Korvosa Unchained - CotCT playtesting new rules (Inactive)

Game Master Darkness Rising

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Soldado jabs a blood-encrusted finger at Lorick - or at least, where he currently sees Lorick to be (he's about 2 feet out). "That was, that was..." he blinks, owlishly, with his one good eye. "That was before. Before all THIS. Wassa pointa the law, right, right, wassa point, when suddenly the whole city's your enemy, yeah? Didja know that? S'posed to protect and serve, but who protects us fromma city, hey?"

He takes a deep breath. "Who protected the poor Captain, hey? When we were tryin' to, to look after the food an' keep it rationed out, who protected him from the-" he spits - "the law-abiding citizens who lynched him, hey? Tell me that. An' then give me an' Ianril here this-" he points at their various injuries- "Just for tryin' to, to, cut his body down an' give it a burial. What did he ever do to deserve that, hey?"

Ianril nods, as a small tear trickles down his cheek and vanishes into his grubby beard. "Poor Cap'n."

Soldado glowers at Lorick. "An' then, just when, right, you think, oh sh*t this is the end, it can't poss- pobissly- can't get any worse, somehow it does!" He slumps forward in his seat, and puts his head in his arms.

The dwarf shivers and hugs himself, whispering one word, almost to himself: "Vancaskerkin."


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White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

"You two are a couple of sorry sods!" bursts Evelyn suddenly.

See, thing is, living on the wrong side of the law most of your life gives one a rather colored view of justice.

All of the Lamms at one point or another hoped with all their heart that some guard, guard, or hero would show up and make all the bad things go away. Of course, that wasn't the way things worked, but all those years of disappointment culminated in some rather skewed feelings on lawmen, one's that were boiling over at the moment.

"Your cities burning to the ground and you have the gall to crawl into this hole and wallow in your own self-pity? Well get off it!"

"Things are bad everywhere, and for everyone. But you're the guard for thrones sake! The ones who are supposed to stand up and keep innocent folk out of the fray, keep them from getting hurt. That's your job."

"That's what your Captain was doing when he bit it, right? Doing his best with what he had - to hold the last shreds of this city together. Yet here you two are, spitting in the face of it all for your own sakes! The Guard needs every single hand they have right now, because once they finally give up the ghost then that's it; cities finished. What they DON'T need is to be spending time and resources hunting down those of you decided to hold yourselves above your duty."

She smacks the dwarf on the back of the head. Not enough to hurt, just enough to get his attention.

"Hear that, Ianril!? Look who's here to clean up this mess we've found ourselves in. Evelyn, and the rest of the low-lifes, sent to round up Vancaskerkin along with all you other disgraces."

She stands there after her rant, heavily breathing and face flush with frustration. Truthfully she hadn't thought her impromptu speech out very well (obvious, given its abrupt ending), nor the futility that comes from preaching to drunks.

"Well!?" she demands.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet whistles, long and low. Bravo, kid, bravo! You may actually have the stuff that queens are made of.

After the guards respond to Evelyn's scolding, Juliet turns to the dwarf, addressing him in an even, kindly tone. "You mentioned Vancaskerkin? Why so, um, shivery? What's he up to? And where?"


It's fair to say Evelyn has their attention. Sergeant Soldado shifts uneasily in his seat. "Nice words, little girl - but." He waves a muzzy finger in the air. "Far as I can tell, there's no Guard left. Vanc-" he chokes on the word. "told me what happened here, 's happened everywhere. Guard lynched, captains fled or killed, Kroft a goner too. 'S nothing left."

Ianril pipes up. "An' why, why would we wanna protect them citizens who don't want us anyhow? There in't no Law, now - how'd you tell an angry mob to put the food back? 'S not our problem no more."

The Korvosan Guard are raised on pride: pride in the law, pride in their duty to the city, and pride in their own incorruptibility. Apparently when it shatters, it breaks hard.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Vancaskerkin's not wrong Lorick says But he ain't right either. The Guard broke but it didn't shatter, it's held and it's rebuilding. Kroft ain't a goner. She's getting patrols sorted out from Volshyenek to try and bring the city back from the madness that got Somelen. Iro knows she's hard pressed. Desperate enough to conscript people like us into the Guard. Her job would be a hell of lot easier if Guards like you were there with her. Somelen didn't deserve what happened to him. But his memory deserves better than what you two are doing. Who the hell told you that Kroft's taking a ride on the River of Souls?


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet scowls. Drunk and gullible.

"Lorick's right. We've seen the guard - lots of 'em - working out of Volschyenek, and Kroft was upright and bossy as of this morning."

"Think about this for a second. If the whole city wanted the guard dead, you'd all be dead, even you two, long before you ever got here to drink yourself into a pity pit. The city would be destroyed."

"But its not. Yet. Parts of it are even quiet. And the parts that aren't? Even in those parts, most people just want to live their lives. Just want to provide for their families. They're not out there murdering guards. The vast majority of Korvosa's citizens are depending on you. And you two sorry suckers are letting them down. And your fellow guards too, who have to pick up your slack."

"Vancaskerkin sold you a plate of b~+!~*%$, and you sorry sacks lapped it up like a couple of sewer rats. Kroft's alive, dummies. You're alive, dummies. Get sober, get to work. Korvosa needs you."


Male Half-Elf Armorist (Soaring Blade) 4; AC 19, touch 12, flat-footed 17, CMD 18*; HP 30/36; SP 8/8; Fort +7*, Ref +4*, Will +6*; Initiative +5*; Perception +11, Sense Motive +10

'They are rather good at this,' Vaenathis thinks as he watches and listens.

"Actually, get sober, get cleaned up, then get back to work," he mutters softly under his breath.


DM Screen:
1d20 + 9 ⇒ (11) + 9 = 20

1d20 + 7 ⇒ (5) + 7 = 12

1d20 + 6 ⇒ (10) + 6 = 16

1d20 + 7 ⇒ (7) + 7 = 14

It's as if something visibly snaps at your words - Soldado's and Ianril's expression changes, as if their eyes suddenly see clearly (although both are still quite drunk).

GEHENNA:
Something really did snap, although only you seem to have heard it; judging from the sound/flavour/whatever (magic is really hard to describe in terms of the usual 5 senses), it was from the Enchantment school, and it was powerful: far more so than anything you could cast.

The dwarf is the first to speak: "Sarge, why'd we take that bastard little c*cksucker's word for anything?"

Soldado rubs his forehead, trying to think through the alcoholic haze. "Dunno. Cos he was convincing. Cos he was good people! He'd never lied 'bout anything - straight as they come." He shivers. "Or he was. How could he do that?!" He shakes his head. "Doesn't make sense. But then nothing does. C'mon, you. If Kroft's still with us, we'd better go report in."

The dwarf looks suddenly uneasy. "What we gonna tell her, Sarge?"

Soldado smacks him upside the back of the head. "The truth, you numbnut! You don't lie to the Field-Marshal. You're a Guardsman. For Abadar's sake, act like one." He pulls at what remains of his uniform, before looking at you. He's still bleary from the liquor he's consumed, but the stench of despair and failure that was surrounding him has vanished.

He nods at you slowly, in thanks. "Be seeing you. If you want Vancaskerkin, he's holed up in-" he shudders - "a butcher's shop. Called All the World's Meat." He shudders again, almost convulsively. "He - he was good people once, just remember that, OK? Whatever you find. He was good people."

Weaving slightly, the two of them stand up and make their way out, back on duty.

JULIET:
That butcher's shop name rings a bell - you've a feeling it's on the Southeast corner of North Point, where St Alika Way starts to turn and join up with Sunrise Boulevard.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet watches the guards go, wondering for a moment if she should help them get back, before deciding against it. The amount of blood and dirt on those two, they'd get no interference.

"All the World's Meat. I know it. Aunt used to work there when I was a girl. Unless someone wants a drink, follow me. Any thoughts on what we do when we get there?"


Female tiefling White-haired Witch 2; HP 16/16; AC 13 (17 w/MA), touch 13, ff 10 (14); CMD 14; F+2, R+4, W+4; Initiative +3; Perception +5, Intimidate +9

Once the guards have taken their leave, Gehenna speaks quietly to the group.

"Something is very wrong here," she says with a tinge of paranoia creeping into her voice. Gehenna couldn't quite pin down exactly what it was that had been affecting the guards, but it was out her league to be sure.

"I think... up until a moment ago those two where under another's influence. Not personal, not entirely anyway, but magical. Strong magic."

She places her hand on her chin and continues furtively.

"Vancaskerkin's work? But, he's just a guard right? Someone behind him as well?"

It was a bad feeling. Briefly, Gehenna considers the soft beds and warm halls of the Acadamae with longing. She even considers fleeing to her own dilapidated hovel, but such thoughts are quickly dismissed. It was too soon (and too late) to quit now.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Magic? Always tried to stay away from inerferin' with magic. Lorick says cracking his knuckels to hide his nervousnessThis Vancascerkin's had a good rep up until now so I figger he's hit with the mojo too. Unless you or Evelyn know of some way we can protect ourselves from whatever was messing with Soldado and the dwarf guard we'll just find out when we see him. Those two were scared as hell of the butcher shop though.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet nods. "Could be he's more than just a guard. Keep your wits about you, and when we get to the butcher's, we should stay together. If Vancaskerkin can affect people's memories, best we not let anyone alone with him."

"Should we pose as hungry folk, there to buy some meat?"


It takes you some time to cross North Point, and by the time you reach your destination it is early afternoon.

A sign bearing the image of a fat, smiling cow hangs above the entrance to All the World's Meat. Inside, a long counter runs over half the room’s width, beyond which a door stands ajar. A marble-topped
table displays a few, puny cuts of meat before the wide, grimy window. A multitude of flies crawl and circle in the air above the meat.

A handful of desperate locals who arrived late - for whatever reason - are pleading with two men in Guard uniforms, trying to make their case for the last few bits of meat. The two men (one tall, with bushy eyebrows that merge into one just above his large flat nose and the other a wheezy man whose chainmail doesn’t quite fit his ample frame) look supremely uninterested, and seem to make their choice almost arbitrarily.

Once the last cuts have been distributed, the crowd disperses. The two men look at you suspiciously: you clearly aren't locals. "We're done for the day - kick off" Wheezy sneers at you. Eyebrows looks more closely. "Unless you're here for the...special cuts?" He puts the emphasis on 'cuts'.

Lorick:
That sort of slang in the underworld tends to be about giving someone a kicking - or worse. Seems they're offering themselves out as hired muscle, in addition to handing out free meat. Odd combination, but there you go; odd times in general.

Mechanics:

Lore, Criminals: 1d20 + 4 ⇒ (17) + 4 = 21


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet wretches a little at the sight of the flies, but says nothing until the customers have been dispersed.

Raising an eyebrow to the others, she puts on her most convincing smile, her voice even, inquisitive. "Yep. Here for the special cuts. What're they gonna run?"

Mechanics:
bluff: 1d20 + 7 ⇒ (12) + 7 = 19


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

You know how it is friends. Would be rude not to bring a little something extra to a party we're inviting ourselves to

OOC:
A bit of flavour, wouldn't say this if I need to roll a Bluff. Edit: Ah forget it, got a better idea. AID BLUFF

Mechanics:
Aid:Bluff: 1d20 - 1 ⇒ (1) - 1 = 0 Oh Lord hope we can't fail aid skill checks in this game :(


DM Screen:

1d20 + 4 + 5 ⇒ (9) + 4 + 5 = 18
1d20 + 4 + 5 ⇒ (7) + 4 + 5 = 16

Riiiiiiiiight

Despite Juliet not having a clue what the topic is, and despite the fact that you all seem fairly capable of handling your own problems, the guards believe you (possibly the thought of earning more gold has distracted them from some inconvenient truths; they wouldn't be the first).

Eyebrows nods. "Fine. Come back this evening, once we've shut up shop. We don't discuss this sort of thing in the street."

...

..

.

FIREDAY, 16 GOZRAN 4715 A.R.

Evening

It is not yet entirely dark; Spring is well on the way and the days are getting visibly longer. The sun is low in the sky, no longer visible behind the buildings of Korvosa; but its fading light continues to provide illumination.

You loiter on the street outside the shop, avoiding the other small groups and individuals who are clearly there for the same purpose; their shifty expressions and darting eyes betray their guilt, if nothing else. Eventually, the door opens and another Guard appears; you don't recognise him. He points at one of the strangers, apparently at random. "You." The cloaked figure (impossible to tell if it's a man or woman) enters; there's a brief conversation and the clink of coin before they exit and someone else (two someone elses, in this case) is called in.

The process is repeated three or four times, before you are called in. The door shuts behind you and you find yourselves in front of the butcher's counter, surrounded by half a dozen (presumably former) members of the Guard. Their boss is a handsome man who still wears his Korvosan Guard livery and armor, even though he abandoned everything it stands for by organizing his gang. A bow is slung over his shoulder and he carries a long spear in one hand.

He looks young to be a Captain, almost boyishly youthful - apart from his eyes, which are cold. He looks you over appraisingly. "So, who's giving you so much trouble that you've come to the Cow Hammer Boys to put a stop to them? Or do you just not want to get your own hands dirty?"


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

While they loiter

You magic girls feel anything odd in this place like the mojo that was on Soldado and Ianril? Any ideas on how to break it? Managed to snap those two out of it by just talking to 'em and telling 'em Kroft's still on this side of the viel. Could that work again? Cuts are thugs hired for nasty business by the by.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Loitering

Juliet paces back and forth, all agitated energy, staying within the general area of her group, but to the outside. Trying to gather any tidbits from the others waiting around. Who they are, why they're here, and the like.

Turning to Lorick, the singer frowns. "Woops. Hopefully they don't jump us when we go back in. What does a hired thug 'for nasty business' cost? I gave the only ten sails I had on me to the corporal."

Evening

The answer comes before Juliet even knows it's coming, spilling out her mouth, much to her own dismay. Word-vomit. Chaos. Ointment-loving horseflies.

"Gaedren Lamm. Not too big a fish for the Cow Hammer Boys, from what I hear. Hope I heard right, and you're not just small-time."

My f&$$ing mouth.


Male Half-Elf Armorist (Soaring Blade) 4; AC 19, touch 12, flat-footed 17, CMD 18*; HP 30/36; SP 8/8; Fort +7*, Ref +4*, Will +6*; Initiative +5*; Perception +11, Sense Motive +10

"Yes, well...," Vaenathis mutters before his brain finally catches up with his mouth. Turning his head, he looks at Juliet. He then looks at the young-looking Captain before his eyes move from one of his companions to the next to end up on Juliet yet again.

'Wait, what?' He almost sighs in relief once he realizes his confusion is not given word, only thought.


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

Evelyn tenses up at Juliet's words, but says nothing. Instead she does her best to place her hand close to her spell pouch casually.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

That'll cost more than ten sails Lorick mutters under his breath.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Then Lorick has his own bright idea and he nods at Juliet's words

City's a mess right now. No better time to take over the spider yeah? Time's running short too with Kroft sending her pig guards back out to get things back under control


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

LOITERING

Evelyn speaks up from the group. "Look, if things go south, for whatever reason." she shoots an accusatory at Juliet "we'll probably be in a bad spot. If things start looking like they'll end then I'll need some time to call upon my family. So make something up, improvise, and get me an excuse to step out for a minute or two and I'll come right back with the cavalry."


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

LOITERING

Juliet shrugs as Evelyn gives her a withering stare. "What?"

EVENING

OOC:
NICE, Lorick!

Saved by the jaw. Juliet was beginning to appreciate the guy more and more. He may not have been educated, but Lorick was definitely cunning, and quick on his feet. Nodding, the singer continues, doing what is becoming natural, talking her way out of boxes she's put herself into.

"That's right. We heard you were good at solving problems for people. We got one. See, we want Lamm. More specifically, we want what Lamm's got. And, we figure, you do to. So, a partnership seems natural."

"Lamm, he's strong, no doubt. But he's the weakest he's been in years. Perhaps you heard, but the Bone/Kracks have gone solo. Duo, whatever."

"Word on the street is that the crown want to start looking into the spider, on account there can only be one royal family in Korvosa, and Lamm's getting a little too sure its him."

"And there's a new shiver outfit in town, from Absalom. There's room out there, and people are squeezing into it, like a fine black dress."

Juliet pauses a second, for dramatic effect, making sure she's got the leader's attention.

"Most of Lamm's organization is logistics, with a good amount of security at Eel's End. Outside of that, Lamm's got a few teams, work the town, solve problems for him. We have it on good authority that one is heading for an old fishery tonight, gonna hit the new fish from down south. We can probably take them, but we want to make sure that it goes off without a hitch, chinney? That's where you come in. Send three of your guys, that should be enough. 50-50 partners from here on out."

"After Lamm's team takes out the cook, we take out Lamm's team. Now Absalom's distribution is ours, and Lamm's down two teams."

"You might ask how Lamm's down two teams? One's the suckers Lamm's sending to the fishery tonight. The other team is us. I'm telling you, with the riots, the defections, the crown's boot on his neck, this is the best opportunity any of us are going to get."

"My name is Nadezhda Dooriya. We look forward to working with you, Verik Vancaskerkin."

Juliet holds the stare of the man who can only be Vancaskerkin, and waits while the seconds tick off like days.

"Think about it, but not too long. Lamb's team's hitting the cook tonight."

mechanics:

Figure the Cow Hammer Boys won't have heard of the fishery hit since the city went up in flames while we were carrying that out. Juliet's using the inspired trait to roll twice on this check.

bluff: 1d20 + 7 ⇒ (10) + 7 = 17
bluff, inspired trait: 1d20 + 7 ⇒ (19) + 7 = 26


OOC:
Ooooh, me likey! Let's see what the dice have to say

Mechanics:

Sense Motive, V: 1d20 + 6 ⇒ (18) + 6 = 24

Well, shoot. Looks like the dice gods are on your side today.

After a long, long, moment, in which Vancaskerkin looks at you closely and time itself seems to pause, the ex-Captain smiles broadly.

"Lamm, huh? I was this close to ending you! But you're right, this isn't normal times. Still, can't be too careful. I'm not having you come with us and double-cross us. Give me the address and we'll go."

"In return, you will do our little errands here." He passes you a list of five addresses, all local, each one with a name next to it. "All of these losers have to go. Bring 'em back here, dead, by midnight tonight. We'll be back by then and we'll talk. Assuming your information is good."

He pauses. "We have a deal?"


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Well, s+~#. No divide and conquer then.

Juliet shrugs, feigning nonchalance, and takes the list. "Deal. If you're doing the deed on Lamm's team, we can stay working with King Spider, undo him from the inside out while the pressure's on. Fishery's in Midland, just off Warehouse Way..."

After giving directions, Juliet nods. "Nice to meet new friends. We should get going, you need all five of these folks by midnight."

-------

Outside, after walking a couple of blocks, Juliet examines the list, looking for names or addresses that may be familiar. While doing so, she says, "Was hoping to split them up, but Vancaskerkin's too wily for that. Should we ambush them? At the fishery? Outside their shop? Wait until they leave and set up in the butcher's shop? Something else?"


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Lorick looks the list over as well.

Can't set ambush here. Their territory. Don't know what route they'll take either and I don't think we're good enough to shadow 'em silently. We'll have to set the ambush at the cook's place. Mebbe your family can act as a distraction to peel some of the thugs off so we can go for the head. Something tells me Vancaskerkin is the heart, soul, and head of the gang knock him out and the rest might just scatter.

He looks at the magically inclined of the group.

You feel anything in there? We know magic's in play, if we can get rid of it somehow it might not even come to a brawl


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

Evelyn shakes her head. "I didn't have a chance to cast anything with how closely they were watching."


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet nods. "I think you're right, Lorick. We take him down, the others won't put up a fight."

"Evelyn, if we hide out, can you call your family to be a decoy?"


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

"A Decoy is hardly the polite term for us, but I can make myself the center attention nevertheless."


Male Half-Elf Armorist (Soaring Blade) 4; AC 19, touch 12, flat-footed 17, CMD 18*; HP 30/36; SP 8/8; Fort +7*, Ref +4*, Will +6*; Initiative +5*; Perception +11, Sense Motive +10

"I am sure you can," Vaen agrees with a soft chuckle. "Do we aim to knock the good ex-Captain out? Or something more?"

"Either way, if we are to go with the ambush plan at the fishery, and I see no reason why not," he adds, "we might want to hurry. We do not just need to get there ahead of time, but we also need to do so without being seen by any of Vancaskerkin's informants. I am sure he has his share of those."


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

These five names. Any of 'em close to the cook's place?


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet passes the list around so that everyone can get a good look.

"Vaen's right. I'm sure we've got a little time while they get prepared, but we need to set up an ambush for them."

"Lorick, think you can concentrate on Vancaskerin, knock him out? Evelyn, Gehenna, do you have any magic that can help with that?"

"It would be good if we can get the first strike in - may be able to take Vancaskerkin down before they know what hit 'em."

OOC:
Hustle to the fishery, so that we can get everyone in place?


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

"Have you considered that Vancaskerin might have given at least some consideration that we might cross him? I mean, the man has survived out here this long so he's no fool. If we set a trap and he personally doesn't end up in it then we'll be worse of than before."


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

To Juliet Got a potion of Bull Strength *should* help with knocking him around silly. A stab or two to soften him up should help put 'im to an unwanted sleep

To Evelyn Man seemed spooked at being split up so I don't think he'd want to be caught alone. Seems like he's made a lot of enemies since he decided to live the life of a thug boss. Got a point though

Lorick tries to keep an eye out to see if they're being tailed.

Mechanics:
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

OOC:
As far as I understand the non lethal rules, normal damage makes it faster for the non lethal damage to knock someone out. Don't see what else we can do except set up an ambush outside of his territory. Do we have any good spells to scare mooks off?


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

OOC:

I got daze monster but that's only good for one mook at a time. I can cast Glue Seal on Vancaskerin, though.


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

OOC:
Glue seal sounds like a good opening move


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet pulls her cloak tight against the wind - and Evelyn's disapproval. "It did occur to me - just not as soon as I opened my mouth. You're right though. He could be setting us up. But I think his greed trumps his good sense. He'll see this through, with the thought to betray us later. There's a big fat fish dangling in front of him, and he's gonna want to grab all of it - the shiver, the turf, us."

"And Lorick's right - he's going to stick with his people. 'Cause they're the only ones he's got. He just went rogue a couple of days ago. If they go in, he'll be with them."

Juliet clears her throat. "Plus, people tell me I'm a pretty good actress."

Looking down at her azure cloak, the singer pauses for a beat, her mind deep in thought. "I'll be a decoy. Just need to grab a cloak off the body of one of the dead in the fishery. Call your family when they get close, Evelyn, and your kin and I will enter the fishery together. Them we jump them. Quick and dirty."


Female tiefling White-haired Witch 2; HP 16/16; AC 13 (17 w/MA), touch 13, ff 10 (14); CMD 14; F+2, R+4, W+4; Initiative +3; Perception +5, Intimidate +9

OOC:
Sorry about being out-of-commission, family stuff came up.

As far as utility goes Gehenna can prepare healing or a few debilitating spells. She has cause fear (will save and ineffective against 6HD or more), ear-piercing scream (daze and damage. Fort save, so probably less effective against toughs) and ill omen. The latter makes an enemy roll their next d20 twice and take the worse result. No resist, but still single target.

She's very good at grappling though, which can lead to pinned and even bond foes with some kind of restraint.

Another tact is enlarge person for the martials. Unfortunately that's her only non-personal buff.

Only get 3 spells per day, and one pretty much needs to be mage armor.

"I can of course offer healing magics. Or if we're feeling bold, and I dare say that isn't inaccurate, I could forgo healing spells for debilitation. My more... inherent talent should be useful as a means of restraint," Gehenna says pointing at her hair. "Provided I'm not run through right away.

She sighs; detached despite the severity of the situation.

"If only he hadn't been so guarded. As expected, the man does not match the reputation. I wish I could have looked for signs of outside influence. It could be disastrous if he has someone with potent magical talents backing him when we start this fight."


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Wouldn't mind being larger when the time comes. Lorick nods at Gehenna. Might just take him down in one shot then. We lead 'em inside the cook's basement or his flophouse?


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

OOC:
We never saw the inside of the cook's basement, but I assume it isn't as big as the flophouse.

Juliet thinks for a second, trying to recall the layout of the fishery. "Here's what I think, but I'm sure everyone can come up with tweaks or better ideas."

"The decoys - me and Evelyn's family, maybe Evelyn if she's got to be with her folks - come out an alleyway and into the flophouse. Vancaskerkin and his men'll be nearby, waiting for "Lamm's team" to make an appearance. The decoys go into the fishery, cross to the back of the room, beyond the wall studs to give them cover from ranged attacks. Lorick and Vaen hide behind a couple of tipped over tables, by the door. The bad guys'll have their attention on us decoys. They go into the room, to come after us decoys at the back. Lorick and Vaen spring out of hiding, and we've got them cut off from the exit, surprised, and encircled. We concentrate on Vancaskerkin and take him down, give the others the option to head back to the guard. Any that decline, we take down too."

"Gehenna maybe hides out on the catwalk, if her hair can reach the bad guys. Then she's our artillery."


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

ooc:
We did, there was no map but that's where we straight up murdered the cook and smashed up his furniture. But your plan in the flophouse is great so that works for me too


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

In regard to her family "Keep in mind that they cannot stay in the material realm long, maybe two minutes at most. Barring that, once we've sprung the trap I can bring six or seven to bear if need be. They'll be overwhelmed in numbers alone, and Sir deGrey is always available should we need an alternative."


Human Monk Unchained/1 | HP 14/14| AC 14 T 14 FF 12 | Saves F 5 R 5 W 4 | CMD 18| Per +6 | Init +3 | Stamina 4/4 | S.Fist 1/1 Status Effects: None

Numbers work. Your family can tie up buddy boy's stooges while we go after the head man himself

OOC:
I think we have a plan?


Female tiefling White-haired Witch 2; HP 16/16; AC 13 (17 w/MA), touch 13, ff 10 (14); CMD 14; F+2, R+4, W+4; Initiative +3; Perception +5, Intimidate +9

Gehenna shakes her head.

"I have no such reach. But that is an interesting idea which I had not thought of...," she says, closing her eyes in contemplation.

"B-but that aside, If Everlyn's kin can keep the bodyguards at bay I may be able to restrain Vancaskerkin. Especially if he's surrounded and unable to defend himself properly."

"Um, do you mind if I look at the 'errand' list he gave us? Just in case anything is familiar... or might shine some light on whether or not this man really is just a thug or working for someone else."


Gehenna:

The names are not people of note, just locals who have upset other locals enough that they're willing to pay Vancaskerkin's mob enough to off them.

Vancaskerkin is no fool, and he moves cautiously through the city. By disregarding caution you are able to race him to the abandoned fishery, and set up an ambush.

He and his men arrive about ten minutes after you do; you hear the clank of their armour as they walk down the street. Vancaskerkin deputes two of his men to guard the main entrance, while he and the rest approach the den by the side door...

Now is your time.

MAP LINK

Surprise Round is GO! State your starting position and move from there. Remember that in a Surprise round you have 2 actions (plus 1 swift action)


White Necromancer 4 HP 26/26 | AC 10 (touch 10, flat 10, CMD 14); Saves F+4 R+2 W+5; Perception +8

By the time they arrived there was little time to execute any sort of elegant ploy. Instead Evelyn simply rushes up stairs and crouches down on the catwalk in the hopes of concealing herself somewhat.

She drops a knuckle between a crack in the floorboards into the room below and seconds later a fully formed skeleton stands ready to fight.

Mechanics:

Evelyn is starting at I11 in the upper area.

Summoning a skeleton to I11 in the lower area.

Skeleton moves to G15


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet raises a finger to her lips as the armor clanking comes through the fishery's walls. One good thing about the guard - stealth wasn't really their thing. As silently as possible, the singer follows along the wall, Spite drawn. As the guardsmen stop outside the east door, Juliet leans the table in the corner on its side and crouches behind it, leaving enough of a space between the table and the wall to peer out.

OOC:
Juliet will wait until Vancaskerkin enters the room and then tip the table down, barring escape through the east door (1 action) and stab Vancaskerkin if possible or whoever is closest (1 action). If Vancaskerkin doesn't enter last, Juliet hopes to cut off the bad guys behind Vancaskerkin from getting into the room for a round or two.

I suppose if the doors open inward, Juliet will simply hide behind a door instead.

Mechanics:

attack: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d6 + 4 ⇒ (1) + 4 = 5
crit confirm: 1d20 + 7 ⇒ (20) + 7 = 27
crit damage: 1d6 + 4 ⇒ (3) + 4 = 7

OOC:
This dice roller loves Juliet!


Male Half-Elf Armorist (Soaring Blade) 4; AC 19, touch 12, flat-footed 17, CMD 18*; HP 30/36; SP 8/8; Fort +7*, Ref +4*, Will +6*; Initiative +5*; Perception +11, Sense Motive +10

OOC:
May I ask where Juliet is standing? Because ideally Vaenathis would seek to position himself opposite her so that they flank their target(s).


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

OOC:
Oops, sorry Vaen. I'm looking at E18, or if the bad guys move to the door to the north, E6.

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