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The Shadowed GM's page
85 posts. Alias of bigrig107.
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Guen bites the kobold guarding the alchemist, quite easily snapping through both flesh and bone and dropping the small thing to the ground broken when combined with Mehji's ray of frost. The alchemist growls what must be a threat (or perhaps a retreat order?) before quickly scampering away from the fight up the tunnel to the north, seemingly abandoning their hideout for good this time.
Even as Aja rushes to help Cassius hold the door shut, the group sees the last archer left in the room to the south dash out of sight to the southwest. A large splash of water can be heard shortly after, indicating that it jumped into the sewers somewhere and is most likely fleeing through an underwater tunnel.
Apparently it was a retreat order, for the remains of the kobold gang have scattered to the four winds.
Combat over! Unless you want to chase the kobolds through the tunnels outside of the map, they abandon the hideout in earnest. At least for now.
Isabeau's slash hits the kobold and it cries out in its strange reptilian language, which you don't need to know to know that it uttered a curse. Mehji's ray misses, scattering off of the ground next to the intended target.
The kobold in the hallway takes another crossbow shot, this time at Robert, before retreating further back into the room beyond the hallway.
Attack, crossbow: 1d20 + 6 ⇒ (2) + 6 = 8 Damage: 1d6 ⇒ 3
The kobold facing Guen takes a stab at the shadow, hoping to damage it somewhat, and the alchemist steps forward to toss a bomb into the room beyond its ally, behind Guen.
Attack, spear: 1d20 + 1 ⇒ (9) + 1 = 10 Damage: 1d6 - 1 ⇒ (5) - 1 = 4
Attack, bomb, square: 1d20 + 5 ⇒ (10) + 5 = 15 Reflex DC 13 against 3 (or 1) fire splash damage from Guen and Isabeau.
Init
Round 2
18- Mehji
16- Alixus
15- Cassius
14- them
14- Robert
8- Isabeau and Aja
Round 3
18- Mehji
16- Alixus
15- Cassius
14- them
14- Robert
8- Isabeau and Aja
Party is up again!
Quote: Did the kobold make its save vs. Mehji's shadow trap? Great question! Completely forgot about it. apologies.
Will: 1d20 + 1 ⇒ (20) + 1 = 21 Turns out it did, yes! Not trapped.
Robert's scythe cleaves through the kobold holding the door, sliding past its shield to knock it to the ground dead.
Botting Alixus to keep us moving.
Alixus moves up to behind Robert in case there's more fighting.
The door beside Cassius opens, revealing a spear and shield wielding kobold pushing it back open before a bolt launches from the archer behind it towards Aja.
Attack, crossbow, Aja: 1d20 + 6 ⇒ (16) + 6 = 22 Damage: 1d6 ⇒ 2
At the same time, Isabeau sees the bomber kobold (that appears to be the leader here) push the door in the hallway the party had passed open, and another spear and shield wielding kobold rushes past him to engage with Isabeau.
Attack, spear, Isabeau: 1d20 + 1 ⇒ (8) + 1 = 9 Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Init
Round 1
18- Mehji
16- Alixus
15- Cassius
14- them
14- Robert
8- Isabeau and Aja
Round 2
18- Mehji
16- Alixus
15- Cassius
14- them
14- Robert
8- Isabeau and Aja
Party is up again!
Luckily the door is not locked, and the door opens easily under Cassius' touch. The passage curves to the east before opening into a wider room that looks to be some sort of meeting room, with a table in the center of the room with some cards and various coins.
Unluckily for Mehji, the kobold (a trouble that does walk) standing at the entrance of the room takes a pot shot at her as soon as the door opens.
Attack, FF: 1d20 + 6 ⇒ (17) + 6 = 23 Damage: 1d6 ⇒ 3
Init, Isabeau: 1d20 + 3 ⇒ (5) + 3 = 8
Init, Alixus: 1d20 + 5 ⇒ (11) + 5 = 16
Init, Aja: 1d20 + 3 ⇒ (5) + 3 = 8
Init, Cassius: 1d20 + 2 ⇒ (13) + 2 = 15
Init, Robert: 1d20 + 2 ⇒ (12) + 2 = 14
Init, Mehji: 1d20 + 3 ⇒ (15) + 3 = 18
Init, them: 1d20 + 3 ⇒ (11) + 3 = 14
Init
Round 1
18- Mehji
16- Alixus
15- Cassius
14- them
14- Robert
8- Isabeau and Aja
Mehji, Alixus, and Cassius are up!
It does look like you can open the door without stepping on, yeah. Benefits of spotting it!
I'll remember that for next time!
The two stones are magical, and cast light as ever burning torches. They're easily removed, however, and you can take them with you.
Before Robert can get very far inside the room, however, Cassius points out a certain square that he is certain contains a pressure plate (marked on the map with an X). This looks significantly more sophisticated than anything the kobolds could put together, so it's likely that it was here before they got here and the crafty reptilians are just making use of it. What it does is unclear, but most likely isn't a good thing.
Disable Device, Cassius: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18
Mehji does a good enough job assisting Cassius in disarming the hastily thrown together bladed trap that the kobolds certainly activated as they fled. The door opens into a larger chamber than the hallway, but that is still smaller than the open tunnel.
Two grates sit in the floor of this room, with two open holes sitting along the western side (presumably existing for disposal previously) and what looks like an older improvised cell in the north end of the chamber. Even a quick glance over at the tables reveals chains and manacles at either end of the tables, and ancient dark stains are still visible on the lighter wood.
Two strange stones emit the light that brightens the room, and another door sits in the southern wall. No signs of any kobolds, at least not yet anyway.
Once Mehji moves into the tunnel in front of Robert, she sees a second door (this one closed).
Once she's close enough to get a good look at it, she sees that it is most definitely trapped. Looks like something hastily applied (by the retreating kobolds most likely) so shouldn't be too hard to dismantle should she wish to try it.
Just using the 18 Perception roll for this instead.
The stairs (that I highlighted with a red circle) are actually the bottom end of a set of stairs from somewhere behind the curved wall you can see at the end of the tunnel. It's a 20 foot drop down to the lower floor, you need to find the top half of those stairs. Mehji is correct in that you need to loop around through the rooms to the southwest. Apologies for any confusion!
The white X on the platform is a trap bomb, presumably left by the kobold alchemist. You can avoid it now that you know it's there.
Now that the kobolds have disappeared, at least for now, you can take a solid look at the open tunnel of the sewers.
There's a handful of doors you can take, with one of them being open (the one south of Alixus) and revealing a closed door at the end of the small hallway. Two more sit farther south down the tunnel, and you can see the tail end of some stairs on the lower level in the southeast corner of the space.
There's also the open tunnel to the northwest part, which looks to lead off deeper into the other sewer tunnels.
Quote: Is that just a wall? It is, yes. Thought I had revealed it, my bad. Fixed now!
At this point, it's obvious that the kobolds resolve has broken. They are not ones to stay and fight to the death for any cause unless pushed to the brink, and the ones you're currently fighting are no different. They break ranks, each of them scattering and fleeing into the darkness in their claimed warren, with most of them scuttling down the tunnel to the south.
Alixus and Guen will get AoO's against the green spear warrior should you wish to take them. Combat is over, unless you wish to pursue them in initiative. Which you can do!
Round
21- Isabeau
15- Cassius
11- Aja
10- Alixus
8- Robert
8- Mehji
4- kobolds

Gonna bot Alixus until he's back.
Alixus will activate his controlled rage, granting all of his allies a +2 to Strength. This does not impart the normal negatives rage does, because of his urban skald archetype.
Will, trapper: 1d20 + 1 ⇒ (12) + 1 = 13
Will, blue archer: 1d20 + 1 ⇒ (12) + 1 = 13
Will, red archer: 1d20 + 1 ⇒ (2) + 1 = 3
Will, spear green: 1d20 + 1 ⇒ (13) + 1 = 14
Will, spear blue: 1d20 + 1 ⇒ (9) + 1 = 10
The ghostly sound of the people running below unnerves the cowardly kobolds (minus one of the two seasoned archers and the alchemist), and their hands waver a little bit. The alchemist barks out again in their tongue, which sounds like a rallying cry, but three of the kobolds panic at the sound of 'reinforcements' coming and panic, breaking ranks and fleeing. Red archer and blue spear will flee, with blue spear taking the withdraw action.
Blue archer kobold takes a shot at Mehji, seeing her casting spells but not knowing what she did.
Attack, crossbow, Mehji: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d6 ⇒ 4
Green spear, seeing his partner flee but hearing the alchemist speak, takes a desperate jab at the shadow beast.
Attack: 1d20 + 1 ⇒ (19) + 1 = 20 Damage: 1d6 - 1 ⇒ (3) - 1 = 2
The alchemist reaches into the numerous pouches hanging around its waist and fumbles a bit before launching some flaming thing towards Robert.
Attack, touch: 1d20 + 5 ⇒ (10) + 5 = 15 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Round
21- Isabeau
15- Cassius
11- Aja
10- Alixus
8- Robert
8- Mehji
4- kobolds
Party is up again!
Robert Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Robert spots a trap that looks like some sort of thrown-together trap bomb hidden amongst the stones on the bottom platform, and is able to step over it easily enough.
Cassius' bolt hits the kobold directly in the throat and it falls backwards into the gross sewer water, disappearing into the murk.
Guen and Aja both miss, unfortunately.
Round 2
21- Isabeau
15- Cassius
11- Aja
10- Alixus
8- Robert
8- Mehji
4- kobolds
Alixus and Mehji are still up.

Aja can hear the kobold behind that door, and the crossbow bolt as it flies. She knows it's not exactly on the other side of said door, but instead a bit away.
The door to the west of Robert on the other side of the drainage opens, and another kobold steps out, crossbow in hand. The one that shot at Robert moves away from the fighter before reloading said crossbow, and the one over by Anja's door does the same, moving out onto the metal bridge and reloading.
From the tunnels on the other side come several more kobolds, two wielding spears and slings and the other looking much different from the rest of them. He is dressed in actual chain armor compared to the others' leather. A bandolier of vials is draped across his chest, and his eyes look significantly wilder than the other kobolds.
The two carrying slings fling bullets at Robert and Guen, but both stones richochet off walls or floors harmlessly.
Attack, Guen: 1d20 + 3 ⇒ (2) + 3 = 5 Damage: 1d3 - 1 ⇒ (2) - 1 = 1
Attack, Robert: 1d20 + 3 ⇒ (3) + 3 = 6 Damage: 1d3 - 1 ⇒ (3) - 1 = 2
The 'special' kobold pulls one of the vials off of his belt, and drinks it down enthusiastically before letting out a roar of challenge that sounds more like a squeak among the loud sounds of the rushing, stinking water below.
Init
Round 2
21- Isabeau
15- Cassius
11- Aja
10- Alixus
8- Robert
4- kobolds
Party is up again!
They are in fact kobolds, creatures of the dark, found most commonly in enormous underground warrens or the dark corners of the forest where the sun is unable to reach.
Robert moving around the corner reveals yet another kobold, this one holding a crossbow, who unleashes a bolt at Robert the second he steps around the corner.
Attack: 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d6 ⇒ 2
The rickety bridge collapses under Guen's weight, almost as if it were supposed to do that, but she is able to jump forward and continue her assault on the kobold. She bites it around the neck hard and it falls to the ground when struck by Mehji's spell.
Guen, looking back towards the other side, spots another crossbow-wielding kobold, who looses her bolt at the eidolon as well.
Attack: 1d20 + 6 ⇒ (11) + 6 = 17 Damage: 1d6 ⇒ 4
Waiting on Aja, then kobold's turn!

Seeing that the door isn't locked or trapped, Mehji pushes it open and immediately you're hit with the now-familiar scents of the sewer. This time, however, you see that the sewage is directly in this chamber. A series of connected rickety, clearly-unsafe planks create makeshift bridges over support pillars above the river of stinking refuge on the level below. The smell alone is nearly enough to make you retch, let alone looking down into the brownish yellow water.
An opening directly across the 'bridges' leads into another grouping of rooms (if you can really call them that) while the 'river' underneath flows down the tunnel to the southeast. Standing on the platform in the middle of the river is a single kobold holding a sling, and he launches a bullet at Mehji the second she opens the door.
Attack, flat footed: 1d20 + 3 ⇒ (14) + 3 = 17 Damage: 1d3 - 1 ⇒ (3) - 1 = 2
Init, Isabeau: 1d20 + 3 ⇒ (18) + 3 = 21
Init, Alixus: 1d20 + 5 ⇒ (5) + 5 = 10
Init, Aja: 1d20 + 3 ⇒ (8) + 3 = 11
Init, Cassius: 1d20 + 2 ⇒ (13) + 2 = 15
Init, Robert: 1d20 + 2 ⇒ (6) + 2 = 8
Init, them: 1d20 + 3 ⇒ (1) + 3 = 4
Init
21- Isabeau
15- Cassius
11- Aja
10- Alixus
8- Robert
4- kobolds
Party is up! Waiting for Mehji's init before rolling, can roll herself if she wants. Will probably act before the kobolds anyway, to be honest.
Aja Endymion wrote: I'm a little confused by the map. I've put Aja in the area I think Rsolk is referring to, with upper and lower doors. Am I in the right area? You are! I put white rectangles on the three doors, with the black X showing you which one he said not to go into.
Apologies for any confusion.
Whatever path you decide to take with Rykker can be chosen later, for now you have an entire lair of kobolds and more wererats (along with who knows what else) to get through before you can even think about handling him.
The door Rsolk points you towards opens up into a short hallway, with two branches spreading out in front of you that both end in another door. There is a door in the southern wall of the hallway, but Rsolk is quick to speak up as soon as you open the door to leave.
"That one there is my storage room, don't go in there. I don't know which door is safer, but I know the southern of the two will take you to the lower levels quicker." he says, already returning to his butchering for the day's meals.
Quote: "Can you tell us anything of Rykker himself, perhaps something that would enable us to get close enough to strike?" Rsolk nods appreciatively before speaking. "Perhaps you will be more successful than I thought, good question." he sounds almost impressed.
"I recently discovered that he has a sister outside of the crime life, Nera. Works as an alchemist up top somewhere. Don't know where, so if you wanted to physically use her against him you'd have to track her down yourself. But if you wanted to use that information to, say, insinuate you'd already found her and use that as leverage? Could work." he says, grinning widely. "Bit conniving though, ain't it?"
He doesn't even react at all to the 'child' being brought in beyond a simple grunt. Seems they're quite used to all shapes and sizes down here in the gutters.

The wererat slaps down the cleaver into the leg, chopping right through the thigh bone with a loud crack. He looks over to you after hearing your eloquent speeches, and simply nods.
"That is all true, yes." he says, taking the leg and setting the two portions aside. "I suppose it is wise for us to work together towards a common goal, as you say. Surprised you even know about Rykker, the man isn't exactly a high profile celebrity outside of the sewers."
"I won't ask where you get your info, that isn't my business. And I certainly wouldn't tell me if I were you. What I do know is that you'll need help dealing with that other group of wererats. I imagine you didn't bring too much silver with you, and I just so happen to keep as much silver off the streets as possible. I'll have Serana here bring you some weapons to aid you in your 'quest'." he says, laughing at his usage of the word.
"I will warn you, though, those kobolds in between us and the Fangs are crafty bastards. They've got the entire place trapped to Avernus and back, so you'll need to keep a sharp eye out the entire time you're in their 'company'. This room is as far west as we extend at the current moment, and the kobold's territory" he says almost disgustingly, as if the very idea made him sick "is that way, through the door." he points the bloody cleaver to the door in the western wall. "Head west and don't go digging into things you shouldn't and you should be fine."
Serana does in fact bring you some silver weapons in a large sack, which includes 20 silver arrows, two daggers, a short sword and a light mace.
"That's all we can spare for the moment, unfortunately." she says with a shrug and a grin. "Will have to do."
Remember that slashing and piercing silvered weapons have a -1 to damage rolls.

The woman and the wiry man guide you through the room into the next one, which opens up into a much more airy part of the sewers. Two tables sit here among other various supplies, giving evidence of this room as being somewhat of a preparation base for the gang wars the Rats are currently embroiled in.
A large mountain of a wererat stands at the other end of the two tables in his hybrid form, a cleaver the size of a shortsword in his hand and the leg bone of some large herd animal in the other.
"What's all this, then?" he says to you appearing in his makeshift court, his voice much deeper than any you'd expect a rat to have. He looks over at the group and you can see that he has lost one eye, marking him as the Rsolk, current head of the Dead Rats branch in Neverwinter. "You better have a good reason for barging in on lunch time." he says, slamming the cleaver down into the wooden table next to him.
Before you can speak, however, the woman gangster steps in to explain the situation, telling of how you come to 'deal' with their Gnashing Fangs problem.
"Is that right?" Rsolk says, picking the cleaver up and returning to his task of butchering the leg. "And why should I trust you to just waltz through our territory? That you'll magically fix all these problems I suddenly find myself with?"
The woman's smile turns slightly mischievous upon hearing Isabeau's answer. "Well that doesn't exactly answer the question, but I think we can work with that. We've been having problems with two groups recently, actually, the Fangs and a group of upstart sewer kobolds that have moved in to try and expand their territory. Dang things leave traps everywhere, and it's hard to deal with them while also focusing on the Fangs." she says, opening up a bit about the gang's problems.
"Your group, Aja, brings up an interesting possibility however. We need an outside agent to kick the kobolds out, violently or not, and take care of the Fangs for us. I think it's good enough to bring to the king. You ready?"
Cassius doesn't note any obvious traps, although that doesn't mean there aren't any hidden ones.
The woman takes a look at the gather band behind Aja, and laughs. ”I guess it can’t hurt to let them at least explain what they want to ask him about.” she says.
”Alex, why don’t you let the king know we have visitors? I’ll see about what they want, and if it’s worth bringing to his attention.” she tells the man with the metal jaw, and he goes lumbering off. ”Now, what’s this ‘important business’ you think we have time for?” she asks, clearly not impressed with what she sees.
The knock on the heavy door echoes for a few seconds before there is a reply, in the form of a deep resonating groan as the heavy door is slowly opened. It slides open towards you, forcing several of you to step back a bit, before revealing a trio of what you assume to be gangsters. One is a hulking giant of a man with a metal jaw replacement where it was once missing, another is a slender woman in form fitting clothes wearing a long cloak, and the third is a wiry man whose eyes seem to have issues focusing on anything.
"Ah, Aja, you're back." the woman says, stepping forward to get a better look at the group. "And what have you dragged along with you this time, eh?"
Plan discussed, although perhaps not fully settled upon, you proceed the ten minutes deeper into the sewers that Mehji mentioned. The path takes you past many other levels of the sewers, letting you (minus Aja) see all sorts of disgusting waste and flowing water that isn't a color you think water should be, actually. Thankfully you don't encounter any horrible sewer creatures and the albino crocodile doesn't make an appearance, if it even actually exists.
Eventually you find the stone door that Mehji knows bars the entrance to the Dead Rats' usual hideout. The hideout appears to be some sort of official sewer maintenance tunnel appropriated for nefarious purposes. It's clearly still theirs, judging by the amount of refuse sitting outside the door and the numerous rat motif gang signs adorning the wall, painted in all sorts of various shady mediums.
The door is locked when you first try it, and a quick listen at the door doesn't reveal anyone directly on the other side of said door.

With the introduction out of the way, you make your way out of the tavern and back into the streets of Neverwinter. It's getting closer to dark and that's likely a good thing, as you don't want anyone to be watching you climb down into the sewers for ostensibly nefarious purposes.
Your guide, Mehji, proves herself useful nearly immediately as she takes you to a much better sewer grate to enter from in order to reach your destination than the one that Keria recommended. She had been exiled from the gang and had a hit put out on her, after all, so it makes sense she doesn't know this area super well. The sewers are grimy and dank, just like you expected them to be. After about fifteen minutes of climbing up and down slime-covered ladders and smelling things you never thought you would, the group hears a rhythmic tapping sound approaching from one of the side tunnels of the sewers, accompanied by a scratching on metal sound.
About twelve seconds later, your hastily prepared weapons seem to be unneeded, as the tapping is that of a rather peculiar woman using her cane to make her way down the tunnel towards you. The scratching is her nails along the side of the walls, both a comforting sound to her (apparently) and a guide to help her find her way.
The woman’s brown kaftan is a flowing, tattered thing covered in a patchwork of crudely-shaped, hand-cut, and poorly-stitched eyes. No two are alike… in size, shape, color, orientation, or expression. Cat eyes, goat eyes, human eyes, elf eyes, demon eyes, owl eyes, monstrous eyes, and elemental eyes… all watch in mute silence. Anyone seeing the disturbing, garish, and poorly crafted garment might jokingly ask if the artisan is blind. When they see the milky eyes and wandering gaze of the seamstress in question, they might choke on that witticism.
In the dark of the fetid sewer, the blind woman smiles. Her white eyes, white teeth, and ashen facial scarifications contrast against the gloomy surroundings and her own brown skin. Her tone is equally light.
”Lovely evening for a walk, is it not?”

Robert doesn't find anything of interest beyond their weapons (a light crossbow and short sword, their studded leather armor, and 20 gp between the two of them.
Quote: Do you know of any healers or hedge wizards nearby? The receptionist nods, pointing you to the healer that works down at the docks. She gives you a little token of identification, letting you get your wounds healed there. "Don't worry about the authorities, we handle things ourselves here. I'll take care of these two for you."
You leave the dockyard, cover fairly intact, and make your way back out into the larger city. It's time to head to the sewers, but Cassius knows enough of the deep maze of sewers below the Blacklake district to be sure that you'll never make it without a guide.
Knowledge (local) Alixus: 1d20 + 6 ⇒ (5) + 6 = 11
Knowledge (local) Cassius: 1d20 + 7 ⇒ (20) + 7 = 27
Diplomacy, gather info, Isabeau: 1d20 + 3 ⇒ (17) + 3 = 20
Luckily Isabeau asks around a few different places (being sure to remain somewhat discreet of course) and eventually get directed to a bar full of the seedy types, the Gloomy Tankard. Most don't seem at all interesting, until one in particular attracts your attention. A halfling woman sitting at a table is spinning a small purple disk with a silver lining at the edge on a table, and something draws you to her.
As fun as Cassius' distraction is, it proves ultimately unnecessary as Isabeau and her eagles manage to take down the remaining wererat. Combat over!
There is no sign of the receptionist in this room, and you fear the worst has happened until she comes running in from outside once she sees the rats are dealt with.
"Oh good heavens!" she exclaims, clearly frightened of the entire situation. "Those unruly monsters came in and made so many demands, but I couldn't even understand them I was so panicked! I am so glad you were able to stop them from ransacking the entire office."
She takes a seat in one of the chairs up against the front wall, clearly exhausted from all the excitement. "What did they even want, money? We don't store any here."
Robert's scythe hits home hard and Isabeau's eagle does some serious work as well, combining their power to take out the first wererat.
Knowledge (local), Cassius: 1d20 + 7 ⇒ (3) + 7 = 10
Knowledge (local), Alixus: 1d20 + 6 ⇒ (13) + 6 = 19
These seem like younger wererats to Alixus, juveniles sent to accomplish their first task. Older lycanthropes have resistance to damage not from silvered weapons, but these do not seem to have that same protection.
The other wererat panics, obviously not expecting this outcome. He reloads his crossbow and attempts to take out the biggest threat to him, Robert.
Attack, crossbow, Robert: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d8 ⇒ 3
Robert takes 3 damage from the crossbow bolt hitting him in the shoulder.
Round 2
19- Alixus
18- them
18- Robert
17- Cassius
8- Isabeau
Round 3
19- Alixus
18- them
18- Robert
17- Cassius
8- Isabeau
Party is up!
Mehji Thicktoes wrote: Glad to be on board.
@Aja: I do love it both thematically and mechanically, given that it is one of the only first level spells that will trigger my bloodline arcana. That said, I don't think there's necessarily anything wrong with us having some overlap.
Glad to have you, welcome aboard!
The discord link is a few posts above, if you wanna join up there. I always find it’s easier to communicate over discord for quicker conversations.
Discord link
Welcome, our two new members! Glad to have you on board. The gameplay thread is t super long, as we just started relatively. Feel free to give it a read for your out of character knowledge, and I’ll be talking to the two of you separately to figure out introductions into the group in story.
Thank you all for your submissions! Was a hard choice as always, it seems. With that said, I had to make my choice and I have done so.
Would Aja Endymion and Mehji Thicktoes report to the discussion thread?
The red wererat reloads their crossbows and shoot again, aiming to hit Robert. The other one draws a short sword after the bolt is loosed and steps up to him before taking a slash.
Attack, Crossbow: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d8 ⇒ 2
Attack, short sword: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Only the short sword connects, drawing a surprisingly deep line of blood across an arm.
Robert takes 6 damage.
Round 1
19- Alixus
18- them
18- Robert
17- Cassius
8- Isabeau
Round 2
19- Alixus
18- them
18- Robert
17- Cassius
8- Isabeau
Party is up!
Unless he has the character together as of now, it's a bit late honestly. I'll be picking my two choices within the hour. Been a close race, that's for sure!
Quote: What's our starting HP?? Max, as is tradition for level 1.
One day left to get your submissions in, everyone. Make it count!
People love their oracles don't they? And yeah, I'm looking to pick at the end of Thursday.
SphinxTreecat wrote: The Shadowed GM wrote:
Sheet looks good, let me know when you get the background together! A basic background is up now. I made a few mechanical changes too to fit with it. Once I decided that Mehji's connection with Shar was going to be figuring out where her ability to cast spells came from all of a sudden, it no longer made sense for her to have a rank in Spellcraft. I put that rank in Bluff and also chanced my favored class benefit to a skill rank, which I put in Disguise. Let me know if you need more details on the background. Looks great, thanks!

Quote: One group is the Gnashing Fangs(Wererats) and another is the Tower Girls, but I suspect these are homebrew with no pre-established lore in the campaign setting. You would be correct. Although there are wererat gangs in Neverwinter, so it’s not completely made up!
Quote: One good point of being affiliated with the Church is that there are bound to be NPC clerics we can seek out for aid if it really comes down to it. This is also true. I won’t punish you for not choosing specifically a cleric, there are plenty of resources for the group to pull upon if the group needs them and proves themselves worthy of the expense.
Quote: Question though, why would Sharran clerics enlist the aid of a cleric of any other deity? I will admit that a part of it is suspension of disbelief so as to not hem the entire party as worshippers of Shar and therefore all evil or whatever.
But you also have to remember that Sharran priests are also just (mostly) mortal people as well. They have their own goals and aspirations, and Shar is a surprisingly complex deity. The Mistress of the Night is undoubtedly evil and conniving, but her end goals and how she gets there are as much of a mystery to you as they are to her clergy. There’s any number of reasons the church itself might work with outside agents, beyond Shar’s direct intervention (because deities usually aren’t supposed to act directly on the Material Plane). You might owe them a debt of services rendered, like the removal of painful memories/amnesia (like Isabeau) or vengeance gained on a rival, or you might have information particularly valuable to them. Or you are in a prime place for a friendly figure, such as in a noble family or a politician or the like, or your interests align at least somewhat. They could even be trying to convert you, for all you know!
I’m sure whatever character you make we can find a reason for them to be working with the church. The current party only has one true believer, as I mentioned before.
Put the Roll20 link to the campaign in the header, should be able to get in. Once you get in I'll assign your token to you!

The bodies themselves are easy enough to drag into the hidden room, though Keria doesn't seem interested enough to want to help. Cassius searches them and finds they each have masterwork studded leather armor (if you want to strip it off of them, that is), a dagger, and a light crossbow with 34 bolts between the two of them.
"I'll clean as much of the blood up as I can before I make my exit, stage right. If you need me just get in contact with your mistress, she knows how to reach me. For now, you need to get going!"
Heading back downstairs and leaving her to clean up the mess she and her unexpected guests left, you immediately get the sense that something is wrong. It takes you a moment, but the receptionist that pointed you upstairs to Keria's office isn't here anymore and no one has replaced her.
Perception, Robert: 1d20 + 6 ⇒ (20) + 6 = 26
Perception, Isabeau: 1d20 - 1 ⇒ (17) - 1 = 16
Perception, Cassius: 1d20 + 6 ⇒ (9) + 6 = 15
Perception, Alixus: 1d20 + 4 ⇒ (10) + 4 = 14
Robert is observant enough to notice the two wererats hiding behind the reception desk, humanoid figures with rat-like features. He isn't quick enough to act before they pop up and take two shots at the group, but the two bolts go wide, however, as they obviously weren't ready for you to appear.
Attack, crossbow, Robert FF: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d4 + 1d6 ⇒ (2) + (4) = 6
Attack, crossbow, Isabeau FF: 1d20 + 4 ⇒ (2) + 4 = 6 Damage: 1d4 + 1d6 ⇒ (4) + (2) = 6
Init, Isabeau: 1d20 + 3 ⇒ (5) + 3 = 8
Init, Robert: 1d20 + 2 ⇒ (16) + 2 = 18
init, Cassius: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Alixus: 1d20 + 5 ⇒ (14) + 5 = 19
Init, them: 1d20 + 5 ⇒ (13) + 5 = 18
Init
Surprise Round
19- Alixus
18- them
18- Robert
17- Cassius
8- Isabeau
Round 1
19- Alixus
18- them
18- Robert
17- Cassius
8- Isabeau
Robert gets a turn in the surprise round, and then Alixus goes before the wererats go again.
Zahir ibn Mahmoud ibn Jothan wrote: Alright, here is Kolaiah, an Inquisitor of Shar, who is also a Barrister. Looks good mechanics-wise, let me know when you have a background together!

Quote: But they have a fill caster, right? The Summoner? When I say full caster I mean a 9th level caster, like wizard or sorceror. They do have a 6th level caster though, yeah.
Quote: Healing is always problematic for evil parties, especially of an evil god. How have they handled this so far? As I said, it’s not explicitly an evil party. They also haven’t gotten into combat yet, actually, just started relatively. That said, there are plenty of healing options even if you want to be actually evil.
Quote: With an Investigator, a Summoner, and a Skald, who is doing the damage? Mostly the fighter then? Fighter and the eidolon most likely, yeah. Although this isn’t a classic dungeon delve 100% of the time so damage isn’t something you necessarily need to have.
Quote: What is it you're hoping to get from a divine caster? Would an Inquisitor of Shar work? Melee? Archer? My main goal with this recruitment is to find a character that meshes well with the current party and the investigation themes. I don’t have any party balance needs myself, although the current party members could step in and suggest some things.
The inquisitor of Shar would work, yeah, depending on background of course. Dark Justiciar bound, eh?
Quote: Are you using any alternate rules - Elephant in the Room, ABP, etc.? Not this time, no. Besides background skills!
Quote: How about a Cleric(Undead Lord) Female Hobgoblin? Hobgoblin will be a hard sell in Neverwinter, and I’m not sure about managing a horde of undead with 5-6 players already.
Oops, no idea how I forgot that. Divine casting it is then, though I’m sure they wouldn’t turn down a full arcane caster either.
Current party is an investigator, unchained rogue, urban skald, and a fighter. So divine and arcane casting are the main places they’re lacking from a glance. Skills are mostly taken care of, so feel free to get whichever ones you want on that department.
Most certainly a lesser evil situation. You will be working in the best interests of Neverwinter and Faerun against a greater evil (eventually). Some morally questionable activities may be required (what adventurer doesn’t do any of those?), but nothing nearly as extreme as your examples.
The current party includes a newspaper reporter who works for the Sharrans in exchange for juicy stories, a ‘worshipper’ who is paying off their amnesia debt, a farmer mercenary who is searching for info on who murdered their family, and a halfling treasure/secret seeker who believes he’s ‘using’ the Sharran church to get his family back into good noble standing. So, a diverse variety of motivations.
Magnolio_Lombarde wrote: This sounds interesting! Can I ask when/where/how your group will be playing? I see that you’re new to the boards, welcome!
It’s a play by post, the tabs at the top have the gameplay and discussion threads. We use Roll20 for maps and have a discord for an extra communication line amongst the group.
Take a look at the gameplay thread and you’ll see an example of how PbP gameplay usually goes.
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