Dance of Light and Shadow (Group Two)

Game Master MorganFreeman

High level variant of the Way of the Wicked AP, started by GM Lightbearer.


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HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

[ooc]Look up. Rashk chose to open the double doors.[ooc]


Opening the doors reveals that night has fallen over Branderscar. One could easily lose track of time in a stone room with no windows, at least without Dwarven blood.

A dimly lit courtyard lies past the doors. Without leaving the keep, the angles of sight provided give vantage to a gatehouse straight ahead and a watchwall extending from its sides. Between the keep and gatehouse, a large inactive fountain splits the gravel trail connecting them. An empty cage is built against the eastern side.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

"I could take Squeeze and fly over the wall, and Bobbity on the second trip if he doesn't have a way to do that himself. I would guess you could take Veldrin as you ran right up the wall if you had to. Of course, that would mean abandoning our things. Or we risk sacrificing guaranteed freedom to gather them. Which way do you sense our effects necromancer?"


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

"Southwest from when I first cast the spell. Shall I douse the lights that the humans require?."

He holds his trio of skeletons at the ready, capable of unleashing them at a moments notice.


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze shakes in anticipation. His eyes and hands vibrate as if he was feeling a subtle electrical shock through his squalid bones.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

He holds the door barely cracked to get cover.
"Property is replaceable. I choose escape. Veldrin chooses stuff. Everybody else choose." He looks at Bobbity, "Be quick."

As he talks, he prepares for battle. Readying to manifest Defensive precognition fully augmented.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Rashk turns to Bobbity and finds the halfling is gone. You can still hear him for a moment, humming a tune off key. The disembodied voice appears to walk through the doors then goes silent.

Going to scout. Drank invisibility extract and spider climb. Going to scout the courtyard and the walls, sticking to shadows in case someone out there has see Invisibility.

Stealth: 1d20 + 27 + 20 ⇒ (7) + 27 + 20 = 54
Perception: 1d20 + 12 ⇒ (1) + 12 = 13


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

As he's drinking the extracts, Rashk closes the door, holding onto it. "Answer the question first."

No, you don't get to take a couple of rounds of actions without a response.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Ugh. Go find my s##%. I'll be back. Cross my heart and hope to die," he says but you can't see if he really did. There is only one door left right? Should be there. If not, its in another building.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa looks to Veldrin,"The one thing you will not find with your possessions is your freedom. You have a tome filled with arcane knowledge. What is it you need so desperately? If truly compelling, I will help you however I can. Ask yourself, is what you search for really worth the risk of being recaptured and executed?" She looks to the goblin and realizes that knowledge of their escape will shortly become apparent. "If we stay here, we may yet die here. Why did we leave our cells at all then? If there are things we need to recover, I would rather return at a time of our choosing."

Voting to get out of here.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

"My ring, which is a family heirloom passed down for generations from master necromancer to master necromancer. Robes that were given to me when I graduated top of my class from the college of sorcery. My personal spellbook, which contains endless notes on spells I plan on researching as well as theories on creating more potent forms of even the most basic undead. Several other lesser items, and a fair amount of gold, which could be useful in both our escape, as well as whatever we do next"


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

And it's up to the cannibal goblin!


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze shakes his head, for a moment more interested in a big booger he found. Finally, however, he speaks.

Squeeze hungry! - he starts - Squeeze likes idea of escaping already.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

"Let us be away from this place, Veldrin. For now at least. I swear that we will return and make these fools pay in blood for what they have done. I understand these are no mere baubles you seek. However, as your ancestors may attest, you cannot make use of them from a cell." Kessa peers out and tries to pick out the scents of any guards.

Perception: 1d20 + 20 + 8 ⇒ (7) + 20 + 8 = 35 (+8 for bloodhound)


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin chuckles, which sounds like a spider laughing. "You seem to be under the impression that I was going to be leaving without my things. I am not. Nor do I plan on there being anybody left alive in this place before I depart."


There are only two doors on the left. As the silence wears off and the party slinks back into the room, actual chatter can be heard from the room on the right where the food scent is coming from. Waiting for a more definitive decision from the group!


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

"Then I wish you luck. I will help you kill the things between us and freedom. The rest are yours." He then turns to Kestrel, "We give the halfling one minute, or until we hear a ruckus. Then we go out. that will give us the proper preparation time."

He seems to pay no mind to the kitchen.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

"Mom? Can I go out and play now?" Bobbity says pulling on Kessa's clothes and doing his best impression of an innocent child.

Bluff: 1d20 + 2 ⇒ (8) + 2 = 10

If it weren't for the deadly blades, bombs and third arm...who are we kidding, he can't pull off innocent. "It's boring in here and dad and uncle sunny keep making angry faces."


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

"Well, if your 'uncle' is going to give us a minute, let's make use of it." Looking down at Bobbity,"Play nice, and please do not wake the neighbors." Kessa walks over to the kitchen doors and gives Veldrin a wink, and says to the ever hungry goblin,"Squeeze, shall we see what's for dinner?" and opens the door.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

With Squeeze's enthusiasm, Bobbity drinks some potions and scurries out the front door on all fives.

Same rolls as above or more? If it's dark out there, enough to need darkvision, he can prepare that as a level 3 in a min and drink it. Darkvision would last 10 hours.


The courtyard is dimly lit from the light of torches anchored on both the walls of the keep and the interior face of the watchwall. Climbing up the face of the keep, Bobbity gets a much better vantage of Branderscar.

The gatehouse to the north connects to a watchwall, which runs the entire perimeter of the "island"; five watch walls are spaced periodically among them, and a large tower is connected to the south. The tower and gatehouse are both a story taller than the keep. The watchwall walkway runs parallel to the top of the keep. Several guards holding torches can be seen patrolling it, but they do not notice Bobbity. Listening closely, the sound of laughter can be heard coming from the third story of the gatehouse.

Meanwhile, as Kessa reaches for the door, she hears the chatter of men beyond. I wasn't sure if that information was well known or not, I may have mentioned it out of character but wanted to say again before the door was opened


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa looks to Rashk,"Well 'uncle', are you hungry? I would hate to be late for the feast." She tries to suppress a wry smile as she adds, "Maybe Veldrin can whip up some ribs."

Yes, heard and understood. Taking up Rashk's point and trying to keep moving like a shark. My guess is that I will be following the eager goblin into battle. Plus, I am a little hungry.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk will watch the main doors, "Let me know if you need assistance."


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

Veldrin will order his skeletons to stand ready to charge the room when the doors open. He will then himself ready a spell Ready Magic Missile. No need to go too crazy, just yet.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity's high pitched voice breaks the silence outside, almost right next to Rashk. "All quiet on the northern front general chrome dome. Going in for a closer look." There is silence for moment then the voice returns. "Sunny's spider sense said south right?" Once he has confirmation on a direction, he scurries over the building in the direction their gear is likely to be to see what, if anything, is guarding it.

Bobbity reports in just after one minute and then heads in the direction Veldrin last indicated his book was assuming that is the direction their gear is too. Still have about nine minutes of Invisibility. Does Rashk have some sort of mind link ability for long range communication?


Male Goblin UBarbarian (Feral Gnasher) 5 / URogue 3 | HP 76/76 | AC 23 TO 19 FF 16 | F +9 R +13 W +7 | CMD 23 | Init +7 | Perc +14 DV

Squeeze looks at Kessa and waits, impatiently. He likes her; in truth, he is starting to like each person of the group in a different way. That's probably why he didn't try to eat the halfling yet.

He shakes his left foot as if ready to run. He understood her idea, and basically is only waiting for the door to open to run towards the first man.

The little Goblin is eager to get out, but he's so easily distracted by anything that happens that right now there's a hundred things going on his huge balloon head.

He's actually much more wise and even intelligent than what he shows up. At the end, however, he is a Goblin on his core and out, and a wild raised one. His foot keeps shaking and bumping the floor as a rabbit, while his eyes are focused on the door.

It's obvious he can hear the men on the other side, and his ears move left and right trying to position him on the direction to face to charge. He isn't suicidal, but he is far from meticulous. His methods are simple - run and bite and run and bite.

I know she said she already opened the door, but since we're still lacking a description of what's beyond, I'm holding Squeeze's action until we understand it :)


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk doesn't have any mental communication. He'd need a feat to get it, and I'm considering this next level.


The door opens to an empty dining hall. Six large tables line the walls, and an impressive decorative banner, with the symbol of Branderscar, hangs from the eastern wall, spanning nearly twenty feet. There are two alternate exits to this room: one to the north, a closed heavy wooden door, and one to the south, a swinging louver half door. The sound of jovial voices and the sweet smell of food are even stronger in the south.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

GM, how complex can a complex message via Bluff be?


A short sentence is probably best. Simple messages are usually only a word or two


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa steps in and looks at Squeeze as she gestures toward the kitchen, believing the smells wafting out should be enough motivation for the goblin. Kessa herself goes to the northern door in an attempt to detect anything of importance on the other side.

Perception: 1d20 + 20 + 8 ⇒ (5) + 20 + 8 = 33 <--+8 is from bloodhound

Stealth: 1d20 + 26 ⇒ (3) + 26 = 29


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

May I continue scurrying across the roof in the direction Veldrin said his stuff was or join the massacre in the kitchen?


Bobbity:
Crawling stealthily along the wall of the of keep, Bobbity comes to the southern edge. There is only one building to the southwest of the keep. Attached to the watchwall on the perimeter of the isle is a four story tower that overlooks the entire prison. Two guards stand outside a door on the courtyard level, and another on the wall a story up on the eastern side.

Creeping up to the door, Kessa hears snores and heavy breathing, but no actual conversations. Squeeze rushes into the kitchen, followed by a few brief screams.

I sent out some PMs hoping to get a response to something but it seems a few are out. Ultimately, I'm going to leave it as a party of four from here on. I'll control Squeeze briefly


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa checks to see if the door is locked before attempting to quietly open it and move inside.

perception: 1d20 + 20 ⇒ (3) + 20 = 23
Stealth: 1d20 + 24 ⇒ (17) + 24 = 41


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa checks to see if the door is locked before attempting to quietly open it and move inside and close the door behind her.

perception: 1d20 + 20 ⇒ (14) + 20 = 34
Stealth: 1d20 + 26 ⇒ (16) + 26 = 42


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Like a creepy, giggling spider, Bobbity races across the building down the wall, and across the open ground to the wall, circumventing the guards by a large margin. He waits for the patrolling guard to walk before placing bowl on the wall. Yes, a bowl, with a knife across the top and a single marble in the bowl. Why, just to screw with the guard, that's why. He then moves to the tower, being careful of any wards that might be placed on it. He then goes from window to window, seeing what can be seen within.

Perception vs traps: 1d20 + 12 + 5 ⇒ (20) + 12 + 5 = 37


Apologies, having some nasty PC issues. Never buying an Alienware again. Can I get a status on Veldrin about how often we can expect you to post? With Squeeze gone, I'm intent on leaving this as a four PC group, so long as Veldrin can make a few posts a week.

Bobbity:
As Bobbity watches the guards patrol the wall, he notices those moving towards the southwestern tower (the largest of them) stop well before reaching the doors. Moving closer himself, the little halfling detects a magical trap that would surely alert all of his presence.

Opening the northern door from the dining room, Kessa sees a dozen bunkbeds, each with a foot chest on the floor before it. Three beds are occupied by sleeping guards, two of which are on lower bunks and one on top.


Male Noble Drow Psychic Vampire Nercomancer Wizard 11(Undead, Undead Master)

I can absolutely post a few times a week, if not more

Veldrin motions to Kessa 1d20 + 18 ⇒ (8) + 18 = 26 Bluff ::Kill them, quietly.::


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa raises an eye-brow and roll her eyes in response to the obvious course of action. She moves in and closes the door behind her. She softly stalks up to the nearest slumbering guard and while covering his mouth, slits his throat.

Do I need to roll? Coup de Grace right? With sneak attack, that's (2d10+16+5d6) per hit.

Coup de Grace: 2d10 + 16 + 5d6 ⇒ (6, 8) + 16 + (1, 6, 2, 1, 4) = 44

Yeah, I'm thinking this guy ain't making a DC 54 Fort save

He is also sickened for one round automatically.


GM:
1d20 ⇒ 3

No further Coup De Grace rolls are needed, but I would like a stealth check for each soldier killed in this fashion

The slumbering guards eyes snap open and he attempts to let out a scream, but only produces a soft gurgle. Throwing his limbs around in the last few moments of his life, he can't even muster enough noise to wake his comrades.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa moves to each guard methodically and without emotion, as butcher would cull livestock.

Guard 1Stealth: 1d20 + 26 ⇒ (9) + 26 = 35
Guard 2Stealth: 1d20 + 26 ⇒ (14) + 26 = 40
Guard 3Stealth: 1d20 + 26 ⇒ (20) + 26 = 46


gm:
3d20 ⇒ (7, 15, 3) = 25


One by one each guard meets a silent and grizzly fate, their throats tasting Kessa's eager blade.


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Kessa views her work with satisfaction, able to separate the need for act from the horror of it. Sadly, it is probably more accurate to say the alchemist is so emotionally compromised that she is incapable of understanding what it is she's actually doing. Her approach was clinical and systematic, lacking empathy or remorse.


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

I've heard the same about Alienware. They spend all their money on looks and PR.

Rashk stands vigilantly, ready to assault the walls.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity hangs on the side of the wall, upside down, scratching the stubble on his chin. To disable or not to disable? He'd certainly have plenty of time, invisible as he was. But sometimes these magical wards had a double warning system. It'd warn if someone crossed the barrier or if it wasn't working anymore. And mages were the toughest ones to deal with in their own territory. He was chaotic but not stupid. Bobbity turned to watch the guards discover his random utensil placement and then scurries back to the door. By then his invisibility has faded away and he crawls into the building on the ceiling past Rashk. He hangs there by his feet, cloak wrapped tightly around his body and hiding the bottom of his face. He was obviously trying to be frightening but it came off, as usual, as over the top. "I have found the warden master. He knows spells. He has magical wards. But the guards, not so smart. Blah." Bobbity flaps his cloak open as if a becoming a bat about to take flight. He accidentally lifts one foot and comes unstuck from the ceiling. "S!&&!"


HP 24/38; AC 18, F9 R4 W7; focus 0/2; HP 2

Rashk will try and catch him if needed.


Alchemist 10/Rogue10 | AC 24, Touch 19, FF 18 | HP 110/110 Temp 19/19 | Fort +18, Ref +18, Will +13 | Init +5 | Perception +12 Bomb 14/14 | 1st 6/6 | 2nd 2/5 | 3rd 4/4 | 4th 2/2 | Active Effects: See Invis, False Life, Spider climb

Bobbity's face stops an inch from the floor. His eyes are closed and body tensed ready for pain. When it doesn't come he opens his eyes slowly. He looks at the floor then up to his foot where Rashk grabbed him. "Well that could have been bad. I might have exploded." It is unclear if he is lying about that. "Everyone dead in here yet? I know where to go next."


RETA Bestest Fighter 4 | HP: 38 | AC 21, {T:14, FF:18} F: +6, R: +4, W: +2 (+1 vs. fear) | Init +3; Senses darkvision 60 ft.; Perception +8

Emerging from the barracks, Kessa points across the hall, saying quietly,"Just the kitchen staff remains. I believe the ever-hungry goblin went to have his fill.We should make certain none remain to sound an alarm." With that Kessa crosses to the door to the kitchen and quietly steps in.

stealth: 1d20 + 26 ⇒ (15) + 26 = 41


The kitchen is an orgy of blood, food and body parts, though none of them appear to be goblin. Squeeze is nowhere in sight. A fresh batch of stew sits on the oven, slightly boiling over. Barrels of rations are stacked in a corner. On the east wall, there is an open door leading back out into the courtyard.

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