Jaisuns Council of Thieves PBP Experiment

Game Master Jason Schimmel


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Finally,

Dakaar spends any free time he has looking for information on local groups, looking for any guards or high profile merchants that live nearby that might be within the bastard's sphere of influence.

Dakaar also tries some of his old contacts, looking for any new 'work' that comes his way.

As a third item, what would it cost to get a wand of mage armor made?

RPG Superstar 2010 Top 16

I will respond to all this in a day or two. That's a lot of info for me to look-up/consider.


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Dakaar wrote:

Finally,

Dakaar spends any free time he has looking for information on local groups, looking for any guards or high profile merchants that live nearby that might be within the bastard's sphere of influence.

Dakaar also tries some of his old contacts, looking for any new 'work' that comes his way.

As a third item, what would it cost to get a wand of mage armor made?

A fully charged (50) CL1 wand of Mage armor is 750gp It lasts 1 hour. Multiply 750 by the CL if you want something that lasts longer. 1 hr. /level.

Owl's wisdom is 150gp at cost. His domains are good and war, so no Cat's grace.
As a rule potions sell price is 50*level*Min CL. Half of that price is material cost.


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Alcibades wrote:


3. I buy a 1xcrowbar... 7xOil...3 X caltrops...5xMarbles... a belt pouch.

5. What spells can be made into potions? Specifically, I am curious about zone of truth but i am also curious about many other spells.

7. I am also interested in hirelings:
Coach cab 3 cp per mile
Hireling, trained 3 sp per day
Hireling, untrained 1 sp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship's passage 1 sp per mile
Spellcasting Caster level × spell level × 10 gp3

I would like hirelings that are trained in combat. It says here 3 sp a day ... i think that is a minimum but i would assume 3-5 sp should get some ok 0 level whatevers ... or level 1 npc ... Do i know of any places to hire them? Do i need to just look around?

9. Does Aarael have a safe place to store funds?

3) We need to discuss how the marbles will work. Maybe as caltrops, but as a trip attack.

5) It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures. So yes zone of truth. I assume it would be centered on the drinker.
7) I would assume you can hire some level 1 warriors we'll negotiate specifics of where/how/price later. Are those the only hirelings you are interested in?
9) like a strong box? no. he does have 1 or 2 hidden places.


DM:

I guess as my last order of business not previously covered in a past post, Dakaar goes about the usual ways of looking for 'work', but is interested if anyone has any specific contracts against the bastards.


Dakaar wrote:


To David in private:
** spoiler omitted **

Dakaar:
Provided the magnitude of the favor is equivalent to the value of the shield, that sounds like a fair deal.

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*RECAP*
Having caught the notorious Swan Street Slicer and uncovering several startling secrets in the process, our "hero's" have interviewed several victims of the group calling themselves the Bastards of Erebus. Information provided by Janiven and Areal indicated the band of teiflings is hold up in a abandoned church of Erastil in the Dospara. They deduced that if the teiflings pattern held, there would be another robbery soon. The PC's opted to lay an ambush for the bastards. While staking out the church Aaron heard a noise coming from another nearby building. When sent to investigate he found a trail leading from an old tailor's shop. Dakaar was sent in to investigate while the others tracked the group of robbers. Dakaar's investigation ended in fire. 2 of the teiflings were subdued while a 3rd eluded capture. The Party was rejoined and continued after the robbery crew. A nasty run in with some shadowgarm later, and the pc's found the now returning thieves. Alcibades tried to negotiate and was rewarded with several cross bow bolts. The fight was going well for the pc's until two more rogues snuck in from behind an nearly killed David, Dakaar, and Alcibades. Eventually the party was victorious and turned the lot over to the rundotarri. They have brokered some deals with other affected shopkeepers during the next day and are waiting to make the next move against the stronghold of the bastards. Areal is pleased by your progress. He is concerned that other night approaches will given them an advantage due to their dark vision and points out that their security is bound to increase since this attack.
*end recap*


Maybe we should go for our next attack or raid during the day. Unless of course we want to just wait until they go out again and try to stop them during that time. We could just try to lessen their numbers a few tieflings at a time.

Alternately we could try to post a few signs around trying to entice some of the tieflings to get some additional work. We could be genuine in our request or just wish to seperate them from the main body and set and ambush. We could try to hire them for a job which could in actuallity be a trap. Like to hit a merchant caravan which is really us in disguise or really a hell knight target or some such thing. We could try to hire to kill some of the shadow beasts. We know where to get 100 gp per (assuming that pains out) we could offer 50 a piece. We could then let what happen may or try to ambush them when they are alright fighting shadow beasts. If they ignore are posts we could come up with something new.

Does anyone else have some thoughts?

The Exchange

F half-elf cleric

Do we know anything about the sewers? Is there a way to infiltrate the compound from below?

We just want to make sure we're targeting the thieves and not just random tieflings who aren't part of our attack right now.

Does anyone know enough about the tieflings to determine whether any of us could infiltrate the compound as an individual or small group just to case out the place? What about maps?

The Exchange

F half-elf cleric

For Jaisun:
Aya would like to talk to some of the clerics at the temple. She is wondering what connections they have over in the tiefling territory. Or what they know about the locale.


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Aya wrote:

Do we know anything about the sewers? Is there a way to infiltrate the compound from below?

We just want to make sure we're targeting the thieves and not just random tieflings who aren't part of our attack right now.

Does anyone know enough about the tieflings to determine whether any of us could infiltrate the compound as an individual or small group just to case out the place? What about maps?

You guys know that there are several ruined buildings and several others standing in the area of their hideout. Based on your last encounter, they seem to have some of those standing buildings occupied. Their main hideout seems to be the abandoned church of Erastil. It appears to be only one story and the bell tower."


Areal tells the group that "Janiven was unable to locate any kind of sewer access to that particular building."

Aya:
You mentor Janessa, and the other clerics at the church have heard little of the Bastards of Erebus. Their is a lot of hostility towards teiflings in Cheliax. They had heard some rumors, but essentially, you know more specific information about these guys then they do. As for information on teiflings in general they might be able to tell you a few things.


Alcibades wrote:
Maybe we should go for our next attack or raid during the day.
Quote:


Alternately we could try to post a few signs around trying to entice some of the tieflings to get some additional work. We could be genuine in our request or just wish to seperate them from the main body and set and ambush. We could try to hire them for a job which could in actuallity be a trap. Like to hit a merchant caravan which is really us in disguise or really a hell knight target or some such thing.

I think if we could convince them to hit the hellknights this would be the best for us all in all. The hellknights would already be motivated to kill them, and any losses they incur are a bonus for us.

Propaganda sounds good.


"We should look to see if we have any identifying items from the bastards we took out earlier. The plan I propose is this:

Lets hit a hellknight patrol, home, or outpost. We plant items that incriminate the bastards there.

Then, within a few days, we hire the bastards to hit a hellknight patrol. This should get hostilities fired up between the groups."

The Exchange

F half-elf cleric

Do we need to even hire them? Why not just start with leaving traces of each group in the others' territories? I would rather leave less of a trace of our interference if possible.


Aya wrote:
Do we need to even hire them? Why not just start with leaving traces of each group in the others' territories? I would rather leave less of a trace of our interference if possible.

Dakaar volunteers to plant the evidence with one of the homes of the hellknights.


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Knowledge local/int check for all please

The Exchange

F half-elf cleric

3d6 ⇒ (5, 5, 6) = 16

XperimentalDM wrote:
Knowledge local/int check for all please


3d6 + 11 ⇒ (2, 4, 2) + 11 = 19 knowledge local


3d6 + 0 ⇒ (4, 5, 4) + 0 = 13


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knowledge for my rollin' fools:
The majority of the hellknights in Westcrown are situated in a single barracks. There are one or two smaller areas which they use for hellknights that are in Westcrown, but which are not part of the assigned garrison.


Dakaar grabs 2 CLW potions from the stack on the ground, and begins to follow everyone downstairs.


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Dakaar wrote:
Dakaar grabs 2 CLW potions from the stack on the ground, and begins to follow everyone downstairs.

I've been meaning to post, but my desktop is still crappy and for some reason the I can't post from my mac book. I will recap, give exp, and continue things in a day or two (I hope). we should probobly still follow initatie order since you are still in a combat situation. we can slowly move things along.


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testing

Safari?:
W00T!


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RL SESSION RECAP

Getting in:

Our group realized that sneaking into a Hellknight barracks would be more trouble then it is worth at this point and begins plotting to strike at the bastards once again. They contemplated several plans including getting local drunks to create a diversionary ruckus, and inciting a riot. They decided to find some mercenary hierlings to augment their group while playing the race card ("LETS GO BEAT UP SOME TEIFLINGS!"). The group approached the old temple of Erastil during the day. Dakaar snuck into the area and spotted several teiflings with crossbows poised to act as rooftop snipers. He lead the group around the main square to the other side of their field of view and fire. Dakaar noticed another guard in the bell tower at this time. The group decided to have him climb up the tower to try to silently take out the guard. Dakaar climbed up the tower from the rear and managed to take the guard by surprise. With help from a few arrows from below, Dakaar managed to take out the guard, disabled the bell, and lowered a rope to the rest of the party.

Assult Phase 1:

The two stealthiest party members, Aaron and Dakaar, decended the spiral staircase into the ground level of the bastards hideout. There they found most of the teiflings sleeping along with a pair of dozing guard dogs. It was only after killing most of the group as they slept that the remaining teiflings awoke and sounded the alarm. The rest of the party came storming down the stairs at this point. The groggy teiflings soon realized how dire their situation was and one disappeared down a flight of stairs. The party decided to fortify their position on the ground floor rather then run into what they felt was likely an ambush. They barred the door, investigated the provisions the bastards had left behind and searched the dead. They also oiled, caltrop-ed and marbled the stairs ins several locations.

Assult Phase 2:

After a few minutes of waiting, the party was surprised to hear the door to the belltower fly open and watched as 5 more teiflings poured out. Their hirlings were badly wounded as this new group fought with the party. The group whittled away at this new threat, one of the hirlings went down hard. Just as it seemed like the party was gaining the upper hand the windows of the church smashed in and the party found themselves being shot at by 4 teiflings outside the building. Aya used her healing several times to get the party on their feet and keep them there. The fight was not going terrible well at this time. One hireling was down, another 2 were barely standing and one had taken cover behind an upturned table. Desmond, the greatsword wielding hireling, had taken position by the stairs and spotted a new threat, two mummies where coming up the stairs. Alcibades took position to spring the trap he had set. The lead mummy fell on the marbles, and Alcibades lit up the oil with his fire breath. The mummies where alight, but he noticed something strange. The undead, which should have been vulnerable to fire, didn't seem to care about it. He surmised that the pair were teiflings dressed as mummies and soon found himself the target of numerous spells. Meanwhile the rest of the party was dispatching the crossbowmen and the last of the teiflings on the ground floor. Sensing their comrades had fallen and their spells had failed, the "mummies" returned to the basement. Alcibades has given chase.

xp for Attending players:

550xp


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Initiative Order for those in the bastards lair

Aya
Dakaar
Hireling 1
HIreling 2
Hireling 3
Hireling 4
Alcibades
Aaron

The Exchange

F half-elf cleric

Or were they mummies dressed as teiflings??


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Meet the hirelings
Here are the basic descriptions that basically let you know things you would have picked up during recruitment and battle. I have more, but of course your characters don't know that yet.

H1-The Archer-Lewella:

Lewella is Westcrown native in her early 20's, who grew up hunting and trapping in the woods nearby. Fair show with a bow and can handle a weapon competently. She is 5'6" with long braided black hair, and grey eyes and tanned skin from a lifetime out in the elements. She is somewhat somber, but can become very passionate when she encounters a situation she feels is wrong. Her temper has gotten her into trouble more than once. She prefers to avoid any entanglements with legal authority figures.

H2-The Rapier-Riesue:

Riesue is a beautiful Galt woman in her mid-20's, who favors a rapier and a buckler. She is 5'2" with long red hair and green eyes. She uses her appearance to her advantage whenever she can. Her looks are offset by her abrasive and self-centered personality. Her main concern seems to be with having a good time and enjoying live. She has some speciesist tendencies which she refuses to apologize for. She is also highly preoccupied with the acquisition of wealth.

H3-The greatsword-Desmin:

Desmin is a soft spoken Chelish man in his early 30's. He wields a great-sword to good effect. He is about 6' 3" with with hazel eyes and messy mid-length brown hair. In conversation he has a tendency to call everyone friend. Thought he is certainly no scholar he seems to be well read and familiar with a number of theatrical works.

H4-Sword and Board-Miklos:

Miklos is a greasy little Chelish man in his early 20's who favors a sword and shield style of combat. He is incredibly pale and both highly chauvinistic and racist. He fully believes in the superiority of man both as a gender and as a race. He's good with numbers and knows an usually large amount of crude jokes which he dispenses ad nauseam. He is about 5'7" with dark eyes and stringy black hair. A long ragged scar runs from his left ear, under his eye, and down his cheek.


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Lewella takes a defensive position near the potion pile.
Miklos feeds a potion to Desmin, who remains unconscious. "What do you guys want me to do? He's not waking up."
Riesue stops playing dead and gets up. She stumbles towards the potion pile. "Well, that just means more for the rest of us, right?"


Once we take care of cleaning out the Tiefling hideout, returning the stolen goods, and things settle down, there are a few things I want to try to obtain:

1) A riding dog. They're 150gp. Feed is 5 copper/day, which is a little bothersome to track on a day by day basis, so I can buy a month or two worth in advance and keep it in the safehouse if you prefer.

2) A disguise kit - 50gp

3) An alchemist's lab - 200gp

Let me know what of the above I'm able to find and if you want me to make any rolls to do so.

If I'm able to find an alchemist's lab, and we have the time, I want to try crafting some Acid flasks.


David .. I may need to check if that comes with a saddle and such ... even if it does it probablly doesn't come with saddle bags which i strongly recommend. Also, since you need to set up the alchemical shop somewhere and we now have a place maybe you and dakaar will want to split that because you have have an interest.

I am trying to work out the gold for everyone. I am going to send that out via email. I have made notes of what i think we should keep as part gear for resistance fighters. Although i am going to change that because i think we can get all the stuff i was going to say we should keep from the people we killed up stairs.

Jason if you have estimates on arms and armor of the upstairs tieflings and ones from before let me know. Also i would like an estimate on the alchemical stuff so dakaar can decide what is going on with that. I know we plan on returning a chunk of it but lets see what is what first.

Also, Jason can you send out an email / post with the deals we negotiated with the shop keepers. I also have some questions pertaining to what we found and shop keepers but if i can see the list of what happened with the first it may job my memory.

I am definetly going to purchase a masterwork back pack.

I am also going to buy to shield of faith potions from Arael.

I would like to set up a base where we routed the tieflings from. I perform a very thorough inspection of the grounds over several days. I consider where a good alchemical shop would go. I also consider where a hospice may go and consider somewhere to train. I also look at damage to all the buildings and what it would take to get them into decent shape. Maybe not look great but at least capable of being locked down and useable. Knowledge engineering: 3d6 + 11 ⇒ (1, 5, 3) + 11 = 20 I also try to get my hands on any refrence books as needed for the job.

I also want to see the other pcs reaction to this.

That's it for now.


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DavidTheGnome wrote:

Once we take care of cleaning out the Tiefling hideout, returning the stolen goods, and things settle down, there are a few things I want to try to obtain:

1) A riding dog. They're 150gp. Feed is 5 copper/day, which is a little bothersome to track on a day by day basis, so I can buy a month or two worth in advance and keep it in the safehouse if you prefer.

2) A disguise kit - 50gp

3) An alchemist's lab - 200gp

Let me know what of the above I'm able to find and if you want me to make any rolls to do so.

If I'm able to find an alchemist's lab, and we have the time, I want to try crafting some Acid flasks.

No problem, Spending for feed in bulk is probobly the best option. All of those things can be purchased easily. I will post info about what was in the cache of alchemical gear in a bit.


While Dakaar is recovering from his wounds, he pens a letter "home" to his dwarven comrades. It feels like it has been an eternity since the Hell Knights abducted one of his own. With the recent victories made, Dakaar is eager to pay back Shanwen Shanwen and remove anyone from authority who might be actively investigating Dakaar or his order. He might also have to pay a, eh, long talk with the dwarf stupid enough to get caught and put everyone in jeopardy.

Dakaar also takes this time to buy an attack dog.

Something dark-colored and medium sized, preferably a wolf/husky. Think this guy from samurai showdown ;).
(I Took Handle animal with my rogue level)


I'll buy food in with the gnome.

Dakaar will also buy a few younger dogs to train to work as guard/patrol dogs for the Cleansing Flame, and look at hiring a trainer for them.

If I know of dog whistles, I'd like to purchase one and work on training commands such as attack, flank, etc with the whistle patterns.

I also arrange to have a new tool to be created, and look for the service of a wizard.

The next time Dakaar sees Arael, he will purchase 4 more Shield of Faith potions.

I'd like to buy a Ring of Mage Armor (CL1, SL1), 2 uses per day (I'll decide by next play through).


I'll also inquire to Arael if he can make more of those strength potions.


Finally, I'm selling the MW rapier I picked up at Auraluna's house unless anyone is going to use it.

Dakaar attempts to get Arael, Alcibades, and etc in a sit-down together and discuss the future of the organization. "We need to become organized, and we need supplies. We once again have fallen into good luck despite our lack of proper planning. We have been shown a great opportunity in finding this defensible fortress. It will provide a good haven for our allies, and a place for us to begin to act out our plans outside of the watchful eyes in the city."

Dakaar talks to Aaron, "What sorts of critters can we expect to find this far out? What happens at nightfall? We are far from the city walls (or are we? If I'm mistaken and this is inside the city walls disregard alll of this) We should make preparations to make this defensible."


Dakaar wrote:


Dakaar attempts to get Arael, Alcibades, and etc in a sit-down together and discuss the future of the organization. "We need to become organized, and we need supplies. We once again have fallen into good luck despite our lack of proper planning. We have been shown a great opportunity in finding this defensible fortress. It will provide a good haven for our allies, and a place for us to begin to act out our plans outside of the watchful eyes in the city."
...

I agree that we should make this fortress our base of operations as soon as we can. However, it is worth considering that other Tiefling gangs (or associates of this mysterious "Council") may come looking to reclaim the fortress or to get revenge on us for taking it from them. So we should set up defenses and security procedures ASAP.


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Alcibades wrote:

David .. I may need to check if that comes with a saddle and such ... even if it does it probablly doesn't come with saddle bags which i strongly recommend. Also, since you need to set up the alchemical shop somewhere and we now have a place maybe you and dakaar will want to split that because you have have an interest.

I am trying to work out the gold for everyone. I am going to send that out via email. I have made notes of what i think we should keep as part gear for resistance fighters. Although i am going to change that because i think we can get all the stuff i was going to say we should keep from the people we killed up stairs.

Jason if you have estimates on arms and armor of the upstairs tieflings and ones from before let me know. Also i would like an estimate on the alchemical stuff so dakaar can decide what is going on with that. I know we plan on returning a chunk of it but lets see what is what first.

Cost? Or tally?

IIRC
14 light cross bows
200 quarrels
14 studded leather armors
9 light maces
9 daggers
5 short swords
(280gp)
5 potions of cure light wounds

Alcibades wrote:


Also, Jason can you send out an email / post with the deals we negotiated with the shop keepers. I also have some questions pertaining to what we found and shop keepers but if i can see the list of what happened with the first it may job my memory.

I am definetly going to purchase a masterwork back pack.

I am also going to buy to shield of faith potions from Arael.

According to me records

The blacksmith and the Weaver agreed to buy at 60% and sell at 90% (I could be wrong)
The alchemist was no go.
The others did not have checks made yet.
Butcher, Miller/Baker, Dry goods, Jeweler, Dive bar.
The weapon-smith and his family are dead. you do not need to return their goods.
Backpack is fine. Don't forget Potions form Arael are at cost.
Alcibades wrote:


I would like to set up a base where we routed the tieflings from. I perform a very thorough inspection of the grounds over several days. I consider where a good alchemical shop would go. I also consider where a hospice may go and consider somewhere to train. I also look at damage to all the buildings and what it would take to get them into decent shape. Maybe not look great but at least capable of being locked down and useable. Knowledge engineering: 3d6 + 11 I also try to get my hands on any refrence books as needed for the job.

I also want to see the other pcs reaction to this.

That's it for now.

Are you waiting until fully recovered to explore?

Alone or with a bit of a group?
What about the side room with the wolf skeletons?
I'd like to know what parts of the ground you are exploring in what order.
You have seem most of the complex

There are 5 standing buildings in the plaza. They all have locks an are locked from the inside.
The Temple of Erastil
- In good condition. Lived in by the Bastards. The windows might need to be fixed since many of them got smashed in. The ground floor is large enough with high ceilings and could be used as a training room.
Carpenter - Unentered and slightly scorched on the outside
Shoemaker - Unentered and boarded up
Tailor - Badly Unentered burned, you have not been inside since that first night.
Woodcarver - Unentered, in good condition.


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Alchemical Stash
2 Fuse Grenades
2 Liquid Ice
1 Alchemists Fire
5 Alchemical grease
4 Flash Powders
4 Smoke pellets
200 gp of reagents that can be used to make other alchemical goods.


Since there was alot of alchemical activity going on. I'm investigating the possibility of local ingredients to the area, and will also scout the outlying territory for any useful ingredients. I will also ask our knowledgable Alcibades about this.

Alchemy: 3d6 + 5 ⇒ (3, 2, 3) + 5 = 13
Perception (Search)[ill make a few rolls for various areas...] (start at noon and go clockwise about 1 keep-size around the area:

3d6 + 7 ⇒ (4, 3, 6) + 7 = 20 3d6 + 7 ⇒ (1, 2, 4) + 7 = 14 3d6 + 7 ⇒ (2, 3, 3) + 7 = 15
3d6 + 7 ⇒ (5, 5, 6) + 7 = 23 --------------keep----------- 3d6 + 7 ⇒ (2, 6, 3) + 7 = 18
3d6 + 7 ⇒ (6, 5, 5) + 7 = 23 3d6 + 7 ⇒ (6, 5, 5) + 7 = 23 3d6 + 7 ⇒ (2, 1, 6) + 7 = 16

Dakaar is also very curious about the Council, and wonders if this will finally be a solid 'business' lead. When I am relatively healed, Dakaar will venture into town and start to try and collect information regarding the HellKnight group that Shanwen Shanwen belongs to, as well as this council. Dakaar will look at any previous contacts he had and try to get any information.

Diplomacy (Gather Intel):
(4 attempts at 4 locations)
3d6 + 1 ⇒ (2, 4, 4) + 1 = 11
3d6 + 1 ⇒ (2, 5, 6) + 1 = 14
3d6 + 1 ⇒ (6, 5, 1) + 1 = 13
3d6 + 1 ⇒ (2, 2, 6) + 1 = 11

Sense Motive Rolls for anyone I encounter that might be holding back or feeding me bad intel.
3d6 + 5 ⇒ (3, 2, 5) + 5 = 15
3d6 + 5 ⇒ (3, 4, 6) + 5 = 18
3d6 + 5 ⇒ (1, 6, 5) + 5 = 17
3d6 + 5 ⇒ (3, 3, 4) + 5 = 15

And also while in town, I will try and locate someone who can commission my ring for me. Before leaving the fort, I will ask arael for any possible leads on that.

XperimentalDM wrote:

Alchemical Stash

2 Fuse Grenades
2 Liquid Ice
1 Alchemists Fire
5 Alchemical grease
4 Flash Powders
4 Smoke pellets
200 gp of reagents that can be used to make other alchemical goods.


Can you send out the floor plans of the temple and sorounding buildings? i want to mark them up and send the back out.


Alcibades wrote:
Can you send out the floor plans of the temple and sorounding buildings? i want to mark them up and send the back out.

Can Areal create "magic weapon" potions? (From his war domain), or is that something that doesnt translate properly to a potion. Obv the weapon in question is myself, so maybbeee?


Male Human Ranger 13 Mythic 1
Dakaar wrote:
Alcibades wrote:
Can you send out the floor plans of the temple and sorounding buildings? i want to mark them up and send the back out.
Can Areal create "magic weapon" potions? (From his war domain), or is that something that doesnt translate properly to a potion. Obv the weapon in question is myself, so maybbeee?

I think the spell your looking for is called Magic Fang. Same as Magic Weapon but for natural weapons, like fists. As for making the temple and the outlying buildings our base, Aaron might go along with the idea, but states the fact that there would be no one around to guard it or anything that is there when we are away on an adventure, and it's not in the best part of the city... if you count it as being in the city to start with. Maybe claiming it, and allowing the resistance or whatever it is called use it as a another safe haven.


I have a lot of ideas on what to do with the possible base...

I like your idea of offering it to be used by the resistance. I allowing them to use one or two of the out buildings would be a good idea while reserving others for ourselves. Then i thinking Aya opening up a medical center in one of the buildings would be a good idea. Maybe she can get an apprentice from her church to be there all the time. (I make that suggestion to Aya.) This will hopefully raise our standing with the people.

We can also hold regular training sessions for their own defense. Maybe we can hire someone to run these sessions when we aren't around. (Their own defense and maybe for a future revolution or job offer.)

I was also thinking the shops that give the cleansing flame a discount should be given a banner signifying they are our patron stores to draw business and signify we will help them if needed.

My goal is to build our favor in the public eye while enhancing the military capability of the resistance.

If their are people who do not want to use this place as a base that is fine but I (Alcibades) intends to regardless with whoever is interested.


Over the next several days i begin searching all the unexplored areas. I take a 18 on each room. I accept help from anyone who will give it. I assume at least david and dakaar help me (hopefully Aaron and Aya as well). Search 18+2=20 plus aid or maybe that just shortens the search time.

After completing a room if anything needs to be fixed up i try to convince Aya and/or Aarael to cast:

Make Whole:
School transmutation; Level cleric 2, sorcerer/wizard 2

Range close (25 ft. + 5 ft./2 levels)

Target one object of up to 10 cu. ft./level or one construct creature of any size

This spell functions as mending, except that it repairs 1d6 points of damage per level when cast on a construct creature (maximum 5d6).

Make whole can fix destroyed magic items (at 0 hit points or less), and restores the magic properties of the item if your caster level is at least twice that of the item. Items with charges (such as wands) and single-use items (such as potions and scrolls) cannot be repaired in this way. When make whole is used on a construct creature, the spell bypasses any immunity to magic as if the spell did not allow spell resistance.

to fix it up. Diplomacy on Aarael... 3d6 + 12 ⇒ (6, 4, 1) + 12 = 23


Over the next several days i also want to return the goods (that we said we were going to) including about half of the alchemist goods (dakaar took the other half) i would like to try to negotiate the buy at 90 percent and sell at 60. I will throw in the banner / cleansing flame affiliate idea.

alchemist Diplomacy 3d6 + 12 ⇒ (1, 6, 6) + 12 = 25
Butcher Diplomacy 3d6 + 12 ⇒ (6, 6, 6) + 12 = 30
Miller/Baker Diplomacy 3d6 + 12 ⇒ (4, 4, 5) + 12 = 25
Dry goods Diplomacy 3d6 + 12 ⇒ (6, 4, 5) + 12 = 27
Jeweler Diplomacy 3d6 + 12 ⇒ (5, 4, 3) + 12 = 24
Dive bar Diplomacy 3d6 + 12 ⇒ (6, 4, 3) + 12 = 25


I would also let to gather information on the Council
Diplomacy 3d6 + 12 ⇒ (4, 4, 3) + 12 = 23
and teiflings in the are of our (at least my) new base.
Diplomacy 3d6 + 12 ⇒ (1, 2, 6) + 12 = 21


4-99 MAPS:
Dakaar wrote:

Since there was alot of alchemical activity going on. I'm investigating the possibility of local ingredients to the area, and will also scout the outlying territory for any useful ingredients. I will also ask our knowledgable Alcibades about this.

Alchemy: 3d6+5
Perception (Search)[ill make a few rolls for various areas...] (start at noon and go clockwise about 1 keep-size around the area:

3d6+7 3d6+7 3d6+7
3d6+7 --------------keep----------- 3d6+7
3d6+7 3d6+7 3d6+7

Dakaar is also very curious about the Council, and wonders if this will finally be a solid 'business' lead. When I am relatively healed, Dakaar will venture into town and start to try and collect information regarding the HellKnight group that Shanwen Shanwen belongs to, as well as this council. Dakaar will look at any previous contacts he had and try to get any information.

Diplomacy (Gather Intel):
(4 attempts at 4 locations)
3d6+1
3d6+1
3d6+1
3d6+1

Sense Motive Rolls for anyone I encounter that might be holding back or feeding me bad intel.
3d6+5
3d6+5
3d6+5
3d6+5

And also while in town, I will try and locate someone who can commission my ring for me. Before leaving the fort, I will ask arael for any possible leads on that.

Well there wasn't really. it is all pretty much stuff they stole from the alchemist they robbed. However, assuming you want to continue your search for local components you find nothing of particular use this time around.

As for looking into the council, your sources tell you little about them beyond the little information you already possess. As far as you can tell they aren't holding anything back.


4-99 MAPS:
Alcibades wrote:

Over the next several days i begin searching all the unexplored areas. I take a 18 on each room. I accept help from anyone who will give it. I assume at least david and dakaar help me (hopefully Aaron and Aya as well). Search 18+2=20 plus aid or maybe that just shortens the search time.

After completing a room if anything needs to be fixed up i try to convince Aya and/or Aarael to cast:

** spoiler omitted **

to fix it up. Diplomacy on Aarael... 3d6 + 12

Ok the unexplored areas include

the side crypt underground, which you know contains wolf skeletons.
The boarded up building which appears to be a carpenters shope
The shoemakers house.
The Taylor's house which you burned
A wood carvers shop
I know you want to explore all of them, I just want to know which one you are beginning with and are you entering from below or trying to open the front door.


4-99 MAPS:
Alcibades wrote:

I have a lot of ideas on what to do with the possible base...

I like your idea of offering it to be used by the resistance. I allowing them to use one or two of the out buildings would be a good idea while reserving others for ourselves. Then i thinking Aya opening up a medical center in one of the buildings would be a good idea. Maybe she can get an apprentice from her church to be there all the time. (I make that suggestion to Aya.) This will hopefully raise our standing with the people.

We can also hold regular training sessions for their own defense. Maybe we can hire someone to run these sessions when we aren't around. (Their own defense and maybe for a future revolution or job offer.)

I was also thinking the shops that give the cleansing flame a discount should be given a banner signifying they are our patron stores to draw business and signify we will help them if needed.

My goal is to build our favor in the public eye while enhancing the military capability of the resistance.

If their are people who do not want to use this place as a base that is fine but I (Alcibades) intends to regardless with whoever is interested.

Areal "Using this place as an additional base of operations sound like a good idea. I am a bit concerned about what may happen if the ones who hired this bunch come looking for their employees. The constant need to cross the city walls may also be a problem, but we may be able to scout out a path through the sewers. Getting the people on our side by running a clinic isn't a bad idea, but an open display of affiliation will likely bring the Order of the Rack down on up. They and the dottari will view us as rebels to be rooted out and eliminated."


4-99 MAPS:
Dakaar wrote:
Alcibades wrote:
Can you send out the floor plans of the temple and sorounding buildings? i want to mark them up and send the back out.
Can Areal create "magic weapon" potions? (From his war domain), or is that something that doesnt translate properly to a potion. Obv the weapon in question is myself, so maybbeee?

I would say yes he can, and it would be an Oil of Magic Weapon applied to the weapon.


4-99 MAPS:
Alcibades wrote:

Over the next several days i begin searching all the unexplored areas. I take a 18 on each room. I accept help from anyone who will give it. I assume at least david and dakaar help me (hopefully Aaron and Aya as well). Search 18+2=20 plus aid or maybe that just shortens the search time.

After completing a room if anything needs to be fixed up i try to convince Aya and/or Aarael to cast:

** spoiler omitted **

to fix it up. Diplomacy on Aarael... 3d6 + 12

Areal will gladly cast some Make Wholes for you over the course of a few days. This will remove the burning and broken windows from several buildings.


4-99 MAPS:
Alcibades wrote:

Over the next several days i also want to return the goods (that we said we were going to) including about half of the alchemist goods (dakaar took the other half) i would like to try to negotiate the buy at 90 percent and sell at 60. I will throw in the banner / cleansing flame affiliate idea.

alchemist Diplomacy 3d6 + 12
Butcher Diplomacy 3d6 + 12
Miller/Baker Diplomacy 3d6 + 12
Dry goods Diplomacy 3d6 + 12
Jeweler Diplomacy 3d6 + 12
Dive bar Diplomacy 3d6 + 12

When you arrive at the alchemist's shop it looks closed down.


I am making a few assumptions about timeline here so please correct me if I am wrong.

After delivering Palaveen to the Rundottari. You take several days to rest up. (3 i assume, based on some ability damage Dakaar has and the need to heal wound damage for several PCs). Then the grounds are searched and mended while Dakaar does a little research on the council. Alcibiades helps return some goods and tries to make some connections before doing his own research into the council. If there is anything that has to be added in let me know.

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