Big OM's Way of the Wicked (Inactive)

Game Master Big OM

It is good to be bad.


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Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu rests lightly, weapons nearby.


Zull leaves you immediately complying with your order. While donning your armour feels like an eternity it takes just a few minutes. As you make your way cautiously along the upper hallway Zull materialises before you. "Master the innkeeper is skulking about below, he is up to no good," he gleefully informs you.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Study him Zull, as I have not stealth about me. Find out what he is trying to hide. Report back. I will wait here. Perhaps we will find and advantage here.

Drogan waits as his imp friend takes back off to find out what this innkeeper is up to.


Silently Zull leaves you behind once again. While you wait your ears pick up yet another sound, it sounds as wood against wood perhaps something is being moved. Many breaths later Zull returns. "Master the innkeeper is in the basement, he has open a well hidden door and gone into a tunnel."


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Interesting, follow him. See where it leads. Let him be. He is too well known to kill and replace. We will find what business he is up too. I will go back to sleep we will share what you find with the others in the morning. You have done well my friend. Do not fail me in this."

Drogan heads back to his room as Zull goes off to explore the tunnel and find out what the innkeeper is up too.


Day 2

The rest of the night is uneventful for Drogan, While the rest of you awake fully invigorated by a good nights sleep Drogan still has a little exhaustion left in his body from the nights adventure.

As Drogan opens his eyes, he sees Zull eagerly awaiting to share in its discovery. "Master I followed the innkeeper through a tunnel hidden behind secret door in the cellar, fine craftmanship it was. The tunnel was rather long but ended in a stone room, properly a storage room of some sort. The innkeeper exchanged some bottles in a wooden crate with some he had brought with him. Then went back and hid the new bottles in the cellar."


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"So he is stealing from someone. A long tunnel to a stone storage room. Probably and escape tunnel from the fort if it were to fall. I bet few know of it besides those in charge. Very good Zull we shall follow up on this to make sure. Lets go have breakfest with the others."

Drogan washes and cleans himself and heads down to meet the others. At breakfest he shares he has some information that his loyal friend found for them. Meeting back in the room after he explains.

"My friends. Zull has discovered a hidden tunnel from this place possibly going to the keep. We should make sure. If this is so we can sneak in and out undetected. I will rest for the day as I didn't sleep much. You should as well. We will awake tonight and get the dwarves drunk so we will go forward with taking care of them. We can then decide to check the tunnel tonight or wait a day depending on how much resistance we encounter with the dwarves."


Inactive

"Where d'ya think th' tunnels'll take us?" asks Erodin. He pulls out the map that he pilfered from the dwarves to see if he can locate where the tunnel is, or where it ought to be, and where they'd have to go through to open the gates.

Knowledge (engineering): 1d20 + 8 ⇒ (12) + 8 = 20


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"A hidden tunnel? Good find. Dwarves won't be easy to get drunk though, naturally hardy I hear" He shrugs, "Ah well, it'll just take longer." He looks over Erodin's map trying to figure out where it might lead
Knowledge Geography 1d20 + 3 ⇒ (2) + 3 = 5

But nothing comes to mind


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

"with enough entertainment anyone will get drunk. On more than just drink" she winks

-Posted with Wayfinder


Examining the ill gotten map Erodin finds no sign of tunnels going into the keep. While Randu can't be sure his best guess at the moment is that it isn't the right direction, however he knows he would have to see the tunnel to be sure.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"We can put off messing with the dwarves for later. We should check this tunnel out. The question is do we try and sneak down and go in the day time or wait till tonight?"


Inactive

"Well, tha innkeeper's gonna go down at night, so maybe we just go now."


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"Perhaps we could pay someone to perform outside or the like as a distraction if you feel it needful?"


What do you need from me, I am a little lost to your immediate plan?


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

So we go down now then. Fine. Everyone take a disguse of someone you have seen in town, no one of interest though. We need to sneak down. Zull you go in the kitchen and cause a little distraction. You know pushing things off to the floor and what not. Make them think the place is haunted. We will sneak down one by one during the confusion. Sound good. Lets go.

No we didn't have a plan but just move forward usin this unless anyone has an objection.


Inactive

"Alright then," agrees Erodin.

-Posted with Wayfinder


A conniving smile cruses on Zull's lips just before he takes of, though you can't see him you can hear it in the way he replies: "Yes Master."

Time passes and just as you reach your staging point everyone in appropriate disguise you hear Zull's great performance begin. A first it is a pot hitting the floor, then more kitchenware and finally a decent impression of a ghostly howl. The effect soon follows as first the innkeeper's wife and then the innkeeper himself flees the kitchen, both calling for aid.

You make your way to the basement and search for the door it is well hidden, i fine work of craftmanship. And it would have taken you some time to find had Zull not appeared and showed you how to access it.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

"Nice little minion you have there" she grins

-Posted with Wayfinder


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"AH yes Zull is a fine ally. He may call me master but he is a tool. Sent from Asmodeus himself to aid in his essence flowing into my body. Zull serves me as I am Asmodeus, if only a shell for now. My power will grow. Come Zull you did well now lets see where this passage goes."


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"Useful anyway," Randu moves ahead carefully though not as quietly as he hoped.
stealth: 1d20 + 4 ⇒ (2) + 4 = 6
Perception:1d20 + 9 ⇒ (13) + 9 = 22


Your underground journey takes you through the well crafted stone pathway. This fine but secret monument of craftsmanship opens through an equally well hidden door into a storage room of some sort. While no lights shine here save what you have brought, you quickly gather that this must be where the food for a siege is stored as you fine thousands of iron rations and barrels of portable water a winding staircase in the middle of the room leads to what ever building is above you.

A quick glans at the floor plans of the Watch tower leaves you none the wiser.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"It seems we found a secret passage to the keep. This must be a store to keep these things in case of a siege. We can spoil the rations. It will just take a few moments to summon up some water so they all get wet and moldy. Though I don't suspect a siege as much as I do the doors being open and The Fire Axe killing all these fools. Zull my friend. Scout ahead for us will you?"

Drogan sends Zull up the stairs and to check the next room before making too much noise here.


Inactive

Erodin just looks around for some fine alcohol to snag.


While Zull flies of on his mission Erodins search leads him to a wooden crate filled with 6 flasks of fine elven wine.

Appraise DC 20:

Two of the flasks are not the real deal and not worth the grapes used to make them.

Zull returns a little to quickly for your liking. "Master there is someone moving around in the room above. I think they are moving metal. Alas I can't open the hatch, it is to heavy."


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Shhhh... Let us wait a few moments then. It would be best if we all assume the disguise of a guard here now. Once the person above leaves the room we will investigate further."

After taking on his new disguise Drogan moves up the stairs to listen for the person to leave the room.


Inactive

Appraise: 1d20 + 2 ⇒ (20) + 2 = 22

"Maybe it's th' dwarves," suggests Erodin, though his focus is definitely more on the spirits before him. He brushes off the dust from the bottles and examines them in what little light they had. "Feh, a couple o' fakes these are, th' color's all wrong." He sets those aside. "Still, one for each o' us, eh?" He snags the actual elven wine.

At Drogan's suggestion, he assumes the disguise of one of the guards.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"Ah, elven wine. I remember the taste, good find, Erodin."


As you approach the top of the stairs you can clearly hear two destinct voice, alas their words are lost through the wood. Minutes pass and then they walk away. Trying carefully you manage to lift the hatch without making a sound. A quick glance around the room above you leaves you more certain that you are in Watchtower Balentyne as this room must be the Armoury.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

"Good for future use. But now we need to retreat" she warns after they close the door again

-Posted with Wayfinder


Inactive

Peeking through the hatch, Erodin quickly looks about for doors leaving from the armory, and any other things of interest. Perception: 1d20 + 3 ⇒ (18) + 3 = 21

Otherwise, he seems content not to proceed further inside for now.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"I agree, it would be best to retreat and decide what we can do with this new information and way into the keep."


I forgot something about the armoury.

Looking around Erodin sees a small working forge, although extinct at the moment this must be were the guardians of the watchtower performs maintenance.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu nods slowly. But keeps his eyes open to make sure the way is clear
Perception: 1d20 + 9 ⇒ (6) + 9 = 15


So what now? This is only day 2


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

we still need to make sure we know the town better. Best make sure we dont look to out of place. Go go acting! :P

-Posted with Wayfinder


Inactive

I think we're each looking for people in the castle we can each imitate to execute Drogan's plan.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Yes we will now go back and take on the guise of the normal town folk. We will infiltrate the keep that way.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Sounds good


Without any trouble you leave the watch tower behind you and head back through the secret passage you uncovered. Once back in the inn life appears to have moved on and none are the wiser.

So done the guise of normal towns people and walk through the main gates?


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

Vex will go put her ear out in the town. lots of juicy bits usually in town


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Yes thats the plan and gather information from the inside such as where guys patrol, how many at a time. Vulnerable places, find the forge/watch tower from that side. The tunnel and will probably be a good place to store bodies. We may need to catch the innkeeper and see what his is using it for and who else knows about it.


I might not have written it already, but Erodin is able to find a forge/armoury on the map he has.

Just a final question, are you planning to capture/kill the people no or just assume their appearnce this time around?


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

I'll just join a group of entertainers as a normal looking female. obviously not looking like myself, but still look like an entertainer


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

we will kill them, thats why they need to be loners or have not familiy.


The sun continues its path across the heaven illuminating your endavour as you make you way through town looking for suitable subjects to impersonate. Pausing at a wine merchant a single glass quells your thirst before you resume your search. While the rest of you presses on Vex flirtingly relieves the poor merchant of what knowledge he has and low and behold he knows a servant girl who does the odd cleaning around the town while working mostly at the watchtower. Poor Elin has lost her parents and her brother is stationed with Capt. Varmings rangers and currently on patrol. Als the rest of you is not as lucky and every time someone works in the watchtower or know of t´someone, they are unsuitable for your purpose.

Knowledge (Local) rolls:

Knowledge (Local), Drogan: 1d20 ⇒ 8
Knowledge (Local), Vex: 1d20 + 3 ⇒ (17) + 3 = 20
Knowledge (Local), Erodin: 1d20 + 2 ⇒ (2) + 2 = 4
Knowledge (Local), Drogan: 1d20 - 1 ⇒ (8) - 1 = 7

In short Vex makes it with a good margin, the rest of you fail.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

anything about entertainers?


Inactive

Eh, Vex is the best one to infiltrate the keep anyway.


Continuing from the wine merchant Vex's ears picks up a conversation between two maids properly serving in a kitchen judging by what food they are carrying and perhaps even in the watch tower: "Timothy told me that Father Donnagin arranged for a troupe of actors to perform?" "Yes, it is going to be exciting to see them, I have heard they are quite good." "Well they ought to be with all the posters hanging around."

And surely enough when you look for it, it is easy to find a poster declaring that the fabled company of Ye Merrie Men lead by none other than William Marcus Marlowe will be performing The Fall of Amberlyn for the Watch tower of Balentyne.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

That's my cue

She grins and heads back to her new companions
"I think i may have found a way in for myself. If i can get them to accept me to join in, maybe... ican do some damage inside the keep"

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