DM J's Council Of Thieves, Part 1: The Bastards of Erebus


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Rauno gratefully accepts the sleeping accomodations. I have certainly slept in more modest conditions than this, and I have no doubt that I shall again! Rauno stays dressed as he beds down, and will use a scarf to bundle his gear so that if he needs to grab it and run, he need only grab one thing.


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

Freya nods in approval at the accomodations. It's certainly cleaner than the abandoned buildings she's been squatting in. "How many ways are there out of here?" she asks Mathalen. "Besides the secret door into the sewers, I mean? Do you come and go underground or at street-level? Is there a way up to the roof?"


Male Half-Orc Barbarian 1 - Inquisitor 1

Tao quietly makes his way to his room, changes into light armor, and makes an effort to clean up the chain mail of any indications that it is formal Hellknight attire. Once satisfied, he'll lean his greatsword up agains the wall at the head of the bed (within arms reach) and bed down for the night.

Dark Archive

Male Human Cleric 1 | Fighter 1

Hardin will discuss the location of the stashed gear (two unused sets of chainmail, his old set of scale mail, and the two unused light crossbows) with Mathalen, and will then head up to sleep.

He doesn't sleep in armor, but does keep the shield and sword near at hand, just in case.


Male Human Rogue (Investigator)/ 1

Sarien eyes the small cell and grunts. "Just like home sweet home," he mutters and tosses his pack down, along with the crossbow and bolts he'd taken from the sewers.

DM J:

Assuming that Sarien heard Freya ask about the exits from the building, he'll stick around long enough to hear the answer. If he doesn't hear it, he'll actually be asking the same thing.

He spends the next hour exploring the building to the best of his abilities, verifying the exits and getting a feel for the place before returning to his cell and going to sleep.

I'm not sure how feasible that actually is and I don't want to drag out the night for you. Sarien's just unlikely to relax enough to sleep until he knows as much as he can about the ins and outs of the building he's found himself in. If someone tries to stop him from exploring, he'll ask for a guide. If that doesn't work, he'll try sneaking around. If that doesn't work, he'd make a fuss...but we could work it out in whatever way works for you.


Technically, there are two exits from the chapel (three, counting the basement/sewer). The front door, though, is boarded up. The exit that Janiven left through is along the back alley, and has been very cleverly disguised as though it has been boarded up. The door functions normally, but Mathalen indicates the presence of a well engineered peephole which appears from the outside of the temple to be the ancient symbol of Aroden - a winged eye within a circle. The iris of the eye is actually curved leaded glass, allowing those inside to see up and down the alley before venturing out, in order to obfuscate the ongoing occupancy of the temple.

Mathalen indicates a room that the chainmail and other items can be stored in.

Sarien:
It's fine, I completely understand, Sarien's response is quite reasonable. The group does not prohibit you from wandering around and reconnoitering the building, though. In fact, doing so hardly takes an hour - you feel as though you've seen just about everything there is to see in the ruined building within about half that time, in fact. Given that it hasn't been in use for over three-quarters of a century, it has either held up considerably well, or Arael's band has cleaned it up rather nicely - or both. As you look around, though - the "Children Of Westcrown" pester you incessantly for any information you have about Arael and his fate. I'll assume that, since you don't know much more than has already been said, you have very little to add. If there's anything you want to talk about with them alone, now is a fine time - let's keep it short, though, because the others are resting, and Sarien is awfully tired himself.


Male Human Rogue (Investigator)/ 1

DM J:

Sarien shrugs off the questions about Arael. "I only heard that he may have been taken. I know nothing more about it than that. Rescue will certainly be an option if that's the case, though. Take heart."

After getting a good feel for the building, he takes the time to talk to the "Children" in an effort to get a sense of them as well, how committed they truly are to Janiven and Arael's group, seeing if he can determine any weaknesses in their company.

Sense Motive Check if it is of any use: 1d20 + 5 ⇒ (4) + 5 = 9

Basically I'm not concerned about having any specific conversations, but he'll be friendly and outgoing, trying to put them at their ease in his company and give them a sense that he's dependable and trustworthy while trying to get a feel for the individuals, their goals and the potential for success. He'll be careful not to divulge anything too personal about himself, his family or his occupation. I'll throw in a bluff check as well in case that's of any consequence. His goal is to get them to like and trust him so that they feel encouraged by his presence.

Bluff Check: 1d20 + 6 ⇒ (18) + 6 = 24

Afterwards he bids the others good evening, and returns to his cell to get some sleep.


Sarien:
Although you're not sure you're really getting a great read on any of the "Children" (perhaps you're too tired), you are fairly sure that by the time you drag yourself to your room, they believe you to be the greatest thing since sliced bread. Especially, the gnome woman Yakopulio - although she is almost always disagreeable and surly to the others, she seems to see in you a sort of kindred spirit - she asks about the various gear that you have, seeming to have an interest in it's use and proper application.

You learn that she is a bartender by trade, and as such comes across a wide range of information - and that she occasionally arranges "dates" with the women who work in the bar she tends at for any men who ask. She doesn't seem overly proud of those activities, but she shrugs it off as a way to feed herself. Eventually, you have to excuse yourself and head to bed.


Please assume 6 hours pass, which should be enough to allow casters to regain spells.

The group is awoken by Mathalen, who merely pokes her head in the doorway to each party member's room and simply says "She has returned" in a clear, but calm, voice.

Upon reaching what is increasingly obviously the common room in the ruined church, the group finds Janiven, plainly looking exhausted. The "Children" surround her in a circle, as they did this morning. Janiven takes a deep breath and speaks.

Good - thank you for joining us. I have recently learned that the Hellknights of the Rack have gained jurisdiction of Arael, and plan to take him to Citadel Rivad.

There is a collective gasp, and a few murmers of dismay.

Knowledge (Local) DC 15:
Citadel Rivad lies northwest of the city of Westcrown—a fortress and training ground for the Order of the Rack, the oldest (and most zealous) of the Hellknight orders. It is essentially impregnable. The road to the citadel is an offshoot from the main road that winds off to the southwest. The land along the route to the citadel is mostly open plain, with a few scattered groves of trees (some of which are cut back every few years to make it harder for bandits to hide) and one stone bridge crossing a stream.

I know, I know - but the situation is not as dire as it might be. The entire operation to capture Arael was, basically, a training exercise. Indeed, we should be receiving payment from the Order of the Rack in thanks for providing such a convenient opportunity, curse their arrogant hides. The word on the street is that the honor of escorting Arael back to Citadel Rivad has been granted to the group of armigers most directly responsible for his capture. They are to be led by a hellknight Signifier named Shanwen. My sources are telling me that he's on the rise within the organization, but somewhat young and brash. Given this, I believe we can rescue Arael.

I believe - and I am open to hearing other suggestions - that our best option will be to seperate their forces. There will surely be Armigers mounted on warhorses. Given the absence of bandit attacks on the road leading to the Citadel, the Hellknights are sure to interpret any attack as an attempt to rescue their prisoner, and the likely response to sighting a group of what appear to be bandits stepping into the road ahead will be to split their forces, sending their mounted troops forward to handle the supposed highwaymen while the prisoner and his guards hang back and perhaps begin to turn around to make a retreat back to Westcrown so they don’t lose their prize. It is once the mounted troops advance that a second group - I'm hoping this will be our new friends, as they are the most well-trained and certainly the best equipped - will spring from a close ambush position and overwhelm the armored coach to free Arael. of course, we'll prepare the road between the wagon and the decoy force with these...

She holds up a caltrop.

...which, if everything goes according to plan, will cause no end of trouble for the mounted troops. Indeed, i hope to take them out of the battle in this way entirely.

There are two areas in which I think this plan could work, and work well. Does it sound like a sound plan to everyone? Any questions, concerns, or better ideas?


Male Human Rogue (Investigator)/ 1

Knowledge Local: 1d20 + 7 ⇒ (16) + 7 = 23

Sarien listens quietly but attentively, nodding a little as Janiven outlines her idea.

"It seems a sound enough plan to me, especially if one of the places you're thinking of for the ambush is near the bridge. The bastards we encountered in the sewers were not particularly well trained; if it's more of the same, we'll certainly have a strong advantage. Do we know when they're planning on leaving Westcrown?"


Male Half-Orc Barbarian 1 - Inquisitor 1

"I would agree with Sarien. The plan does seem sound. When do we leave?"


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

Knowledge (local) 1d20 + 8 ⇒ (11) + 8 = 19

Freya rolls her eyes at the little group's gasps of dismay, but the prospect of harrassing Hellknights brings a sharp glint to her eye. "Count me in," she accedes.

Dark Archive

Male Human Cleric 1 | Fighter 1

"Do we have a way to ensure communications between the lead elements and ourselves? Plans are easy; execution is the tricky part, particularly when coordinating two forces."

He pulls out a piece of parchment. "Let's start with a map - it need not be terribly accurate, but it should give us the lay of the land to see what needs must be done."

"Preparation is the handmaiden of success."

Hardin isn't going to change the plan, but he is going to make sure that everyone understands their part in it, that they understand their sub-objective in it, and that they know what to do if things go awry.


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

Going for the L in LG, I see. ;)

"Overpreparation is the handmaiden of bore-dom," Freya overenunciates. "Where was all this tactical support when there were frogs to be smuggled?" she asks more quietly, moving closer to Hardin's shoulder.


Janiven nods at Sarien and Hardin's assertations.

Yes, Sarien, I couldn't agree more - I was thinking that the bridge might be the better of the two ambush spots, but that decision is up to your group, since you are incurring the most danger in this plan. If all goes the way it ought to, we others should see little to no actual combat.

She moves over to a small table, where Hardin has rolled out a piece of parchment.

And yes, I couldn't agree more - a map is just the thing for this sort of operation.

She sketches out a road, then a stream, then a bridge crossing the stream.

We'll be up this way, She says, gesturing to a point at the left side of the map, to the West. We'll get there early and prepare an area between the bridge and us with a heavy helping of caltrops. You'll hide here, at this pull-off. She gestures to what looks almost like a campsite, positioned just before the bridge. When we run out and begin waving our weapons around, they'll send their cavalry ahead to stop us - I'm sure of it. They're too arrogant not to. The cavalry will hit the caltrops, and then the ground. Unless I miss my guess, the coach will either stop or turn around and head back for Westcrown - the Hellknights don't DARE lose Arael at this late stage. They've already been shamed by not catching you in the sewers - they'll want to take no chances with Arael himself. At this point, the cavalry should be several hundred feet away from you, and well out of the fight. That's when you'll spring the trap.

We'll need to leave in an hour. Gorvio, can you arrange some horses from your uncle? Gorvio nods. Wonderful. Everyone, do what you need to do. If you any goodbyes to say - say them. I won't pretend that there's no chance that something goes awry here, and if it does I can't predict what will happen. As Hardin says, the best-laid plans oft go astray. But this is our only chance - Arael MUST not reach Citadel Rivad. Are there any questions? No? Alright. Meet back here in an hour.

Dark Archive

Male Human Cleric 1 | Fighter 1

Rauno, this operation is a perfect use of the Message cantrip if you have access to it.


Male Human Rogue (Investigator)/ 1

Sarien gathers up all his equipment, leaving only the light crossbow and the bolts he'd taken in the sewer behind in the room he'd been assigned.

When he returned to the main room, he was ready. "I'm as prepared as I'll ever be," he told the others assembled there.


Is anyone else doing anything with their hour? Spellcasters, please make sure you've prepared the spells you want for the day. Once Everybody checks in, I'll advance the story.


Male Half-Orc Barbarian 1 - Inquisitor 1

Tao is ready to go


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

Ready


Rauno is ready. I changed Detect Poison for Mage Hand and Feather Fall for Enlarge Person on his memorized spells.

Dark Archive

Male Human Cleric 1 | Fighter 1

Hardin is ready. I have updated his prepared spells - 0 level is Resistance, Stabilize and Vitality, 1st is Bless, Command and Magic Weapon.


As the hour nears, those who are to participate in the operation file into the common room. Of Janiven's group, Sclavo, Rizzardo, Fiosa, and Tarvi are present, and are slated to accompany Janiven as the diversionary force. After they are all assembled, they huddle together, speaking in hushed tones. Finally, Sclavo emerges, looking at Hardin.

We thought that you may want to know that we've adopted your suggestion. Henceforth, we'll be known as The Liberators. First, we'll free Arael, then we'll see about beginning to free Westcrown. But, we're going to wear these. He gestures to a long, forest- green cloak draped over his right arm. The cloak's belt is a sash of deep red, almost like one of Rauno's scarves. The people will need to be able to recognize us when we are performing deeds in their name. These cloaks will act as a sort of uniform. Although we hope not to be seen on this assignment, we will wear them regardless. I hope that you'll consider doing so too. If you don't wish to, we understand; but please give a spare cloak to Arael. He will want to be disguised as he re-enters the city. He hands a cloak to Freya for Arael, with shooting the group a look as he does so.

Sense Motive DC 10:
Sclavo 's expression says "I've just trusted you and welcomed you. Please don't humiliate me or belittle me, whatever you do." It's a bit of pride mixed with equal parts desperation and pleading.


Male Half-Orc Barbarian 1 - Inquisitor 1

sense motive 1d20 + 6 ⇒ (18) + 6 = 24

"Liberators it is then." Tao takes the cloak "Worry not Sclavo, we shall be victorious


Janiven emerges from the back alley.

Gorvio is here with the horses. We must away, and quickly.

Sclavo leads the group of newly-coined Liberators out the back door, pausing only to hand Janiven a cloak.

Come, my friends - and thank you in advance, Janiven says flatly. May Iomedae and Gorum bless us this evening. She turns on her heel and walks out the back door. Following her to a knot of riding horses being held by Gorvio at the end of the alley, the party alights, and finds the horses to be very well-trained and accepting of even the least apt rider. Gorvio leans in and whispers something to Janiven, who nods her head in acknowledgement.

Perception DC 15:
Gorvio says "Remember, these are not my horses. Please see to it that they are returned. Godspeed."

Sclavo and the other Liberators ride ahead, scattering somewhat as they ride, so as to not broadcast that they are together and that they are all leaving the same place and riding to the same place. Janiven inclines her head toward a nearby town square, and then rides forward to meet the rest of her group. In the town square sits a large coach, with metal bars on the windows and armored plates anchored to it in various places. A large crossbow - almost a small ballista - is mounted to the roof, and two horses are pulling it. The hitch that has been used allows the horses to both fit in a area approximately 10'x10'. Several guards are posted around the carriage - Hellknight Armigers, obviously - and several more are tending to the grooming of several large warhorses which are stabled nearby. The guards eye the party warily, but take no action other than to guard the wagon. The party's horses sweep them toward Westcrown's West gate, and the carriage is lost from view.


Rauno dons the cloak with a florish. It should also help to keep us anonomous; people may come to focus on the cloak when they see it and less on the details of who is wearing it at the time... How do we get to the site unnoticed? I have a modest magic that can change the colors of the cloaks for an hour to mask what we are about.


You've seen the coach, this is a chance to talk about how you'll assult it or ask questions about it if you'd like to. If not, I will be updating a map of the encounter area sometime tonight, and I'll provide a link ASAP.

Dark Archive

Male Human Cleric 1 | Fighter 1

Hardin leads an extra riding horse for Arael to ride on the way back, and sets the cloak on the back of his saddle, to put it on after they leave the city walls.

"I see two mechanical vulnerabilities in their operation.

The first is the hitch to the wagon. Rauno, is there anything you can do to remove the cotterpin holding the horses to the wagon?

Freya, do you have any way to spook the horses once they've been set free?

The second is that someone will need to draw the fire of that ballista while the person manning it is taken out. I think I've drawn that duty. I'll try to command the person on the ballista to lie down; when I do so - Tao, you'll need to be able to move fast and take them out.

Sarien, how easy will it be to get that thing open? Can we do it without trying to turn the thing to kindling?"


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

Sense Motive 1d20 + 2 ⇒ (9) + 2 = 11
Perception 1d20 + 7 ⇒ (3) + 7 = 10

Hardin Clegane wrote:
Freya, do you have any way to spook the horses once they've been set free?

"What? I look spooky to you?" Freya responds irritably. The colorful cloak sits on her awkwardly; she seems uncomfortable in it, and her centipede runs up and down her neck in an agitated manner. "Bah!" she finally takes it off. "I feel like I'm back in the sisterhood in that ridiculous habit."


Male Half-Orc Barbarian 1 - Inquisitor 1

perception 1d20 + 8 ⇒ (14) + 8 = 22

"That sounds like a solid plan Hardin. I should have no problem taking out the guard on the ballista as long as we can stop the coach's movement and I can get close enough. I was also thinking that if we need additional ideas for stopping the horses, what about digging a pit in the road. I'm fairly sure I could do that quickly."

DM: how tall is the coach?


Male

Digging a pit in the middle of the road sufficient to stop the horses is...a lot of work depending on the road surface. Certainly more than we could do in about an hour's time. (Real world digging rates is that a 3' pit that's 5' wide by 5' wide in loose packed earth is about 3 hours of work for two men with shovels. Roads would probably be gravel on a bed of dense packed earth...)

Sorry, was flashing back to digging foxholes mumblety-mumble years ago. :)


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

"I just hope this idiot we're trying to rescue is actually in there," Freya murmurs. "Seems like a pretty hefty transport for one nobody. If this whole thing is a Hellknight scheme to draw out the resistance...."


Perception 1d20 + 9 ⇒ (17) + 9 = 26
Sense Motive 1d20 + 5 ⇒ (8) + 5 = 13

I could try, but I don't think that particular spell is strong enough with the weight on it.


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

Freya will cast mage armor on herself about 15 minutes before Janiven told them to expect the coach.


Tao Culverton wrote:
DM: how tall is the coach?

Great question, I guess about 8 feet from the ground to where the ballista is. There are running boards along the side that will enable someone to reach (or climb) up there as needed.

Rauno, you're correct - unless the coach is stopped, you will probably be unable to use Mage Hand to unlatch the pin. However, if the coach is stopped, I'll give it an even 50/50 chance, if you want to risk it. Not that it's a huge risk, really.

Freya Gilles wrote:
Freya will cast mage armor on herself about 15 minutes before Janiven told them to expect the coach.

Duly noted. Anyone else plan to pre-buff?

Dark Archive

Male Human Cleric 1 | Fighter 1

I plan on passing out the Virtue and Resistance spells when we hear the coach coming.

Tao and I get first dibs on Virtue, followed by Rauno and Freya; Tao and I are likeliest to get shot at; buffing Rauno and Freya is insurance. I expect Sarien to go unnoticed...

After Virtue comes Bless, and then Magic Weapon on my flail.


Male Human Rogue (Investigator)/ 1

Sense Motive Check: 1d20 + 5 ⇒ (17) + 5 = 22

Sarien takes his cloak and examines it with a critical eye. "Well, the green is dark enough that it may blend into the shadows fairly well. The red stands out a little too much though. Well, I'll certainly wear it for this errand but in the future? Who knows."

Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Sarien thinks about what he'd seen of the coach for some time before answering Hardin's question. "Difficult to be sure until I've looked more closely at whatever locks are on the doors. It may be feasible but don't rely on me to do it quickly."

Sarien will certainly do his best to find a place to hide and rely on the others to work out a way to stop the wagon and draw fire. Once the coach is stopped, he'll try and take advantage of his hidden location to do a quick attack and then run up for support and/or to see about unlocking the door.

Perception Check for a good place to hide: 1d20 + 5 ⇒ (5) + 5 = 10
Stealth Check: 1d20 + 10 ⇒ (14) + 10 = 24


Male Half-Orc Barbarian 1 - Inquisitor 1

Tao will not have any preemptive actions, but will attempt to find a concealed location within range of charging the coach's side. He will also have the longspear readied in order to be able to reach the guard manning the ballista.

Stealth 1d20 + 2 ⇒ (19) + 2 = 21


Rauno will cast mage armor a few minutes before we expect the wagon.

Tao, I have a spell that could magically grow you to the size of an ogre. It only lasts about a minute. Would you like me to cast that on you once we hear the wagon coming?

If Tao would like the spell, we'll add that to the planned tactics.


Male Half-Orc Barbarian 1 - Inquisitor 1

@Rauno "I am able to call upon the powers of Erastil to increase my size and strength. Perhaps Hardin could benefit from your enchantment?"


If Hardin believes he would benefit from the spell, Rauno will position himself close by when the time comes.

I think we are ready to go then...


Gotcha, thanks - Unfortunately, drawing a map will have to hold until I get home tonight. I apologize for my slow posting lately - once I can get this map completed it will pick up considerably.

JM

Dark Archive

Male Human Cleric 1 | Fighter 1

I'll be glad to have the spell when the time comes.


>>>Initial Map, Arael's Rescue<<<

The grey blobbly things are boulders, the round brown objects are stumps. The carriage will be travelling East-to-West, appearing along the right-hand side of the map.

Please let me know where you want to start off, and we'll get rolling!


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

Freya will hunker down behind the skinny boulder in H16. Stealth 1d20 + 7 ⇒ (6) + 7 = 13 "Too bright out here," she mutters irritably, glaring up at the daytime sky. She will cast her spell, as specified above; then, when she hears the rumble of approaching hooves, she will load a bolt into her crossbow.


Male Human Rogue (Investigator)/ 1

Holy cow! Not only do I still have access to Paizo but the map downloaded too!

What side of the bridge do we want to spring the trap? I'm inclined to put Sarien around T6 by the boulder. If we're going to attack before they reach the bridge, however, it'd make more sense for him to be on the east side.


Well, we need to do something to make sure they don't just keep trotting past us if the caltrops aren't effective. I could Color Spray the horses; that would stop them in their tracks. Where do we want them to be stopped?


Male Half-Orc Barbarian 1 - Inquisitor 1

What side of the coach is the door on? Where is Janiven planning to lay the caltrops? If it's still to be determined, I think the east side of the bridge makes sense so we can use the boulder(s) for cover.


Female Human (Chelaxian) Witch 2 | hp 14/14 | AC: 12 (12 touch, 10 ff) CMD 12 | Fort +1 Ref +2 Will +3 | Perception +5 (+7 w/ familiar) | Init +3 | Attack of Opportunity +3 (+4 vs. Chelish officials)

I think the Frogs of the Reliquary's distraction up ahead on the path is meant to stop the carriage, as the mounted troops go on up ahead to deal with the "threat."

DM J wrote:

Janiven nods at Sarien and Hardin's assertations.

Yes, Sarien, I couldn't agree more - I was thinking that the bridge might be the better of the two ambush spots, but that decision is up to your group, since you are incurring the most danger in this plan. If all goes the way it ought to, we others should see little to no actual combat.

She moves over to a small table, where Hardin has rolled out a piece of parchment.

And yes, I couldn't agree more - a map is just the thing for this sort of operation.

She sketches out a road, then a stream, then a bridge crossing the stream.

We'll be up this way, She says, gesturing to a point at the left side of the map, to the West. We'll get there early and prepare an area between the bridge and us with a heavy helping of caltrops. You'll hide here, at this pull-off. She gestures to what looks almost like a campsite, positioned just before the bridge. When we run out and begin waving our weapons around, they'll send their cavalry ahead to stop us - I'm sure of it. They're too arrogant not to. The cavalry will hit the caltrops, and then the ground. Unless I miss my guess, the coach will either stop or turn around and head back for Westcrown - the Hellknights don't DARE lose Arael at this late stage. They've already been shamed by not catching you in the sewers - they'll want to take no chances with Arael himself. At this point, the cavalry should be several hundred feet away from you, and well out of the fight. That's when you'll spring the trap.

Dark Archive

Male Human Cleric 1 | Fighter 1

We should stop them before they cross the bridge, then try to separate the horses from the carriage. In an ideal world, the horses would block the bridge for us and prevent reinforcements from coming.

Where are we stashing the getaway horses? I presume off-map; I don't want them shot. Which way is town on the map?

Hardin looks at Tao. "Any point in us hiding?"

Where are we stashing the getaway horses? I presume on-map - but which way is town on the map?

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