Council of Thieves by Cry Havoc! - Act I, The Bastards of Erebus [IC]


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Kyras can't see a lantern or other light source handy in the kitchen, and there's no time for a thorough search. Hopefully, Janiven or one of the other invited guests will have a solution to that likely problem...

Following Morosino, the PCs make their way as quickly as they can into the trap door, where they climb 15 feet down a wooden ladder to a packed earth floor below. Janiven gives Jacob a small shove as the last of the group, saying with a wry grin, "In you go, hero, I can take care of myself." The tall woman then proceeds to topple a nearby cabinet onto the floor in front of the kitchen entrance. Janiven then leaps into the trapdoor, pulling the false cupboard bottom back into place over her head. Just as the entrance is covered, a terrific noise of smashing wood and broken glass resounds into the kitchen, indicating that the Hellknights have breached the front of the tavern.

The brief darkness below is suddenly illuminated by the warm glow of a sunrod, activated by Janiven. She holds the device up over head, revealing a 5' wide, rough-hewn corridor that leads to a closed simple wooden door, some 20 feet away. Before opening the door, Janiven moves to the far wall, considers momentarily, then pulls out a loose mortar stone to reveal a hidden space in the wall. "Good, they're still here." She begins distributing the contents of the cache to each member of the party (2 potions of CLW and 1 Sunrod to each PC) while saying, "They might take a few minutes to search in the tavern, but it won't take them long to figure out where we went. Some are going to follow us down here after they grab a lantern or make torches...they might even try to infiltrate the sewers ahead of us if they can guess our route. We need to keep moving. You ready?"

We'll hold up here before plunging onward into the sewers for role-playing or other actions. Don't forget to update your character sheets with the stuff Janiven gave you. Also, everyone gets 300 xp for being smart enough not to try and take on such a large band of superior foes. WOOT!


Male Human Universalist Wizard-- L1 | AC 12 (t12ff10) | hp 7/7 | Saves F+1 R+2 W+3 | Percep +1

Note that Prof. Rokannon already has a Dancing Light slowly circling him.

On being given the items, Prof. Rokannon will juggle them a little, then try to give the sunrod back. "Oh, no. I really don't need..."
Then he will shrug as Janiven moves on and put the items into his pack.


Male Half-Elf Ftr 1

Kyras takes the said items and puts one of the potions in his belt pouch, the other in his backpack, he strikes the sunrod to light it, and takes up rear guard, ready to warn everyone once he notices the Hellknights coming.

I wasn't trying for a light source with the lantern.


Male Human (Chelaxian) Rogue 1

Seeing Kyras light up the sunrod, he stuffs his sunrod into his belt.
The potions go into his belt pouches.

He then looks at the gathered party ... readies his two swords and asks;

"Right ... who's taking point ?"


M Dwarf Cleric 1

Dolmar takes the items from Janiven, "Thank ye, lass. If those knights follow us down here, we're surely apt to need these before we're through."

He'll put the potions and the sunrod into his belt pouch for access if he needs them. Dolmar will cast light onto Jacob's shield, and try to keep up with that every 10 minutes we go along as possible. Also, do I think that the dottari normally patrol the sewers? If I do, I'll cast the Blessings of the Watch I was going to do in the tavern, if not, I'll hold the spell.

Knowledge(local): 1d20 + 3 ⇒ (12) + 3 = 15


Male Human Fighter 1
Dolmar Nilsgun wrote:
He'll put the potions and the sunrod into his belt pouch for access if he needs them. Dolmar will cast light onto Jacob's shield, and try to keep up with that every 10 minutes we go along as possible.

My shield is actually still under my cloak, but this seems like a good moment to pull it out.

"Thank you, Dolmar"
Jacob will take second-to-front when we take off.


Male Human Universalist Wizard-- L1 | AC 12 (t12ff10) | hp 7/7 | Saves F+1 R+2 W+3 | Percep +1

Professor Rokannon will cast Dancing Lights again, making four this time and having them float just overhead 5 feet ahead, right, left and behind; the better to inspect his surroundings. The ancient construction designs of the Westcrown sewer system are said to be of old Azlant influence.
He stops moving and begins to examine the walls, taking out a scroll and writing down notes on what he sees. Perhaps they could take a minute for him to properly examine them...

And he really, really wishes he had memorized some way to purify air...


Prof. Faradir Rokannon wrote:
Note that Prof. Rokannon already has a Dancing Light slowly circling him.
Kyras wrote:
I wasn't trying for a light source with the lantern.

ACK! Thanks for the corrections, guys! In the first case, I had completely forgotten, and in the second case I made an erroneous assumption. I'd like to say it won't happen again...but it almost assuredly will. Thanks for bearing with me in any case! :)


Dolmar: The Dottari probably don't make regular patrols into Westcrown's sewer system, but it is under their jurisdiction in the case of any trouble, so I will rule that the area is eligible for the benefits of Blessing of the Watch.

The following information about the sewers is available with a DC 13 Know: Local or Engineering check:

Spoiler:
Westcrown’s sewer system is a marvel of ancient engineering, designed by the same geniuses who built the Arch of Aroden in Corentyn. Though Westcrown is barely above sea level, the cleverly designed sewer tunnels continue to carry Westcrown’s filth away, and for the most part, citizens never think about the sanitation process that keeps the city relatively free of waste-borne illness. Individual tunnels are buttressed and rarely more than 5 feet high, forcing taller characters to stoop but not otherwise hindering most activity. Most tunnels are 10 feet wide, with a 3-foot-deep trench for sewage and water taking up half that width—even at peak flow the water level is an inch or more below the level of the walking side of the tunnel. Rainwater enters the sewers from tiny barred grates in the streets, most so small that an adult halfling couldn’t squeeze through, and travels through an angled pipe that directs the runoff to the closest tunnel’s drainage side, exiting about a foot above the peak flow-level of the sewer channel. Tide-powered wheels on the northwest and northeast coast draw water upward from the river and bay, causing a slow trickle into the sewers and keeping solid matter from building up over time, creating a slow current flowing toward the southern part of the city. Three points along the southern edge of the sewers bear similar tidewheels, each connected to a mechanical screw that slowly pumps waste downward into a mile-long underwater pipe that empties downriver, its length protected by check valves to prevent water from flowing upward into the sewage system. The sewer mechanics require very little maintenance and have hand-cranks for manual operation should an unforeseen circumstance render the automatic devices inoperable. The build of the sewers ensures that the tons of waste generated by the city never risk contaminating it.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Janiven sees that the group is ready to proceed, so she throws open the wooden door at the end of the tunnel. The immediate, unmistakeable odor of open sewage that assails the group's collective nostrils makes Professor Faradir really wish that he could purify air now! But there's no help for it but to press on, so the group hurries through into the sewers proper. Once inside, Janiven closes and bars the door with a wooden plank.

The tunnels of the sewers are made of old mortared stone, and are only about five feet high, forcing taller characters to stoop over uncomfortably. The tunnels are ten feet wide, but half the width is taken up by trenches that carry foul, dark water (as well as garbage, offal and who knows what other unmentionables) churning along in a disgusting, malodorous current. Every so often, tiny barred grates in the streets above allow egress for rainwater, as well as a bit of fading sunlight. Darkness has not fallen yet, but everyone knows that to be caught out in these sewers after nightfall would be a very bad thing indeed.

The present tunnel extends to the left and the right, but before a direction can be chosen, Janiven moves to the wall, where she lifts a seemingly stray piece of rotten wood from the stone floor. Behind it is a white chalk marking of a sword about ankle high. The blade points to the left, while the haft points to the right. "The route to our headquarters takes a lot of twists and turns, so Arael and I marked the way. Now listen closely, just in case we should get separated. Whenever you're unsure which direction to go, look for this sword mark. Always follow the direction indicated by the blade, understand?" When she's confident of each person's comprehension she continues, "All right then, let's go. We've got to stay ahead of those Hellknights at all costs!"

Janiven holds aloft her sunrod and leads the way down the leftmost sewer tunnel.


Male Human Universalist Wizard-- L1 | AC 12 (t12ff10) | hp 7/7 | Saves F+1 R+2 W+3 | Percep +1

Knowledge (Engineering): 1d20 + 9 ⇒ (8) + 9 = 17

Prof. Rokannon will stand there writing notes and sketches down, muttering things like "...sea level? Yes, yes..." and "...related to the arch? But how..." until he is hurried along by one of the others.


M Dwarf Cleric 1

Dolmar shrugs his shield into a more comfortable position, pulls out his warhammer. "Well, I guess it's a time to be movin'." He trundles off after Janiven.


Male Human (Chelaxian) Rogue 1

Pontius readies both his swords and, with a disgusted look, heads off into the dimly lit darkness behind the dwarf.


Hmm, looks like I found some extra time before this afternoon, so here's the new post! Pressing on...

Faced with little alternative, the party sets off after Janiven, deeper into the sewers of Westcrown.

The journey is uncomfortable and claustrophobic, as the larger party members must hunch over a bit to avoid scraping their heads on the low stone ceiling. What's worse is the constant, malodorous reminder that a channel of open sewage lies only a few feet away from every footfall. At times, the party must cross the channel by crossing old wooden beams which have been placed over the foul liquid. With each step, care must be taken to keep one's footing on the wet, slippery stone.

The party's route is convoluted and confusing, taking numerous twists and turns. Soon, it becomes impossible to tell one direction from another as the party passes under archways, below sewer grates, past decrepit doors (presumably leading to supply closets and the like) and under dripping pipes. Were it not for the chalk sword markings on the walls, it would be virtually impossible to find the correct route. Even Janiven must rely on the markers to pick out the path, requiring frequent stops as she looks for the covering bits of wood.

At last, after several minutes (though it feels like hours) of scurrying through the sewers, the party emerges from one tunnel into a small 20x20 foot alcove, where a rusty iron ladder leads up to an open manhole above, the late-day sunlight shining down into the sewer tunnel below. Just as Janiven emerges into the alcove, the sound of a man coughing echoes down from the top of the ladder, bringing the whole group to a sudden stop. Clearly, the route is being watched!

Janiven turns to the party and silently holds a finger to her lips. Then she whispers, "We'll have to get past in order to stick to the marked route. You feeling sneaky?"

If you decide to try to sneak past the guarded manhole entrance, please make a Stealth roll. Note also that there is less light streaming in at the edge of the alcove, so it might be easier to try sneaking past at that point, but it would require wading through the sewage channel. Alternatively, you could turn back and try to find the way by taking a different, unmarked route. What's your pleasure?


M Dwarf Cleric 1

In a whisper, "I'm sorry lass, but if I try to sneak through I'm sure as to warn the feller at the top with all the clanking of my armor. We dwarves are sturdy, but generally aren't too subtle..."

I've got a -6 to my stealth check due to armor/shield. I can try if the rest of the group wants to, but I wanted to warn you first.

"Do you know of any routes that may connect later on that we may have passed already lass?"


Dolmar Nilsgun wrote:

In a whisper, "I'm sorry lass, but if I try to sneak through I'm sure as to warn the feller at the top with all the clanking of my armor. We dwarves are sturdy, but generally aren't too subtle..."

I've got a -6 to my stealth check due to armor/shield. I can try if the rest of the group wants to, but I wanted to warn you first.

"Do you know of any routes that may connect later on that we may have passed already lass?"

Janiven shakes her head sadly. "I don't, unfortunately. If we turn back now, the best I could do would be to use my best judgment and try to pick up the trail again somewhere down the line. But that could mean we'll be down here a long time."


Male Human Universalist Wizard-- L1 | AC 12 (t12ff10) | hp 7/7 | Saves F+1 R+2 W+3 | Percep +1

Prof. Rokannon whispers; "The best I could do is to obscure the area with fog, or possibly make the observer fall asleep. But; I must tell you that either one could be just as easily a dead givaway.
If stealth is absolutely important, we should find another route."


Male Human (Chelaxian) Rogue 1

"Although I loathe to be here any longer then necessary ... if it means living to tell the tale ... I'm all for it."

"So, my lady, lead the way and let's hope we find the route to a safe exit."


M Dwarf Cleric 1

Dolmar hangs his head a little. "Sorry to be the source of consternation. I hope to be able to make it up to you all at a later time."

Dolmar will shuffle towards the back of the pack on the way out of area.


Three of five players is enough consensus to have the party backtrack, but I'll give a bit more time for Kyras and Jacob to weigh in.


Male Half-Elf Ftr 1

Kyras stays out of the discussion. He doesn't want to be down here any longer then he has to, but no one besides him and Pontius seem to have any decent chance of sneaking by, and splitting the party is never a good idea. Besides, unless he adamantly disagrees with people, Kyras tends to prefer melting into the background.


Male Human Fighter 1

Jacob has also been staying out of this discussion and hanging back. He's very obviously out of his element sneaking around like this, and he is paying close attention to the people who seem like they know what they're doing and following their lead.
Also, he's got a negative Stealth modifier


Janiven looks crestfallen at the prospect of having to backtrack blindly, but she sees that the party is set on not trying to sneak past the sentry on the street above. With little else to be said, she retreats back into the tunnel, leading the way back through the sewers.

Before long, the group approaches a four-way intersection where the tunnels and sewage channels both cross. As the party draws near the intersection, the sudden appearance of flickering torchlight from the passage to the left forces a halt. A harsh voice rings out, "Hey! I see a light up there! It must be them, let's go!" The sound of multiple pairs of shod feet pounding on the stone tunnel floor indicates that someone is approaching quickly!

They'll turn the corner in mere moments. Fight or flight?


Male Human Fighter 1

Jacob steps forward and hugs the wall, drawing his hammer.
Ready an action to throw it at the first person to come around the corner (although I'm also alert for someone to yell out "Wait, they're friends!").
That said, if everyone behind me runs away, I'm not sticking around by myself and I'll follow them.


Jacob, please also go ahead and roll conditional attack and damage dice for your readied action.


Male Human Fighter 1

Now we find out if I've successfully figured out how to use the dice roller
Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 3 ⇒ (1) + 3 = 4


M Dwarf Cleric 1

Dolmar will pass by Jacob and hold behind him, preparing to assist Jacob if it comes to melee.

I'm fine with fleeing if folks want, but want to give assistance to the front line if we do fight.

Also, I would think the Blessing of the Watch would still be going on I think (it's 1 hour duration) and would grant a +1 to hit and +1 will saves vs. fear.


Male Half-Elf Ftr 1

Kyras would rather not fight, but he knows that if we run, we'll just get more lost then we are already gonna be, and so tucks the sunrod into his belt, drawing his falchion as quietly as possible and getting ready to slice and dice, stepping forward to join Jacob and Dolmar. He grits his teeth, his eyes seeming to shoot daggers in the direction of their pursuers.


Male Human (Chelaxian) Rogue 1

Not wanting to show his face to their pursuers just yet, he makes his way to the back of the party and hides in the shadows.

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14


Apologies for the lateness of this post, but it's been a rough day. Enjoy!

The tension can be cut with a knife as Jacob raises his hammer and steps forth to the front of the group. Dolmar and Kyras are right on the blacksmith's heels, even as Pontius slips to the rear, hoping not to be seen. The shouts and pounding feet draw closer, and the adventurers steel themselves for the worst...

The stress, apparently, is too much for at least one person present, however! The young lad, Morosino, suddenly cries out in a shrill voice, "Noooooo!!! They can't take me! I won't let them!" The teenager plunges knee-deep into the trench of foul sewage to the party's right and splashes ahead past the intersection and away into the darkness, heedless of all sense in his blind panic.

Janiven responds with a curse. "Damn, fool boy! Get back here! Morosino! You'll get yourself killed!" The party's guide dashes away after the teenager, calling back over her shoulder, "Stay alive, I'll come back for you!" Then, she sprints across the channel-crossing plank and disappears down the far tunnel, in pursuit of her terrified charge.

Seconds later, the torch-bearing pursuers reach the intersection. Half a dozen rough-looking men, armed with longswords and crossbows, emerge into the glow of the party's magical light. Their chainmail armor is emblazoned with a recognizable symbol: The spiked wheel of the Order of the Rack Hellknights. The leader barks out a command, "Some of them went that way, get after them!" Two of the hunters break off and race down the tunnel after Janiven and Morosino, leaving four to menace the PCs!

Knowledge: Local check, DC 10:

These men are not full-fledged Hellknights, but armigers...new inductees into the organization that serve the ranked knights as squires and porters. While nowhere near as dangerous as the genuine article, these armigers nonetheless are zealous warriors with much to prove to their commanding officers. The apprehension of fleeing fugitives would go a long way toward promotion.

"You're under arrest! Come quietly now, or we'll...OOF!" The Hellknight's threat is cut off by the force of Jacob's thrown hammer smacking into the midsection of his chainmail hauberk. The man doesn't appear to have suffered any serious harm, but he is clearly winded, and definitely angry over having his speech interrupted! Gasping, he frantically motions for his compatriots to attack! "Get...them..." (Jacob's readied attack is technically a miss due to the man's armor, but fun role-playing nonetheless!)

COMBAT BEGINS!

Initiative Rolls:

Hellknights: 1d20=13
Kyras: 1d20+3=8
Dolmar: 1d20+1=20
Jacob: 1d20+2=20
Faradir: 1d20+2=17
And, Pontius already rolled init, so we'll use that.

Initiative Order, Round 1
20: Jacob
20: Dolmar
17: Faradir
13: Hellknights x4
8: Kyras
8: Pontius

Combat Map

All right, our first fight! Jacob, Dolmar, and Faradir are up first. Please include any relevant rolls in your posts, and be sure to use the coordinates of the map to specify exactly where your PC moves. Dolmar's Blessing of the Watch is still active, so please include the +1 bonus for attack rolls. Note the tight environs make for some interesting challenges with manueverability. Characters can freely move through the channels of sewage (green spaces on the map), if desired, as they're only about 3 feet deep. This may pose certain 'sanitation' risks, however. :)


Male Human Universalist Wizard-- L1 | AC 12 (t12ff10) | hp 7/7 | Saves F+1 R+2 W+3 | Percep +1

Professor Rokannon sees the hellknights bunched up, quickly calculates and makes a decision. Taking a pinch of sand from his pouch, he gently blows it in the hellknights direction while speaking words of power.

No move action; Faradir casts Sleep, centering the 10ft burst on the (W-X),(13-14) intersection. It will affect up to 4 HD of creatures, subjects get a Willpower save DC 16.


Male Human Fighter 1

Every game I've ever been in or run has intentionally disregarded this rule, but I fell I should bring it up just in case: technically using a readied action sets my initiative to the count at which I used it, which would put me at 13, after Dolmar and Faradir but still before the Hellknights.
Jacob pulls a potion of Cure Light Wounds out of his belt (keeping it in the hand behind his shield) and takes a step forward onto the bridge leading with his shield arm and smashing into the lead hellknight.
move action: retrieve potion; 5-foot step to V14; standard action: shield bash (note that I have Improved Shield Bash so I retain my shield bonus to AC)
Attack1d20 + 5 ⇒ (13) + 5 = 18
Damage1d6 + 3 ⇒ (5) + 3 = 8


Male Human (Chelaxian) Rogue 1

Pontius stays back, seeing he's unable to reach the hellknights he watches the other side of the sewers for possible threats.

I move back some more, slinking further into the shadows.

I move back 30ft using stealth.


M Dwarf Cleric 1

Dolmar sighs heavily, and mutters "Fight we must then." He splashes forwarded into the muck and the mess and takes a swipe at the Hellknight with his warhammer.

Dolmar steps to U14, V15-W15. He'll take a swing at lead knight.

Knowledge (local): 1d20 + 3 ⇒ (8) + 3 = 11

Attack: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Jacob Strongarm wrote:
Every game I've ever been in or run has intentionally disregarded this rule, but I fell I should bring it up just in case: technically using a readied action sets my initiative to the count at which I used it, which would put me at 13, after Dolmar and Faradir but still before the Hellknights.

Well, in this case, the issue was simply DM oversight, and not intentional disregard. Mea culpa. :) I'll go ahead and drop Jacob to the appropriate spot in the initiative order.

Initiative Order, Round 1

20: Dolmar begrudgingly plunges into the disgusting murk and approaches the first of the knights with warhammer at the ready. Unfortunately, the man evades the dwarf's clumsy swing. (Attack missed)

17:Meanwhile, Faradir works his sleep enchantment, only noticing too late that Dolmar has now moved within range of the spell's effect!
Dolmar Will Save 1d20+5=17
Hellknight Will Saves 1d20-1=9, 1d20-1=6, 1d20-1=14
Happily, the dwarven cleric shrugs off the sudden surge of drowsiness. Three of the hellknight assailants are not so lucky, and they slump to the ground, fast asleep thanks to Faradir's potent spell.

13: Jacob draws forth his healing potion and steps out onto the plank. Seeing that his target is now fast asleep, he raises his shield, ready for the fourth knight to make his move. (Readied attack assumed)

13: Three of the Hellknights are soundly asleep, leaving only one able-bodied man to continue the fight. Rather than be demoralized by his fallen comrades, the knight is emboldened. With a snarl, the man strides forward with blade bared...only to be met by Jacob's spiked shield slamming hard into his face! (Jacob's readied shield bash hits for 8 damage!)
The knight is staggered, and his face a bloody ruin, but he still manages to stay on his feet. In retaliation, he weakly swings his longsword in Jacob's direction, but the sword stroke comes nowhere close.
Hellknight attack roll: 1d20+2=5 Miss

8: Kyras
8: Pontius

Combat Map

Alright, Kyras and Pontius are up now to finish the round! I removed the three sleeping knights from the map for simplicity's sake.


Male Human (Chelaxian) Rogue 1
Pontius Grachius wrote:

Pontius stays back, seeing he's unable to reach the hellknights he watches the other side of the sewers for possible threats.

I move back some more, slinking further into the shadows.

I move back 30ft using stealth.

That's my action .. I will not ruin my attire in that raw sewage ;)


Pontius Grachius wrote:
Pontius Grachius wrote:

Pontius stays back, seeing he's unable to reach the hellknights he watches the other side of the sewers for possible threats.

I move back some more, slinking further into the shadows.

I move back 30ft using stealth.

That's my action .. I will not ruin my attire in that raw sewage ;)

Ha ha, that's fine. We'll just need Kyras' action to finish the round, then.


Male Half-Elf Ftr 1

Kyras uses Combat Expertise to increase his AC to 16 while moving forward past Jacob through v14 and up to v13, then moving diagonally to w12, taking the one attack of opportunity, as he REALLY doesn't wanna roll around (i.e. tumble) through the channel. He then slices at the hellknight.

Attack:1d20 + 4 ⇒ (12) + 4 = 16
Damage:2d4 + 4 ⇒ (2, 3) + 4 = 9


Kyras, eager to put an end to this battle, darts around Jacob, splashes through the waste channel, and clambers back up onto the tunnel floor. As he does so, he leaves an opening for the enemy! The hellknight takes advantage with a vicious swordstroke that leaves a nasty gash in Kyras' side.

Hellknight Attack of Opportunity: 1d20+2=20 for a HIT!
Damage Roll: 1d8+1=6 damage to Kyras!

Wincing, Kyras responds with his own deft blade, dropping the last hellknight with a single clean slice of his falchion.

END COMBAT

Okay guys, that leaves four fallen Hellknight armigers. Three are asleep, though not for much longer. The fourth is mortally wounded, bleeding out as we speak. What are you going to do?


M Dwarf Cleric 1

Dolmar quickly steps forward and attempts to stabilize the fallen knight. "He may have been our foe, but he was still an agent of law in this town. Abadar willing, I'll be able to keep him alive yet. Can anyone tie up the other "knights"?"

Heal: 1d20 + 3 ⇒ (11) + 3 = 14

After seeing to the mortally wounded, and the others are tied up, Dolmar will call upon Abadar to grant a burst of healing.

Channel: 1d6 ⇒ 2

I will be out of town tonight and tomorrow, so this will be my last post till Sunday probably. Please DMNPC Dolmar's actions to keep things moving as they will. Thanks.


Male Human Fighter 1

Jacob looks back at Faradir and whispers "how long will that last, and how far out are they?"
And assuming the answers to those questions are favorable, he'll then begin tying up the Hellknights.
According to the Escape Artist description, which was the only place I found anything on rope use, there's no roll involved and the DC to escape is just set at my CMB+20 (which is 24), but let me know if there's something I should roll.
He also sabotages their armor so it will be less effective and as cumbersome as possible until they can get it repaired.
Craft: Blacksmith1d20 + 11 ⇒ (16) + 11 = 27


Dolmar's efforts to stabilize the mortally wounded hellknight don't seem to help, but after channeling his burst of positive energy, the man stops bleeding. He remains unconscious, but it doesn't look like he is in imminent danger of dying any longer.

Kyras, of course, also benefits from the healing burst, as his sword wound heals partially. Kyras now has 7/11 hp.

Meanwhile, Jacob manages to tie up the other three knights just before they awaken. (No die roll needed.) As he begins sabotaging their armor, they start stirring. Immediately, the three begin cursing and threatening the young blacksmith, but as they aren't able to escape his strong knots, they are powerless to prevent the damage to their armor. As he works, Jacob notes that while the armor looks like plate mail from a distance, it actually is made from 'plates' of boiled leather with chainmail reinforcements (functionally equivalent to chainmail).

"Best you let us go and throw yourselves upon Asmodeus' mercy, rabble!" shouts the leader. "You'll be caught and arrested before long. We'll see how you like the attentions of the inquisitors at Citadel Rivad!"


Male Human Fighter 1

Jacob ignores the taunts and continues his work. He will tie up the fourth knight as well, being careful not to injure him further. And if no one else has gotten to it by the time he's finished with that, he'll confiscate the knights' weapons as well.
If they're easily identifiable as hellknight weapons, I'll suggest we dispose of them in the sewer. If they're just generic weapons, I'll check and see if anyone in the group needs one and then hang on to the extras.
He also recovers his hammer.


Male Human (Chelaxian) Rogue 1

When the hellknights start shouting I put my sword under his chin and casually say:

"Rabble as we may be ... We are not the ones who are tied up ... So stop your nonsense and shut up."

He then turns to the rest of the party.

"Alright ... lost in the sewers ... anyone saw where our guide went ?"


Male Human Universalist Wizard-- L1 | AC 12 (t12ff10) | hp 7/7 | Saves F+1 R+2 W+3 | Percep +1

Professor Rokannon looks up with a start. He had been examining the Pathfinder compass...
"The Sleep spell? Oh, that will last a minute or so. Shouldn't we go after the two that were pursuing our guide?"


Jacob successfully ties up the fourth, unconscious, Armiger with little trouble. He finds that the knights' longswords have no identifying markings, so he gathers them up with no hesitation. (If anyone wants to claim a longsword, just speak up and add it to your character sheet.) Jacob also can gather up a total of four light crossbows and 80 bolts, if desired. Additionally, one of the Armigers has a potion that looks just like the potions handed out by Janiven upon entering the sewers.

Pontius' threat manages to make the Armigers' leader fall silent, but the man continues to glare sullenly at the rogue.

So, go ahead and divvy the loot as you like. I'll assume in my next post that the party moves on in the direction taken by Morosino, Janiven, and their pursuers unless I hear differently. Also, the XP award for winning this battle is 100XP apiece.


Male Half-Elf Ftr 1

Kyras turns and jogs after Janiven and Morosino, stopping at the intersection to listen and see if he can tell which direction they went.

Perception:1d20 + 3 ⇒ (12) + 3 = 15


M Dwarf Cleric 1

If no one wants any of the crossbows, he will "unstring" them with his battle ax through the string/stock of the weapons. He'll also toss the swords into the sewer to make it that much more difficult for them to come after us effectively.

Dolmar will then jog off in the direction of Kyras.


Dolmar, Jacob indicated that he wanted to hold on to the confiscated longswords.


Let's press on!

The party wishes to waste no more time in attempting to catch up with Janiven and Morosino. Leaving the furious Armigers bound on the cold stone floor of the sewers, Kyras leads the way down the tunnel taken by their guide.

This particular tunnel is not the way the party had come before, so the group passes no chalk markers. The passage twists and turns confusingly, emerging finally at a tee junction. At this point, the group has the choice of turning to the left or right, but there is no indication at all which way Janiven, Morosino, and the Armigers may have gone.

I'll apply Kyras' Perception check to this situation, but unfortunately, he doesn't hear anything from either way. Which direction will you choose, players?

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