Ember's Council of Thieves PbP


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Sovereign Court

Male Human Paladin 1
Ankara wrote:

At Marcellius' offer, Ankara just grunts agreement, "You do that." He offers Janiven and Morosino a hand down the trapdoor, ushering them out with haste. And, uh, anyone else I forgot...

Once they are clear, he tosses the lanterns into the main room, so that the oil in them splashes out across the floor, and then flings burning coals from the remains of the hearthfire onto them, before hopping into the tunnel himself, saying to Marcellius just before his head goes out of sight, "Better hurry on behind."

Saddened by the fiery destruction of the tavern, Marcellius realizes it is not the time to discuss legal philosophy. After all, many great things had come, and would continue to come, from the ashes of their predecessors.

He protects himself against the building flame with his shield than quickly makes his way down through the trapdoor. He pulls it closed behind him, looking to see if there is a lock or bolting mechanism.

Dark Archive

“The tavern!!!” Janiven cries out as she is ushered through the trapdoor by Ankara. She gives Ankara a cold stare as the group makes their way through down to the sewers.

“Was it really necessary to burn the tavern down!?”

Janiven heads towards the front of the group, grumbling something unintelligible as she heads to the front of the group with Morosino. At the end of the rough hewn passage is a wooden door. She opens it and a rancid smell blasts into the tunnel, enough to make one’s stomach churn.

“Quickly, through this door. We can bar this door on the other side.”

Janiven pushes a concealed rock aside located near the entrance to the sewers. A small hollow is revealed that houses a crate of vials and a golden rod. She sighs in relief as she sees them.

“Thank goodness they’re still here. I’ve stashed these healing potions here a few weeks ago in case an emergency occurred like now. Here, take the vials. We can’t afford to stop in case the Hellknights decide to follow us after they take care of the fire. We need every second!”

Janiven hands three vials to each member of the group. The vial contains a small amount of a bluish liquid.

She takes the small golden rod, striking it against the wall. The rod begins to glow, reflecting light off the walls of the narrow sewer tunnels and door. She heads to the end of the tunnel where the sewerage branches off into several directions, pointing the tip of the glowing rod at a swordlike symbol pointing to the left.

“We scouted the sewers previously to find out how to reach our safe house from the tavern. See how the sword points to the left? That indicates we should go in that direction. We should look for these markers as we make our way through the sewers. They will always point the way to the safehouse. We’ve marked every intersection in case people needed to find their way to our safehouse via the sewers. Keep an eye out. Some of them are well hidden.”

She looks towards the group and at Morosino who nods his head.

“Alright, everyone ready? We don’t have much time so we best make our way there now.”

Janiven glances at the group waiting for responses to see whether everyone is ok.

Malcom, I’ve assumed that you have been ushered in by Ankara.

Each of you have received 3 potions of cure light wounds and have earned 300 xp.

Sovereign Court

Male Human Paladin 1

Marcellius accepts the vials carefully, putting them into one of the side pouches of his backpack.

"Mistress Janiven, do not be too angry about the tavern. The Gods of Light recognize sacrifice when they see it. I think it is very likely that you will be rewarded with something of even greater value than the tavern in the near future."

Noting the dark, dank, smelly area, Marcellius reaches into his backpack and finds a torch to light.

"It's a miracle that you have a safehouse. I am surprised that you are this organized already. How long have you been planning this meeting?"


M Human (Azlanti-blooded) Barbarian 2
DM Ember wrote:
“Was it really necessary to burn the tavern down!?”

Ankara's cold black eyes regard Janiven like a bug. "If you thought that you could ever return to a place that the Hellknights have raided as a nest of insurgents, I just saved you from making a fatal mistake."

He moves past her, only now drawing his greatsword and carrying it at the ready.

Liberty's Edge

Upon hearing Ankara's explanation, Sevegny shrugs. "He does have a point there, Lady Janiven ..."


Male Dwarf Wizard 1

Patrum takes his vials and places them in his backpack. He makes his way towards the rear of the group, but makes sure not to be the last.


Male Half-Elf Ftr 1

Kyras places his vials in his backpack and draws his falchion, taking up the rear behind Patrum, keeping a close eye behind them.

Dark Archive

Understanding the explanations provided by the group, Janiven nods her head. She is still clearly upset at the loss of the tavern yet she understands the reasons for Ankara suddenly burning the tavern.

She looks towards Marcellius, explaining how she prepared for the meeting.

“You aren’t the first group that I’ve organised such a meeting for. Like previous meetings this one took some time to organise.

The messengers that I asked to recruit you earlier this morning are also members of the group. We’ve only been in existence for a short time but we’re growing fast. It is somewhat surprising to see so many like minded people willing to join us. With the group growing so fast, we needed a new space – our safe haven.

Anyway, we better get moving. We’ve got some ground to cover and the faster we cover it, the better.”

Turning back to the sword symbol Janiven and Morosino turn left and lead the group through the maze of sewers. At each junction a sword symbol can be found clearly pointing the way towards the supposed safe haven and the group followed the symbols without difficulty.

Having travelled through the sewers for some time, the party adjust to the awful smell of the sewers. Suddenly, Janiven sticks her hand out, telling the group to stop. Morosino, looking horrified manages to stifle a scream and heads to the back of the group as quickly as possible.

Janiven whispers to the group pointing her finger towards the front trying to describe what she sees.

“What the!? Skeletons… how did they get here!?”

She attempts to move to the back of the group as quickly as possible to ensure the light doesn’t give away the group’s position. Unfortunately, the skeletons turn towards the group’s direction and saw the group. The red lights replacing their eye sockets gleam with glee as they slowly and mindlessly make their way towards the group.

Roll for initiative and state your moves for round 1. Make rolls in advance if possible (example: attack and damage together even if you think you might not hit unless you're pretty certain like a natural 1). I’ll attempt to resolve actions as best as possible. If anything needs adjustment or clarification I’ll let people know (and vice versa). Janiven and Morosino are currently at the back of the group behind Malcom. Set, I hope you don't mind. I wasn't sure when you were leaving and hence rolled initiative for Ankara in advance. Not a bad roll relative to the skeletons :). Enjoy your trip and I wish you well.

Initiative Rolls
Ankara - 1d20 + 3 = 19
Skeletons - 1d20 + 6 = 9

Link to map of encounter - Round 1


M Human (Azlanti-blooded) Barbarian 2

No worries on Init. Nice roll!

Ankara moves forward in eerie silence, only the rapid footfalls marking his rapid advance.

Assuming starting in G10 (letters down, numbers across) he advances to G6, then moves south and across to end in I5, provoking an attack of opportunity from the Skeleton in H5. This is 35 ft. of his 40 ft. movement, so he doesn't have to charge. First target is the Skeleton in I4, cleaving through to the one in H4. 1 round of Rage used.

He takes a swing at a skeleton, and attempts to pass the blow through to strike another, with a chuff of exertion.

24 to hit, 9 damage on I4, cleave for 22 to hit and 14 damage on H4.

I'm not finding any mention in the Bestiary preview of undead being immune to Crits, so here's a roll to confirm the potential crit on the first skeleton, if that's an option! 17

Sovereign Court

Male Human Paladin 1

Ankara: Undead can now be hit by critical attacks. Roll your weapon damage for the crit.
Ember: Love the map. What program did you use for that?

Initiative (1d20-1=18)

Following quickly behind Ankara, Marcellius drops his torch in H6 (hopefully able to retrieve it later), draws his longsword, and steps into the sewage in G5 (no attack of opportunity since the skeleton already used it against Ankara), cleaving at the skeletons in G4 and H5.

1d20+2, 1d8+4=[11, 2], [5, 4], 1d20+2, 1d8+4=[20, 2], [5, 4]

It the first attack hits (13, 9 slashing -5 DR= 4 damage), the second attack is a critical threat

1d20+3=16-1=15 to check if critical. (1d8=3 )
Damage if critical (12 slashing -5 DR = 7 damage)

Here's a fortitude save against any effects for stepping into the sewage. Fortitude Save (1d20+3=17)


Male Human Monk 1

Having been caught up in the rush, all that the group had heard from the young noble was how disgusting the smell was and how he would have to go to his tailor about replacing his clothes that now smelled like sewage. So caught up was the noble in his wardrobe that he didn't really notice the danger until Janiven's scream and run to take cover behind him. Looking around in surprise, Malcom does his best to move forward a bit to check out what all the commotion was about while he shifts his grip on his cane to get more leverage for swinging.

Initiative 10


Male Dwarf Wizard 1

Plodding along, lost in thought, Patrum is slow to respond to the impending danger Initiative (1d20+2=3).

He fires an acid dart at the skeleton at G3.

To hit;damage (1d20+1=4, 1d6=5)

Ignore the second set of rolls. I messed up and clicked to roll twice


"Wretched, obscene parodies of life, begone!" cries Sevegny. Divine power radiates from the the bladed holy symbol she holds high.

Move : to G6
Standard : Turn Undead (DC 13)


Male Half-Elf Ftr 1

Kyras reacts quickly enough, taking a double move to H6. Unfortunately that doesn't leave him with an attack action left, due to having taken rear guard, and since he moved through allies squares, he was unable to charge.

Initiative:1d20+3=15

Dark Archive

Marcellius wrote:

Ember: Love the map. What program did you use for that?

The map is supplied by Paizo as part of the CoT adventure path and the program I'm using at the moment is called Battlegrounds RPG (BRPG). It was created by someone on the messageboards named Heruca. I've used it in a number of other games and found it to be quite useful for face to face gaming.

"Malcom wrote:
Having been caught up in the rush, all that the group had heard from the young noble was how disgusting the smell was and how he would have to go to his tailor about replacing his clothes that now smelled like sewage. So caught up was the noble in his wardrobe that he didn't really notice the danger until Janiven's scream and run to take cover behind him. Looking around in surprise, Malcom does his best to move forward a bit to check out what all the commotion was about while he shifts his grip on his cane to get more leverage for swinging.

Malcom, just wanted to confirm that you've used up your actions to simply find out what all the commotion is about, otherwise you can still complete your actions for the round. Thanks


Male Human Monk 1

I figured that with the narrowness of the hall and the fact that I have to move through squares with people in it that I wouldn't have enough movement to make it to the undead. If that isn't the case, then I will attempt an attack. Once the Invisible castle server is up and running again :p or you can roll for me to speed things along.

Dark Archive

Round 1
The skeleton swings its scimitar at Ankara as he runs by it, managing to wound him slightly. Ankara’s furious attacks brought the two skeletons down with little trouble, the bones collapsing into a pile where the skeletons stood seconds before.

Sevegny’s attempt to turn the skeletons seemed futile. The release of divine energy, whilst potent had absolutely no affect on these unusually resilient skeletons.

Rushing by to aid Ankara, Marcellius swings to strike the skeleton. The blow connected with the skeleton’s leather armour rendering his attack ineffective.

Meanwhile, Kyras, Malcom and Patrum rush along to assist their comrades in combat. The acid arrow that Patrum fired missed its target horribly, splashing against the wall and dissipating upon collision.

One of the skeletons mindlessly wonders forward. Together with the skeleton that attacked Ankara earlier, the two manage to strike and wound the barbarian further. Meanwhile, the third skeleton attacks Marcellius. The aim was poor and Marcellius was able to avoid the attack easily.

You hear several screams from Morosino as the battle against the skeletons progresses. The boy cowers in Janiven’s arms, obviously scared having never seen skeletons up close before.

Rules, discussion and other matters:

Hi guys, just wanted to note some things here regarding first round. Please make comments if you believe I’ve interpreted something wrong as this is where I’m commenting on things I’m uncertain regarding rules. Sorry I took so long to post the results. I haven’t had too much time to go through this round having prepared for a Pathfinder Society convention several days earlier. If you spot anything unusual please let me know.

Ankara, I’m not 100% sure if I calculated damage correctly against you. I believe that every hit the skeletons made against you were successful, but if you could double check it that would be great (and I can adjust if necessary). The one that I wanted you to specifically check was the last one which was a roll of 12 – I believe cleave gives -2 to AC and if I recall correctly you were in rage (-2 to AC) so your AC goes from 15 to 11.

Sevegny, I realised that you didn’t roll for initiative so I did it for you in advance. I hope you don’t mind. I still can’t believe they all saved against your turn undead though - you’d think one of them would be turned!

Malcom and Patrum, I moved you guys forward if that’s ok so you could get more involved in the next round of battle. If for RP purposes or other reasons you wished to remain further back or did not want to move let me know.

Round 2

Initiative and status
Ankara: 19, taken 10 points of damage
Sevegny: 18
Marcellius: 18
Kyras: 15
Malcom: 10
Skeletons (3): 3 + 6 = 9
Patrum: 3

Post actions for the 2nd round.

Link to Round 2 Map


M Human (Azlanti-blooded) Barbarian 2

13 to hit (12 damage), cleave with 12 to hit (13 damage)

Ankara silently rages again, his face pale from the injuries he's already taken. He strikes first at the threat to his left, attempting to follow through to the creature directly beside him, but his limbs feel like all of the strength has poured from his body, along with his blood.

His enemies still stand, and his sword hangs heavily in his hands.

Yeah, those hits look right. He wasn't raging yet when AoO'd, but the AoO hit anyway. By the time the other skeletons got attacks, he was suffering both Rage and Cleave penalties. This round, he won't suffer the Cleave penalty, at least, since he didn't succeed in first attack anyway.

Sovereign Court

Male Human Paladin 1

1d20+2=6, 1d8+4=12

Marcellius swings at the skeleton in front of him, but his blade ricochets off the stone corner and almost falls from his grasp, missing the skeleton completely.

Liberty's Edge

Sevegny is surprised at her complete failure to turn the skeletal warriors. She then decides to try a more forceful approach.

Standard: Channel Energy (DC 13) for 1d6=5 points


Male Human Monk 1

Malcom nimbly moves past his teammates in an attempt to cane the skeleton.

Attack 10 damage 6

Moving to the space just to the right of Ankara before attacking


Male Dwarf Wizard 1

Patrum again fires an acid dart at the skeleton at G3.

1d20+1=7, 1d6=3

Dark Archive

I'll wait until tomorrow for Kyras to make his actions then I'll continue on to the next round, making the move for Kyras.

Just for purposes of initiative and determining which skeletons are still standing up after channel energy (assuming positive), two of them have made their saving throws, taking half damage each. The other one took full damage and bit the dust. The one that bit the dust is the one that was standing on H4


Male Half-Elf Ftr 1

Kyras swings his falchion overhead, bringing it down, trying to cut into the skeleton's head that is before him (H5).

1d20+4, 2d4+4=[14, 4]=18 on attack, [4, 3, 4]=11 damage

If that attack drops the skeleton in front of Kyras, he's going to step forward 5 feet to H5.

Dark Archive

Round 2

Sevegny’s wave of positive energy damages the skeletons. One of the skeletons submits to the positive energy as it crumbles into dust, whilst the other two manage to withstand its full blast. For one skeleton however, managing to withstand the blast did nothing as Kyras’ falchion manages to strike it down effortlessly.

The remaining skeleton swings its broken scimitar at Marcellius, managing to cut the paladin quite deeply. Patrum’s acid dart misses the skeleton. Much like the previous dart, this one smashes into the sewer wall, dissipating upon impact.

Round 3

Initiative and status
Ankara: 19, taken 10 points of damage
Sevegny: 18
Marcellius: 18, taken 5 points of damage
Kyras: 15
Malcom: 10
Skeleton: 3 + 6 = 9, taken 3 points of damage
Patrum: 3

Link to map of round 3

Post actions for round 3

Malcom, based on initiative Kyras has destroyed the skeleton you were going to attack. I’ve decided to move it along to round 3 and have moved you to the spot you designated. If you want to however I’ll let you move yourself somewhere else if you wish to. Example you can move next to the remaining skeleton, stand on H4 and then attackwith say a flurry of blows next round. We can also say for round 2 that you moved next to the remaining skeleton, attacked and missed based on the roll you already made for this round when attacking. Let me know before your round 3 actions whether you decide to change your actions.

Liberty's Edge

Concerned for Marcellus' wounds and the even greater injuries suffered by Ankara, Sevegny closes her eyes and radiates healing energy.

Channel Energy, healing: 1d6=3


M Human (Azlanti-blooded) Barbarian 2

Ankara steps to H4, gasping suddenly as he comes out of his Rage.

He takes a single ineffectual shot at the remaining skeleton.

1d20 + 3 ⇒ (8) + 3 = 112d6 + 3 ⇒ (1, 3) + 3 = 7


Male Half-Elf Ftr 1

Kyras simply chops at the remaining skeleton.

1d20 + 4 ⇒ (1) + 4 = 52d4 + 4 ⇒ (1, 1) + 4 = 6

Sovereign Court

Male Human Paladin 1

Question about channeling energy. I thought that channeling positive energy both harmed undead and cured the living, as channeling negative energy heals the undead and harms the living? Just asking because the previous channeling I think should have cured Ankara some.

Although reeling in pain, Marcellius grits his teeth in anger and takes the time to line up another powerful blow at the skeleton's skull, swinging at the undead with precision.

1d20 + 2 ⇒ (14) + 2 = 161d8 + 5 - 5 ⇒ (1) + 5 - 5 = 1

He is surprised when his sword pierces the skeleton's eyesocket but only a chip of bone breaks off.


M Human (Azlanti-blooded) Barbarian 2
Marcellius wrote:
Question about channeling energy. I thought that channeling positive energy both harmed undead and cured the living, as channeling negative energy heals the undead and harms the living?

It worked that way in Beta, but was deemed a bit over the top. In Pathfinder release, the Cleric unleashes the energy and chooses to target the living or the dead (if living, positive heals, if dead, positive damages). I think you have to buy a feat to do both at once, if that's even an option...

Dark Archive

Marcellius wrote:

Question about channeling energy. I thought that channeling positive energy both harmed undead and cured the living, as channeling negative energy heals the undead and harms the living? Just asking because the previous channeling I think should have cured Ankara some.

Although reeling in pain, Marcellius grits his teeth in anger and takes the time to line up another powerful blow at the skeleton's skull, swinging at the undead with precision.

1d20 + 2; 1d8 + 5 - 5

He is surprised when his sword pierces the skeleton's eyesocket but only a chip of bone breaks off.

Ankara wrote:
Marcellius wrote:
Question about channeling energy. I thought that channeling positive energy both harmed undead and cured the living, as channeling negative energy heals the undead and harms the living?

It worked that way in Beta, but was deemed a bit over the top. In Pathfinder release, the Cleric unleashes the energy and chooses to target the living or the dead (if living, positive heals, if dead, positive damages). I think you have to buy a feat to do both at once, if that's even an option...

Channel energy works slightly differently compared to the beta, the way that Ankara mentioned. Negative channel energy obviously works the other way, where you can choose to harm living or heal undead.

I was scratching my head earlier Marcellius trying to figure out where the -5 came from. Couldn’t figure it out then realised that you might’ve put the -5 for DR. They actually have DR against bludgeoning so the full 6 points get dealt to the skeleton, killing it.

Round 3
The positive energy washes over the party, invigorating Ankara and Marcellius. Gritting his teeth, Marcellius swings with precision, striking the last skeleton down. The skeleton collapses, along with the remains of the necromantic magic used to animate these skeletons.

Hiding behind the group, Morosino is obviously shaken from the animated skeletons that just attacked. Janiven lets go of the boy, whispering gently to him to be brave. She withdraws the lit sunrod, searching for any signs of the sword symbol that will lead the group to the safe haven.

“Where are you?”

Having circulated the area several times, she begins to panic and grow in frustration. Moments later, she turns to the party, her eyes clearly showing panic and fear.

“We’re lost! I can’t find it anywhere. It must’ve been washed away by the sewage waters!”

Morosino’s eyes grow wide open in fear upon hearing this, as though he can’t believe what Janiven just said.

“W...Wh...What do you mean!? We just came from that junction over there several minutes ago! It clearly pointed in this direction and now there’s no symbol!?”

Morosino holds his head in his hands, shaking his head as though he can’t believe the predicament the group is in.

“Please tell me I’m in a dream. What do we do now?”

Those of you that search the skeletons find worn out chain shirts, and broken scimitars. Each member of the party also gets 110 xp for defeating the skeletons, and the channel positive energy cast by Sevegny heals 3 points of damage for Ankara and Marcellius, bringing total damage down to 7 and 2 respectively.

Liberty's Edge

"Don't panic, I think I can help."

The priestess murmurs a prayer and taps the shoulder of everyone but Morosino.

"Thanks to my goddess Calistria, the very next thing you do will be especially lucky. So if you search for some way out, she will favor the outcome."

I use the Bit of Luck domain power. The effect as follows: "you can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier."

I cast this on everybody except myself, as well as Janiven, which should be six people.


M Human (Azlanti-blooded) Barbarian 2

Ankara turns round slowly, sweeping his gaze around the corridors, looking for the most likely direction to find an exit, or the next mark, or signs of the missing mark.

Perception check, augmented by Bit 'o Luck. 1d20 + 4 ⇒ (20) + 4 = 241d20 + 4 ⇒ (3) + 4 = 7

Turning to Janiven, regardless of what he finds or doesn't find, he wipes blood from the blade-track across his shoulder and chest and says quietly, "Take hold of yourself, woman. You are frightening the boy. If you mean to lead men into revolution, you can't fall apart just because a chalk mark on the wall is missing."

He draws one of his daggers and hands it to Morosino. "I expect that back, boy, so don't get yourself killed."


Male Half-Elf Ftr 1

Kyras walks up to Janiven. "You said that you've marked every intersection, right? So can't we try and find an intersection where the mark isn't gone?"

Sovereign Court

Male Human Paladin 1

OOC-Rules:
LOL! The other PBP Council of Thieves had the same problem. If a skeleton has DR 5/bludgeoning, it means they have damage resistance 5 against all weapon types except bludgeoning. Apparently sharp blades are more likely to go through bones without damaging them than bludgeoning weapons which impact the bones with enough force to shatter them. For future reference. :P

Ankara, I doubt that your weapon will have any blood on it, unless you've been fighting something besides skeletons.

Marcellius turns to find his torch as he sheathes his sword. The torch's flame sputtered on the moist stone, but he retrieved the torch and looked around for the sword drawing that Janiven was having difficulty finding.

"Do not be afraid, Janiven. The gods of light will not abandon us. Have faith that we will succeed, and do not let panic pull you from the path of providence."

Perception check.
1d20 + 2 ⇒ (8) + 2 = 10


M Human (Azlanti-blooded) Barbarian 2

Blade-track left behind in his armor from the scimitar-hit, that is. No, his sword is clean. His armor's a mess, 'cause he's bleeding all over it. I was just RPing him being all macho, and brushing at the wound like it was a bit of lint on his shirt. :)

Sovereign Court

Male Human Paladin 1
Ankara wrote:

Blade-track left behind in his armor from the scimitar-hit, that is. No, his sword is clean. His armor's a mess, 'cause he's bleeding all over it. I was just RPing him being all macho, and brushing at the wound like it was a bit of lint on his shirt. :)

Oh! Blood-track on the armor. Gotcha now!

Liberty's Edge

Marcellus, you can re-roll your perception check under my Bit of Luck power, if you want.

Sovereign Court

Male Human Paladin 1
Sevegny wrote:
Marcellus, you can re-roll your perception check under my Bit of Luck power, if you want.

Thanks, I'll roll again. Perception Check.

1d20 + 2 ⇒ (2) + 2 = 4

Either way, its not a good role. :P

Dark Archive

<Facepalm self regarding DR rules> - Obviously I didn’t read carefully enough.

Searching around the area Marcellius, you fail to find where the sword symbol is – that is if it still exists...

Janiven turns to Kyras, nodding her head.

“I’ve marked every single intersection and the last sword symbol pointed here, so I’m pretty certain this is the right spot.”

She pauses to look around the walls for a moment to make sure she hasn’t missed an obvious location before continuing to speak in a relatively calm voice.

“Look, we’ve got three choices – the worst that can happen is that we can’t find the symbol at the next intersection of one of these paths. If that happens then we can make our way back here and try another path. And if that path doesn’t have a sword symbol at the next intersection either then it must be the third and final one.”

Turning her gaze towards the party, Janiven looks as though she’s submitted to the fact that the symbol won’t be found any time soon.

“Well, no use standing here. Obviously it won’t help. It’s not like the sword symbol will suddenly appear like magic on the wall, showing us the correct way to go. Anyone want to pick a direction to go?”

Liberty's Edge

Sevegny holds up a six-sided die.

"Then may I ask my deity for guidance?"

I don't have dice in my inventory. If the DM may give me some latitude in this, because my PC is a priestess of luck, she might well be carrying around as set of dice.


Male Dwarf Wizard 1

Since one way is as good as another at this point, I see no reason not to seek some sort of divine guidance.


M Human (Azlanti-blooded) Barbarian 2

"Flip a coin, spin a dagger, gut a chicken. It matters not. Just do it quickly." Ankara says.

Liberty's Edge

"Alright then, with one and two corresponding with the leftmost passage from where we came from, and so on ..."

1d6 ⇒ 5

"The rightmost path, then."


M Human (Azlanti-blooded) Barbarian 2

"Alright. Calistria has spoken." Ankara says bluntly. "Move."

Taking his own advice, he moves forward decisively.

Dark Archive

Sevegny wrote:

Sevegny holds up a six-sided die.

"Then may I ask my deity for guidance?"

I don't have dice in my inventory. If the DM may give me some latitude in this, because my PC is a priestess of luck, she might well be carrying around as set of dice.

No problem. Feel free to use the dice to determine which way the party goes.

Seeing the dice fall on the five, Janiven nods her head and follows behind Ankara.

Alright everybody. Let’s make a move. May Calistria guide us safely.

With that said, she begins to follow Ankara down the passage. Morosino, realising that the party is about to make a move, stands up suddenly, looking panic-stricken. He clumsily runs towards Janiven, waving Ankara’s dagger a bit wildly as he moves towards her direction, crying out,

"Wait up!"

I’ve decided to push the game forward a bit although the party hasn’t moved yet. Feel free to post finishing actions in this part of the sewers before you lead up to the next scene below... or if you decide to do anything else, like check out other parts of the sewers quickly, feel free to do those as well.

This path leads to a four way intersection, planks dropped carefully around the intersection to allow for easy crossing between the sewer channels. Beyond this intersection lies a wooden door on the right hand side of the sewer wall, perhaps leading to a small side room. Janiven sighs with relief as she points towards the wall opposite the door – a sword symbol is clearly scribbled on the sewer door pointing forward.

Thank Calistria! There’s our sword symbol. Let us make haste and be on our way.

A heavy sigh of relief comes out of Morosino as he realises that the group is heading in the right direction.

As you arrive here can you please make a perception check.

Liberty's Edge

Perception 1d20 + 3 ⇒ (19) + 3 = 22

Sorry for the super-brief post. A bit swamped at the moment.


Male Dwarf Wizard 1

Perception - 1d20 + 5 ⇒ (18) + 5 = 23


M Human (Azlanti-blooded) Barbarian 2

Perception 1d20 + 4 ⇒ (6) + 4 = 10

"We should remove these boards after we pass, to make pursuit more difficult, and our path less obvious." Ankara says.

Sovereign Court

Male Human Paladin 1

Perception - 1d20 + 2 ⇒ (19) + 2 = 21

"Why do you suppose there are undead skeletons down here? I mean, necromancy is relatively uncommon, one would think."

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