GM Phntm888's Way of the Wicked Campaign - Group 2 (Inactive)

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Aldencross
Balentyne
Calendar
Balentyne Map
Victory Points: 0


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Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Mouse mouse?! No no! Is rat rat!" he grumbles. But then nods
"Good good with locks. Easy with tool tools. Good tools or normal shop shop tools?" he inquires, his eyes focused on the impliments


LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check

Does anyone know how to tell if we're in an outside wall now?" Balam purses his lips. "the sack may have something we can use, now."


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"Maybe we catch guards, yes yes? take stuff stuff." he gives a suggestion as he keeps his eyes on the lockpicks


Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)

Jezabel lets out a cackling laugh.

Infernal:

"Bossy, bossy, think she's so smart." Jezabel mutters in a sing-song voice. "Needs a symbol to speak to her god? I hear their voices all the time!"

Jezabel switches back to common to sing softly:
"Stupid gestures? Not antagonize? Nothing more suspicious than me falling siiiiiiileeeeeeeeent! Silly girl!"

She then drifts off into nonsense singing: "Silly, lily, Billy, filly, chomp, chomp, chomp. I at the silly filly's tongue, chomp, chomp, chomp..."

Infernal:
"Keep up your pretty speeches and they'll heeeeeear yooooooooou."

Jezabel continues her mad songs to drown out Geborah's prattling (from the guards, not from you guys). She sings mostly in common, but also sings in infernal, abyssal and aklo. Despite her songs she seems to be listening to your conversation.

She smiles as she sings.

Hidden in her songs are also the following bits of conversation:
"Eyes, eyes, eyes, I don't need anything for killing, ling, ling, ling, just a fing, fing, finger or a hand, hand, hand. Spells come easy tooo, just a finger flick or twooooo, and life or death will come for yoooooou. Eyes, eyes, eyes..."

"Can't wait too long, too long, too long, too long, for singing little songs... Wait too long and they'll take the things you love from yooooooou, Come to their senses in tiiiiiiiiiime, time, time, Tick, tock, tick, tock."

Yes, we should wait for their attention to wander and to learn what we can, but if we wait too long they'll come to their senses and seize the scarf, or search us again and take the holy symbol and whatever else we've pulled from the scarf. Jezabel's a supporter of moving sooner rather than later. Tick, tock, tick, tock.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

"Other players, indeed," Tatienne says, smiling a small, thin smile, berift of much mirth. "Three of us with direct connections to The First is most surely not a coincidence. I'd wager there's connections with the others here as well, whether they know it or not."

Despite her earlier reservations, Tatienne had to admit that she was impressed with the girl. She understood the importance of planning. "Yes. We have three days, but the sooner the better, lest our captors change their minds and move up the date."

"Who here can fight? Balam is a given. Jezebel, it seems, though she doesn't need a weapon. I'm not bad myself."

"Two guards come to a cell at a time, we know this. They can be roused to action to visit. What if, when the time comes, we create a diversion; two of us threatening to kill each other may do the trick, but there may be better ways to draw them in."

"One will stay back with a horn. We must either lure him into our trap, or kill him where he stands before he can sound the alarm. Can any of you deal death from afar? Those of us that fight can also rush him, hopefully doing him in. Then, it is just a matter of closing the cell door and finishing the other."

"I have some facility with magic as well, and my magic gives no sign of its use. But I must have objects to channel it. I'd like the lantern and dagger. They should do the trick."


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

He looks to each those talking. They keep talking about what they want to do when they are free of the bonds. Yet. They are not free yet. What is the point of planning if everything hinges on the first step and that hasn't even happened yet

"Lock lock. So Fireskorn will pick pick first?"


Okay, so, a few things to help you guys out. A Survival or Intelligence Check allows you to figure out what time of day it is. If you want to eavesdrop on the guards outside the cell block, you will need to make a Perception check. Knowledge (engineering) or Knowledge (history) could help you with a rough idea of the layout of Branderscar - nothing too specific, of course. I'd like everyone to limit themselves to one check at a time, instead of rolling several at once.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Survival: 1d20 + 5 ⇒ (5) + 5 = 10


LE Female Changeling (Ash Hag) Cleric (Theologian) 4 // Witch VMC | HP: 34/34 | AC: 18 (12 Tch, 16 Ff) | CMB: +3, CMD: 14 | F:+6, R:+4, W:+9 | Init: +4 | Perc: +10, SM: +13 | Speed 30 ft | Active conditions: none

"I saw stairs down. Mayhap we are in a tower, not a dungeon. But even so, going through this wall blind might put us in the middle of the guards' parade ground."

Rattling her leg chains as little as possible, Geborah tries to draw a map on the filthy floor with her toes. "This is our cell. This is the corridor outside, with doors here, here, here, and here. Here there is a side passage to the locked exit door--the guards are right outside that. There's another cell door here. Outside the exit is a room with a fireplace, stairs going down, and an unlocked door to a little interrogation room, here."

She cocks her head critically. "My art tutor would not approve. But you see what I mean? Now, if our ratty friend can unlock our chains and our door, perhaps some of us could sneak over here," she puts an X in the cell nearest to the exit, "...and when the guards next come to check on us, fall on them from behind. We silence the one with the horn first, yes. But we should take one alive, and wring what answers we can out of him." I put Geborah's X on the GM's map.

"The fireplace chimney might be our best exit. From the roof we will see much of the prison's layout, and may be able to move unobserved."


LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check

perception: 1d20 + 6 ⇒ (16) + 6 = 22. NOW I get the 20 perception roll! Hah!

Balam remains quiet as the others talk. He strains his ears to listen to the guards’ conversations, or for anything that might give him a clue as to where to go or where they are.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

Taking a look at the map Geborah made, "So stairs down, fireplace with questionable sizing, and an interrogation room.... So including the room off to our right we have a total of 3 rooms to deal with on this floor. With at least 2 guards." Wraith tries to be thoughtful but can't easily reach his chin.

Moving past his last thought and deciding to respond to Tatienne's question, "I can fight but I rely on magic and raising minions at this time," With a sullen look he continues. "Unfortunately without spell components I'm limited to one attack spell and several cantrips."

"So my first suggestion is to figure out if their guarding in rotations. Don't want to run into or have them run into anything we deal with. I would also suggest at night which by my guess is (INSERT PROPER TIME HERE) away. This would have some guards sleeping and slower to respond to any alarm we might raise."

"That being said, outside Geborah's new item what resources do we have to play with?"

Int Check for Time: 1d20 + 4 ⇒ (14) + 4 = 18


Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)

Jezabel sings a reply to Tatienne into her song:

"Death, death, not so, not so. But bits of string, bits of wool, clutched in fingers, lovely fingers, I can make them staaaaall, frozen still, stiff and still as stone. For a while, while, while, doesn't last long, long, long, Only once for each handsome head, doesn't last long, long, long..." She then goes on to sing some non-sense about how tasty handsome heads are.

Jezabel can cast daze if she has a bit of wool or cloth in her hand and passes her concentration check.

---

Jezabel lets out a mad laugh at Geborah's suggestion to take the chimney. "Ever been in one?" she asks in a sing-song voice. "It's tight, tight, tight." She eyes Balam and Wraith. "Maybe if I take a few bites off, they could fit..." she then laughs again and goes back to her non-sense singing.

"Nibble, nibble, nibble, Biddle, battle, bad dell low..."


So, I realized something that the map may not have made clear. The cell you are in is open barred. You can see all the other cells, which are also all bars, in the cell block, which are all empty. There are only three doors on this floor - one for the room next to your cell, one for the cell block (which the guards are on the other side of) and one for the room where Geborah met with the mysterious visitor.

Fireskorn:

Based on how the air felt when you were branded in the courtyard, you think it's currently daylight.

Wraith:

Based upon your remembrance of when you arrived at Branderscar, as well as your deductive reasoning, makes you fairly certain it is mid-morning (about 10 am or so).

Balam:

You are able to overhear the guards' conversation - and it is quite interesting.

“That Blackerly is a damned thief! That game was rigged last night!”

“If it’s rigged, why do you keep going back to the gatehouse then?”

“The beer’s passable.”

A laugh is heard. “Drinkin’ on duty! Damn, this place has gone to hell. Captain Callidan would have never tolerated that crap. That’s for sure!”

“Captain Callidan … he left, what? Two years ago?”

“Almost three and since then the place has been straight down the sh!77er. That old wizard never leaves his tower. He stays up there reading his books and petting his owl!”

“Petting his owl? Is that what they call it these days?”

The guards enjoy a bit of a laugh.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

The relic hunter nods, her face grim. One damaging spell among our spellcasters. Still, it may be enough, if Jezebel can stop the guard for a moment or two...

"The more I think about it, I wouldn't trust my divinations with that lantern, but with the dagger in hand, I can grow or reduce someone in size and bulk, for a handful of seconds. Handy for getting in or out of tight spaces... or even manacles, if our lockpicker fails."

"I can also increase the potency and accuracy of weapons, and ask The First for help, via his invisible hand. Speaking of..."

Taty closes her eyes and silently prays to Asmodeus... and then prays again, and again, until she feels the tug of his guidance. Then, centering herself, the relic hunter thinks back to the months of preparation that preceded her damnable journey to this heavens-blasted land, all those many, many hours of research and reading. Did she read anything about Brandescar in those promise-filled days? Memories tug at her mind, like the roots of a particularly stubborn weed...

Useful stuff in a fight:
Lead Blades. Taty's also got guidance for skill checks, and can cast Enlarge Person/Reduce Person with a duration of 6 seconds, and give a weapon a +1 enhancement bonus for 1 minute.

Mechanics/OOC:
Taty is going to cast guidance until she makes the concentration check, DC20 (because it is a cantrip, she essentially taking a 20, since she can't run out of spells per day). Then she's making a knowledge (history) check.

Because of the following line (emphasis mine), I'm assuming I can't spend generic focus until I have an implement, but if your interpretation is more generous, her check will be a 15.

generic focus wrote:

The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost.

Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.

history, guidance: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14


LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check

The Chelaxian shows restraint and a sense of strategy. The others... are an interesting bunch. The cannibal is obviously insane, but her madness masks a keen mind and perceptive eyes. Perhaps her madness is a ruse? The girl, i cannot tell if she is pragmatic or mistrustful. She kept the veil to herself, dolling out components to only a few--those who either were too quick for her to stop, or who had skills she needed to survive. Perhaps both. But, it would be foolish for her to not arm all of us. Without our tools, we're a liability. She cannot leave us behind, we may raise the alarm simply to spite her. She will need all of our skills if she hopes to survive. The fiendspawn claims he is a necromancer. He and the rat are clearly the most valuable to the girl, at the moment. She would see the necromancer's spells as an asset, and she needs the rat to pick locks. Being a trained warrior, I'm probably the most imposing, and least able to be physically controlled by her. I am also the most capable in the combats she will no doubt encounter. It would be wise of her to arm all of us. Balam considers his fellows as they plan, silently judging each.

"It would be wisest to arm all of us in some way. Without our tools, we're liabilities. I am a trained warrior, yes, but even I can do little against armed and armored guards with only my fists. It would be wisest for us to distract the guards. The one with the horn stays at the door, if we can lead the others away. The rat, and one other could take down out the horn. Then, return to assist the others to take down the other two. We minimize the risk to alerting the outside. We are assured that no one will leave because we need everyone to ensure that the guards are disposed of quietly."

He pauses and casts an appraising eye over his companions. "I have heard stories that even the meanest of wizards can create illusions. Can anyone here do that? Make it seem as though all of us are in this cell, when, in truth, we're hiding elsewhere? Or it seem as though we're some place else?"

So idea: Someone casts Silent Image in the cell so FireSkorn can pick our locks (and the cell lock). Then, someone casts ghost sound to try and draw guards away. Two of us take out the guard with the horn, (It might be a good idea to use the more martial of us for this, since we need to take him down FAST before he can blow his horn). The rest of us take out the other 2 guards (either by killing them or forcing them into the cage and slamming it shut.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Balam, not a bad idea, but I don't think anyone has access to those spells :/ The bars are a problem. It doesn't give us any cover from view, as long as the bad guys are in the cellblock.

But... Can we pick the cell door's lock? As long as we have the guard rotation down, they shouldn't be coming through unannounced (unless they do random checks). Maybe Skorn can unlock himself tonight after the guards come through, test the door, see if he can unlock it, and then lock himself and the door back up?

Or, assuming no one has illusion magic...

Tatienne frowns. There was something they were missing, she was sure of it. Smiling, she snapped her fingers.

"Of course! If we can pick our manacles, then the cell door, we'll have the run of the cell block. We position ourselves by the front door, and one of us - the girl perhaps, since she's made herself too valuable to get a sniff of danger - yells, calling the guards. They walk through the door and into their deaths."

"Or, worse case scenario, we can't pick the cell lock. Then we use the window. We have the run of the block. Girl yells, guards walk into their deaths."


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

He nods his head at this suggestion

"Fireskorn open lock lock. Easy, yes yes."

are the tools masterwork or normal? That will determine if i add 8 or 10 to my Disabe roll


Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)

Jezabel lets out a cackling laugh, "Heard of a wizard that can do it have you?" she sings, " I heard of a warrior crush a man's skull with bare hands, can yoooooooou? I've heard of a warrior run up a wall, can yooooooooou? I've heard of a warrior chew metal with ease, I'm asking you please, can yooooooooou?" She laughs again. "Can't make anything... No, no, no, not I. But an angel once taught me to make a man of light..." Jezabel then goes back to her non-sense songs.

No. Jezabel cannot cast illusions. She thinks its funny you asked.

For the sake of planning, Jezabel can case daze (if she can hold a piece of wool or cloth in her hand), detect magic, dancing lights (which can be glowing balls or a vaguely humanoid glowing shape), touch of fatigue (if I can touch an enemy), chill touch (if I can touch an enemy) and cure light wounds. Also, she can beat people to death.

Jezabel can make a glowing man of light head down the hallway and distract the guards, but they're likely to blow their horn and call for help then, so it's probably counter productive.

She can daze the guard with the horn if he's within 25 ft. She can also attack the guard if he comes close enough to her. MAYBE the ratfolk can get himself (and maybe someone else) free when shift changes or they're not looking, and hang there as if he's still chained. Then I can make a ruckus so the guards come in to discipline me. I can cast daze on the guy with the horn and then headbutt the guard who comes to beat me. Then whoever's free can leap out to take down the guy with the horn while he's dazed..?


Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)

Actually, where I'm positioned, I can't hit the guard with the horn with daze unless he's in the room. He'd be just outside of range if he doesn't come in.


LE Female Changeling (Ash Hag) Cleric (Theologian) 4 // Witch VMC | HP: 34/34 | AC: 18 (12 Tch, 16 Ff) | CMB: +3, CMD: 14 | F:+6, R:+4, W:+9 | Init: +4 | Perc: +10, SM: +13 | Speed 30 ft | Active conditions: none

Intelligence, to determine time: 1d20 + 1 ⇒ (19) + 1 = 20

Geborah smirks at Balam. "Be at ease, big fellow, you'll get a dagger when the time is right to strike. We'll wait for the cover of darkness--it's around midday now."

"When it seems night has fallen, I'll conjure the lockpicks for Fireskorn, and a dagger each for you and Tatienne. Hide them while Fireskorn works, just in case a patrol comes in. Once it's got the locks open, we'll pretend to still be restrained by our unlocked shackles, and I'll start screaming for water. The first guard will have to walk past all of you to shut me up. Once he's clear of the door, Jezabel and Tatienne and Wraith can lunge for the one with the horn."

"Then we take their keys, their armor and weapons. We keep one alive and take him to the interrogation room--it should be well muffled. We find out whatever we can--the prison layout, patrol routes, passwords. Mayhap we can disguise some of you as guards."

"Are there any serious objections to resting to nightfall? If not, rest, if you can; no telling how long it will be before we get another chance. Rest, and pray--thank Asmodeus for this opportunity, and praise Him. Ingratitude would be unwise."

Geborah could prepare other spells if you folks have any suggestions, but I think what she has now is pretty optimal; Forbid Action and Liberating Command are both verbal only spells, so she can use them even if something goes wrong before she's unchained. I could swap one of them for Command, I guess. She doesn't give a very big bonus to Escape Artist with Liberating Command, so it's kind of a long shot as far as our shackles go.


LE Female Changeling (Ash Hag) Cleric (Theologian) 4 // Witch VMC | HP: 34/34 | AC: 18 (12 Tch, 16 Ff) | CMB: +3, CMD: 14 | F:+6, R:+4, W:+9 | Init: +4 | Perc: +10, SM: +13 | Speed 30 ft | Active conditions: none

Oh, wait, now I see. The guard with the horn will be outside the cell block, not outside our cell. Yeah, that makes it tougher. :) But between Geborah's Forbid Action, Jezabel's Daze and Wraith's Ear-Piercing Scream, we can probably keep him from blowing it before we take him out. Especially if we get a surprise round.

Geborah listens to Tatienne's plan. "That plan seems sound. You and Balam can lurk, daggers drawn, by the door. Jezabel and I can be ready to spellbind the one with the horn. Fireskorn or Wraith can call them in."


Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)

Jezabel's cool with that plan. She's going to mock you for it anyway, though. lol

"It's fine, little girl, fine, fine, little girl, bossy little girl, bossy, bossy little girl, speaks to devils, thinks she special, silly little girl, silly, silly little girl," After that Jezabel's song turns back into gibberish.

As the hours pass, her songs get quieter, until they're nothing more than whispered gibberish.


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

If we're lucky and there's a spell component pouch in that scarf. I have a spell that can give home a 50% chance to fail at any action.... Will post full action soon


After about an hour, the cell block door opens, and one of the two guards outside comes into the cell block, while the other remains in the doorway, holding his signal horn. The guard looks all of you over as though trying to find contraband, before turning and exiting the cell block. The door slams behind him and locks again.

Fireskorn, they haven’t pulled the lockpicks off the veil yet, so you don’t know. Balam, you have a spoiler to read.

?: 1d3 ⇒ 1


LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check

Once the guard leaves, Balam speaks up. ”They like to drink at the gatehouse at night. They seem to not like Blackerly, either. I think the current captain is a wizard who spends more tim win his tower than doing anything. Morale seems low, and this place is disorganized. I think night is definitely the right time.”


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

"Blackerly is a hated man indeed, my question is that is he hated enough for us to detour and deal with him on the way out?" An evil grin crosses Wraith's face.

"Now thanks to some paranoia, I committed a couple of my spell to memory and I think I'll switch my one of my spells out if I can get the rest and concentration I need, its late morning now so we'll have a few hours to kill as it is, and this will give us another attack spell at hand."


LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check

"I would relish his death, but it would be foolish for us to allow our emotions to cloud our judgement. We must escape here, that is the only thing that matters." He gives a dark chuckle as he stretches his limbs again. "Of course, if we can kill him along the way, all the better."


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

"No no. Not now now. Too bright bright. Think we should wait till night night. Then we can go go." he chimes in


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LE Female Changeling (Ash Hag) Cleric (Theologian) 4 // Witch VMC | HP: 34/34 | AC: 18 (12 Tch, 16 Ff) | CMB: +3, CMD: 14 | F:+6, R:+4, W:+9 | Init: +4 | Perc: +10, SM: +13 | Speed 30 ft | Active conditions: none

Geborah closes her eyes and relaxes, a faint smile on her face. She's been a prisoner long enough to learn to sleep in chains. In her dreams, she wears a judge's robe and wig, and wields a flaming gavel. A long line of weeping people await her attention. When they are dragged forward by clawed hands, each and every one of them is shocked to see her. Her laughter roars like the heart of an inferno. The gavel crashes again and again. "Guilty! Guilty!"

Her eyes flutter open; a sharp and eager grin spreads across her face. Softly, she recites the Rite of Welcoming Darkness as she draws the Archstar from her shift. For a sacrifice, she bites her own tongue and lets a few red drops spill to the ground. "Accept these precious rubies, Asmodeus, in earnest of greater gifts to come." Geborah refreshes her spells.

"Time to make our move," she whispers to the others. She brings out the veil, pulls out the thieves' tools and daggers, and passes them down the line to Balan, towards Fireskorn and Tatienne.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Now, is it masterwork or not? :)


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

I'll go with the fact that i only have +8

He eagerly takes the tools, and with his tail, he begins to work on his own restraints first, before he moves to the others

Lots of Locks:

DD: 1d20 + 8 ⇒ (15) + 8 = 23
DD: 1d20 + 8 ⇒ (1) + 8 = 9
DD: 1d20 + 8 ⇒ (4) + 8 = 12
DD: 1d20 + 8 ⇒ (4) + 8 = 12
DD: 1d20 + 8 ⇒ (11) + 8 = 19
DD: 1d20 + 8 ⇒ (7) + 8 = 15
DD: 1d20 + 8 ⇒ (8) + 8 = 16
DD: 1d20 + 8 ⇒ (13) + 8 = 21
DD: 1d20 + 8 ⇒ (15) + 8 = 23
DD: 1d20 + 8 ⇒ (9) + 8 = 17
DD: 1d20 + 8 ⇒ (14) + 8 = 22
DD: 1d20 + 8 ⇒ (13) + 8 = 21
DD: 1d20 + 8 ⇒ (16) + 8 = 24


You know, I was in the middle of posting an answer to your question, Fireskorn. I'll be adding +2 to each of your rolls, due to the fact that they are masterwork tools. However, your first roll will take a -2, since you have to undo your manacles first (effectively, they offset). Each manacle is a DC 20, and they are similar enough that you get a +2 circumstance bonus on the rolls you need to unlock the rest of the manacles and the foot chains for everyone. It's another DC 20 roll to unlock the cell, although without the extra +2 circumstance bonus for similar locks.

Now, a couple of questions before I resolve this. Are you guys waiting until nightfall to break out? How far after dark are you waiting if so? This does have an affect on your break out plan, so I need these questions answered. If you're going now, in the daylight, that has an affect too.


Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)

Definitely at night. I'll leave the time to the others.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Slight retcon to before Geborah's post.

As Geborah stirs, Taty shoots her a whispered plea. "Send me the dagger now. I need it, much like a wizard's spellbook, to prepare myself for what is to come!"

Assuming she receives the dagger...

Closing her eyes, Taty focuses on the dagger. Or rather, what the dagger represents. The relic hunter will need this weapon, this link, this bridge, between implied violence, to make it explicit. The dagger will be the tool, Taty will derive from it the strength to do the deeds. She runs her finger along its blade, palms the weapon, twists it in her hand, a quick thrusting motion. Her chains jangle.

Then, tucking the dagger into her rags, it is back to more meditation. Taty thinks of the guard's throat, the deep red of drying blood, the gleam of steel in feeble torchlight.

And it is done. While FireSkorn works on the others' locks, Taty spends a few moments running her hands over the rips and holes of her prisoners' garb. The holes seal, the rips knit back together. It will have to do; she can do nothing for the grime covering herself and her clothes. But it was better than nothing. One must look presentable to one's victims, after all.

Investing 5 focus in the dagger, and leaving two generic. I'll be investing the focus power (physical enhancement) in strength.
Tagline updated under "Active Conditions"


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

i say night. Late. Not that we have any way of telling time. But late at night is best option I think.@GM. So 9 successes out of the 13 attempts. I think I need 3 more to make sure everyone is free

More Locks:

DD: 1d20 + 12 ⇒ (20) + 12 = 32
DD: 1d20 + 12 ⇒ (11) + 12 = 23
DD: 1d20 + 12 ⇒ (2) + 12 = 14

Door
DD: 1d20 + 10 ⇒ (15) + 10 = 25

One more for restraints
DD: 1d20 + 12 ⇒ (17) + 12 = 29


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Agreed, I say we go at night. Deep into the morning, so that the guards are deep into their cups.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

After spending most of his time trying to free those he was in a cage with, he finally gets up a big smile on his face

"Yes yes. Easy lock locks. Door easy easy too. What we do now now?" he asks as he thumbs at the tools in his little paw-like hands


Ah, but Fireskorn, there are penalties for failures...and I need to resolve those first. To give you a timeline, Wraith was fairly certain that you got the veil around 10 am. The first guard patrol came through at 11 am. How deep into the morning are we talking? Oh, and as far as healing goes, everything heals at the normal rate.

Throughout the day, those of you who are awake notice that, about every 1 - 3 hours, the guards do a walk through, looking for contraband or signs of trouble. They don't enter the cell, so you're easily able to hide small items from their sight. At around 4 in the afternoon, the guards outside change, and again at midnight.


FireSkorn's first batch of rolls. wrote:


DD:(15) + 8 + 2 - 2 = 23 Success (FireSkorn's manacles)
DD:(1) + 8 + 2 + 2 = 13 Failure
DD:(4) + 8 + 2 + 2 = 16 Failure
DD:(4) + 8 + 2 + 2 = 16 Failure
DD:(11) + 8 + 2 + 2 = 19 Success (FireSkorn’s foot chains)
DD:(7) + 8 + 2 + 2 = 19 Failure
DD:(8) + 8 + 2 + 2 = 20
DD:(13) + 8 + 2 + 2 = 25
DD:(15) + 8 + 2 + 2 = 27
DD:(9) + 8 + 2 + 2 = 21
DD:(14) + 8 + 2 + 2 = 26
DD:(13) + 8 + 2 + 2 = 25
DD:(16) + 8 + 2 + 2 = 28

FireSkorn easily gets his manacles undone, but then finds himself struggling with his feet chains. He drops a pick at his first failure, and you hear one of the guards say, ”Was that a rat?”

He curses as he struggles with his foot chains before finally succeeding.

FireSkorn moves to free Balam from his chains, but as he does so, his foot slides on some rubble, creating a loud clattering sound.

From outside the cell block, "Did you hear that?"

"No. What was it?"

"Sounded like someone moving about in there. Let's make sure the prisoners aren't doing something rash."

FireSkorn, you are the only one free, and the guards are coming in to investigate strange noises. I need everyone to make either Stealth checks or Sleight of hand to hide incriminating weapons, tools, and other items. FireSkorn, are you going to pretend to still be manacled, or are you going to do something else?

Secret rolls:

Guard 1 Drunk?: 1d100 ⇒ 48 No
Guard 2 Drunk?: 1d100 ⇒ 57 No
Perception Failure 2 Guard 1: 1d20 + 1 ⇒ (7) + 1 = 8 Fail
Perception Failure 2 Guard 2: 1d20 + 1 ⇒ (2) + 1 = 3 Fail
Perception Failure 3 Guard 1: 1d20 + 1 ⇒ (2) + 1 = 3 Fail
Perception Failure 3 Guard 2: 1d20 + 1 ⇒ (6) + 1 = 7 Fail
Perception Failure 4 Guard 1: 1d20 + 1 ⇒ (16) + 1 = 17 Pass
Perception Failure 4 Guard 2: 1d20 + 1 ⇒ (8) + 1 = 9 Fail


LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check

Balam tests the edge of his blade and then hefts it in his hand, trying to gain a measure of its weight and balance. ”This will do nicely. Yes. We should leave late into night, an hour or two after midnight. Any sooner and we risk the new guards spotting traces of our escape. But, later... it’s possible they may have a few drinks in them.”


Female Human Witch (ley-line guardian) 3 | HP: 28/28 | AC 11 (T11, FF 10) | CMB: +3 CMD: 14 | F:+5 R:+3 W:+3 | Init +2 | Perc +1, SM -1, Bluff +2, Diplomacy +5, Intimidate +9 | Speed 30 ft. | Spells: 1st: 6/6 | Blood is Life 5/5, Conduit Surge: 5/5, Villain Points: 3/3 | Active Conditions: Ioun Torch, Disguise (circlet)

By the time FireSkorn starts picking locks, Jezabel's been up a little while and has been mumbling, humming, and singing gibberish for at least an hour.

Jezabel needs nothing from the scarf so she has nothing she needs to hide.

As the guards approach Jezabal smiles at them and sings to them eerily, "Oh, hello, handsomes! Does he like my song, little song, like my song? Is he very long, very strong, very long? Does he want to stay, want to play, want to stay? I'll make it worth your while, make you smile, worth your while! Come a little closer, handsome, come and play...". She jingles and moves against her chains as she sings. "I promise I won't bite." she says with a laugh, before continuing her lewd song.


LE M Human Antipaladin (dread vanguard, lord of darkness) of Asmodeus 3/Cavalier (Vengeance) 32/32 HP 0 NL| AC 21 T 10 FF 21 | F +8, R +4, W +9 | Init +2 | Per +10| CMB +6 | CMD 16 | intim +13, | Dkvis: 30 6/6 STAM | Smite Good 1/day | 4/day Touch of Corruption | Cruelty |Detect Good at will | -6 Armor check

Balam slides the dagger into the back of his meager rags and flares daggers at the guards, confident that he’s hidden his own very real dagger well.
stealth: 1d20 + 4 ⇒ (18) + 4 = 22

If he can, I’d like to have Balam try to intimidate the guards to distract them a bit while they investigate. intimidation tactics?: 1d20 + 9 ⇒ (18) + 9 = 27


LE Female Changeling (Ash Hag) Cleric (Theologian) 4 // Witch VMC | HP: 34/34 | AC: 18 (12 Tch, 16 Ff) | CMB: +3, CMD: 14 | F:+6, R:+4, W:+9 | Init: +4 | Perc: +10, SM: +13 | Speed 30 ft | Active conditions: none

Slight of Hand (untrained) to hide unholy symbol on body, +4 bonus for coin-sized object: 1d20 + 2 + 4 ⇒ (7) + 2 + 4 = 13
Slight of Hand (untrained) to hide silk veil on body, bonus up to GM: 1d20 + 2 ⇒ (16) + 2 = 18

Geborah quickly hides the veil in her shift, hesitates a moment, then pops the Archstar in her mouth.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

He will "shackle" himself again. And he will put the tools in his mouth.


Stealth or Sleight of Hand to hide the tools?


Necromancer 3/ Sorcerer VMC | Hp: 19 / 19 | AC 13, T 13, FF 13 | CMB +5, CMD 16 | F +2, R +4, W +5 | Init: +3 | Perc +4, Know (A, H, L, R) +11, Lore (Undeath) +11, SC +11 | Spd 30 | Villain Points: 1 / 1 | Active Conditions: None

With a yawn after getting some truly uncomfortable rest, Wraith finally spends the time to switch out his curse for the more usable ear-piercing scream giving him two to use without materials.

"Now, that that's done, I'm in the best shape for our plan."

Once the resting and prep is done he'll do his best to track the guards movements.

After the guard change and their inspection. "I think we should wait till the night shift change, while they might be the most attentive guards if we wait for them, the rest of the prison should be asleep or drunk. Both of which aid us."

this is being said while FireSkorn is unlocking us

"Also I think it's time we take a moment to look in this other cell. It could offer us a refuge if plans fail. By the looks of it, it has a sturdy door and if our hunch about the window patch is correct we wouldn't be stuck in there."

As the guards come in Wraith shuts up, aiming deathly stares at the men, but also giving them the once over to help figure out their condition and equipment.
Know Local vs Guards: 1d20 + 8 ⇒ (8) + 8 = 16

Once the guards leave I'll share immediately anything I know about them.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Sliding the dagger under her arm, Tatienne presses herself against the wall and waits, ready to act if need be. Cursing herself as soon as she does it, Taty makes a silent plea to The First, that his grace may show itself now...

SoH, dagger: 1d20 + 1 + 2 ⇒ (8) + 1 + 2 = 11

Well, s&$#.

EDIT: Spending a hero point after the fact to make the roll a 15.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

Stealth Gulp: 1d20 + 13 ⇒ (2) + 13 = 15


Secret Rolls:

Guard 1 Perception for Contraband, Shaken: 1d20 + 1 - 2 ⇒ (10) + 1 - 2 = 9

Balam's stare and Jezabel's rambling seem to discomfit the guard as he scans the cell looking over you. He doesn't seem to notice FireSkorn is no longer actually chained, nor does he seem to notice the various items you've hidden about your person.

With a final sneer and a, "Keep quiet, filth," the guard turns and goes back to the other. Both exit the cell block, slamming the door behind them and locking it.

You should all thank Balam for that wonderful Intimidate check that gave the guard the Shaken condition so he didn't notice Tatienne's dagger. Even better for you, I misread the box for unlocking everything, and there's only one check to get free for everyone for the foot chains, which means the rest should be good for you. The spoiler contains your other DD rolls, which we'll bank for later.

FireSkorn Disable Device wrote:


DD:(15) + 8 + 2 - 2 = 23 Success (FireSkorn's manacles)
DD:(1) + 8 + 2 + 2 = 13 Failure
DD:(4) + 8 + 2 + 2 = 16 Failure
DD:(4) + 8 + 2 + 2 = 16 Failure
DD:(11) + 8 + 2 + 2 = 19 Success (Foot chains)
DD:(7) + 8 + 2 + 2 = 19 Failure
DD:(8) + 8 + 2 + 2 = 20 Success (Balam's manacles)
DD:(13) + 8 + 2 + 2 = 25 Success (Geborah's manacles)
DD:(15) + 8 + 2 + 2 = 27 Success (Wraith's manacles)
DD:(9) + 8 + 2 + 2 = 21 Success (Tatienne's manacles)
DD:(14) + 8 + 2 + 2 = 26 Success (Jezabel's manacles)
DD:(13) + 8 + 2 = 22 Success (Cell door)

Banked DD Rolls:

DD:(16) + 8 + 2 = 26
DD:(20) + 12 = 32
DD:(11) + 12 = 23
DD:(2) + 12 = 14
DD:(15) + 10 = 25
DD:(17) + 12 = 29

You are all free of your restraints, and your cell is unlocked. You figure you have at least an hour until someone comes in to check on you, provided you don't make too much noise.


Male Ratfolk
VITALS:
AC: 15, T: 15, FF: 11; HP: 10/10; F:3, R:6, W:1; CMD 14; CMB +3; Init: +4 ; Perc: +7
Alchemist 1
SKILLS:
Acro +4 (+0 to jump), Craft (alchemy) +10 (+11 alchemical items), DD +6, Disguise +2, Heal +5, Kn. (arcana,planes) +9, Kn. (nature) +8, Perception +7, Prof (Herbalist) +5, Spellcraft +8, Stealth +13, Survival +5

When the guard leaves he spits out the tools
"Close close. Now what what? We escape, yes yes?"

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