Neuwold Urban Campaign

Game Master Rostam

A journey into the darker side of a city
Combat Map

Languages:

Taldan is the 'Common' trade tongue, pretty much everyone uses it, therefore we use English.
Azlanti ==> Latin
Varisian ==> Spanish
Chelaxian ==> Italian
Garundi ==> Hebrew
Keleshite ==> Arabic
Hallit ==> Russian
Mwangi (Polyglot, I guess?) ==> Sesotho
Mwangi-related ==> Igbo
Shoanti ==> German
Ulfen ==> Norwegian
Vudrani ==> Punjabi
Osiriani ==> Amharic
Skald ==> Icelandic

Tien (Tian-Shu, Lung Wa)==> Chinese Traditional
Dan (Tian-Dan, Xa Hoi) ==> Myanmar
Dtang (Tian-Dtang, Dtang Ma) ==> Vietnamese
Hon-La (Tian-La, Hongal) ==> Mongolian
Hwan (Tian-Hwan, Hwanggot) ==> Korean
Minatan (Tian-Sing, Minata) ==> Indonesian
Minkaian (Tian-Min, Minkai) ==> Japanese

Druidic ==> Welsh

Elvish ==> Bengali
Dwarves ==> Ukranian
Gnomes ==> Armenian
Halfling ==> Greek
Draconic ==> Macedonian

Orc ==> Czech
Goblin ==> Estonian
Gnoll ==> Kyrgyz
Giant ==> Yiddish
Ettin ==> Haitian Creole

Lizardfolk (or some reptilian race) ==> Telugu.

Sylvan ==> Gujarati
First Speech ==> Persian
Terran ==> Maori
Ignan ==> Nepali
Auran ==> Uzbek
Aquan ==> Lao
Aklo ==> Basque
Orvian ==> Malagasy

Celestial ==> Scots Gaelic
Abyssal ==> Yoruba
Daemonic ==> Marathi
Infernal ==> Javanese
Protean ==> Esperanto

Guild Politics:

Here are The Enlisted's relationships with other criminal organizations, as well as the main reason for the non-neutral ones.

The Enlisted

“Allies” – Iron Watchers

Good Neutral – Dark Side Smugglers, Blades Before Dawn

Neutral – Isle Smugglers, Free Striders, Gold Association, Eastern Commission, Crimson Legion, Dwarven Carta, Magi imperium

Bad Neutral – Elvish Shogunate, Jade Commission, Dust Guard

Feuding – Ivory Brotherhood, Chrome Plague

Points of contention with organizations you have bad relationships with:

Ivory Brotherhood – Fighting over the Wall Market district, also they dislike the Enlisteds acceptance of non-humans/halflings into their ranks

Chrome Plague – Due to alliance with Ivory Brotherhood

Elvish Shogunate and Jade Commission – You refuse to bend the knee to the elves

Dust Guard – They are fighting over the Dust Market with Blades Before Dawn, its nothing personal

Points of reason for why you have good relationships with these organizations:

Iron Watchers – The Enlisted keep the city at bay while they collect the protection fees. They have agreed to spring for discounted items for you as compensation

Dark Side Smugglers – You keep transport taxes low in return for low shipping/receiving taxes for yourselves

Blades Before Dawn – They were losing ground to the Dust Guard, but offered you a half cut in their conquests if you small amounts of aid and keep the peace between the two of you.


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Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Eva motions for everyone to gather near Sterling before channeling some feel good energy.

channel energy: 1d6 ⇒ 3
channel energy: 1d6 ⇒ 2

Eva then also focuses on Sterling a little more and casts cure light wounds.

cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

I would like to loot R3

investigation: 1d20 ⇒ 8


On the two rogues you find: potion of cure light wounds, acid x 4, smokestick x 2, tanglefoot bag x 2, Gear masterwork studded leather x 2, daggers x 8, 50 gp. This gives each of you 161 xp out of 1000 xp for the next level.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni secures the potion,an acid and one of the tanglefoot bags in her belt.
"any of you want dibs or should we split this later? I call the set of armor with the least blood." Vreni turns to her friends as she carelessly removes the armor from the rouges and goes to shovel it into her backpack with the rest of the things.


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Eva grabs an acid flask and a smokestick. "We might as well split this up now or we may conveniently forget Vereni has all the loot." Eva says teasingly. "I suggest we split the gold 12, 12, 13, 13. I will take a 12 share." Eva then takes 12 gold unless there are any complaints.

Eva then peeks out at the main road to see if their scuffle has brought any unwanted attention to them.

perception: 1d20 + 3 ⇒ (8) + 3 = 11


Looking out onto the main road, Eva can see the Hell Knight outpost and a group of three hell knights marching turning up the road towards them. There has been no alarm raised however.


What is your guys' next move? I assume you will be heading to the rendezvous point but I want to know how you will be dealing with the hell knights. Also, Vreni, remember that if you go over your light load limit your move speed is reduced.


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

My next plan is stay unconscious since nobody seems to have brought smelling salts. I'm smurfing nailing it.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

"we need to go before those hell knights see us." Vreni hastily drags their victims further into the alley so that the hell knights don't see them and sound the alarm. She then lifts Sterling and slumps him over her shoulder as she tries to find the group a good path to continue on.

since im not in known territory for me should I now be using survival?

Survival check to find good path: 1d20 + 7 ⇒ (1) + 7 = 8
Stealth: 1d20 + 9 ⇒ (2) + 9 = 11

I am just at light load for me though now that I am carrying Sterling I am over. I ended up taking just one of the armors. also what the hell are with these rolls.

Potion of cure light wounds 1lbs
acid vial x2 1lbs
smokestick x1 1lbs
tanglefoot bag 4lbs
masterwork studded leather armor 20lbs
daggers x4 1lbs


It would still be K(Local). As for the rolls, I'm not sure if its a site wide or by account pseudo generator, but its pretty evenly random. You guys have just made very few rolls and they've been coming up bad so it seems off. If you looked over my account for the last year it would seem evenly distributed

K(Local) for Vreni: 1d20 + 4 ⇒ (16) + 4 = 20

I am going to go with the continue on idea.

The four of you wait until there seems to be a good moment to pass the hell knights and head out. As you cross the road a cry of, "Who goes there!?" comes from behind you but after continuing on your way it seems as though no one tried to follow you.

After an hour of slow moving, Sterling wakes up and can move of his own accord again. Weaving through the South Commons you make it to the Jade Market as planned.

It is currently almost two hours after midnight (specifically 130). Sunrise is at about 7 am and you were instructed to return to the safe house by then.

Looking over the market and the gate to outside the city, there is a lone figure standing on the far side of the square with a green patch on his shoulder. There are also city guards at the gate, manning the small door and letting a small group of people into the city currently.

I'm pretty sure green shoulder patch was the sign that the guy was your contact.

You are currently standing in an alley way opposite the man who is your mark. The square is about 200 feet across and largely open, though there is a well and a few wooden stalls set up along the center line.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni looks around the square to see if there are any other people or guards she didn't notice previously

Perception: 1d20 ⇒ 6

if the coast is clear Vreni will sneak her way around the square hiding behind the stalls along the way.

Stealth: 1d20 + 9 ⇒ (6) + 9 = 15


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

Grumbles at the annoyance of almost dying, and stretching as he wakes up, not completely against being carried around by a strong lady, but give Mahkah a 'why aren't you carrying me' look, before climbing down. Collects a share of the loot, being the other 12 gold share, since combat wise he didn't much deserve a large portion, and he knew it.


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

perception for other green patches: 1d20 + 8 ⇒ (19) + 8 = 27
perception for suspicious people watching: 1d20 + 8 ⇒ (18) + 8 = 26


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Trying to get Vreni's attention before she goes out into the square Eva states "Vreni wait, I don't think we should be trying to sneak around here. It will just make us look suspicious. There should be no reason we are not allowed to meet someone in public. We can simply go talk to him and ask to go somewhere a little more private for the hand off."


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni feels a little embarrassed realizing that she doesn't know how a less shady person would normally act. She awkwardly strokes a particularly deep scar on her right cheek and says "Ha your probably right. My default is sneaking... Well lets go talk to them then." Vreni waits to follow the lead of her other party members knowing that she is not the best at the customer service part of the job.


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

If no one else has anything to add, Eva casually walks into the square towards the target. Once in talking distance she stops, and speaking such that only they will hear, says "We have a deliverable for you. Would you please follow us to somewhere a little more private for transfer?"

Take 10 on diplomacy = 16


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

I will watch our backs.
perception: 1d20 + 4 ⇒ (7) + 4 = 11


When Eva approaches the recipient in becomes clear that it is a male elf. In reply to Eva the man says, "No, you can deliver the package to me here, and then await my reply. Begone with you now unless you have the scroll case for me." The mans tone of voice is impatient and condescending.

While this is going on, you can now notice that there are more city guards and hell knights to the west along the main road past the market place.

The entire square seems unoccupied other than yourselves though and the people entering the gate are all in now and have traveled west along the wall. The two guards remain seated beside the man door in the gate.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Is this douche full of s!@* check: 1d20 + 5 ⇒ (6) + 5 = 11

Vreni looks to her allies to try and get an idea of their actions moving forward. If no one in the group has any objections and she doesn't get any sense that something is wrong Vreni will inconspicuously remove the scroll from the bottom of her backpack and hands it over to the douche trying to seem natural for the guards and people in the square.

sleight of hand: 1d20 + 5 ⇒ (7) + 5 = 12


The elven man takes the scroll case, "Thank you for walking this far. It must have been a hard walk to have taken so long." He starts to walk away and says, "Wait here while I read this and reply."

The man walks about forty feet away to the west, deeper into the city and away from the guards at the gate. As you watch him, he sits down on a bench and twists the lids off the scroll, pulling the scroll out of it.

As the man unfurls the scroll a voice booms, "YOU WERE WARNED!"

The remaining scrolls explode in a ball of fire.

Some of the stalls in the area catch fire, and the man is hurled backwards, and is now in multiple pieces.

For a moment there is silence. Then the two guards at the gate start calling the alarm and moving towards the explosion. Another group of people that were entering now scatter, the single gate left open.

The city guards and hell knights further in the city also cry out the alarm, though you can not yet seem them approaching the square.

For now, it appears no one has noticed you directly, you are in some shadows at the edge of the square by where you met the man. There are a few accessible alley ways nearby, an open gate to run through, the roof tops to try, or to remain as witnesses to the act.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

A surprised smile stretches across Vreni's face as the light of the fireball reflects in her widened eyes "Holy Panacea! f*#&in' amazing" Vreni exclaims to herself in a quiet tone.

Seeing the guards and Hell Knights gathering towards the explosion Vreni stops reveling in the chaos and remembers she has a job to do. Vreni turns to her friends and whispers to them. "Hell knights are going to be converging on this location any moment. We should travel along the roof tops to avoid detection."

If none of her friends disagree Vreni will lead the group along the rooftops and back towards the slums taking any detours that will help them stay undetected.

Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
Knowledge Local: 1d20 + 4 ⇒ (4) + 4 = 8
Acrobatics for jumping from roof to roof: 1d20 + 7 ⇒ (13) + 7 = 20


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

Sterling will tell the others that he will meet them back at the house, he will simply walk off casually, looking suave as ever, making sure his injuries give his the roguish dashing look while he goes to eat breakfast, and stops by a certain orphanage and deposits the money he got today.


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

mahkah slightly confused due to the explosion and separating of the party follows vreni ....she must know where to go...
ten on stealth so 14 and on acrobatics(10) unless it is not enough


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

Unless there is more to do? Sterling will stay with the group if there is more to do, but if it's just for the departure he will do as previously stated.


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

"Sterling I really must disagree with your walking off casually. At least follow us part way so we know everyone is OK. I doubt anyone waling away casually will not be stopped for questioning." Eva says in a concerned tone.

Hoping that Sterling follows them, Eva follows Vreni to the roof tops. Once they are out of view, she requests to wait one minute while she removes her armor. Eva will strongly request avoiding large jumps, especially before removing her armor.

Stealth with armor: 1d20 + 4 ⇒ (20) + 4 = 24
Acrobatics with armor: 1d20 + 1 ⇒ (8) + 1 = 9

Taking 10 once out of armor:
Stealth without armor = 10+5 = 15
Acrobatics without armor = 10 + 8 = 18


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

Accepts the logic, and follows with some stealthing.

takes his 10 on stealth, =14


Eva you have had time to remove your armor

After a moment of confusion the party gets up onto the roof tops and starts moving around the square towards the safe house. Most of the roofs are flat making it fairly easy to travel.

More Dice!:

Perception Sterling: 1d20 + 4 ⇒ (4) + 4 = 8
Perception Eva: 1d20 + 3 ⇒ (20) + 3 = 23
Perception Mahkah: 1d20 + 8 ⇒ (4) + 8 = 12
Perception Vreni: 1d20 + 3 ⇒ (20) + 3 = 23

Mahkah Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Eva Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Vreni Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Sterling Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

A Initiative: 1d20 + 8 ⇒ (3) + 8 = 11

After about twenty minutes of slow travelling you get away from the sound of marching feet and the shouting of the guards. However, Vreni and Eva hear begin to hear the constant thudding of wing beats, similar to those heard when crossing the river.

Then a light and a voice appear in the dark behind you.

"Dojdi do mene braḱa i prestanat ovie ubijci!"

Infernal:

"Come to me brethren and stop these murderers!"

All of you except Sterling get to act in the surprise round (more or standard action). Your weapons are currently sheathed due to travelling over the roof tops.

Initiative Order

Sterling
Eva
Vreni
Mahkah
A


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

perception check: 1d20 + 8 ⇒ (4) + 8 = 12
Mahkah will take out his sling and load it


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni will take out a kukri and study the winged beast for any weak points


Exa is having a busy week with school so I am just waiting on her. @Vreni - While you can hear the wing beats, see the light, and hear the voice you can not see a creature to study it. Also, drawing a weapon is a move action and studying is a standard action so you can't do both in the surprise round.


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Eva turns towards the creature and says in response. "Кои се вашите браќа и за она што убиства ви се однесуваат на?" At the same time she pulls out her sickle, regretting now taking off her armor.

Infernal Speech:
Who are your brethren and what murders are you referring to?


I've created a new map on the tab called Roof Top on the map spread sheet for this fight

The light flashes and disappears as three grotesque creatures appear in front of you. The creatures are masses of roiling flesh with eyes and mouths and are humanoid in shape. They move towards you and try to attack.

"Ovie se moite braḱa i htey sme tuka za vas!" the voice sounds

Infernal:

"These are my brethren and they are here for you!"

L1 Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d4 ⇒ 1

L2 Attack: 1d20 + 2 ⇒ (18) + 2 = 20 Hits Exa for 3 Damage
Damage: 1d4 ⇒ 3

L3 Attack: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 ⇒ 3

The attack from L2 hits Exa, the other two attacks missing wide of Mahkah and Exa.

Initiative Order

Sterling - Skip
Eva
Vreni
Mahkah
A and L

I need a K(Planes) and Perception check from everyone when they post please. We will just skip Sterling for now it should be okay.


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Eva swings her sickle at the thing in front of her. "Zošto se zagriženi poradi smrtta na nekoi elf?"

infernal:
"Why are you concerned over the death of some elf?"

attack: 1d20 + 3 ⇒ (3) + 3 = 6
damage: 1d6 - 1 ⇒ (5) - 1 = 4


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni stabs the nasty that Eva just missed.

attack: 1d20 + 5 ⇒ (17) + 5 = 22
dmg: 1d4 + 3 ⇒ (3) + 3 = 6


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

mahkah confused as to why they are being attack steps back at fires(sounds incorrect but can't think of a better word) the sling and reloads it.
sling attack against L1: 1d20 + 1 ⇒ (18) + 1 = 19
damage if hit: 1d4 ⇒ 1


Not knowing what else to do Sterling steps backwards and fires his Crossbow at the creature nearest him and Mahkah.

Crossbow: 1d20 + 4 ⇒ (11) + 4 = 15
damage: 1d8 ⇒ 2

As the bolt and the sling stone hit it, it reels backs a bit but doesn't fall.

Eva's attack misses but Vreni's hit's something vital and its collapses in a pile of stinking fat and flesh.

The remaining two flesh monsters move forward, attacking Vreni and Mahkah.

L1 Claw 1 vs Mahkah: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d4 ⇒ 1

L1 Claw 2 vs Mahkah: 1d20 + 2 ⇒ (15) + 2 = 17 Hits Mahkah for 2 damage
Damage: 1d4 ⇒ 2

L3 Claw 1 vs Vreni: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d4 ⇒ 1

L3 Claw 2 vs Vreni: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d4 ⇒ 1

As Mahkah takes a scratch, the voice calls out again "Ana uga Adji hukum! You also hear the sound of wing beats get quieter.

Infernal:

"None may flaunt the law!"

Initiative Order

Sterling - Skip
Eva
Vreni
Mahkah
A and L

All of you are up again. Sterling I hope you don't mind me botting you but it seemed silly to leave you out entirely.

Perception or K(Planes) checks are still allowed


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

Eva swings around for the flank on the one attacking Vereni and tries her luck again with the sickle. Letting her companions in on what she has been yelling in infernal, "They are attacking us for murdering that guy back there with the scroll saying that 'none may flaunt the law'. I don't know why these freaks care though."

attack: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
damage: 1d6 - 1 ⇒ (6) - 1 = 5


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

"What!? So the Hell Knights have f$&$in' monsters working for them!? Great."
Vreni will use her movement to study L3 and then stab it with her newly bloodied Kukri.

attack on L3: 1d20 + 1 + 2 + 5 ⇒ (5) + 1 + 2 + 5 = 13
unlikely dmg: 1d4 + 3 + 1 ⇒ (2) + 3 + 1 = 6

+1 studied target
+2 flanking
Kukri +5 (1d4+3 18-20x2 P)


Eva's sickle slices into the flesh monster, dropping it to the roof top, dead.

Vreni, take your turn again. It is Vreni and Mahkah and then the monster/Sterling


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

mahkah steps back again to (L,7) and attacks and reloads again
sling attack L1: 1d20 + 1 ⇒ (18) + 1 = 19
damage: 1d4 ⇒ 3
perception to grasp combat situation: 1d20 + 8 ⇒ (15) + 8 = 23


Mahkah's sling attack will drop the remaining creature, and it will slowly "melt" into a pile of goo.

The roof top is still for a moment, but Mahkah can both hear the receding sound of wing beats, and that people are starting to move around in the house below him.

From the direction of the wing beats a voices calls out, "Sampeyan bakal kejiret siji dina, yen ora iki banjur kanggo angkara liyane!"

Infernal:

"You will be caught one day, if not for this then for another crime!"

It also catches Mahkah's eye that there are two black stones at the center of each of the dead creatures piles of oozing flesh.

It is about 2:10 am now. If you want we can fast forward to returning to the safe house. You will arrive at 6 am and it will cost 4 sp for the ferry ride back. Or if you want you can come up with other options obviously


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

if no one has anything they want to do...

Vreni uses part of Mahkahs unwanted cut of the gold they took off the thugs they killed in the alley to pay for the ferry.
"Mahkah you didn't want this gold right? Vreni says to Mahkah before she hands off 4 silver pieces to the ferry man.

if Mahkah doesn't take the money Eva and Sterling add another 4 gold to your cut from that fight.


Male Enca Druid 1 HP 10/10| AC 14| T 11| FF 13| Fort +4| Ref +1| Will +6| Init +1 Perc +8 Dark Vision 120 ft | Concentration +6(see char info)

no need for things like that....but boss will need my share....probably mahkah says as he grabs the black stones and holds them up here take some...we must hurry now people are moving below...and flying thing retreated...
I assume the boss will want a cut of what we get and considering I'm a slave I don't need the money. fast forwarding is fine with me


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

"I don't think the boss is worried about some gold be picked off of some muggers."

Im good to fast forward


Very sorry for the delay

You return to the safe house with no more incidents. When you arrive, Castone is waiting for you. As a courtesy he first looks at the six black stone you found in the summoned creatures.

"These are onyx gemstones, used to help summon fiends occasionally. They're worth about 50 gp each. Where did you come across them?"

Each of you receive 75 XP as well for the loot

After you tell Castone where you found the onyx he becomes slightly agitated, "Did you get any information or have any leads about who these creatures where working for? Also, was the mission successful? What happened when handing the scroll off to the client?"


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Sitting on a backwards chair Vreni replies to Castone. "It was f%~!in crazy! The scroll was all 'YOU WERE WARNED' and then BOOM!" *Vreni makes an explosion noise while gesturing with her hands. Did you know that it was gonna frickin explode? because I personally would've loved a heads up on that bit. Thank Panacea that douche decided he needed some personal space reading it... Needless to say we completed the mission.

Eva what did you say that beast said? 'none may flaunt the law'? sounded to me like it was working for the Hell Knights.


Cleirc Lvl 1 HP 9/9 | AC 19| T 13| FF 16| Fort +4| Ref +3| Will +4| Init +2 Perc +3 Low light Vision 60 ft | Concentration +4

"Ya. The attacker was speaking in infernal and called the summoned flesh bags his brethren. I think he had wings, I could hear a flapping sound in the air but he himself was invisible. He called us murders, which we are, but I am assuming he is after us for either the guy getting blown to bits, or the muggers we took out along the way."


Sorcerer Halfling 1 HP 9/9| AC 15| T 14| FF 12| Fort +3| Ref +5| Will +6| Init +5 Perc +4 | Concentration +5

Sterling yawns as he seems more participatory in group activities again now that he isn't thinking of far off lands. Wondering for a moment if he deserves a share of the gemstones, but not really bothered either way. "I think he got too good a look at us, we don't need that kind of heat on us. We have to be careful during the next jobs, until the attention dies down, think he could recognize us?"


To Vreni's question Castone replies, "HA! I had an idea the scroll was along those lines. The Shogunate has gotten rather uppity of late."

Thinking for a moment, Castone says "As for the invisible creature, make sure you keep a watch out for more and keep your heads down for a while. It's probably best to sit tight here for a few days."

Castone then gestures and leads you into the living room, where he motions for you to sit in one of the many chairs. Once you are seated he continues.

"So, the four of you have completed your final trial, and are now full members of The Enlisted. From now on you have a duty to uphold our honor and our word to all others. Your most important duty is to never shame the guild." Walking to each of you in turn, Castone holds out a small leather pouch and hands it to you, when he does so he also grabs the bicep of the arm you reached out with. His hand glows slightly and you feel a tingling sensation where he held your arm.

Each pouch has 25 platinum pieces in it, don't spend it all in one place ;) Also count it as 250 XP more for each of you

"I have marked each of you with our sign. Wear it proudly. Take this money as a reward as well." Castone backs into the middle of the room again. "From now on, you will have to fend for yourselves most of the time. Pick good marks, rewarding heists, and simple assassinations. You will owe 20% of your spoils to the guild, to be paid at the end of each month. In return this safe house is yours and will be stocked with basic supplies and watched to make sure it remains secure."

Directly to Mahkah Castone says, "Your debt is now your own. You owe 500 gp for your life to be yours again. The interest on the debt is 5% per week. We shall collect it as 20% per month to be paid when you submit your portion of the spoils. Don't try to rush the payments as you'll need money to keep yourself in good gear and alive."

With that Castone gives a soft dismissal. "Have a good sleep, sit tight here for a few days and then plan out your next move. I'll be back in a week or two with another job for you."

Feel free to converse with Castone if you want he will stick around for a bit if you have questions/want to talk. Otherwise its time to begin plotting your next move. Feel free to ask questions in discussion about places you are interested in. I can give most basic info there before you need to head out to scout it, I just want to know what your thinking before I generate all the content.


Human Slayer/Cleric 1 HP 7/12| AC 18| T 10| FF 13| Fort +5 Ref +5| Will +3| Init +3 Perc +5| Speed 30

Vreni stops Castone before he leaves "Hey, where do you suggest we find jobs? where can we find you if we need you?"

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