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  1. - Top - End - #91
    Colossus in the Playground
     
    lostsole31's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    A few moments later it's opened from the other side by Janiven herself. She quickly ushers the group out of the sewers and leads them into the safe house through a back door that's cleverly disguised as if it were boarded up.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  2. - Top - End - #92
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Aldo starts to raise a finger, but decided not to give her the satisfaction. He walked past her and into the base proper.
    Quote Originally Posted by digiman619 View Post
    Quote Originally Posted by Cosi View Post
    In general, this is favorable to the casters.
    3.5 in a nutshell, ladies and gents.
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  3. - Top - End - #93
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    lostsole31's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Janiven does have a questioning look towards Kavina, but Morosino pipes up, "It's Gabriella, mum. I don't understand, either."

    Janiven smiles, with that look that says that she will have some questions for Kavina later.

    Janiven tells you about the hideout as she shows you around, "When Arael first came to Westcrown several years ago, he was distraught at the condition of the city’s abandoned shrines to Aroden. Nowhere else, he thought, had the corruption and fall of the once proud empire of Cheliax more blatantly exposed its shame than here. The ascendancy of Asmodeus-worship (even if just lip service) has discouraged many people from public worship of other gods, leading to some temples closing as their followers stopped attending, prayed at home, or changed to other churches. This shrine to Aroden, like many others throughout Westcrown, isn’t technically abandoned—it belongs to the church of Iomedae now, but no one has tended it for years. Westcrown’s government has no interest in maintaining the building, and like so many other ancient structures (especially those this close to the ruined portions of the city) it is simply ignored.

    "Arael decided to use this old shrine as a safe house for his latest project for precisely these reasons. The combination of it being a sacred place to his religion and being a building the city government ignores makes it a perfect place to serve as a headquarters. Furthermore, long-standing laws that forbid secular groups from looting, rebuilding, or otherwise harming houses of worship work well to prevent too much Hellknight interest in the building. Yet just to be safe, Arael is careful to hide all indications that the shrine is now inhabited. Its facade is as old and filthy as it ever was, and he’s covered all interior doors and windows with dark curtains to block light sources from within. Very few of Westcrown’s citizens know that Arael has cleaned up the interior of the shrine—and most of those are now among his growing group of followers here."


    When the PCs arrive, Janiven and the other rebels arrange to let them wash up, eat, and rest before making formal introductions to the others of the group that are present.

    When Janiven introduces the PCs, the other "rebels" are in a heated argument about what they should call their group. Some see themselves as rebels and freedom fighters and push for names like "The Knights of Westcrown," or "The Scions of Aroden." Others see the group as something that should be gentler and more subtle in its attempt to win the hearts of the citizens (this is Janiven and Arael's preference as well) and push for less antagonistic names, like "Guardians of Cheliax" or "Children of Westcrown." This latter one is the one with most traction, currently.

    Although none of the Children of Westcrown have made any overt moves toward winning the public’s heart, they do agree that when that time comes, they’ll need to do two things: hide their identities and give the public something by which to identify them—not as individuals, but as members of a group. The current plan is to wear hooded cloaks or full helms whenever a member of the group is performing a public service, but to also wear a red cloth armband on the right arm. This way, unless one of them is caught, they can keep their private lives (and in some cases, families) separate from their work as the Children of Westcrown.

    If the PCs talk about their encounters in the sewers, the other members of the Children of Westcrown are fascinated and encouraged to have such brave and hardy folk on their side—that is, assuming the PCs still want to help them. None of the current members are what anyone would call “heroes,” at least not yet; in time, any of them could develop into a hero (or even a villain) depending on PC intervention. For now, it is important to understand just how desperate the Children of Westcrown are. Janiven is competent, and their leader Arael is a cleric of some skill, but most of the dozen or so other rebels are young and idealistic, with no training in subterfuge, magic, or battle (they’re all 1st-level commoners or experts, at least at first glance). While some of them may have the potential to learn swordcraft, stealth, or magic, most of them are just regular folk who want better lives for themselves and the other people of Westcrown; they’re in no shape to go charging into battle with Hellknights, let alone eventually rally the common people for a change of government. They’re willing to die for their cause, but uncertain if that would accomplish anything significant. They need the PCs’ help.

    That said, after a whirlwind of eating and introductions, the PCs will find the need to sleep, and will be shown bedrolls and other things where they can sleep.
    Last edited by lostsole31; 2019-12-15 at 11:26 PM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  4. - Top - End - #94
    Colossus in the Playground
     
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    The next day, Folco and Tia both awake (individually) to find they have healed up. Kavina also awakens to find that she is stiff, and still has significant bruising on the chest, but she is doing much better than previous.

    Here in the IC, I want everyone to describe your morning procedures. Remember in Rusty-ville that it takes an hour for each side of gestalt (sometimes more for stupid-levels of multiclassing and the like), so an average of two hours per person .... praying, meditating, writing a play, weapons drills, calisthenics, shouting "Yog-sothoth is the way" .... whatever makes sense for your PC. But it still is important to get a sense for your fellows what that looks like, as well as how it looks to your fellow [Children of Westcrown].
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  5. - Top - End - #95
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    NecromancerGuy

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Tia finds a spot where there is no natural light, puts out the artificial lights, and meditates in the dark, facing opposite of Via. Those who watch see Tia flickering in the dark, between her natural colors and black, as she communes with the plane of Shadow, forming its magic into her Veil. After the hour finishes, she forms her scythe and meditates on that alone, visualizing her combat style for a short while to prepare herself for combat this day.

    Since some may find themselves still resting, she'll take whatever other time she has before people convene to practice her combat style in a relatively safe space.
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

  6. - Top - End - #96
    Dwarf in the Playground
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Folco starts his day primping and preening as best he can with whatever he can scrounge or borrow... No day should ever be a bad hair day. Properly refreshed, he practices his swordplay, starting with rigid, academic forms before playing through the previous days fight... correcting errors and trying to think through new openings. Then he spends time setting up a makeshift lab where ever has the best ventilation, recycling the previous days experiments to be used anew.

    Spoiler: New loadout
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    New Extract loadout: Shield, Heightened Awareness, Longarm

  7. - Top - End - #97
    Ettin in the Playground
     
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Aldo begins his day, as most actors do, getting food if possible. Once he's got a decently full stomach, he finds an out of the way place to meditate; his mind blade in the frankly unwieldy two-handed form, focusing on the psionic energies that make it manifest. After that's done, he spends a good ten minutes stretching his wrists and fingers, helping them get nimble before working on some juggling to help his coordination. Finally, he has about 15 minutes of vocal warm-ups, getting his voice set in case he needed so do some fast talking.
    Quote Originally Posted by digiman619 View Post
    Quote Originally Posted by Cosi View Post
    In general, this is favorable to the casters.
    3.5 in a nutshell, ladies and gents.
    Avatar by Coronalwave

  8. - Top - End - #98
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    lostsole31's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Meijen spends an hour in pure arcane meditation. He then prays to Shelyn for a quarter-hour; dances for twenty minutes; does sword-dancing with that curved two-hander for another 10 minutes, and finally prays for another 15 minutes.

    Janiven opens up with a half-hour run. Then she does all manner of physical calisthenics for another 45 minutes. Then, for 30 minutes she is into archery practice. She does a cooldown set, which includes a few quick prayers to Desna.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  9. - Top - End - #99
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    BlackDragon

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Fox form for sleeping, Kavina will rise and do some stretching and balance exercises. She then sits in the lotus position and sings a prayer to Calistra that is hauntingly beautiful and then in turn, savage.
    Afterward, she gathers her clothing (including the loaned illusionary sleeves) and attempts to get Gabriella ready for the day. Without proper cosmetics and her perfumes, the courtesan will look like she got up on the wrong side of the bed.

  10. - Top - End - #100
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Erasmus must have done his preparations in secret, for nobody will recall seeing him doing any special exercises or anything that morning.
    Last edited by lostsole31; 2019-12-18 at 03:32 AM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  11. - Top - End - #101
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    PART FOUR: A DRAMATIC RESCUE

    Shortly after the PCs arrive at the shrine, meet the other Children of Westcrown, and rest up, news comes in via the grapevine that the Hellknights have finally secured control over Arael, the bureaucratic complications of what jurisdiction the prisoner fell into finally having been resolved in the Order of the Rack’s favor. The Hellknights are preparing to move Arael from the city jail to Citadel Rivad, the order’s stronghold outside the city walls. Once he’s there, he’s as good as lost—Janiven knows there’s no way she and the other rebels can rescue him then, even with the PCs’ help. Without Arael, the rebel group is likely to fall apart—worse, she’s afraid that the Hellknights will use magic or other extreme interrogation methods once they get him into their custody in the citadel, using them to extract the identities of all the Children of Westcrown.

    Janiven wants to rescue Arael while the Hellknights are transporting him on the road outside of Westcrown; there won’t be any witnesses to see them attacking the Hellknights, nor any civilians around to get hurt, and there will be fewer guards than at the prison or the citadel. Even more importantly, by rescuing him beyond Westcrown’s walls, they aren’t technically breaking city laws. Many in Westcrown (including a significant portion of the nobility) bristle at the Hellknights and see them as little more than mercenaries, and won’t take issue if they lose a prisoner on the way to the citadel. Best of all, since Arael is now in Hellknight custody, Westcrown is no longer interested in his supposed crimes, and if he escapes, the city won’t be bound to turn him back over to the Hellknights unless enough government officials want to do the Order of the Rack a favor. Janiven knows such a favor is unlikely to be granted, especially since handing the prisoner over to the zealous Order of the Rack is already just such a favor—she’s confident that if they can get Arael back to Westcrown alive (preferably without the death of any Hellknights), he’ll be safe.

    But she and her team of untrained rebels can’t pull off his rescue alone.

    PLANNING THE RESCUE

    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 (at least for PCs at this point in their careers). 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. With rare exceptions, the only people who use the road are Hellknights or those providing services for them (food, messages, and so on), and on a typical day only three or four groups travel the road in either direction. Because of the low traffic and the proximity to the Hellknights, banditry is unheard of on this minor road, and while the forces of Citadel Rivad aren’t careless about the possibility of being attacked in this area, they certainly don’t expect it. This all makes the road the best point to attempt a rescue of the imprisoned half-elf.

    Another factor works to the advantage of the daring plan—the Order of the Rack’s arrogance. This Hellknight order is the oldest, and they’ve faced very few failures over their long history. As a result, the escort for Arael’s transport is relatively light. As the entire operation to capture Arael was, basically, a training exercise (Janiven bitterly comments on how the [Children of Westcrown] should receive a payment from the Order of the Rack in thanks for providing such a convenient opportunity), the honor of escorting Arael back to Citadel Rivad has been granted to the group of armigers most directly responsible for his capture. Word on the street is that the other armigers’ failure to catch any other supposed “rebels” has resulted in quite a bit of shame and mockery, and much of this current crop of trainees’ remaining pride rests solely on Arael’s imminent imprisonment in Citadel Rivad.

    According to various reports, Arael’s trip to the Citadel will be escorted by a total of 10 Hellknight armigers, led by their sponsor, a young and gifted (but low-ranking) Hellknight Signifier named Shanwen. Despite the destruction of three undead in the sewers (Meijen would inform you what they were), this is probably too many foes to handle at once—particularly since Janiven wants to avoid any Hellknight fatalities if possible. The more Hellknight armigers who live, the less brutal the [Children of Westcrown] look and the more humiliation and shame they inflict on the Order of the Rack.

    Janiven has a plan to even the odds even further. While the PCs make the primary attack on the armored wagon transporting Arael and mount his rescue, she’ll lead several of the other [Children of Westcrown] in a feint-ambush against the Hellknights. Given the absence of bandit attacks on that road, 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. This would give the main force—meaning the PCs—fewer opponents to fight and making it much easier to free Arael—especially if the mounted Hellknights fall for the plan and ride their horses into a section of the road the secondary group prepares with caltrops.

    The real question is where to stage the ambush of the transport. Janiven sketches a map of the road to the citadel, pointing out the small stone bridge that crosses the swift but relatively narrow stream called the Athua, which might make a good place for an ambush. She also indicates a few locations before and after the bridge where there’s much more tree cover to allow a hit-and-run attack and to complicate pursuit via horseback.

    The choice is up to the PCs, since they’ll be the ones in greatest peril. [Tactical Maps provided ...]
    Spoiler: Tactical Maps
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    Of course, the PCs may have their own plan, but Janiven refuses any proposal that requires the main force of the rebels to battle the Hellknights head-to-head; they’re neither trained nor equipped for it (and don’t have time to get gear and move into position ahead of the Hellknights).

    Once the rebels hear about Arael being sent to the citadel, time is of the essence. The heroes only have about an hour to prepare before they must leave along the northwest road. Since the PCs don’t have horses and probably don't want to buy their own (at this time), Janiven arranges to have fellow rebel Gorvio talk to his uncle Jacovo to lend them horses or ponies, with the understanding that the horses aren’t hers and she really needs them back in one piece.


    So, important takeaways ...


    1. The heroes have not had a chance to retrieve any at-home items yet. So, you still don't have any adventuring gear you left home.
    2. There is no time to get those things, as you have to immediately ride out to head off the Hellknight prison escort. So, no time to run home or to go shopping. There is also no spare gear lying around with which to equip yourselves.
    3. You will have to get there mounted, or you won't make it in time. Aldo will need to be on a pony, the others on horses. The mounts will not be doubled so that Aldo is on a horse with another PC.
    4. You need to choose whether you want one of the several roadside sites or a bridge ambush.
    5. The "PCs" in Janiven's mind to directly assault the wagon are simply that: Aldo Coldvale, Folco Cassani, Gabriella, and Tia Hendros. Do any of you refuse to go for any reason? Do you want anyone else not named to go with you?
    6. Do you have an alternate plan, or does Janiven's plan seem to make sense? Note that you do not have time to dicker and dither over a lengthy plan, because you really need to get going now. So, if you have an alternate plan, state it succintly and clearly. The clock starts right now, not once you set out, and I will note the time it takes for your group to actually chatter. It is not assumed to be "free time" because you are "only talking."
    Last edited by lostsole31; 2019-12-18 at 04:07 AM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  12. - Top - End - #102
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    digiman619's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Aldo pipes up. "I think that the roadside is the better option. The bridge being a notable landmark would likely bring attention to the location. And if you aren't concerned than me being on a pony would slow you guys down, you can count me in."
    Quote Originally Posted by digiman619 View Post
    Quote Originally Posted by Cosi View Post
    In general, this is favorable to the casters.
    3.5 in a nutshell, ladies and gents.
    Avatar by Coronalwave

  13. - Top - End - #103
    Dwarf in the Playground
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    "Agreed! The bridge seems like it would just complicate the rescue. I will, of course, be honored to stand on the assault team."

    Spoiler: OOC Prep
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    I'll use my Heightened Awareness extract when close enough to the ambush for the duration to be useful. Will expend it for +4 on the init check at the first opportunity.

  14. - Top - End - #104
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    NecromancerGuy

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Tia nods with the others. "The roadside does seem to be the best bet. I'm in."
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

  15. - Top - End - #105
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    BlackDragon

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Gabriella raises her hand.
    “What do you want the disheveled prostitute to do?”

  16. - Top - End - #106
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Janiven thinks about that for a second. "Actually, unless any of you are comfortable with mounted combat, as a group you will get there on mounts, but likely dismount. Gabriella, can you watch the mounts for the others, just in case? And, since Gabrella would be holding watching the mounts, do the rest of you want Erasmus and/ or Meijen to go with you? I was going to have them come with me, but I you might want the extra help."
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  17. - Top - End - #107
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    NecromancerGuy

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Tia thinks for a second. "We want to get through this with no bloodshed, right? I know both Erasmus and Meijin know magic." She calls out for both of them to join the conversation, and waits for them to arrive before continuing, addressing them directly. "You guys know magic, right? Do either of you have magic that can be used to disable the Hellknights rather than fight them?"
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

  18. - Top - End - #108
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Meijen and Erasmus both come over.

    Meijen answers, "My only offensively damaging spell is a cantrip called acid splash, but I am more confident with my blade. However, I can cause havoc with the Hellknights with grease, my best offensive spell .... particularly effective against slow-footed brutes. I specialize in conjuration, so my magic is more about controlling a battlefield than actually battering the field."

    Erasmus nods and says, "I have called upon my sister Nissa, much as I do most days, so I am ready for battle if needed. I don't really have magic, so much as my family possesses me and casts through me. That magic can either heal or harm, using the magic of life or dark necromancy, but the latter is deadly. I am probably better calling on my uncle to protect me battle or my older sister to give us a blessing, and then just hope that Nissa guides my blade carefully so as not to kill."
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

  19. - Top - End - #109
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    NecromancerGuy

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Tia nods as she listens. "I think we should take Meijin along. Controlling the battlefield is what we're looking for, I feel. We don't want to kill them, at worst, we just want to knock them out. Anyone else have any opinions?" Tia asks the rest of the group (including Meijin and Erasmus), to get their opinions.
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

  20. - Top - End - #110
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    digiman619's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Aldo puts his hand to his chin in thought. "Striking to injure is tricky in the heat of battle, but If I keep them off their toes, I should be able to make up for that easily enough. Though if the rest of you can use a sap, that might be easier."
    Quote Originally Posted by digiman619 View Post
    Quote Originally Posted by Cosi View Post
    In general, this is favorable to the casters.
    3.5 in a nutshell, ladies and gents.
    Avatar by Coronalwave

  21. - Top - End - #111
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    lostsole31's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Meijen is honored to be asked to go out with those who will be where the glory is. He is pretty sure he can use a sap, but Janiven does not have a sap "laying around" for him to use. Does the party want him to join? Janiven is willing to release him to your group.

    Erasmus does not know how to use a sap. He has not been asked to go with the PCs, though Janiven has enough other rebels if you wanted him to go with. His healing skills are useful wherever he goes. Do you want him to join?
    Last edited by lostsole31; 2019-12-19 at 07:13 PM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
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  22. - Top - End - #112
    Ettin in the Playground
     
    NecromancerGuy

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Tia is in favor of Erasmus joining too.
    Kitten: *bats around a mini a few times*
    DM: "Ok, it looks like Fluffy...err, 'The Tarrasque'...Full Attacks the Cleric"
    Cleric: "Full attack my a**, that was just two claw attacks!"
    Kitten: *starts gnawing on the mini*
    Cleric: "...nevermind."

  23. - Top - End - #113
    Dwarf in the Playground
    Join Date
    Mar 2014

    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    "I think there is no way this WON'T get bloody... unless they're open to negotiation. They're hell knights, and I left my ledger and quill back at home, so that's probably out."

  24. - Top - End - #114
    Ogre in the Playground
     
    BlackDragon

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Gabriella squinches up her brow in a endearing way.
    “So if I understand the plan, we will lie in wait along the road in two groups. Group one is my party of stalwart heroes (and a Courtesan) and group two: a large host of sacrificial lambs to distract some of the Hell Knights. As the Hell Knights pass a predetermined point, the lambs will approach acting as if they are bandits and try to lure some of the mounted Knights away. At this point it gets fuzzy for me. The remaining knights are sure to be on high alert for any assault on their position. I was thinking that a second distraction at this time to pull the remaining defenders attention away from the hidden attackers. I am not much good at fighting but I excel at being distracting. “ ​She gives her breasts a side squeeze with her arms, hands folded in front.*wink*

  25. - Top - End - #115
    Colossus in the Playground
     
    lostsole31's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    The horses (and ponies) arrive, underscoring Janiven's mention that things are underway even as you are trying to finalize things.

    Janiven says hurriedly. "My group will deploy first and act as bandits on the road to draw the intercepting Hellknights forward. Meanwhile, it is likely that the wagon and the Hellknights remaining behind will hold position or even more likely, high tail it back to Westcrown. Your group will intercept them from the rear. You will actually start at a distance to hide your position, and once I begin, you will move out, dismount once intercepting, and Gabriella can watch the mounts while the others of you engage."
    Last edited by lostsole31; 2019-12-19 at 07:44 PM.
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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  26. - Top - End - #116
    Ettin in the Playground
     
    digiman619's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Aldo sighs. "Well, if saps aren't an option, we've just got to work harder not to kill these guys if at all possible, and I agree with Tia; modifying the battlefield is likely to give us the edge we'd need." Seeing their mounts arrive, Aldo nods. "Okay, let's get to this."
    Last edited by digiman619; 2019-12-19 at 07:56 PM.
    Quote Originally Posted by digiman619 View Post
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    3.5 in a nutshell, ladies and gents.
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  27. - Top - End - #117
    Colossus in the Playground
     
    lostsole31's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Gabby, Folco, what are your thoughts on Meijen and/or Erasmus?
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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  28. - Top - End - #118
    Dwarf in the Playground
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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    Folco mounts up, making sure his gear is secure and good to go. He'd look good up there if he actually knew how to ride a damn horse."More bodies on the assault team is fine by me. So long as the diversion doesn't get slaughtered. Meijen should come along, at least."

  29. - Top - End - #119
    Ogre in the Playground
     
    BlackDragon

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    “I have no basis to judge these gentlemen’s capability. I leave it to the rest of you.”
    She shrugs noncommittally.
    She cuts Off the skirt of her dress to mid thigh so that she can sit in the saddle.
    “The things I do for my city!” she sighs.
    Last edited by Blackhawk101; 2019-12-20 at 01:38 PM.

  30. - Top - End - #120
    Colossus in the Playground
     
    lostsole31's Avatar

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    Default Re: Council of Thieves [Bastards of Erebus] (IC)

    With one request for Erasmus (and no naysayers) and two for Meijen (and one abstention), the two of them will join the other heroes who fought the Skeletons of the Sewer in the primary force to rescue Arael.

    Janiven has not gotten the full input from everyone as far as what to wear, but for now she has dark hoods and red armbands for all. It is important to protect your "civilian" identity, while wearing something to identify you as a group so that the stories will spread. Modifications can be made later, but this is for now.

    The Hellknights will enter from the eastern side of the map and proceed westward. This encounter assumes that you will be hiding behind the copse of trees to the south, awaiting Janiven's diversion to pull off a group of the Hellknights to engage them to the west. [See the setup in the OOC.]

    Assuming that Janiven will divert the guards when the train is in the middle of the map, I need each of you to tell me where you want your PCs. Are the horses (and pony) all together with Gabriella watching them? If so, where? Are you on the road in plain sight, or hiding?
    28JAN2024: Completed reading TPK Games' The Deductionist (2013, Everhart). This source is authorized for playtest.
    21JAN2024: Completed reading Paizo's Pathfinder Campaign Setting: Taldor, the First Empire (2017, Moreland, Frasier, et. al.).
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    bcool999: On hiatus through 01APR2024.

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