in the event of an emergency just like this one. We won’t have time to stop and rest as long as the Hellknights are after us". At this point, she splits the potions up among you: each of you gets three labeled potions of cure light wounds.

"Let's go now" Janiven says, while Morosino is already scouting ahead.
_____________________________________
Story Award: You gain 1,200 XP for choosing to follow Janiven rather than trying to fight the Hellknights.

Deadline: 10.00 P.M. GMT +2


Catina's eyes immediately adapt to the darkness of the underground, thanks to her infernal heritage. "I'm sorry," she apologizes to Janiven. "Creating light was actually the first thing I learned at the temple of Shelyn. But I don't pray for that kind of magic usually, because I... don't really need it." She looks around for any of the others to provide light, staying close to Faustinia to make sure the noblewoman is alright. "Are you going to be all right?" she asks, eyeing the woman's walking cane.

As Janiven explains about the preparations made, Catina grows interested. While stashing the potions, she thinks there is some time for questions. "Janiven, you were obviously well-prepared, and you talk as if there are many more in your group. How many are you, really? Has this group been here for long?"

Added my three potions to the character sheet. If none of the others have a source of light, would Catina have to guide the group in the dark, using her darkvision?

-Posted with Wayfinder


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a

Lorenzo thanks Janiven for the potions and quickly pockets them away.

A torch or something. Tell me we have something because we can't all flee and rely on Catina's eyes for guidance."

He then adds, "The sword? Is that a signal of Iomedae's grace? Do you count them as allies?"

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Knowledge (local): 1d20 + 8 ⇒ (20) + 8 = 28

"Please, Lorenzo, have some patience." Faustinia punctuates her gentle chastising with the sound of two quick taps of metal on stone, causing the end of her sunrod to blink on and shed a warm yellow light.

As she raises the iron rod aloft, she turns to see Catina standing close to her, horns glinting in the light and burned cheeks scarred with obscene Infernal script. She gasps and pulls away, bringing her staff in close to hold a hand to her chest to calm the rapid fluttering of her heart. "By Aroden's sword, child!" she exclaims once she finds her voice, trying to slow her breathing. "You simply can't sneak up on people like that!" After a deep breath, she answers the girl's question. "Yes, Catina, I'll be fine. This old stick is more for show than anything. We should move quickly, though, as Janiven said. There are more things hiding down here than just us - bandits and vermin and the like. Not to mention that it's nearly sunset."

Faustinia approaches the young boy Morosino, trying not to look back at the tiefling. She bends down, offering the sunrod, and asks, "Morosino, would you be a dear and hold this for us?" Faustinia straightens up and peers into the darkness with a thoughtful look. I wonder how old Catina is. Younger than my daughter would be now, I think. My, what have I gotten myself into...


CG Male Halfling Rogue 2 | HP 17/17 | AC 17 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 12 | Fort. +3, Ref. +7, Will +1 | Init. +5 | Perc. +7, Sense Motive +0 | Speed 20ft | Active conditions: None.
(Skills):
Acro +9; Bluff +7; Climb +4; DisDev +7; EsA +7; K. Dung+5/His +2/Loc +5;SOH +7; Sth. +11/UMD+6

Sev takes the potions and looks at them reverently. It's the first time he'd ever held anything remotely magical and he can hardly believe he's got three of them all at once!

Then Lady Faustinia takes out a sun rod and lights up the place.

"Does that burn?" He asks he, eyeing her hands suspiciously as she hands the rod off to Morosino. "Will the hellknights be able to see that as they follow us? Should we just let Catina lead the way?"

Regardless of the answers he receives the halfling stays close behind the boy as he scouts ahead, trying to help spot more of the signs that tell them where to go. At some point he finally processes Lorenzo and Catina's remarks and he looks at the tiefling in awe.

Can she really see in the dark?


Catina stumbles back into the sewer wall when Faustinia lights her sunrod and is startled by her presence. "I'm sorry, I wasn't thinking," she apologizes with a pang of helpless panic in her voice. Finding that she can't move away any further, she does the next sensible thing that comes to mind: she flings the hood of her cloak back up, draws it deep over her forehead and moves to the back of the group. "Lorenzo, I will watch our rear with you, if you don't mind..."

Needing something to take her mind off scaring Faustinia, she continues "That was really clever of you, by the way, about the sword. It would make sense, wouldn't it, for a group trying to get back to better times?"

I'm assuming that details of Iomedae's past and role in Cheliax might be sketchy to most, but that my +5 on Knowledge religion would be enough to know at least the basics. Is that ok?


Council of Thieves Maps

"You'll find out yourself once we reach our safe house, Catina" says Janiven. "But I suppose you're right. We're prepared. We owe that to Arael, mostly."

Janiven smiles at Lorenzo when he points out the connection between the sword symbol and Iomedae. "That was the work of Arael as well. He insisted on painting that particular symbol..."

DC 10 Sense Motive check:
When she mentions Arael, Janiven's voice tremble and she furrows her brows. It is clear that the woman has been struck by the news of Arael's capture, although she tries to conceal her feelings behind a mask of confidence.

In the meantime, Morosino comes closer to Lady Faustinia and takes the sunrod the noble woman offers him. "Follow me", says the child. Janiven lights up another sunrod.

Janiven listens to Sev's concerns about moving ahead with a source of light and answers promptly. "Yes, it'll make easier for them to chase us. But if we let Catina lead the way, we should proceed slowly, too slowly, and they would catch up on us anyway. We must travel fast to get at least a couple of turns and zig-zags between ourselves and Vizio’s to prevent the Hellknight from reaching us. Besides, they will carry some torches too, so we'll be able to spot them as well."

Janiven then exhibits a faint smile to Catina when she remarks the idea of the sword symbol. While you walk, Janiven explains, “Arael and I made these marks a few months ago when we explored the sewers. We marked all the intersections so our people could find their way through the sewers to our hideout.

---

As you travel, the noise of the Hellknights back at Vizio’s Tavern diminishes, but Janiven is sure they’ll follow. “They might take a few minutes to search in the tavern, but some are going to follow us down here after they grab a lantern or make torches. They might even try to infiltrate the sewers ahead of us if they can guess our route. We need to keep moving.
_____________________________
Deadline: 06:00 P.M. GMT +2.

I'd like to know your marching order. Morosino and Janiven are on the head of the group, leading the way, while I suppose Catina and Lorenzo are on the back. Am I right in assuming that Sev and Faustinia are in the middle?

Catina: No problems about it ;)


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a

Lorenzo kept looking back to see if they were being followed barely noticing the comment that Catina made. Trying to move as silently and quickly as possible given his armor, he nods to tiefling, "Iomedae has been a lot on my mind recently. You are a priestess...?"

sense motive: 1d20 ⇒ 14

He does notice Janiven's mood when talking about Arael, "So who is this Arael? Do we need to go back for him?"

___________
Marching order seems fine to me.


Council of Thieves Maps

Janiven laughs at Lorenzo's question as she walks, "No, I'm afraid I'm not the priestess type at all...As for Arael, we'll think about him later. But I'm sure you'll be very pleased to meet him, given your faith".


Sense motive, Take 10: 10 + 2 = 12

Catina walks next to Lorenzo, infected by Janiven's worry over Arael and disappointed that her compliment of Lorenzo didn't seem to draw any reaction. She's about to open her mouth and answer his question, telling him that she had already said she was an acolyte, when Janiven answers in her stead. Or maybe the question was meant for her anyway. Did he find it weird that I mentioned his clever thinking? Does he blame me for scaring Faustinia?

Thankful that Lorenzo can barely see her by the dim light of the two sunrods at the front of the group, Catina hurries at the rear, silent and withdrawn. She still has her dress drawn up with one hand to aid in speed, and looks behind herself frequently just like Lorenzo, in the knowledge that she'd probably see more than he would.

Don't have access to Roll20 here. Will check when I get home.

-Posted with Wayfinder

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Sense Motive: 1d20 + 2 ⇒ (20) + 2 = 22

"About those markings. What if..." Faustinia starts, but she can hear a wavering in Janiven's voice that stops her. She wanted to express concern that the Hellknights could simply follow the swords, same as them. But perhaps now wasn't the time. Even if the code was cracked, what they needed to do was get away quickly, and hope for escape. No need to bring up yet another loss until they could do something about it. Faustinia shakes her head in dismissal. "Never mind. Just idle speculation."

She steps carefully through the sewers, frowning deeply at the hem of her robe trailing along the filthy ground. With Catina behind her and the lights in front, she tries to push her bad memories back into an obscure corner of her consciousness. She glances over at Sev, and tries to allay some of his fears. "No, sunrods don't burn, per se. Our pursuers will be able to see the light, of course, but we won't leave a smoke trail. I would use them in my study more, but the light gives me a headache if I use them to read for too long."

As she explains, she's distracted and her foot lands in a cold puddle of something wet. A disturbed shudder runs down her body and she curses quietly. "Ugh. Just a moment." She stops briefly, removes the soft, soggy shoe while leaving on her staff, then casts a spell with a quick gesture and an arcane syllable. Casting prestidigitation. The shoe becomes drier, and the mysterious stain it just acquired disappears. Slipping it back on, she grumbles, "The sooner we get out of here, the better. Janiven, how far is it now? Are we close?"

Faustinia in the middle of the marching order works for me! I'll be behind/next to Sev.


CG Male Halfling Rogue 2 | HP 17/17 | AC 17 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 12 | Fort. +3, Ref. +7, Will +1 | Init. +5 | Perc. +7, Sense Motive +0 | Speed 20ft | Active conditions: None.
(Skills):
Acro +9; Bluff +7; Climb +4; DisDev +7; EsA +7; K. Dung+5/His +2/Loc +5;SOH +7; Sth. +11/UMD+6

Sev listens to the explanation Janiven and Faustinia give about the torches and nods his head, shaking it a little too. "Oh! Of course, yeah they can't see in the dark either. Th-that's good!" His voice rises and falls as he continuously reminds himself to keep it down.

He's shaking a little, but having company makes him less nervous than if he'd been by himself, though he's very eager to be out of the sewers and his pace is surprisingly quick for a halfling. He see's Janiven shaken up by Arael's capture and he pats her on the leg.

"I-I'm sure he'll be okay! Don't worry!" He tries his best to look confident in the dim light, but it's not an emotion he's felt very often. He keeps himself quite as the trudge through the sewers, straining his ears listening for pursuit.

Will I ever stop running?

___________________________________________________________________

Sense Motive: 1d20 + 0 ⇒ (15) + 0 = 15
Sev would be farther up, with Morosino, or at least trying. I know that mechanically that doesn't make much sense since he's a ranged combatant, but the idea is that he's nervous, eager to leave and believes his low-light vision will help him spot the signs and point them out to Janiven faster.


Council of Thieves Maps

You keep pushing forward, moving through the narrow tunnels of the sewers. The stink of filth and garbage fills your nostrils as you procede, and every now and then someone risks to slip in the filthy canals containing nothing but sewage. The twisting undergroung maze is confusing for such sewers foreigners as you are, but fortunately for the first few minutes the symbols on the walls are clear enough, allowing you to choose the right way even when faced with the countless intersections, turns and twists of the sewers.

You've been traveling through the sewers for about three minutes now.

Perception DC 15 check *:
You spot three silhouttes on the wall right before you. They belong to someone wearing a heavy, yet not barbed armor. One of them is holding a torch, thus allowing you to see their shadows projected on the wall. From the direction of the approaching light of the torch, it seems like they're coming your way, even thought they currently are 45 ft. away from the Morosino and Sev, who are leading the group. See Roll20 map.

What do you do?
_________________________________
* Characters with darkvision gain a +4 circumstancial bonus on this check.

Hey guys, would you be so kind to let me know where does your avatar picture comes from so I can create your tokens? Post the relevant information in the Discussion Thread, please.

GM Rolls:

Event: 1d100 ⇒ 77
Encounter: 1d100 ⇒ 30
Distraction: 1d100 ⇒ 99


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a

perception: 1d20 + 5 ⇒ (2) + 5 = 7

Oblivious to anything but trying to keep them moving and safe, the paladin continues to glance back they way they came.

The symbols of Iomedae are a comfort to him but the stench of the place is getting to him.

"Janiven, how much farther? I think we lost them."


Perception: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22

Catina grows worried as they take turns after turn in the sewers. It's not the filth and the stench that get to her, but the fact that she has no idea where she is, and has to rely on Janiven and the small boy to lead them out. She slips her vigilance on the rear and finds herself looking ahead more and more often, seeking out the swords that act as signposts, and looking at Janiven for signs of... anything.

Looking ahead, she spots some sign of movement, shadows ahead. She looks at the others to see whether they spotted them as well. "Miss Janiven," she says at barely a whisper, too soft to be heard by anyone. Stop being a goat. You're not seeing ghosts, and there might be danger! She slows her pace and grabs Lorenzo by his sleeve, giving him a meaningful look and pointing ahead. Then she tries again to grab the attention of the people at the front. "Sst," she hisses, and calls Janiven again, this time slightly louder but still whispering "Janiven. People!"

I'm not 100% clear on the situation, from the Roll20 map. We are walking from right to left on the map? There's an arrow marked "shadows on the wall", but from the look of it, we don't have Line of Sight to that wall. Are the shadows projected on the back wall, with the armored men likely in the tunnel on the upper side of the map?


Council of Thieves Maps

Yeah I failed to consider the map before post, hence my description was flawed. The idea is that there are shadows on the wall, but you can't see them due to line of sight. You're still able to see the shadows themselves on the floor though and identify them as belonging to three different individuals wearing armors and carrying a torch.


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a
Catina Bon Durati wrote:
She slows her pace and grabs Lorenzo by his sleeve, giving him a meaningful look and pointing ahead. Then she tries again to grab the attention of the people at the front. "Sst," she hisses, and calls Janiven again, this time slightly louder but still whispering "Janiven. People!"

Lorenzo was startled by the girl grabbing his hand almost as much as seeing the shadows. He berated himself for not being more attentive and unsheathed his longsword as he protectively stepped towards the front of the group.

He told Catina, "Thank you. Now stay behind me and keep your keen eyes forward."

He then whispered to Janiven, "Expecting anyone?"

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Upon seeing the shadows stretch out in the far darkness, Faustinia's hand goes to her necklace, rubbing the smooth ivory to calm her now rapidly beating heart. "Put away the light! Hide it under a cloak, your shirt, anything! And keep quiet! Maybe we can wait them out," she suggests, hissing out her whispered commands to the two small figures leading the way. She only half pays attention to the others talking, mentally going over the spells that she's memorized for this occasion. She stops in her tracks, staring intently into the darkness and at the approaching shadows, holding her breath as she prepares to loose her arcane studies on whoever is approaching. Their armor is bulky; perhaps too thick to summon something to fight them. Perhaps a slippery patch will slow them down?


CG Male Halfling Rogue 2 | HP 17/17 | AC 17 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 12 | Fort. +3, Ref. +7, Will +1 | Init. +5 | Perc. +7, Sense Motive +0 | Speed 20ft | Active conditions: None.
(Skills):
Acro +9; Bluff +7; Climb +4; DisDev +7; EsA +7; K. Dung+5/His +2/Loc +5;SOH +7; Sth. +11/UMD+6

Sev sees the shadows and he immediately grips Morosino's arm and whispers the description as he sees it.

"Th-they look armored. We should hide!"

He turns to the others but before he can warn them he sees that most of them recognize the threat as well. He nods furiously when Lady Faustinia recommends snuffing out the light and he crouches low against the wall, trying as hard as possible to be too small to be seen.

______________________________________________________________
Perception: 1d20 + 6 ⇒ (11) + 6 = 17
Stealth: 1d20 + 10 ⇒ (6) + 10 = 16


Council of Thieves Maps

Janiven shakes her head in response to Lorenzo's question and quickly nods to both Catina and Faustinia. She immediately hides her sunrod under a rag and whispers to Morosino. "Hide that sunrod". The child quickly obeys, and puts away his sunrod as well, tucking it under his clothes.

At this point, Janiven takes a deep breath and appears to be studying her options. Then, after a few seconds, she sighs and whispers: "Me and Morosino will distract them. We'll lead them in the tunnel to our right. Wait until they're far and chasing us, then turn left. You'll find another sword symbol soon: follow it to reach the safe house. We'll try and lose them, but if we fail, don't wait for us. Once you reach the hideout, you'll meet other people who will help you. Trust them. We'll try and catch up with you if we manage to lose them. Good luck my friends".

With that said, Janiven winks at you, nods at Morosino and leaves another, unlit sunrod for you on the floor. Then her and Morosino dart in the intersection and run to their right. Soon thereafter, you hear the sound of someone running behind them.

"THERE THEY ARE! CHASE THEM!" calls out a young voice.

"We're going to earn a promotion!" enthusiastically says another young voice.

"QUICK! QUICK!"

You see three men wearing a black leather armor reinforced with metal plates. One of them bears a torch, and the others wield a dark longsword. All the three of them chase Janiven and Morosino through the eastern tunnel, without even looking to their right, where you're hiding in the dark; the sound of their heavy boots in the sewage is clearly audible as they disappear in the dark sewer tunnel to your right.

After waiting for about thirty seconds, you don't hear anything except for the drops of murky water dropping from the tunnel above. The intersection should now be clear for you, but you've lost the guidance of both Janiven and Morosino. How do you plan to go ahead? Who's leading the way? Do you wish to use a source of light?


Catina feels her heart beating in het throat and presses herself against the wall, a few feet away from the group now that Lorenzo had moved up. She opens her mouth to say something to Janiven, convince her to stay somehow, but she realizes it's useless and says nothing.

When the two have left and it is clear that the three men have taken the bait, Catina suddenly feels very tired, drained. She still leans against the wall, but sagging now instead of actively pressing to hold still. She thinks of Janiven, of the woman's touch on her hand and realizes how comfortable she had felt, even when they had only met this morning. She look at the others in the dark, all within arm's reach, but still feels desperately alone. I hope she is all right. Arael first, and now Janiven...?

Catina would take the lead in the dark, if pressed. I think that's a bit of a risk though, since none of you would see anything. Maybe better to have Lorenzo lead with the sunrod?


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a

Not liking any of the events, the paladin gives Janiven a resigned nod. "OK but how much further is it? Just so we have an idea; is this 5 minutes away or 5 hours?"

after they leave
Lorenzo carefully lifted the sunrod and held it in front of him. His armored shadow projected on the wall behind him was menacing. "Ok, I'm afraid we can;t rely on one person leading the way while the rest of us are in the dark. So we'll have to risk detection."

Sunrod in one hand and sword in the other, the paladin slightly moved the sunrod to get a better look at his companions, "Are we all ready to go? Sev follow close to me, then Lady Faustina."

He tried to gauge Catina's resolve, "Are you going to be OK in the back? we could use your eyes to see if anyone is following us?"


Catina nods, forgetting for a moment that Lorenzo probably doesn't notice the subtle gesture. Seemingly distracted, she picks herself up from the wall and answers in a low voice. "Yes, I will take the rear." She hugs herself and takes a last look in the direction where Janiven and the boy went.

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

As the splash of boots fades into the distance, Faustinia releases the breath she had been holding in. She takes another deep breath to calm her nerves, and realizes that her hands are shaking. I hope those two know what they're doing.

She makes way for Lorenzo to move up to lead, and the freshly lit sunrod illuminates her worried face. "Just one moment, please, I'd like to take an additional precaution before we start moving again." She casts a spell, wincing at her own voice as she completes the arcane syllables needed, hearing the necessary words as impossibly loud in the quiet dripping of the sewers. Soon she finishes the spell, and a shimmering layer of force washes over her in the light, before becoming invisible.
Casting mage armor; stats adjusted.

Feeling more confident with some magical protection, she says, "Alright, let's keep moving. There's no sense in letting those two run off like that if we don't take advantage of their distraction. Lead the way, Lorenzo." She looks forward, ready to get moving, straining her eyes in the alchemical light searching for the swords that would lead them to safety.


CG Male Halfling Rogue 2 | HP 17/17 | AC 17 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 12 | Fort. +3, Ref. +7, Will +1 | Init. +5 | Perc. +7, Sense Motive +0 | Speed 20ft | Active conditions: None.
(Skills):
Acro +9; Bluff +7; Climb +4; DisDev +7; EsA +7; K. Dung+5/His +2/Loc +5;SOH +7; Sth. +11/UMD+6

Sev can barely speak, his heart is pounding so loud he swears everyone else will be able to hear it. When Janiven leaves them the sunrod he wants to shout for them not to run, but he's too frightened and doesn't want to risk giving himself away.

When their pursuers take the bait had breathes a sigh of relief and then hates himself for it. They're risking themselves for us, I shouldn't be relieved!

He clears his mind of the thought when Faustinia recognizes their sacrifice and he resolves to keep moving. He steps up to Lorenzo and nods, eyes determined despite his shaking.

"Okay Mr.Mancini I'll follow behind you. I can see a little farther in the dark than you, I'll tap your leg when I see one of the signs on the wall." Determined to help as best he can, he keeps pace with Lorenzo, moving his tiny legs as quickly as he can.


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a
Sev. wrote:
"Okay Mr.Mancini I'll follow behind you. I can see a little farther in the dark than you, I'll tap your leg when I see one of the signs on the wall." Determined to help as best he can, he keeps pace with Lorenzo, moving his tiny legs as quickly as he can.

Painfully aware of his limitations, the paladin squats down in what he hopes is a reassuring gesture to the halfling, "Good Sev. That would be very helpful. But don't expose yourself. Just stay behind me."

He gave the halfling his sunrod and strapped on his shield, "Do you think you can also take the sunrod. we'll be better protected with my shield on."


Catina looks on as Faustinia makes her preparations, taking a few steps closer to the woman despite herself. How did she ever get drawn into this, such a marvelous woman? She manages to keep calm even if we're dropped in this mess and nearly had to fight for our lives, she easily assumes command and does what's necessary to prepare herself. And she makes the weaving of magic look so easy...

Realizing that she's come too close again, Catina takes a few forced steps back and mumbles an unintelligible apology. "I... I'm ready to go. I'll let you know if I see anything creeping up on us from behind." Hearing her own words and feeling chills by what her imagination makes of them, she hastily adds "I mean... I don't think we'll be followed, but if I see anything, I'll warn you..."


CG Male Halfling Rogue 2 | HP 17/17 | AC 17 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 12 | Fort. +3, Ref. +7, Will +1 | Init. +5 | Perc. +7, Sense Motive +0 | Speed 20ft | Active conditions: None.
(Skills):
Acro +9; Bluff +7; Climb +4; DisDev +7; EsA +7; K. Dung+5/His +2/Loc +5;SOH +7; Sth. +11/UMD+6

Sev nods and takes the sunrod while Lorenzo straps on his shield. He even focuses on steadying his hand so it's not too obvious he's shaking.

"Alright, ready when you are Mr. Mancini." He whispers as he wanders in the sewers with his new companions.


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a
Sev. wrote:

Sev nods and takes the sunrod while Lorenzo straps on his shield. He even focuses on steadying his hand so it's not too obvious he's shaking.

"Alright, ready when you are Mr. Mancini." He whispers as he wanders in the sewers with his new companions.

Lorenzo felt better with his shield and sword. "Alright, good kid."

Kid? How old was Sev anyways?

"I mean Sev. I meant no disrespect."

He looked at the two ladies ans asked, "We're still good back there? Ready to continue? The sooner we're out of the sewers, the better."

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

"Hm." Faustinia makes a small noise of disapproval. "You should be more careful when you speak, Lorenzo. I applaud your good sense in apologizing, but do be more aware of what you say. 'Kid!' I'm twice your age, at least; if anyone here is worthy of calling the others children, it's me!" she continues, trying to lighten her scolding with a smile.

Hearing shuffling behind her, Faustinia risks a glance back at the mumbling Catina. Ironic that this girl is the one looking out for strange things following us, she thinks. Faustinia realizes that her eyes keep coming back to the girl's horns, and she forces herself to make polite eye contact and respond in an attempt to be diplomatic with her new ally. "Thank you for watching out for us, Catina. With any luck, the next armored ruffians we see will be in Janiven's safehouse, welcoming us with open arms." Faustinia manages to get through the whole quip without her gaze drifting back to the horns. Not wanting to push her endurance, she turns back to press forward. "Left here, yes? I'm sure we'll find the way soon."


Council of Thieves Maps

The tunnel extends for about 60 feet before reaching an intersection where three side tunnels branch off from the current one.

Perception DC 12:
You've found the sword marker, pointing west.

If no one succeeds at this check, please choose a direction: north, west, north-west or east.
___________________________

GM Rolls:

Event: 1d100 ⇒ 4
Additional Tunnels: 1d3 + 1 ⇒ (2) + 1 = 3
Missing Marker: 1d100 ⇒ 56
Correct Exit: 1d4 ⇒ 2


LG Male Human (Chelaxian) Paladin 2 | HP 22/22 | AC 18 (12 Touch, 16 Flat-Footed) | CMB +1, CMD 15 | Fort. +6, Ref. +5, Will +5 | Init. +2 | Perc. +6, Sense Motive +4 | Speed 20ft | Smite evil: 1/1 | Spells: n/a | Active conditions: n/a

Lorenzo peered into the darkness and smiles when he sees the sword-marker. Whispering a quick prayer to the Lady, he stated, "This way. The Lady continues to guide us. Hopefully, we'll be safe soon."

He was concerned for the others, "Everyone still doing OK? Need any help? Watch your step."

___________________
perception: 1d20 + 5 ⇒ (19) + 5 = 24

Lack of internet happens to us all and you did tell us you'd be away from home so we waited. :)

Dark Archive

Female LN Human Conjurer 5 | HP: 27/27 | AC: 14 (10 Tch, 14 Fl) | CMB: 0, CMD: 10 | F: +5, R: +2, W: +7 (+1 vs devil mind-affecting) | Init: +4 | Perc: +6, SM: +2 (+1 vs Wiscrani nobility) | Speed 30ft | Acid Dart: 7/7; Bonded Object 0/1 | Spells: 3rd: 0/3 2nd: 4/4 1st 4/5 | Active conditions: mage armor (5 hours);

Perception: 1d20 + 2 ⇒ (3) + 2 = 5

"Are you sure, Lorenzo?" Faustinia asks, peering into the darkness. She scans the walls, unable to spot the marker, but rubs her eyes and follows the young man. It'd been too long since she slept properly. Hopefully this new fugitive life wasn't all fleeing through dark tunnels. "Lead on, then. I'm alright.


CG Male Halfling Rogue 2 | HP 17/17 | AC 17 (14 Touch, 14 Flat-Footed) | CMB -1, CMD 12 | Fort. +3, Ref. +7, Will +1 | Init. +5 | Perc. +7, Sense Motive +0 | Speed 20ft | Active conditions: None.
(Skills):
Acro +9; Bluff +7; Climb +4; DisDev +7; EsA +7; K. Dung+5/His +2/Loc +5;SOH +7; Sth. +11/UMD+6

"He's right my Lady, I see it too." Sev says to Faustinia looking back at the older woman to make sure she's doing alright. He realizes he's not shaking as much but his heart is still pounding. He ignores it and pushes west with Lorenzo.

"I hope it isn't much farther." He mutters.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Perception: 1d20 + 7 ⇒ (6) + 7 = 13

Catina follows at the back of the group and spots the sword marker. She tarries for a moment, tracing her finger along the etched sword on the wall. "I really hope he's ok," she mutters, thinking about her time spent with Arael. Seeing the marker, quite difficult to spot, gives her an idea "Should we maybe add a marker the wrong way, to throw off any pursuers? Or would that cause trouble for others who use these markers? Will this route even be safe, now that they know we use them?"


Council of Thieves Maps

Following Lorenzo's indication, you're all able to see the marker and take the western tunnel. After another 40 ft. of walk, you encounter a junction where a side tunnel branches off from the current one. You start searching for a marker once again.

This time, Sev easily spots the marker (by taking 10 on his Perception check) and you follow his lead, entering the side tunnel. This side tunnel continues for 80 feet, turning slightly to northwest after 40 feet.

Perception DC 20:
As you pass through this area, you notice a small chest hidden under some rubble against a wall. The chest contains 14 gp and 4 tiny pieces of jewelry. Appraise check needed to assess their value.

As you approach a point where the narrow tunnel turns east, you start hearing slimy noises above your head. In a matter of instants, eight tiny oozed fall on you from the wet ceiling.

These scuttling things look at first glance like colorful, animate blobs of slime, but their thin insectoid legs and eyestalks suggest they are more advanced creatures. Their antennae-like appendages wave about curiously, and their multiple legs carry forth their transparent, hand-sized bodies at a surprisingly swift scuttle.

There are 8 of these diminutive slimes in total. They’re currently occupying your same space on the map. There are two slimes in each character’s square.

---

DC 10 Knowledge (dungeoneering) check:
Torbles (called “chordoplasms” by scholars of strange fauna and “ooze bugs” by many others) are strange and fascinating creatures, curious in ways beyond what their simple forms might suggest. These strangely colored creatures resemble a cross between a tiny ooze and an insect. They typically have a bulbous, beetle-like translucent body, six legs, and long eyestalks with primitive sensory knobs on the end. Usually they take on green, gray, or pink shades, though they may be any color. Older torbles often tend toward the colors of large ooze predators such as ochre jellies, black puddings, or the colorless gelatinous cubes, though any relationship between them is unclear. The creature’s interior may be clear or cloudy, and has the same consistency and properties of the fluid that surrounds the brains of lower animals. After the creature feeds, however, its color temporarily changes to match the color of its meal—which sometimes remains visible for hours. Although a torble has no true organs, it has a stiff bundle of fibrous nerve tissue running the length of its body that helps hold its shape. When it rests, it retracts its antennae and legs into its body, similar to how a snail or slug withdraws its eyestalks when threatened. A typical ooze bug is about 7 inches long and 5 inches wide, and weighs about 1 pound.

Immunities: Torbles are immune to acid.

Ooze-vermin hybrid (Ex): Torbles react to ooze-affecting effects as if they were oozes and vermin-affecting effects as if they were vermin, whichever is least advantageous for the torble or more advantageous for the originator of the effect.

DC 15 Knowledge (dungeoneering) check:
Ecology: Torbles fulfill the same roles as oozes and insect vermin: they hunt creatures close to their own size, scavenge corpses and organic material, and territorially attack anything they perceive as food or a threat. They gravitate to damp caves, city sewers, rotting logs, or corpses—anywhere they can find plentiful prey and not be disturbed by rival scavengers and predators. Because torbles are easily controlled by both ooze- and verminspecific spells, some isolationist clerics and druids use them to guard their secret lairs or process garbage when otyughs are unavailable or unsuitable. Because torbles are sensitive to mental commands, telepathic creatures sometimes use them as guardians, distractions, or shock troops; even a lowly imp becomes a petty tyrant with a few torbles under its command. Torbles cannot resist such compulsions, unless they’ve already been telepathically commanded in the same round or have made a more significant bond with another. Most torbles seem endlessly hungry and insistent on eating their discoveries before designating them edible or inedible. A torble can ingest nearly any fleshy, wooden, or bony matter, visibly dissolving such meals within their transparent bodies. Stone, metal, glass, and similarly hard objects prove resistant to their digestion, however, and pass through their system in a matter of 3 or 4 hours, floating suspended within their colorful ooze during that time. Once a torble has consumed something, it seems to retain memory of whether not such an object is edible—though many seem terribly forgetful in this regard.

Society: Most torbles work in groups, coordinating their attacks like ants or bees, or forming large swarms that may number hundreds of individuals, though unlike colony insects they do not appear to have specialized roles such as queens and workers. Usually all members of a colony or swarm have an identical appearance—coloration, number of legs, and so on. They never attack others of their kind that match their specific physiognomy, though explorers have found caves with bulbous pink victors feasting on rent gray corpses, or six-legged varieties hunting down and killing four-legged intruders in their territory.

Damage Reduction: Using piercing and slashing weapons is recommended when one is attacked by torbles, since their slimy bodies seem to absorb bludgeoning damage pretty easily. Often, though, a powerful strike is enough to kill a single torble, no matter which kind of weapon is being used. Actually, torbles are not so hard to kill, even for a simple peasant: they have only 1 hp each.

Primitive Sight (Ex):Though it has blindsight and can operate without vision, a torble’s simple eyes give it poor sight (mainly light and color) with an effective range of 30 feet. Because they can see, they are subject to attacks that affect sighted creatures (such as gaze attacks), but as they can still rely on their blindsight, they cannot be dazzled or blinded by sight-based attacks.

DC 15 Knowledge (arcana) check:
Notorious for infesting swamps and the sewers of coastal cities, torbles prove annoying and sometimes startling, but rarely dangerous in small numbers. Their devotion—or at least, lazy hunting practices—make them easily manipulated by even creatures without the ability to command them telepathically. Children in poor communities and swamp dwellers often adopt lone torbles, enjoying their attachment and shiny, ever-shifting colors. Some magic-users from such backgrounds even go so far as to adopt torbles as their familiars. While hardly the most popular or aggrandizing companions, torble familiars help their masters better understand strange magical processes and prove obsessively devoted, if at times clumsy.

Torbles as familiars: Torbles that undergo the process of becoming a spellcaster’s familiar lose their telepathic sensitivity and hive mind abilities, but gain a permanent Intelligence score of 3. Torble familiars grant their masters a +2 bonus on Craft (alchemy) checks.

Telepathic Sensitivity (Ex): Torbles are receptive to the thought energy of telepathic minds. A creature with the telepathy special ability can use a swift action to mentally command one torble per point of Charisma bonus for one round, twice that many by using a move action, or four times that many by using a standard action. The creature’s control of the vermin is limited to simple commands (“attack,” “defend,” “stop,” and so forth); orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Torbles that leave the range of the creature’s telepathy immediately revert to their standard behavior.

DC 15 Knowledge (local) check:
These slimes are known as ooze bugs. Cheliax’s sewers are remarkably free of rats, but not because there’s nothing for rats to eat—instead, the sewers are infested with strange amorphous predators called ooze bugs. Since these creatures are content to dwell in the sewers and rarely venture up into the buildings above, and since rats are their favored meal, they have become the unofficial “mascot” of those who dwell in or work in the city sewers.

---

Before combat, all the characters must attempt a DC 20 Perception check. Those who fail the Perception check must attempt a DC 10 Reflex save. Those who fail take 1 point of acid damage from the torbles dropping from above their heads right on their bodies. Those who fail the save by 5 or more, take 2 points of acid damage since both of the torbles fall on their bodies.

---

« Encounter: "Oozes in the Sewers" | Round I | Hazard : Torbles | Current Map Picture: Sewers Tunnel #5 »

As soon as they reach the floor, the tiny oozes start attacking you. Even though diminutive in size, they prove very annoying, even if only one of them actually manages to bite one of you: the most unlucky of the group is Lady Faustinia. The noble woman gets bitten by a tiny ooze at her left foot.

Faustinia takes 1 point of physical damage and 1 point of acid damage.

▁▁▁▁▁▁▁▁▁▁
⁞⁞⁞⁞ INITIATIVE ⁞⁞⁞⁞
▔▔▔▔▔▔▔▔▔▔
Torbles
Lorenzo
Faustinia
Catina
Sev
____________________________
Alright everyone, this is our first fight. Since everyone in the party has played with me as a GM before, I trust everyone knows how I handle combat. In case someone needs it, you can check my profile for additional information on how I usually handle combat situations. As a brief recap, you all get to act in Round 1, regardless of initiative order.

GM Rolls:

Event: 1d100 ⇒ 30
Missing Marker: 1d100 ⇒ 32

Event: 1d100 ⇒ 19

Event: 1d100 ⇒ 67
Encounter: 1d100 ⇒ 90
Cache Coins: 4d6 ⇒ (2, 4, 3, 5) = 14
Cache Jewelry: 1d4 ⇒ 4
Additional Treasure?: 1d100 ⇒ 99

Event: 1d100 ⇒ 73
Encounter: 1d100 ⇒ 42

--- INITIATIVE CHECKS ---

Catina: 1d20 + 1 ⇒ (2) + 1 = 3
Faustinia: 1d20 + 1 ⇒ (9) + 1 = 10
Lorenzo: 1d20 + 2 ⇒ (11) + 2 = 13
Sev: 1d20 + 5 ⇒ (2) + 5 = 7

Torbles: 1d20 + 2 ⇒ (19) + 2 = 21

--- TORBLES’ ATTACKS ---

Bite Attack: 1d20 + 0 ⇒ (3) + 0 = 3
Bite Attack: 1d20 + 0 ⇒ (7) + 0 = 7
Bite Attack: 1d20 + 0 ⇒ (7) + 0 = 7
Bite Attack: 1d20 + 0 ⇒ (17) + 0 = 17
Bite Attack: 1d20 + 0 ⇒ (6) + 0 = 6
Bite Attack: 1d20 + 0 ⇒ (2) + 0 = 2
Bite Attack: 1d20 + 0 ⇒ (9) + 0 = 9
Bite Attack: 1d20 + 0 ⇒ (3) + 0 = 3

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