Madness in Kintargo (Inactive)

Game Master Profession Smith 6 ranks

As the new Lord-Mayor Barzillai Thrune brutally imposes his will upon the city of Kintargo, his actions stir the embers of rebellion and a nearly-forgotten organization called the Silver Ravens rises from the ashes.


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Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

KINTARGO (Desnus 9)

Buying a scroll (or three) of knock is certainly a possibility for Falina to try to bypass the arcane locked door. I don't recall any NPCs the PCs have met yet capable of casting either that or dispel magic, so I'll throw out a couple of spoilered possibilities.

Knowledge (local) DC 12:

Alabaster Academy in Villegre district has, in recent years, moved beyond its old standards of botany, medicine, zoology, and other natural sciences to include arcane magic in its curriculum. Perhaps a former student or current instructor there could cast a required spell...for the right price.

The downside here, of course, is secrecy regarding the organization's potential new base of operations.

Knowledge (nobility) DC 15:

There's a scion of the Solstine family who's an up-and-coming wizard; perhaps she'd be willing to try to attempt a spell for the Silver Ravens. This woman's name is Jolena Solstine and she dwells in the family's compound in Redroof just beyond the Bleakbridge. The Solstine family reportedly aren't fans of Lord-Mayor Thrune and his curfew, but neither are they in open rebellion against him.

Arani has briefly met with Jolena's younger sister, Carlissa.


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

Knowledge Local: 1d20 + 9 ⇒ (12) + 9 = 21

"In the Villegre district, the Alabaster Academy has moved beyond it's old standards. That is, botonay, medicine, zoology, and well, other natural sciences. It might be possible to find an instructor there, or a former student, who could cast the required spell." The elf said. "This downside being that secrecy would be harder to maintain there."

* GM Question: Would it be possible to say that Caldariel learned medicine at the Alabaster Academy? Given that he is one of the Forlorn, everyone he knew there would have died of old age already, meaning that he wouldn't have any living contacts. But it would be a nice tie-in for him and the city.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

@Caldariel: That makes sense, so I'm good with it. I'll give folks the rest of today to either agree with the Alabaster Academy angle or suggest something else.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"True. There's also another option. that comes to mind." Arani chimes in. "In Redroof, the Solstine family compound is home to the district's only major noble house. One of it's youngest scions, Jolena Solstine is an up an coming wizard that might be able to cast the needed spells. The Solstine family aren't fans of Lord-Mayor Thrune, and whole not openly rebellious, the younger members are definitely friendly to the cause."

"In fact Jolena's younger sister, Carlissa is how I came by this." she says, holding up a a hand-sized crystal leaf attached to a leather cord around her neck. "The famili traditionally has a deep focus on the welfare of the city."

Knowledge Local: 1d20 + 10 ⇒ (13) + 10 = 23
Knowledge Nobility: 1d20 + 5 ⇒ (12) + 5 = 17


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

"Having an option that comes with a specific name is certainly better than just a place. While I attended the Alabaster Academy, I fear that everyone I knew there is likely buried by now. We should begin with Lady Carlissa. Do you have a way to make contact with her?" The elf asked.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

T'chazzar nods and adds, "Preferably one that doesn't burn all of our identities."


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Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

REDROOF DISTRICT (9 Desnus)

It's an easy enough thing to leave a vague message with a servant at the Solstine compound. It's also an easy thing to leave an ink smudge at the corner of the first character that a clever person might notice looks more like a black thorn than a mere smudge.

Alyss Rustwell, proprietor of the nearby, is happy to host a meet between the Ravens and the Solstines. (Although I believe T'chazzar's the last remaining PC from that side adventure from years past.) Her teenaged bouncer Mortan's also on duty. Those watching catch a very quick exchange between Mortan and the smaller Solstine (Carlissa) when the two cloaked sisters arrive to the meeting.

Sense Motive DC 17 or Perception DC 19:

Carlissa and Mortan exchanged the simplest of hand sign gestures, not much more than an acknowledgment. Mortan's reply seemed to include a thumbs-up, signifying all is well. The older Solstine sister (Jolena) seems unaware of the subtle signals.

Alyss has prepared a private room with enough chairs to accommodate anyone who wishes to be part of the meeting. Carlissa seems excited about things; her older sister is more cautious. When it becomes clear the party needs spellcasting services to open an arcane locked door, Jolena winces and admits that she has neither knock nor dispel magic in her spellbook currently. However, she'd gladly add one or both and cast the spell(s) gratis this one time if the heroes split the cost of a scroll of the spell(s) with her; then she can hopefully scribe it into her spellbook overnight and prepare it for casting on the morrow.

So, at half price, a scroll of knock would cost the party 150 gp; a scroll of dispel magic would cost 375 gp; and scrolls of both would total 525 gp.

Any interest?

Assuming there is, there's the issue of how far you trust the Solstine sisters. If Jolena's to try to open the arcane-locked door, you'll have to take her into the Lucky Bones, revealing your interest in the place (unless you insist on blindfolding the sisters, which would require them to put their full trust in you).

@Arani: You're pretty certain that Carlissa trusts (and quite possibly hero-worships) you; her sister Jolena seems more reserved, however.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Falina was pleased with how everything was going lately even if the city was in more dire straight than it had been when she re-awakened. With their newest goal in mind Falina had little she could recommend to accomplish it and the meeting with the Solstines seemed the best solution.

Falina went to the meeting in yet another form than she had previously used. Falina watched and saw the two sisters speaking to the bouncer and tried to figure out what they were discussing just in case this was a trap.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Unfortunately they were too quiet for her to be able to figure anything out.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Sense Motive (Human): 1d20 + 14 ⇒ (5) + 14 = 19


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Sense Motive: 1d20 + 12 ⇒ (11) + 12 = 23

T'chazzar gives a nod to the ladies when the meet is arranged. His eyes flicker back and forth at their subtle interactions but if he gleans anything from it, he keeps it to himself for now.

"I think we can probably scrounge up the finances to make this deal happen," he says. "We just have to find a contact who can get a scroll with the appropriate spell. But there's still a brisk trade in such things in this city, despite the... newer rules. Probably could do it in a few hours."


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Behind her veil and hood, Arani's sharp eyes notice the brief exchange between Carlissa and the teenaged bouncer, with his signaling that the meeting was safe, vouching for the Silver Ravens. It appeared that Carlissa at least was part of a Resistance cell.

As the group's needs are discussed, along with the range and limits of Jolena's spellcasting talents, she considers their options, weighing safety and secrecy against need to establish a safe base of operations.

"I think that that would definitely be agreeable, given that we would all benefit form it, and I'm sure the knowledge of such spells could prove invaluable in the future."


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

Perception: 1d20 + 11 ⇒ (13) + 11 = 24

Caldariel noticed the small body language which showed that Carlissa felt safe enough here to inform her bodyguard. It was a good sign for when it came to trusting her.

"I agree. Her price is reasonable. As Arani says, such magical talents could prove useful in the future. And even more valuable, having worked with us, it ties Lady Carlissa to our cause through not just words, but by actions. To have someone of noble blood on the side of our cause is worth the price in and of itself."


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"I can't emphasize enough how vital the access to the location that we need opened is, not only to us but to our efforts within the city. Know that your actions will play a vital role in the ongoing efforts against the oppression of those who wish the best for this city and it's people." Arani says emphatically, a sense of both confidentiality and vital importance infusing her words.

"For your safety, and the safety of those closest to you, it would be best if you could not be coerced into providing the location, or have the information gleaned from you using magic. For your safety, I ask you to trust us in taking you there safely while blindfolded until we arrive at the site where you would cast the required spells. I will personally ensure that you make it home safely."

As ha leans forward, resting her hands on the table, the snapleaf, slipped to her by Carlissa, hangs down, just above the edge of her armor on a strong leather cord.

Bluff (Human): 1d20 + 11 ⇒ (12) + 11 = 23

(Bluff to Play up the "your city thanks you for this and needs you" angle) Plus whatever bonus for a huge fan seeing me wearing something they gave me


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

SILVER STEIN INN (9 & 10 Desnus)

The Solstines agree to the arrangement, with Carlissa chiming in on the Silver Ravens' side to push her sister across the finish line. It's an easy enough thing to purchase the required spells. Jolena says that she'll try to add them to her spellbook immediately and memorize multiple slots of each spell for tomorrow's mission.

The sisters return to the Silver Stein early the following morning, with Jolena reporting that she successfully transferred both spells from the scrolls to her spellbook. Rexus, Jessibel, and Sabrina enter the inn while everyone else enjoys breakfast; the orphan nobleman announces that two carriages are waiting outside to take the group to their destination. The Solstines allow themselves to be blindfolded, and then the group heads out.

Rexus sits up with the driver to give directions to the drop-off point about a block from the ruined gambling hall. The carriage takes a winding road to ensure the Solstines don't get any worthwhile impression of the direction travelled.

RUINS OF THE LUCKY BONES GAMBLING HALL (10 Desnus)

At the Lucky Bones, Rexus dismisses one of the carriage drivers and you lead the blindfolded siblings along the narrow path that leads to the secret entrance to the hideout. Jessibel casts a light spell to allow her and Arani to see in the subterranean darkness. As you pass through the basement, the otyugh you spared on your previous expedition shuffles to the far corner and grunts once. Once inside the hidden complex, you instantly realize that someone has been in the ruins recently: The bodies of the changeling cultists of Mahathallah you defeated are gone, as are the two cultist prisoners you'd locked in one of the side bedrooms. A quick reconnaissance mission of the previously explored parts of the complex reveals no lurking dangers, however.

Soon, the whole party stands before the magically sealed doors, each marked with the symbol of the Hellknight Order of the Torrent and engraved with the following message in Infernal: These doors sealed by the Order of the Torrent; all holdings within awaiting arbitration. Lady of Graves, have mercy on the souls of those who perished within, and may the Guildmasters of the Gray Spiders burn for their sins.

Jolena casts dispel magic while Jessibel casts detect magic. A moment later, the bard reports that the magic lock on the door is gone! She then asks Rexus and Sabrina if they can manage to get the Solstines back to the waiting carriage on their own--she's got an itch to help explore the remaining parts of the ruins. The pair nods and leads the Solstines back to the entrance.

After examining the double doors, Arani reports that the doors are still locked, but now it's nothing she and her lockpicks can't bypass (good locks, DC 30). Not the greatest fighter, Jessibel takes the rearguard, keeping detect magic active for now.

Assuming Arani picks the lock, beyond are hallways leading north and east, as per the Roll20 battlemap. @Caldariel: Let me know if you can't move your token...I think it should work, but....

Secret GM Rolls:

Jolena Caster Level Check: 1d20 + 5 ⇒ (15) + 5 = 20


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

The quality of the lock proves to be impressive, taking Arani longer to get open than she would have expected, but with a bit of hyper-focus and silence, she masters it.

Disable Device: 1d20 + 15 ⇒ (12) + 15 = 27
Disable Device: 1d20 + 15 ⇒ (20) + 15 = 35


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

T'chazzar politely thanks the Solstines for their aid before he draws both blades and takes up a vigilant position while Arani works on the lock.

Once the door creaks open, he sneaks forward, casting his keen darkvision down the hallways beyond to see what he can see.

Stealth: 1d20 + 2 ⇒ (8) + 2 = 10

120' darkvision, woohoo


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

Caldariel held back, arms crossed while the others performed their stealthy exploits. He had his physician’s satchel with him should their efforts fail.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES GAMBLING HALL (10 Desnus)

T'chazzar leads the group eastward to begin the exploration. The two doors on the north wall lead to small private rooms. The furniture and furnishings in each room are starting to rot away, but each room contains an elaborately decorated hookah that might be worth decent coin if cleaned.

#PRAEDAM. If anyone would like to explore either room in more detail, feel free. I'm going to post the next room as well to keep things moving.

As you open the unlocked double doors at the east end of the hallway, you see a long mahogany gambling table sitting at the center of the chamber, surrounded by richly carved chairs fitted with silk cushions. Shelves carved into the walls hold old broken bottles, while benches with padded seats sit against the walls under these shelves. All of the furnishings are moldering and decaying...as is the skeleton of a halfling clad in dark leather armor and clutching a handful of bone dice, slumped in a chair at the northern head of the table.

A sound like a deep breath being drawn sounds from somewhere inside the room and a pearly mist arises near the head of the table and coalesces into the ghostly form of an attractive but wild-eyed halfling woman. She smiles sweetly at you all as the bone dice her skeleton touches float into the air and spin before her. She speaks in a soft, musical voice: “A wager? A game? I’ve waited ages for a game. These bones are lucky tonight! Will you wager part of yourself for my secrets, my friends?”

Knowledge (religion) DC 12:

This being is likely a ghost--undead and incorporeal.

Knowledge (religion) DC 17:

The touch of a ghost can damage the living. Ghosts often retain the powers and abilities they had in life...in addition to gaining new undead ones.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Arani takes in the dilapidated furniture, noting the intricately detailed hookah in each room that could be sold off for decent coin. As they pass through she gives each room a quick once over, absent any immediately visible threat.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Perception: 1d20 + 10 ⇒ (4) + 10 = 14

She stops at the sight of the halfling skeleton, the sound like a deep breath, bringing her bow up and an arrow to the bowstring in the blink of an eye as eerie spectre arises before them to challenge them to some twisted game.

"What in the nine hells is that?"


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

T'chazzar lets out an indeterminate sound somewhere between a grunt and a growl.

"Not keen on gambling with my soul, but... I don't speak for everyone."


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

Caldariel looked around, listened, and then with a sigh took the Oni-mask from his side. He placed it upon his face and shuddered, before bending over hands clutching his face. He finally stood up as if though nothing had happened.

”I do not know what, or who, this is. A ghost. A demon. An illusion. Regardless, we must continue. I, for one, will wager nothing.”


Female Human Bard (Silver Balladeer) 4/Rogue (Charlatan) 2 | hp 41/45 | AC 18, t 13, ff 14 | Fort +2, Ref +10, Will +4; +4 vs. curses, hexes, charms | Init +3 | BP 11/16 | Perc +9 | Spells 2nd 0/3, 1st 5/5 | Wand CLW 27/33

Jessibel stares at the spirit with glassy eyes. Then she quietly whispers that her detect magic spell has located multiple hits on the skeletal remains of the halfling. The ghost apparently overhears; her eyes narrow and her gregarious smile disappears.

Jessibel Knowledge (religion) Check (trait bonus): 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5

GM says: Going to give Arani and Falina a bit more time to decide if they're willing to gamble with the spirit. Backing out of the room is a viable option.

Secret GM Rolls:

Lorelu Perception Check: 1d20 + 20 ⇒ (3) + 20 = 23


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"You ask that we wager a part of ourselves, a wager is only fair if the rules are clear, and the stakes agreed upon for all." Arani says coolly, though she makes no motion to lower her weapon.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES GAMBLING HALL (10 Desnus)

In a flash, the withering glare the ghost halfling has locked on Jessibel vanishes, and she's all smiles again as she addresses Arani. "Fair enough, dearie! The game we'd play is called 'Odds and Evens.'" The spirit goes on to explain the rules (see first spoiler below).

"You'd each take turns competing against me," the spirit continues. "Each time one of you wins a round, I'll truthfully and to the best of my ability answer any question you put to me about this place...or any other matter, if you so wish. If I win a round, I get to feed a bit on the life essence of the player I beat. Just a taste, a reminder of what life was like before I was trapped in here. Do you accept my terms? Who will challenge me first?"

Odds and Evens Rules:

Odds and evens is a simple two-player game that uses six-sided dice. The round begins with the first player claiming “odd” or “even.” The second player then decides the number of “throws” in the round (minimum of two). The two players then alternate making these throws, each rolling 3d6 to generate a number. All of the resulting numbers are added together, and if the final total matches the first player’s odd or even claim, that player wins the round. If the final result doesn’t match, the second player wins the round. The house is always the first player on the first round. For all subsequent rounds, the loser of the previous round chooses the next round’s first player.

Odds and Evens Knowledge (local) or Profession (gambler) DC 15:

Everything from the above spoiler, plus...

...A player who seeks to cheat at odds and evens and succeeds at a DC 20 Sleight of Hand or Profession (gambler) check can adjust the total of his roll; on a success, that player can reroll one of the three dice rolled in that throw, but must accept the new result. The actual result of this Sleight of Hand check sets the Perception DC for others to notice the character cheating.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Falina did not like this strange, skeletal, halfling and the price she demanded was far too much. As the others turned her down and questioned what she was Falina said, "She isn't a demon, they generally don't talk and go straight to attacking."

As the being described the game it wanted to play and the stakes Falina rolled her eyes and said, "I am afraid that is not the kind of game I play."


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"So...if you lose we get information, and if I lose you get a piece of my soul....I'd have to say, the stakes don't really sound all that even. I'm going to have to pass for now." Arani says, signaling the others to back out of the room.

Bluff (to quietly signal team to back out slowly): 1d20 + 7 ⇒ (19) + 7 = 26


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES GAMBLING HALL (10 Desnus)

The ghost's smile vanishes again and is replaced by an angry glare.

"You'll be back," it predicts in a hissing tone. "And who knows what stakes I'll demand then!"

The party retreats before the ghost can become fully hostile, and it seems uninterested in pursuing. Taking the northbound passage, the party is met with a decision of where to explore next: There are double doors on the west and north walls. No sounds come from behind either set of doors.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"So that's something we'd definitely have to deal with. T'chazzar, don't divinely inspired warriors wield the kind of magic that allows them to destroy the undead?" Arani asks as they consider the possible directions to proceed.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

"I can draw upon divine power to smite the undead. It can be very effective, but it doesn't necessarily stop the creature from hurting us. The trick will be surviving it long enough for my divinely-empowered strikes to defeat it... assuming it doesn't just flee the room through a wall, if it's an incorporeal ghost," replies the paladin.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"Hunh...so we'll have to plan how we take it down a little more carefully. Perhaps some binding magic like magic users in this city are so fond of using with demons. Either way it's something to circle back to." she replies with a nod.

"So...I think continuing north and working our way around might be best, any objections?" she poses to her companions.


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

”None.” Said the masked elf. ”It is certainly a better plan than bargaining our souls with a fickle and immature ghost. It is but too bad that we do not have a way to hold the ghost in place. If divine might proves effective, we would be able to force information out before banishing it.”


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES GAMBLING HALL (10 Desnus)

Although this room is over sixty feet across, its seven-foot-high ceiling and curtained alcoves give it a claustrophobic feel. Squat rows of columns clutter the room’s central space, while each of the seven alcoves is divided in half by a moldering curtain. To either side of this curtain in each alcove sits a once-luxurious divan, next to a simple wooden stool and a low table supporting a grimy hookah.

For folks who want to investigate the room in detail, I'll need a Perception check.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Taking in the next room of the former hookah den that somehow manages to be both spacious and cramped, Arani begins to inspect the alcoves, combing through the area for anything of interest or sign of prior activity.

Perception: 1d20 + 10 ⇒ (17) + 10 = 27 (30 to find/notice traps)


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES GAMBLING HALL (10 Desnus)

Arani stalks into the silent chamber, followed by the light-bearing Jessibel. The furniture and hookahs here have not survived the ravages of time like those discovered earlier, appearing to be worthless. In the nearest alcove, the ranger spots an anomaly on the wall that proves to be a secret door in the back wall. You're reminded that the Gray Spiders supplemented their income by kidnapping and ransoming citizens; perhaps this is where some of those abductions occurred.

Groans and rasping gasps begin to echo throughout the chamber as three man-sized incorporeal forms start to manifest. Their eyes seem large and unfocused, their mouths hang agape in semi-silent howls, and their arms seem emaciated but unusually long (though likely not long enough to give them reach).

SILVER RAVENS are up!

INITIATIVE ORDER/CONDITIONS: Combat Round 1 (Bolded may act/post)
Arani (47/47)
T’chazzar (40/40)
Falina (31/31; mage armor--6 hours)
Caldariel (51/51?)
Jessibel (45/45)
Wretchghost #1 (uninjured)
Wretchghost #2 (uninjured)
Wretchghost #3 (uninjured)

Secret GM Rolls:

Arani Initiative: 1d20 + 6 ⇒ (15) + 6 = 21
Falina Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
T’chazzar Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Caldariel Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Jessibel Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Wretchghost Initiative: 1d20 + 7 ⇒ (4) + 7 = 11


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Knowledge (religion) DC 17:

These creatures are wretchghosts, rare incorporeal undead spirits who were addicts of some sort in life.

Knowledge (religion) DC 22:

The touch of a wretchghost causes moderate damage to the living and can cause the victim to become addicted to the same substance that afflicted the spirit in life. One a day, it can also unleash a tormented howl that can stagger those nearby. A wretchghost in also resistant to channeled positive energy and has a couple of spell-like powers.

Knowledge (religion) DC 27:

It seems likely these particular wretchghosts were opium addicts in life. In addition to damage, their touch can instill opium addiction in their targets, and their reach against addicted foes increases to 10 feet. Strangely, the creatures they instill addiction on can then affect the monsters with weapons and spells as if the wretchghosts were not incorporeal.

The spell-like abilities of a wretchghost once addicted to opium are: ray of exhaustion and touch of idiocy, each usable once a day.


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Falina was relieved that no one was foolish enough to take the ghost up on his game as they moved along. She considered how to deal with it carefully as much of her magic likely would do no good against something like that. She did have teh wand with magic missiles still and felt that might be useful should it come to a fight.

When they reached the room with the curtained off alcoves and divans Falina felt a wash of familiarity go through her. She had seen similar things before, back before Thrune outlawed almost all things fun, and knew what the hookah was used for. She'd used them herself in the distant past, though not very often.

When the spectral things came for them Falina felt a wash of concern over the coming fight but she knew it would likely be unavoidable. Ready to fight she chanted, gestured, and sent a volley of magic missiles at the nearest of the shades while making sure her allies were between her and the enemy spooks.

magic missile: 3d4 + 3 ⇒ (3, 3, 1) + 3 = 10


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

Well, crap. I have no magical weapons, so I can't hurt incorporeal foes at all unless I use up my (one) divine bond or a smite per enemy (and I don't have enough smites for three foes).


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"$#!+, fall back!"Arani shouts, swiftly assessing the situation. "We need to prepare for this!"

She hastily leads the others out of the room and back to the last cleared safe zone.


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

”Unfortunate.” Came the elf’s urbane voice. Like his Drow comrade, his attacks were purely mundane. Without a source of magic he could do nothing against the ethereal creatures. ”Yes, we shall return.” He said as he withdrew.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES GAMBLING HALL (10 Desnus)

Luckily, the spirits are slow to react to the presence of intruders, and Arani and Jessibel are able to withdraw before getting attacked. Even more luckily, the incorporeal undead seem unwilling or unable to pass through the now-closed doors to pursue and attack the party.

Once it's clear the undead have not given chase, the party turns its attention to the double doors on the west wall near the latest haunted hall. They are neither locked nor trapped. You open the doors, revealing....

...an oval-shaped chamber dominated by a twenty-foot-deep pit. Narrow ledges, only two feet wide and slanted toward the pit, run along its edges. Two rusty iron winches sit to the east and west sides of the room, connected by a length of sagging, moldy rope that hangs over the pit. Thick growths of pale yellow fungus grow in the pit, amid the bones of what appears to be a long-dead giant snake. The fungus has reached the central portion of the southern ledge, but hasn’t grown that high on the northern side.

"Charming," Jessibel comments. "My family villa features a room like this. Keeps the guests from raiding the pantry at night...."


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"Alright, time for a quick re-assessment. Do we want to continue now, or leave and prepare properly for the apparent proliferation of undead we'll have to deal with haunting this place?" Arani says as she stares out at the deadly (and definitely trapped) pit.


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

Rule of Two is in effect. Anyone want to second Arani's suggestion to leave and better prepare?


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Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

"It would be folly to continue as is. We now know that this area is filled with a plethora of incorporeal undead. Given that most of us do not have any way to effectively harm them, pushing on would just lead to an untimely demise for us and this rebellion. Let us retreat, resupply, and return." Caldariel said, as he removed his oni mask, a clear sign that he saw no point in continuing fighting.


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

Nodding to the others, and taking the silence as agreement, Arani leads the way back out. " At least the magical lock has been broken. We should see what supplies can be obtained to deal with both the incorporeal and the undead in general."


Rebellion Sheet/Weekly Tracker | Madness in Kintargo Roll20 Battlemap | AoN Underwater Combat Rules

RUINS OF THE LUCKY BONES GAMBLING HALL (10 Desnus)

Jessibel nods at the words of Arani and Calariel, though it's obvious that the young bard is disappointed that her call back to active duty with the Silver Ravens must wait a little longer.

Fortunately, the nearby Salt Market is renowned for alchemical items (such as holy weapon balm and ghost salt). Your party could likely travel there, make some purchases, and be back to your exploration of the Lucky Bones in little more than an hour.

Let me know what you'd all like to purchase and then we'll get back to clearing out the Lucky Bones.

ADDENDUM: Or the old-timers from back when I started running this game might want to travel across the city to renew acquaintances with their old 'friend,' the alchemist Paqshari (a.k.a. the Green Gnome).


female Tiefling (demonborn) Sorceress (succubus bloodline) 6; HP 26/31; AC 12, FF 10, TAC 12; F +3, R +4. W +5; CMB +3, CMD 15; Init +2; darkvision 60 ft, Per +7; (SU) Pleasing Shape 6/6; (Sp) shatter (dc 18) 1/1; Spells: 1st 4/8, 2nd 7/7, 3rd 3/4 | Active Effects: mage armor

Falina nodded in agreement at falling back for now and said, "Yes,going back for better supplies is a good idea. I can't deal with all those ghosts on my own." Once the others had made their purchases Falina simply waited. She had little need of the things int eh shop and knew her magic would do her better than weapons.

I don't know that Falina was here for that.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

"I have just enough money to get one of my swords magicked, if we can find someone who can do that," says T'chazzar. "Not... the greatest, but at least it could strike ghostly and vaporous undead."


Female Human Ranger (Urban Ranger) 6 |31/47 HP | AC 17 T 13 FF 13 | Fort +7 Ref +8 Will +5 | Initiative +4 (+6) | Perception +10/+12/+14, Sense Motive +5/+7 The Black Thorn

"Then I guess we should head to a magic shop or smith to have that done. Do you know of anyone?" Arani asks, as they head to the Salt Market.

Will pick up 2 doses of ghost salt (400gp 20 arrows) and 3 doses of Holy weapon balm (90gp 30 arrows)


Elven Onispawn Tiefling Oni Enforcer Vigilante (1) HP (10/10) AC (20/13/17) Saves (+1/+5/+4) CMD (17)

Caldariel sighed. "Could someone spot me five gold? I am just short for this 'holy weapon balm' they have advertised." The elf frowned. He really needed to take up his practice again to make some coin. Being properly equipped for a rebellion was proving to be quite costly.


Male Drow Paladin (Gray Paladin, Tempered Champion) 6 | 4/40 HP | AC 19 T 14 FF 16 | Fort +5 Ref +5 Will +6 | SR 12 | Initiative +3 | Perception +15, Sense Motive +12 | Dancing Lights 1/1 | Darkness 1/1 | Faerie Fire 1/1 | Divine Bond 1/1 | Lay on Hands 5/5 | Smite Evil 2/2

"Yeah, I've got you," says T'chazzar to Caldariel. He passes over the requisite coins.

"Uh, it's gonna take a couple of days to have one of my swords enchanted. Anything we should do with the spare time?"

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