Lunar Sloth's Second Darkness

Game Master Slothsy

But down in the underground
You'll find someone true
Down in the underground
A land serene
A crystal moon
(David Bowie, Underground)

Map of current encounter Here.

Map of the Gold Goblin - All 3 Floors

Map Locations:

1. Grand Entrance
2. Casino Floor
3. Cashier
4. Cashier's Cage
5. Guardroom
6. Cash Storage
7. Counting Room
8. Night Vault
9. Floor Manager's Office
10. Private Dining Rooms
11. Cellar Entrance
12. Kitchen
13. Scullery
14. Staff Lounge
15. The Goblin's Tankard
16. Privies - These are private bathrooms marked with a sword and a cup, but no other indication of what gender each bathroom is meant for.
17. Atrium
18. Master Suite
19. Guest Rooms
20. Guest Suite - A nicer version of the guest suite that includes lodgings for servants.
21. Linen Storage
22. Staff Quarters - These are for common staff, or temporary hired guards.
23. Dressing Room - Includes costumes for theme events, or for performances.
24. Waiting Area (Where you met with Saul)
25. Owner's Office - Saul's personal office.
26. Record Room
27. Dining Room
28. Saul's Personal Bedroom
29. Your Quarters. Three bunk beds are shoved against the walls next to a pair of wide wardrobes. A small table with three chairs is pushed into one corner, and two overstuffed chairs sit on a wolfskin rug before the hearth. The entrance to a small privy is covered by a thin curtain.
30. Security Catwalks
31. Wine Cellar
32. Wrangler's Chamber
33. The Red Room (underground bar)
34. Guard Alcove (secret entrance to the fighting pit)
35. Armory
36. Infirmary (For Injured Animals)
37. Kennel (currently has a fat boar [Pigsaw], 5 dogs, 2 monkeys)
38. Arena (holds 30 spectators, 1 sp cover charge)
39. The Octahedron (main fighting pit)

Map of Riddleport


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Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

1

"In what I have learned about Riddleport the only justice Saul may see is my Rapier up his fat gut," Mazra will say somewhat matter-of-factly.

"The Kitchen may be the best way to enter. And unless we can send someone in ahead to scout out where Saul and his minions are without getting noticed, we just go in and deal with whatever challenges we face one at a time. We need to stay together though in case someone gets hurt, so I can get Cayden to quickly help," Mazra looks to refill his tankard.


"Scouting is a possibility. I have the ability to make people invisible and I can also disguise myself if we need to trick them into thinking someone else, say Ziphras or one of his men has come to speak with Saul."
Slothsy, ok to assume with that Knowledge (Planes) roll and what the party has already observed about Old Scratch that we know the important things about imps? (which have a big impact on planning this out)

Liberty's Edge

they/them pronouns

Between observing him, and your high roll, you know most of what there is to know about imps. You can also guess that he probably has some sort of contract with Saul and isn't there out of the goodness of his heart.


"Of course Old Scratch can turn invisible too. I'm probably the only one who can do anything about that. I have a spell that will prevent him from hiding and could blind him. Unless someone else has a suggestion for dealing with his invisibility, I think I'd better prepare that spell or I could take a couple hours and scribe a scroll that either I or Vark could use. We also have to figure out how to eliminate his ability to fly. Do any of you have tanglefoot bags? I think whoever is going after him needs to be armed with them. Once we knock him to the ground, we can use Nel's silver sword to send him back to hell."


Kwava nods and says, "That seems to be a reasonable plan. Normally I would return to my company, but I will attend to this matter with you. When do you think we should strike?"


"I'd say as soon as I can prepare spells. A little longer though if you want me to take the time to scribe a scroll."


Female Half Elf Cavalier (Order of the tome) 5 | AC 21 T 11 FF 23| HP 46/77 | Fort + 8 Ref +4 Will +3 | Init + 3 | Perc + 9
Status:
Status: None | Challenge 2/2 Tactician 2/2
Gibraltar 34/34 hp

"The only way I know to access the room to the vault is through the gambling hall floor. However, I believe that we have some time to rest and prepare. Saul will no doubt be hiring new guards, for the very least to dissuade Zincher from attacking again." Taking in her companions, Nel offers them a smile.

"I suggest that we try to attack mid-morning, entering through the kitchen. The kitchen will give us access to the cat walks, where we can attempt to silence that damnable imp, before he can sound the alarm, and it gives us access to the hidden basement, where we can deal with Bojask. After those two are dealt with, we can see if we can flush out Saul and his mysterious ally." Crossing her arms, Nel nods at Pluck's suggestion for scouting and preparing scrolls.

"We don't need to attack right away, we can rest here and hope for Vara to show back up and send word to Tamiro. Pluck, feel free to scribe as many scrolls as you want. We should have about a week before The Gold Goblin becomes impossible to crack."

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

Mazra gives a nod to Nel, "Sounds good. I am ready when you are."


Male Human Samurai (Ronin)7 | AC 21 T 13 FF 17 | HP 76/76 | F +8 R +6(+4) W +2 | Init +3 | Perc +0
Daily Resources:
Challenge 2(1)/Day - +4 Damage, Resolve 2(0)/day

:creeps about: Just to let folks know, I am keeping tabs on the goings on. Just not posting. :creeps off:


Before entering, Pluck whispers "I don't know my way around in there as well as the rest of you. Vark, can you lead me and Kwava up to the catwalks?"


Male Gnome Bard 3 | HP 27/27 | AC 16, Tch 13, FF 14 | CMD 11 | Fort +3, Ref +5, Will +3 | Init +4 | Perception +1 | Darkvision 60' | Bard. Perf. 17 rds/day

With a slight quaver to his voice, Vark nods, "Sure thing, Pluck. Ah, ahem, is everyone ready?" It's obvious that Vark is less than thrilled about going into such hostile territory. But Saul is a bad man, and he has done some very bad things. He needs to be brought to justice so that my friends and I can restore the Goblin to it's former glory... And beyond! A slight smile touches his lips as he entertains thoughts of regaining his status among the best bards in Varisia. And carving out a peaceful life for him and and his friends in this rough and tumble town.

Their preparations done, and being thoroughly invisible, he hopes the others follow as he finally leads them out of the furnace and into the flames.

Stealth while invis: 1d20 + 6 + 20 ⇒ (6) + 6 + 20 = 32 Vark can only move 20' per round (double move) without taking a -5 penalty to his stealth check, so this will be slow going. Sloth, if it makes more sense for the party to be moving at 40' per round, subtract 5 from the roll.

Also, after consulting the map, I am not entirely sure how to get to the catwalks, but I'm sure Vark would know. My best guess would be into the kitchen (12) from the skullery entrance (13) through the staff lounge (14), up the stairs, through the waiting area (24) and dining room (27) to the secret door. That looks to be roughly 130' so that would be 6-7 rounds at 20' per round.

Edit: I placed Vark outside of the skullery entrance, since that seems to be where we're beginning.


Pluck has Kwava put a hand on his shoulder and puts his own hand on Vark's, following the gnome up to the catwalks.
Stealth: 1d20 + 3 + 20 ⇒ (12) + 3 + 20 = 35

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

When Mazra gets to the area to access the kitchen:

Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Liberty's Edge

they/them pronouns

The Gold Goblin is eerily quiet. The streets in front the entrance are bare; a noticeable difference from the usual revelry surrounding the place. The windows to the Goblin are shuttered and no sound seems to come from the building. By the large bronze statue itself, a placard reads "Closed for Renovations".

Both the front and back doors to the building are locked.


Male Human Samurai (Ronin)7 | AC 21 T 13 FF 17 | HP 76/76 | F +8 R +6(+4) W +2 | Init +3 | Perc +0
Daily Resources:
Challenge 2(1)/Day - +4 Damage, Resolve 2(0)/day

As the tien man arrives, his eyes hold a fair amount of anger in them as he draws his Shortbow, and takes the proffered silver arrow. He seems eager and itching for battle.

"Let us kill this hanjian. I will make sure that he will die slowly, and painfully. Lingchi seems the most appropriate. Make sure to leave him alive for me. Otherwise I may be...cross."

Testing his bow, he accepts the buffs and waits for the rest to prepare, making sure his armor was fastened well, and that his blades were within easy reach.

-------------------------------------------
Stealth (LOL): 1d20 - 6 + 20 + 3 ⇒ (18) - 6 + 20 + 3 = 35


Male Gnome Bard 3 | HP 27/27 | AC 16, Tch 13, FF 14 | CMD 11 | Fort +3, Ref +5, Will +3 | Init +4 | Perception +1 | Darkvision 60' | Bard. Perf. 17 rds/day

Steeling himself for the battle to come, Vark puts his small hand on the doorknob and turns, only to find it locked firmly in place.

"Ehm, the door is locked. Well, so much for stealth, eh?" A mirthless chuckle escapes his lips, "Ahem, sorry. Hmm, I could grease the lock. Would that help?" He looks to the rest of the (invisible?) party with defeated eyes. "Kwava, you wouldn't perchance know how to pick locks, would you?"


"Not that he's shown me so far. I don't suppose any of you picked up a key while you were working for Saul. If not, I suppose there is no way around it. I don't know knock yet."

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

"Any ideas everyone? If not, we can look around the building, windows, roof, etc., to see if something appears open," Mazra will shrug, but no one notices.


"Sure, any of those are an option Mazra, but we need to move quickly."

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

"Nel, what do you think?" Mazra will say calling out to the unseen Cavalier.


Female Half Elf Cavalier (Order of the tome) 5 | AC 21 T 11 FF 23| HP 46/77 | Fort + 8 Ref +4 Will +3 | Init + 3 | Perc + 9
Status:
Status: None | Challenge 2/2 Tactician 2/2
Gibraltar 34/34 hp

Furrowing her brow, Nel takes in the conundrum of the locked door. "I believe that Saul is at least clever enough to change the locks. I have a solution, but it will involve at least Tamiro and I to become visible. I could always break a window, which can cause a distraction, while the four of you go in and get scratch. Will that work?" Shifting her weight, the feint sound of her armor adjusting to the new position can be heard.


Male Human Samurai (Ronin)7 | AC 21 T 13 FF 17 | HP 76/76 | F +8 R +6(+4) W +2 | Init +3 | Perc +0
Daily Resources:
Challenge 2(1)/Day - +4 Damage, Resolve 2(0)/day

Grumbling in irritation at the lack of momentum, Tamiro growls, "Can I just kick it in? I am tired of this sneaking around. Let us just go in and get the traitor."

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

"We haven't heard whether or not Kwava may have a solution to this situation. Kwava you out there?" Mazra will whisper out the Elf.


"Breaking the window will not make you visible. Only attacking another creature. We need to get moving though. Break in and we can move in accordingly."
I'm pretty sure breaking a window won't end the spell, but maybe you have another idea. Does not appear to me that Kwava is trained in DD.

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

It will, however, make noise, and Mazra is not carrying a Silence spell. But I am all for getting on with it.

Liberty's Edge

they/them pronouns

Breaking a window would not end Invisibility.

Kwava shakes his head no at Mazra's request. "I believe we will have to do this the old-fashioned way."

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

"I'm ready," Mazra calls out to the invisible elf.


"Let's go. Same plan with a little more noise."


Male Human Samurai (Ronin)7 | AC 21 T 13 FF 17 | HP 76/76 | F +8 R +6(+4) W +2 | Init +3 | Perc +0
Daily Resources:
Challenge 2(1)/Day - +4 Damage, Resolve 2(0)/day

Tamiro laughs maniacally and drawing both his blades in a flash, turns to the door and charges it, throwing his fully armored body right into it as he roars.

"Now we do this the fun way!"

If he breaks through...

"Knock knock!"

------------------------------

Strength + Charge?: 1d20 + 5 ⇒ (11) + 5 = 16

Liberty's Edge

they/them pronouns

The door cracks off its hinges and the sound seems to echo through the empty street. Inside, the main floor is dark. The torches are extinguished and the air smells stale and dank.

You may roll stealth checks with the +20 from invisibility. Please let me know how you choose to proceed.


Pluck rests a hand on Vark and another on Kwava and follows Vark's guidance toward the rafters.
Stealth: 1d20 + 3 + 20 ⇒ (14) + 3 + 20 = 37

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

Mazra follows behind Nel, keeping a touch on to her backpack.

Stealth: 1d20 + 20 + 1 - 2 ⇒ (10) + 20 + 1 - 2 = 29

Invisibility + Dex - Armor check (Longstrider still up.)


Female Half Elf Cavalier (Order of the tome) 5 | AC 21 T 11 FF 23| HP 46/77 | Fort + 8 Ref +4 Will +3 | Init + 3 | Perc + 9
Status:
Status: None | Challenge 2/2 Tactician 2/2
Gibraltar 34/34 hp

Taking a deep breath, Nel draws her silver sword, before quietly advancing into the darkened building. Wincing as she bumps into an unseen barrel, Nel fumbles about in the darkness for the knob to the hallway for the stairs. Swinging open the door to the hall, Nel pauses for a moment, nearly straining her ears for any sound of movement, before moving on.

Nel's Stealth: 1d20 + 20 - 4 ⇒ (4) + 20 - 4 = 20
Perception: 1d20 + 2 ⇒ (6) + 2 = 8

Liberty's Edge

they/them pronouns

Out of the kitchen stumbles a pair of bouncers, visibly drunk and joking with each other. "The old man's gone mad," one says to the other. "But can't complain about being paid to watch an empty room."

Liberty's Edge

they/them pronouns

The men wander down to the stairs to cellar. As they open the door, Saul's voice can be heard, distantly yelling.

Perception DC 20:
Saul is berating the men who just went down the stairs. "What are you louts doing! Get back to work and stop sneaking wine on the Goblin's time. You're no better than the group I just sacked.


Pluck whispers to Vark and Kwava, "Let's stick to the plan. That imp is more dangerous than those men. We can go after them once we deal with him."
Perception: 1d20 ⇒ 18

Liberty's Edge

they/them pronouns

Pluck:
You aren't able to pinpoint the exact location of Old Scratch, but you can tell that he's up on in the rafters. After a moment, you notice him appear in a dark corner, trying to hide, before going invisible again. He's above square M9.

Tamiro:
1d20 + 3 ⇒ (20) + 3 = 23You feel a feeling come over you that you want to punch Nel to see what'll happen. However, you shake the feeling.


Male Human Samurai (Ronin)7 | AC 21 T 13 FF 17 | HP 76/76 | F +8 R +6(+4) W +2 | Init +3 | Perc +0
Daily Resources:
Challenge 2(1)/Day - +4 Damage, Resolve 2(0)/day

Punching Nel would have been a bit tough...I cant see anyone else...we are all invisible aren't we?

Liberty's Edge

they/them pronouns

Yes. My bad. Carry on.

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

Mazra continues to keep a touch on to Nel's backpack.

Perception: 1d20 + 3 ⇒ (4) + 3 = 7


Sounds like you're ok if we move Vark, Pluck and Kwava up top and Mazra, Nel and Tamiro down below. If so...
Pluck whispers to Vark, "Now sing." At the same time, Pluck works his fingers in a spell as he says the incantation. A burst of colorful lights envelope the imp moments later.
Casts glitterdust. DC 16 Will save to avoid being blinded.

Liberty's Edge

they/them pronouns

This'll be initiative, then.

Rolling:
Pluck: 1d20 + 4 ⇒ (4) + 4 = 8
Mazra: 1d20 + 1 ⇒ (2) + 1 = 3
Tamiro: 1d20 + 3 ⇒ (9) + 3 = 12
Nel: 1d20 + 3 ⇒ (1) + 3 = 4
Vark: 1d20 + 4 ⇒ (15) + 4 = 19
Old Scratch: 1d20 + 3 ⇒ (11) + 3 = 14

19 - Vark
14 - Old Scratch
12 - Tamiro
8 - Pluck
4 - Nel
3 - Mazra

You all may take a surprise round action. As a note, I'm currently unable to edit the campaign header information, so please use the link on each post.

-------------------

Old Scratch rubs his eyes before letting out a low growl and hiss.

OS's Save: 1d20 + 4 ⇒ (4) + 4 = 8

------------------

Vark takes a deep breath up on the catwalk before letting out a clear chant of:

"It waits among the mighty tide
The Gold Goblin, Saul's only pride
But who will hold it through the night
We'll fight, fight, fight

Current Map

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

Surprise Round

Mazra takes a five-foot step, feeling his way behind Tamiro and remaining Invisible.

I will wait for the other's actions before making Mazra's Round One actions. Also, on the map, I used the transparency feature to indicated Mazra's is still invisible. Zoom in about three times. It is a nice effect.


I know we still have some people to go in the surprise round, but here is Pluck's round 1 action
Grinning at the imp's apparent difficulties seeing, Pluck acts quickly and casts a magic missile hoping the combination of that, silver arrows, and Mazra's tanglefoot bag will quickly down the devil.
SR check if needed: 1d20 + 3 ⇒ (15) + 3 = 18
Magic Missile Damage: 1d4 + 1 + 1d4 + 1 ⇒ (2) + 1 + (1) + 1 = 5


Female Half Elf Cavalier (Order of the tome) 5 | AC 21 T 11 FF 23| HP 46/77 | Fort + 8 Ref +4 Will +3 | Init + 3 | Perc + 9
Status:
Status: None | Challenge 2/2 Tactician 2/2
Gibraltar 34/34 hp

I don't think that Nel can do anything with Scratch being up on the ceiling.

Liberty's Edge

they/them pronouns

Kwava takes careful aim at the now-illuminated Scratch, sending a silver-tipped arrow flying.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Confirmation: 1d20 + 8 ⇒ (5) + 8 = 13Confirms with the blindness penalty. Whomp.
Damage: 3d8 + 9 ⇒ (5, 6, 2) + 9 = 22

The imp falls out the air with a thud, green-tinged blood flowing from a deep puncture through his lung.

Kwava nods at Pluck, saying, "Let's keep going."

That's really cool, Mazra. Good idea!

Also, I'm assuming that Vark cast message on everyone before going invisible, so you can be whispering quietly to each other and staying stealthy.

Where would you like to go next? Upstairs, where the offices are, or down to the basement, where you saw the guards go less than a minute ago?


"Great shot Kwava. Let's go to the basement next. Sounded like Saul was down that way."
Woo hoo! Get to keep that magic missile I think. I'll cast heightened awareness before heading down.
Stealth: 1d20 + 3 ⇒ (2) + 3 = 5
That's not so good though...

Liberty's Edge

they/them pronouns

Pluck, the damage from the missile killed him. Kwava's arrow merely pushed him into negatives. Take that as you well.


I'll fire the missile then. Better not to leave him around to potentially come back and haunt us.

Grand Lodge

Male Human Cleric 4th - Stats: Init: +1 | Percep. +3| AC 16 T 11 FF 15 | HP 40/40 | F+5; R+2; W+7 | SP 40 | CE 5/5 |+1Rapier +6 (1d6+6), 18-20x2); Sling +4 (1d4+3)

Mazra will follow Nel and Tamiro.

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