Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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Here is the Balentyne Watchtower

Here is the Watchtower Map

Both have been added to the command bar above.

I've got some pictures of characters ready to be posted whenever they get encountered.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

I have always liked this spell for creating/copying maps. Caster has to concentrate, but someone else can copy it down. :)


The map the dwarves have does not show the secret passage to room #1


Who are we waiting on? Me?

If no one has anything else they want to do during the day of day 2, we can press on to that night, and you guys can compare notes?

@Gertrart - as the only member of the group to have actually seen some of the defenses and the troops on the job at the Watchtower, you are pretty sure this is a tough nut to crack. Those guys at Branderscar were complete jokers from top to bottom compared to this place.


Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

The invisible imp flies to Mott's house, to check if the adulterers are there and in action. and if they are, will the team rush in, and commit the murders?


Bapho finds that only Kaitlyn Mott is at home this evening.

GM:

Stuff: 1d100 ⇒ 49


As the evening gets going, off duty soldiers, some of the dwarves, and townsfolk trickle into the tavern.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Being as we have a copy of the map of the Keep, Taeral has nothing else to do, but can help/support any activities other may have.

Taeral spends his evening entertaining in the common area of the inn for his food and lodging, reciting tales and stories of old. He sprinkles tidbits of Asmodeus and the other gods before Markadian the Zealot ran rampant with his unjust witch hunt.

Perform (Oratory): 1d20 + 12 + 2 ⇒ (1) + 12 + 2 = 15
Bluff (hidden message, DC15): 1d20 + 10 ⇒ (8) + 10 = 18

Well not the best performance, but at least it is not begging.
Others can decipher the message via a successful sense motive vs Taeral's bluff.


So, a decent number of them do manage to get the gist of your hidden meaning, and they grumble a bit. They are ardent Mitrans, after all!

A number of patrons leave early, grumbling about "bad entertainment" and "if that's the sort of he show he wants to put on, then I'll take my money home."

Bellam is less than pleased with this result, and determines that your days of free room and board are done!


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram will offer 'words of encouragement' to those unsatisfied patrons. Likewise listening to any rumors or troubles they might have of late, that the team might exploit.

Diplomacy, gather rumors: 1d20 + 4 ⇒ (17) + 4 = 21
Bluff, false hope: 1d20 + 9 ⇒ (7) + 9 = 16


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart shares his knowledge of the day with the others and inquires about the hidden store room. Given the direction and distance of the tunnel, he tries to ascertain what building that might be a store room to (from the outside).


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil does his best not to throttle Taeral - or rather, summon a minion to do it for him. "Was there some part of the word 'undercover' that was a little too complicated for you?"


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

When the group meets later to discuss what they have learned, Taeral will explain his actions at the inn.

"The tale was intended to ruffle a few feathers and to allow me to have a need for spirital guidance from the acolytes and even a possible session with Farher Donnagin. I know you may have a hard time doing tasks with out the aid of your minons, Vosil, but some of us can think beyond the first immediate step of a plan. My actions also provided us with a measure of the moral and loyalty of the people of Aldencross and the watchtower. So next time you think to get upset about something, think first."


Gertrart aka Blood Desecrator wrote:
Given the direction and distance of the tunnel, he tries to ascertain what building that might be a store room to (from the outside).

This seems like a reasonable use of Knowledge (geography)

DC 18:

It is in the base of the tower, and aligns with room 1 on the map.

As an aside, now that you've seen the map, it is clear that you came in through 8a, walked through 8, to 8b, across 18 and 18a, and then, oops, silly me, that's not how it goes!

Retcon: You'd have had to go across 24, the Bridge of Death!!! That means you had to go through 8, down the small corridor to 2 (and been just over Solomon’s head at the time!) Up the stairs to 32. Into the courtyard, up the steps to the top of the walls. Go across 24, and into 25!

Ok, so some areas I hadn’t described for you already, and in the order I figure you'd have seen them.:

2 – The Armory – there is a fully functional forge here. Racks of halberds, longswords, breastplates, heavy steel shields, etc. All bear the mark of the Talirean military. There were 4 guards here, with their armor off and working the forges repairing gear.
32 – Flag Room - This open room is where the banners and honors of the garrison are kept. Six large flags hang on the wall and provide a fine place to hide. There were 2 guards here.
27 – Fountain and Courtyard - The courtyard of Balentyne is a utilitarian affair. The grass is short and neatly attended by the acolytes. The paths are cobbled stone. A plain fountain burbles quietly. There were two acolytes out cutting the grass and cleaning the fountain.
28 – Statue of the Victor - This larger than life statue commemorates the man who ordered Balentyne built – King Markadian I called the Victorious. It is a statue of a powerfully built knight clad in plate armor bearing the holy symbol of Mitra. At the base of this statue is a quote attributed to the Victor himself. It reads “Hold fast to courage, faith and fellowship and this tower shall never fall.”
23 – The Walls of Balentyne – Just walls, 20’ high, crenellated battlements. There were pairs of guards roaming about.
24 – Bridge of Death – Previously described. Crenellated walls and able to rain death down onto the main bridge 18.
25 – Gatehouse 2nd Level – 2 stout winches are here operating the portcullis and drawbridge. 4 guards were here, with 2 of them tending fires to keep buckets of sand blistering hot, so it can be poured through the murder holes if needed. This room was very hot. This is where you did your work with Slate.

Ok, so did I miss anything that I should describe?


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Kn (geo): 1d20 + 5 + 1d6 ⇒ (19) + 5 + (5) = 29
"Solomon, I believe we have discovered a back way into the tower."

Rookery? otherwise I think that is good. Can anyone create a scenario where having a few guard's uniforms would be useful? I can try and add that to the agenda for Day 2. I am likely to be occupied with my cover for a day or two & don't want to hold anyone else up, but what can I help . Do we know how long it will take us to reach the patrol's likely campsite?


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'
Grymp wrote:

The city side keep has one level somewhat below ground, you came through that.

It has the main level with walls. And then the central keep seems to have maybe three or four additional levels. Defenders inside the central keep could rain arrows down anywhere inside the walls. The SE corner of the keep also has a round tower that goes up several levels. And appears to have the rookery up at the upper level.


@Gertrart - It will take 4-5 hours to get to the proposed ambush site, if I may label it as such.


Ok antiheroes, where are we headed with this tale?


Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

Day 3: Bapho keeps an eye on the Mott lady


Alrighty then, so the day and the dawn were the second day, and we wake up on Day 3!

Bapho heads off to spy on the supposed lovers!

What is everyone else doing?


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart continues working with the engineers, hoping he will be able to see the foundations. In particular he is counting guard numbers and, if an opportunity arises, liberating some guard uniforms.
I may have learned all I can at the moment, let me know if you would rather put my skills elsewhere. Otherwise I'll be keeping my cover. Hmmm... is there an Ollivander's shop?


This town is quite mercantile, one can only try.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil will investigate the chef responsible for the stew, trying to charm her.

Diplomacy: 1d20 + 11 ⇒ (7) + 11 = 18

He will also look around to see whether there is anywhere they could obtain the necessary quantities of poison. He will try and do this with a degree of subtlety.

Stealth: 1d20 + 10 ⇒ (16) + 10 = 26


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram is going to throw his fishing line in with the old granny, trying to get info on the guards and the place she goes to on those mondays.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ugh, forgot the diplomacy roll, or bluff, whatever is deemed most appropriate.

Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18
Bluff: 1d20 + 11 ⇒ (12) + 11 = 23


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Day 3

Taeral approaches Bellam Barhold in the morning.

With a look of sincerity, meekness and desire to do right, Taeral asks, "Good Sir, I wish to appologize for any misunderstanding about the tales I told last night. These were the tales I was taught as a youth and thought they would glorify the might of Markadian IV and his pursuit to bring Mitra's blessings to the lands. Is there someone you can recommend I can should speak with to seek forgiveness for my actions of upsetting you and your patrons, as my heart weighs heavy this morning? Maybe someone that can help me understand my misinterpetation and set me on the path of true understanding of Mitra's ways and ideals and of his royal champions?"

Bluff: 1d20 + 10 ⇒ (9) + 10 = 19
Diplomacy: 1d20 + 12 ⇒ (9) + 12 = 21

------------------------------------------------------
On Going Effects: Iron Circlet, Half-Elf bard;
A half-elf bard wearing a fine supple, light purple, leather doublet over a green shirt, with rich forest green breeches and a lute in his hands.


@Vosil and Xeram - I am going to pick and choose and combine your rolls as I see fit to help you along with this.

Garrison food is repetitive and forgettable at best. But once a week Mama Louisa Giuseppe comes to the kitchens of Balentyne (10.) and makes her special beef stew. A savory, hearty mixture of beef, wine, onions and herbs harvested from her garden – the stew is always a hit. The guards line up and eagerly wolf down a bowl. Mama Guisseppe’s sons both served in this garrison years ago when she started this tradition.

Though both of her boys have long departed for better careers in the southern city of Ghastenhall, she still makes the trek up to Balentyne once a week to make her stew. She does this for no pay. Everyone from the commander on down simply calls her ‘Mama’ – a title that warms her aged heart.

There are a number of possible ways of getting poison locally, but the easiest is likely to be arsenic. In checking with the local alchemist, Xeram determines that the man has a sizable amount of arsenic, and you could buy the whole lot for 240gp. Xeram's bluff roll was used to provide a decent cover story as to just what you'd use the arsenic for.

If someone (anyone) wants to throw down a heal check, I'll give you an idea of the possible effects of arsenic.

Likewise with an alchemy roll, or some such, and I'll throw out ideas on how to apply it, but in general she cooks the stew right up inside the watchtower, so you'd need to be there as she is doing the cooking.


@Taeral - Bellam seems very understanding of your plight, and he recommends you go and see the local village priest. I know your intent was to head towards Father Donnagin, but he's not like just the local confessor, his job is the watchtower and its occupants.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

My intent is to eventually get to Father Donnagin, I was expecting this to take multiple steps as Father Donnagin is "not overly approachable". Smaller steps to get to the end prize.

Updated the spread sheet with a Map Legend of what we have found out from various character observations and GM posts.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11
Gertrart aka Blood Desecrator wrote:

"Solomon, I believe we have discovered a back way into the tower."

Rookery? otherwise I think that is good. Can anyone create a scenario where having a few guard's uniforms would be useful? I can try and add that to the agenda for Day 2. I am likely to be occupied with my cover for a day or two & don't want to hold anyone else up, but what can I help . Do we know how long it will take us to reach the patrol's likely campsite?

Gertrart has managed to ease the itching at the back of Solomon's mind, who's been somewhat overwhelmed at not knowing where that trap door led and being unable to investigate further that day. "Then it's probably good I stayed below. Animals don't like me, and I hear there's a rookery there."

------------------------------

In discussing the possibilities of Arsenic, Solomon pipes up with his own experience handling such things.

Healing Check: 1d20 + 5 ⇒ (15) + 5 = 20
Alchemy: 1d20 + 14 ⇒ (20) + 14 = 34 His Alchemy bonus recorded above of +18 is only when used for crafting purposes... hence the 14 bonus here instead.

He's by no means a healer, but he knows his poisons, so his information there seems a bit more extensive than his actual experience would suggest. Then when it comes to application, he can tell you just about every way someone might fall prey to arsenic... even accidental exposure through public bath-houses, etc. One gets the feeling that the ratman spends most all of his free time considering every possible instance, no matter how circumstantial or unlikely.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"There is the fountain as well. If we think this is a good way to go, I'll see if it is the primary source of water if I can," Gertrart says when discussing arsenic with the Knot.

no healing skills for me. Is alchemy a craft? Is poison a craft or a different skill? I ask only in terms of level advancement :)


@Solomon - You believe that the best way to implement the arsenic would be to apply it directly into the stew while it is being brewed. You believe that the immediate effect would be the death of multiple guards, the sickening of even more. The initial symptoms would likely appear like those usually present in a cholera outbreak, but of course those that don't die will get better in probably 3 days to a week.

You do think there are other methods that could be used to poison even more guards, but those methods would likely be recognized as such, so it's a toss up which route to go.

@Gertrart - yes alchemy is a craft, and maybe includes poison, probably so, but I'm not positive off the top of my head.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

We also want to poison the ravens, don't we? Is there something we could put into some seeds and have the imp deliver under cover of invisibility?


@Vosil - I'm sure there's something that can meet your needs.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

What day will be Monday on our in game calendar? Can we find out how many guards attend the Monday meal, so we can figure out the possible impact? I ask so we can also plan it appropriately with the keep attack.


Roughly 70 guards eat her meal each week. My spreadsheet is at work to check on Monday.

Think we missed it this week though.


Days 7, 14, 21, and 28 are soup days!

So what's the plan


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

So if the garrison food is repetitive, one doesn't know where things went awry, yet the granny's stew is the most direct means to administer arsenic to all of the guards.
How about putting slight bit in the soup and a 'bit more' in the stew?


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

If the group doesn't have efforts they would prefer Solomon to be a part of, he'll make sure his disguise is at least passable and spend the day casing the northern walls of the city. He has no skill in Knowledge(Engineering), which would certainly be helpful if someone who does wishes to join. But he'll look for places he might be able to set up some serious explosives, and where they might be most effective. If these walls are as impregnable as people say, then it would help to have a place where we might be able to weaken them from the inside.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Day 3 activity

Taeral will seek out one of the local clergy in Aldercross to start his 'Repentance' process.
He will explain the situation that occured at the inn, and his missundertanding of Mitra. He will pretend to fail to understand the problem, and will continue to ask and interpt in a seemingly never ending circle of questions and observation. Taeral is trying to get the clergy to apoint that they feel they may need to send him to a higher more devote person (acolytes or Father Donnagin).

Bluff: 1d20 + 10 ⇒ (18) + 10 = 28
Diplomacy: 1d20 + 12 ⇒ (19) + 12 = 31
Kn Religion: 1d20 + 2 ⇒ (18) + 2 = 20
Perform (act): 1d20 + 5 ⇒ (15) + 5 = 20


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

niiiice... Good rolls!


Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

Did Bapho catch the lovers on day 3?


Wow! My bad, I totally just never put it to together that you guys had described doing so much on Day 3, that's all on me that we fell behind.

Day 3

On Day 3, let’s see if I have it down as to who does what.

Bapho spies on the lovers.
Random: 1d100 ⇒ 90 They are NOT together tonight.

Gertrart works with the engineers. He does get a decent look at the foundations, and in general he can determine that the place is just built pretty stoutly.
engineering: 1d20 + 5 ⇒ (10) + 5 = 15

However, he does get a bit more info about various areas in the watchtower.

engineering: 1d20 + 5 ⇒ (16) + 5 = 21

23a - The Seal of Balentyne - Above the servants entrance (8a) hangs a great stone emblem bearing the heraldry of Talingarde. This emblem is one of the watchtower’s most prominent features. Everyone knows this. Gertrart is able to determine though that the seal is hung on massive chains attached to a winch, and that this winch can be used to lower the seal and block the 8a entrance, should the tower be compromised, and thus give the defenders outside the tower time to go for reinforcements. His check provides him information on how to disable this winch and eliminate this last line of defense for the town and for Talingarde.

Gertrart did also say he was looking into the fountain and water sources. Water is stored in barrels in the store rooms/pantry (11 and 13), and could be retrieved from the river if absolutely needed, but that is not the easiest thing in the world. 12 is the mess hall, and 10 is the kitchen. 26 is the choir hall, which can be discovered via casual conversation with the acolytes or the dwarves. Gertrart seems to really be getting great into on the watchtower, so Gertrart, keep asking me specifics about the interior, and I'll keep answering questions. Keeping it casual with the dwarves is working well for you.

Vosil, Xeram, and Solomon looked into the stew/poisoning idea

Taeral approached Bellam, and then on towards the local priests, who he can find and get his story going. With those rolls, let's say that "tomorrow" which is day 4, the priest thinks that yes, maybe you should talk with a higher authority, and will present you up to the tower if you can come back in the morning?

On to Day 4.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Evening Day 3, Group Update Meeting

I have updated the Map Legend with the the location information Gertrart as obtained. Great job getting the details, keep up the good work.
I have also added a new Goal: Neutralize Seal of Balentyne. Has Gertrart also figured out the Gatehouse Portculis when he figured out the drawbridge? Wasn't sure by the way the post was writen.

Tearal can meet with another priest in the morning of Day 4, which can still allow him to participate with the Ambush (Task #3)

Tearal suggest that maybe Bapho can start killing off ravens (task #15). Maybe make his sting attacks look like beak attacks and then give some of the ravens bloody beaks. Make it look like they are killing each other. Just an idea.

Tearal recommends individuals that are going to participate in the Ambush (task #3) leave for the the location by early afternoon.

That is all I have.


The GM humbly recommends and/or requests, that we save the ambush until after he returns from his cruise so that a)we don't start it before and finish it after, b) hopefully Malleck is back and fully engaged, and c) I promise I'm not doing this out of any reason to hose you guys!!! Thus maybe when the rangers go on patrol next week?

Yes, Gertrart is pretty sure that with a quick 15 minutes of work, he can damage the drawbridge and portcullis such that it will take hours, and maybe days, to get them working again.

@Taeral - the ravens technically function as a swarm, so individual attacks aren't going to be effective.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

works for me to wait on the ambush.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Perhaps we could lure the ravens away. It's likely that they would react with hostility toward Solomon, even under disguise, which could give us means to lure them away and possibly motive as "self-defense"... though that's a shaky and conspicuous one.

And yes, I'm fine waiting on the ambush.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

We should climb up there, and roast them then add them to the stew.

During the day Gertart looks for a way to neutralize the bridge of death. I suspect, removing the guards in the gatehouse effectively neutralizes the murder holes. What are the guard shifts like? 2/ day?3/day? More? When is the greatest number of guards in the barracks? Can any the doors be barricaded lock guards in during the attack?

At the end of his second day with the dwarves the traveling smith begs off to see more of the city. "I've only a day or two left of coin and will have to find work away from you good sirs," he says to the journeyman Slate. "But, I'll be back tomorrow if you'll have me, and no paying work presents itself."

That evening he meanders around town. Mapping out the city to some small degree. "Where is an enterprising street cartographer when you need one?. He is looking for the location of banks, if any, a jeweler shop, and a magic item/wand shop.

Kn (local): 1d20 + 9 + 1d6 ⇒ (10) + 9 + (6) = 25
Kn (geography): 1d20 + 5 + 1d6 ⇒ (3) + 5 + (5) = 13


@Gertrart - Relative to the murder holes, there are other guards who could use them, and they keep that sand piping hot 24/7.

@Gertrart - Relative to the bridge of death, unfortunately the structure itself just seems pretty well built, and there appears to not be a way to really damage it. There's not a door to block access to it. Of course, if you've disabled the drawbridge, there's no chance of your allies getting caught as "fish in a barrel." If you come up with a way to keep the good guys off the bridge, then I'll come up with a way of calculating that when the attack comes.

@Gertrart - Guard shifts tend to be 8 hours long, so 3/day. The greatest number of guards in the barracks, and the least defended the place ever is, is during the night, which is not surprising. Most of the off duty guards get a good night of rest, after their drinking and such in town, etc.

@Gertrart - Slate responds, "aye, ye be welcome. You're no great hand with the tools, but your knowledge and ideas on how to fix things have been helpful."

@Gertrart - I have no true map of Aldencross, as the focus of the task is the Watchtower, but absolutely there would be a magic item/wand shop, as well as banks and jewelers.

The town also has smiths, cobblers, etc. most mundane gear is available. If something magical is desired, then let me know what you seek, and I'll roll for it.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Gertart takes the criticism to heart, "What areas can I work on to improve my skills?" he asks the journeyman. I have +11 in smith, and +10 in an as yet unnamed skill. :)

With the ambush postponed Gertrart attempts to collect more information on the keep and maintain his cover.

As the dwarves prepare to enter the gates, the traveling smith rushes up to join them. He greets the guards, making sure they recognize his (false) face as they enter.

Nearing lunch he asks Journeyman Slate, "Have you met the rookery keeper? Is he as mad as they say? I was thinking it would be a nice view to enjoy lunch from if you think we can." He produces an extra loaf of bread and additional cheese wedges and meat slices. "If he's not too dangerous that is."

Looking for info on upper levels of tower, upper levels of keep, siege engines vulnerabilities, and still hoping to get a couple of guard uniforms. Does anyone have detect magic? We haven't probed any magical defenses of the keep yet.

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