GM Blade of Heaven's WotW Campaign

Game Master Divinitus


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Male Kyton-Spawn Tiefling Fighter/Rogue

Vincent's curiosity would indeed be peeked, he would scoot back the chair a bit and kick back on it and balance on the back legs of it as he thumbs through the paperwork. His tail tip scratching over the horns on his head. His tongue clicking in his mouth as he silently read over the paperwork.


After a few minutes of reading the papers and ignoring everything around him, Vincent smiles as he realizes something... Sergeant Blackerly, that pudgy sadist that visited the villains cell, has been surreptitiously stealing money from the prison. He orders the supplies much cheaper than normal, from obviously blackmarket sources, then acts as if he has bought them at full price, pocketing the difference to fill his coffers. He something strange written on the bottom of one page, in some sort of cipher. Linguistics check or INT check to decipher.


Male Kyton-Spawn Tiefling Fighter/Rogue

INT check: 1d20 + 5 ⇒ (7) + 5 = 12


Vincent is unable to determine what the cipher means.


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

Veldrin watches Vincent pouring over the paperwork, though the fiend touched man seems a bit lost "Can I lend a hand? I know a fair amount of languages, might be able to translate what you're looking at"


Male Kyton-Spawn Tiefling Fighter/Rogue

Vincent would explain what he's found and tap at the curious markings in the corner that he couldn't quite piece together.


Veldrin, if you're attempting to decipher the text, make your check.


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

1d20 + 8 ⇒ (13) + 8 = 21 Linguistics


Veldrin takes a moment thinking about the cipher, trying different techniques that are commonly used. None of them seem to work, but... wait. If the two are combined... His mind works, each letter and number falling into place. The cipher translates to 'Total earnings from these fools this month: 1,250 gold from skimming off the top, a 390 silver from the nightly card games, and that jeweled dagger from Miri in that rigged card game. These people around here are so dense! Ah well, no skin off my back, so long as they keep that space empty between their ears. Still, need to find a way to pay back the Baron S. for that debt or I'm a dead man. The money won't mean anything then. Maybe I could stage a 'prison riot' break into the treasury and storeroom next door, loot the place, and make off with it all? Got to remember that duped key's in the empty 'Restorative' in my lockbox. Keep it together Tom, you can work around all these rubes!'


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

Veldrin reads over the cipher, aloud. "Well. Well, well, well. That is very interesting to say the least. Miri, my dear, I believe you've been hoodwinked and then some. I say we found this treasury and storeroom, take all the loot for ourselves, and then collect 'taxes' on ole Blackerly"

Question, about how long has it been since our initial escape? Has it been over an hour? My Charm Person on our guard buddy only lasts that long.


It's been around 45-50 minutes. If you're wondering the time of day, it's about 3:00 P.M. at Branderscar.

Miri looks at you quizzically, "Whoa, wait a second, someone hoodwinked ME? I think you must be mistaken dear boy, for Miranda Telopani does not get tricked! Just what is it you see there?"


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

"Apparently, he bilked you out of a jeweled dagger in a card game he had rigged"


"HE WHAT?!" she shrieks as she snatches the papers out of your hands. After looking over the paper quickly, she makes sense of the cipher. "Ok, calm down Miri. Think peaceful thoughts... Ok, change of plans, we find that fat bastard, you let ME kill him. No one bilks me and lives! Deal?"


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

"I'm rather OK with that" He says, with a wicked grin. "Lets go find this storeroom first though. I have some belongings I'd like back"


Male Aasimar Inquisitor (Infiltrator) 1/ Summoner 1 | HP: 8/8 | Misdirection: LG | Judgement: 1/1 | Summon Monster I: 7/7 | Inq Lvl 1: 3/3 | Sum Lvl 1: 2/2 | +1 dmg when flanking | + crit multi in dmg on crits
Stats:
AC: 13; Touch: 9; FF: 13 | CMB: +3; CMD: 12 | Fort: +2; Ref:-1; Will: +7 (+2 vs Charm and Compulsion) | Init: -1
Skills:
Bluff: 14 | Diplomacy: 15 | Intimidate: +5 | Knowledge(planes): +5 | Knowledge(religion): +5 | Perception: +11 | Profession (Butcher): +9 | Sense Motive: +9 | UMD: +9

Hearing silence from behind both doors, Jaq would open the one he currently stood before. Veodrin and Vincent could search the office just fine. Room 15 "One of you want to check the other door? Shouldn't be anyone in there and who knows what they've hidden around here."


Male Suli
Vitals:
HP: 13, AC: 15, Touch: 11, Flat-Footed: 14, Fort: +4, Ref: +3, Will: +3
Limits:
Bloodrage 7/7, Elemental Assault 1/1.
Bloodrager 1/Monk of Many Styles 1

Seeing no objections from the rest of the party, Vritra picked up the blade, swinging it gently as he adjusts to the strange weight. Finding he can only carry it in two hands, the Suli smiles. The tool seemed to thrum in his hands, his blood seething, called up by the blade. Soon...

Shaking off the thrum, Vritra retrieved the sheath from the corpse, placing the blade within it. Soon it would taste blood... but not yet.

Sheet has been updated to reflect recent changes.


Male Kyton-Spawn Tiefling Fighter/Rogue

Vincent shook his head a bit "Trust me, everyone gets the short end of the stick from time to time...but if you want a bit of help making the poor man suffer, I can offer a few suggestions...of course you can gladly land the final blow but death is too sweet and quick a release most days." he said as he kicked back off the desk and flipped over the chair and stretched. Man did it feel good to stretch after being in those blasted chains. He waltz over to the door Room 13 and attempted to open it. "Oh, someone find that key he mentioned...should be in a lockbox somewhere...let me know when you find it and I'll fish her out." he said.


Assuming you choose to go through door 15, Jaq!Jaq walks though the door with the tag 'Sergeant's Quarters'. At first glance, the appears to simply be a slovenly kept bedchamber that one would expect anywhere but here, Talingarde's most organized and feared prison. There is a bed covered in disheveled sheets and blankets, a small oak night table and a rather large wardrobe. Sitting atop the night table and wardrobe are various items, which are difficult to make out at this distance due to the poor lighting.

Veldrin and Vincent both walk to the door marked 'Storeroom' room 13. The large door is made of some form of sturdy wood banded with iron stips apparently intended to make it harder to break and a large lock looms right above the handle. Vincent tries to open the door, in the hopes that it may be unlocked, but discovers the lack has the door shut fast. DC 25, for those interested!


Male Kyton-Spawn Tiefling Fighter/Rogue

Vincent wasn't surprised when the room turned out to be locked...after all that is what the info said. He pulled out the masterwork thieves tool and went to work on it trying to get it open.

Disable Device: 1d20 + 10 ⇒ (12) + 10 = 22


Male Aasimar Inquisitor (Infiltrator) 1/ Summoner 1 | HP: 8/8 | Misdirection: LG | Judgement: 1/1 | Summon Monster I: 7/7 | Inq Lvl 1: 3/3 | Sum Lvl 1: 2/2 | +1 dmg when flanking | + crit multi in dmg on crits
Stats:
AC: 13; Touch: 9; FF: 13 | CMB: +3; CMD: 12 | Fort: +2; Ref:-1; Will: +7 (+2 vs Charm and Compulsion) | Init: -1
Skills:
Bluff: 14 | Diplomacy: 15 | Intimidate: +5 | Knowledge(planes): +5 | Knowledge(religion): +5 | Perception: +11 | Profession (Butcher): +9 | Sense Motive: +9 | UMD: +9

If it was open, of course! He's on a mission to find that war razor of his! I just didn't want to assume that the door was unlocked. And those items on the nightstand and wardrobe are hard to make out even with Dark Vision?

Jaq took a moment to cast a detect magic and then headed further into the room. He headed first for the nightstand. He would search all of it. The night stand, the wardrobe, even under the mattress and bed. Taking 10 again for 21 He looked for anything and everything, magical and not.


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

Seeing Vincent attempt to crack the lock, Veldrin casts a minor spell to assist him. Casting Guidance


Male Suli
Vitals:
HP: 13, AC: 15, Touch: 11, Flat-Footed: 14, Fort: +4, Ref: +3, Will: +3
Limits:
Bloodrage 7/7, Elemental Assault 1/1.
Bloodrager 1/Monk of Many Styles 1

Vritra follows the others, glancing around as the party split off. Choosing to follow Veldrin and Vincent, the Suli keeps a hand on the newfound blade in case it needed to be utilized.


Male Kyton-Spawn Tiefling Fighter/Rogue

Vincent would grumble a bit as he could almost get it unlocked but he slips on the last tumbler. He bites his tongue as he concentrates and attempts again carefully.

Disable Device w/Guidance: 1d20 + 11 ⇒ (1) + 11 = 12


Vincent fumbles several times trying to pick the lock to the storeroom, frustrating him at every turn.

Jaq searches the Blackerly's slovenly kept quarters. The trinkets on the table are worthless junk, not even worth the effort to pick them up, like little wooden soldiers crudely carved by an unskilled hand and a walnut with a vulgar face painted on it, among others. Searching under the bed, Jaq finds a large iron lock box, probably 2'x2'x1' in it's basic dimensions. It has an ornate lock to keep it closed. DC30, if you're interested.


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

Veldrin beckons to Grumblejack "Hey big man, I think we might need your help here"


Grumblejack lumbers over, swatting the table out of his way like a toy. He grabs the handle on the door, braces himself, and pulls...
Grumblejack's Strength Check: 1d20 + 7 ⇒ (1) + 7 = 8
Snatching out the door handle and falling backwards with a *THUD*. "Well, can't say the bleedin' door ain't sturdy 'nough, right?"
The DC is lowered by 5, because the mechanisms are now clearer with the missing door handle lol! Grumblejack also took 5 non-lethal damage


Male Kyton-Spawn Tiefling Fighter/Rogue

Vincent blinked a bit as their large compatriot ripped the door handle off and didn't move the door even a tiny bit. "Well...that's not something you see everyday." he said getting more then a little bit annoyed at the door at this point. He growls softly and decides to give it one more try before he moves on to drastic measures.

Disable Device: 1d20 + 10 ⇒ (10) + 10 = 20


Male Suli
Vitals:
HP: 13, AC: 15, Touch: 11, Flat-Footed: 14, Fort: +4, Ref: +3, Will: +3
Limits:
Bloodrage 7/7, Elemental Assault 1/1.
Bloodrager 1/Monk of Many Styles 1

Vritra watches as Grumblejack attempts to yank the door aside and manages to do nothing but pull the door handle away. A grin spreads across his face as some petty vengeance is fulfilled, and Vritra waits for Vincent to finish with the lock.


Male Aasimar Inquisitor (Infiltrator) 1/ Summoner 1 | HP: 8/8 | Misdirection: LG | Judgement: 1/1 | Summon Monster I: 7/7 | Inq Lvl 1: 3/3 | Sum Lvl 1: 2/2 | +1 dmg when flanking | + crit multi in dmg on crits
Stats:
AC: 13; Touch: 9; FF: 13 | CMB: +3; CMD: 12 | Fort: +2; Ref:-1; Will: +7 (+2 vs Charm and Compulsion) | Init: -1
Skills:
Bluff: 14 | Diplomacy: 15 | Intimidate: +5 | Knowledge(planes): +5 | Knowledge(religion): +5 | Perception: +11 | Profession (Butcher): +9 | Sense Motive: +9 | UMD: +9

A chuckle came from the doorway Jaq had gone. "It seems some do not see the value in patience." Jaq was leaning there with an amused look at the results of the Vincent and Company's current lock picking operation. "I believe I found your lock box. Who would like to try opening it. Looks like a fancy complicated lock on it. I don't think you can 'pull' this one open." He couldn't help but chuckle some more. Looking towards those not engaged with the attempts at the other door, "Miri, Oscar, perhaps one of you would like to showcase your talents at picking locks? Care to see if you can open it faster than the door is taking?"


You shall advance no more, wicked ones, for the Shield of Heaven bars the path from you! The Blade and I shall cut you down and cast you back into the darkness! That's a dot, ^_^


JWAAAAAAAAAAAAAAAAAAAAANGAAAAAAAAAAAAAAAAAAAAAAA! Remove ze inactive, I command you!


Vincent fumbles the picking of the lock, causing the probe of the lockpicks to warp. Google it if you do not know what the probe on a set of lockpicks looks like.

At Jaq's words. Miri offers a wicked smile, "But of course, dear boy! Watch and learn..." Miri walks over to the lockbox Jaq pointed out and she takes out a thin-bladed dagger, almost like a stiletto, and slides it in the keyhole, makes a few turns...

Miri's Dagger Picking Roll!: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16

failing miserably. "Son-of-a-up-jumped-Markadian bastard!" She attempts again taking a little more time...

Miri's Dagger Picking Roll!: 1d20 + 11 - 5 ⇒ (7) + 11 - 5 = 13

failing again. "One last time, and if that fails, we're gutting Blackerly and taking his bloody keyring! Deal?" Without even waiting for an answer, Miri tries a third and final time...

Miri's Dagger Picking Roll!: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9

failing again. "Ok, that's it! ? I have officially had enough of this crap. Let's go butcher us a swine, yeah? Get some keys AND some stress relief?"


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

Veldrin offers a conciliatory pat on Miri's back. "Relax my dear, gutting Blackerly was always a part of the plan" He studies the lock momentarily. "Hmm, I wonder if I froze it enough, would that help?"

Could I Ray of Frost the lock enough to either shatter it completely, or at least weaken it? Its at will mind


Miri's face bears the countenance of a petulant child, her voice full of irritation, "How am I supposed to know, do I look like a bleeding alchemist?!" She appears shocked at the emotional outburst she just made, taking a moment to regain her poise and her smooth demeanor "Yes, of course it was always part of the plan to gut Blackerly, but now it's going to feel so much better now. Give me a few minutes to talk him out of that locksmith's name that made that damned lock? I would like to pay him a visit and 'politely' inquire how he made a lock that vexing. You know, professionalism and all that."

Sense Motive DC 10:
Although Miri quickly overcame her outburst, you still detect a simmering rage within her words. Something tells you her methods of 'acquiring' information from the locksmith may not be so polite, and will almost certainly not be painless. You wonder just how such a person came to work at the most infamous prison in Talingarde...

SOMEONE KNOWS THEIR METALLURGY! Yes, you may freeze locks to decrease any DCs to break them and/or reduce their hardness to make it easier to smash them.


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

Veldrin begins the process of freezing the lock, hitting it over and over with a blast of cold. One round is six seconds, so ten blasts could be done within a minute. I'll start with that, ten in a minute. Should I roll all ten dice for damage, or do you want to hand wave that?


Male Kyton-Spawn Tiefling Fighter/Rogue

Vincent would chuckle a bit at how easily Miri were to come to ire. However, Veldrin's idea does indeed sound good. "This is true, but perhaps a bit of back and forth. Metal can become quite brittle if frozen then suddenly heated and so on and so on." he offered as he began to fuss around in his Alchemy bag.

Sense Motive: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7


Male Aasimar Inquisitor (Infiltrator) 1/ Summoner 1 | HP: 8/8 | Misdirection: LG | Judgement: 1/1 | Summon Monster I: 7/7 | Inq Lvl 1: 3/3 | Sum Lvl 1: 2/2 | +1 dmg when flanking | + crit multi in dmg on crits
Stats:
AC: 13; Touch: 9; FF: 13 | CMB: +3; CMD: 12 | Fort: +2; Ref:-1; Will: +7 (+2 vs Charm and Compulsion) | Init: -1
Skills:
Bluff: 14 | Diplomacy: 15 | Intimidate: +5 | Knowledge(planes): +5 | Knowledge(religion): +5 | Perception: +11 | Profession (Butcher): +9 | Sense Motive: +9 | UMD: +9

I thought Vincent was attempting to unlock the door, not the lockbox. The door had turned unto a dc 20 after Grumblejack removed the handle. Wouldn't he have made it then?


Jaq, good save!

Giving the lock another try, Vincent gives the lock another go and... it opens!

Veldrin, you can stack it a maximum of 10 times, reducing hardness by 2 each time.


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

Since Vincent opened the door, I'll use the icy trick on the lockbox.

Veldrin peers inside the room Vincent just revealed to them 1d20 + 8 ⇒ (19) + 8 = 27 Perception


Which first? Frosting the lock or looking through the door?


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

Door, the lockbox can come with us


Veldrin peeks into the storeroom for the prison. Though the room is dark, the Drow's eyes have no problem seeing. The room looks fairly scarce for a storeroom in the most infamous prison in Talingarde. There are a few chests here and there, several barrels and kegs, tables holding basic equipment such as manacles and ropes, and a sight that could make those in his band whince: a rack of brands with the runic 'F' that were used to mark them as as Forsaken. A door lies at the opposite end of the room, the brass plaque reading 'ARMORY'.

It feels so good to be posting again!


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

Walking into the room, the drow looks around more deliberately, checking if the chests have locks on them, as well as searching for his personal effects. I can keep that 27 above, yes?


Of course.

Veldrin examines the chests, checking for locks of some sort. There are no locks to speak of, save for a sort of hinged lock that is primarily used to keep it shut in case of transportation, but all that one would need to do to open it would be to flip the 'latch' up. Looking further, Veldrin finds several useful pieces of gear: ten bullseye lanterns, twenty four signal horns, 20 coils of rope, and a few bottles of unlabeled liquid that smells like wine. Underneath the table, there is a chest labelled 'PRISONER EFFECTS, FOR WARDEN MATHIAS' VIEWING ONLY!'.

Obviously, if you want to open and check any barrels, kegs, or chests, just post so.


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

Before checking anything else, Veldrin opens the prisoner effects chest.


Veldrin finds a large amount of assorted goods everything in his and the other PCs non-combat equipment section, including an Ogre sized outfit of surprisingly well-tanned leather.


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

The necromancer takes out his stuff first, then moves out of the way to let the others get their gear. As they do that, he begins opening the chests. Any bags, sacks, backpacks, etc?


Male Kyton-Spawn Tiefling Fighter/Rogue

Vincent would slip in happy to see his effects. He quickly gathered them all up and began to strap everything down in place. It had been quite awkward feeling not having the bottles and water-skins not in their place adorned over his body. His fingers caressed a few of the familiar items as he stepped away and joined Veldrin in his search of the rest of the room.


Veldrin and Vincent begin opening the chests, barrels, and other containers in the storeroom, carefully noting their contents. In one large chest, there are several dozen torches carefully stacked on top of one another, perhaps over 100 200, if you count them. In another, there are several guard uniforms neatly folded into place 6, if you count them. In still another, lies several sturdy leather backpacks, emblazoned with the seal of the Markadian Dynasty, with several pouches and pockets each 10, if you count them.

Vincent runs the spigots on the two kegs and what appears to be whale oil for lanterns runs out, the trademark smell and greasiness of the substance making it obvious both kegs are 10 gallon containers of lantern oil. He also opens the barrels lining one of the walls and catches a whiff of the moldy, maggot-ridden, and rotten iron rations for the prison. Judging from the state of the food, no one has even touched this stuff for years, nor cared to replace it.

Any INT check not a natural 1... lol:
Food this decomposed is surely diseased and, while it could fill one's belly, it could also fill one with disease as well.


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

Veldrin grabs one of the backpacks and carefully places the bottles of wine inside. "I'm sure I can find use for these later." He says by way of explanation.

Noting the kegs, he ponders aloud "We can definitely do something with those. I'm willing to bet Vincent and I could come up with some fun ideas."

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