It's a Long Way to the Top - Hell's Vengeance (Inactive)

Game Master Leedwashere

The Glorious Reclamation is going down!


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It all begins tonight.

The town of Longacre sits just outside the fringes of the Whisperwood. A few lights shine in the streets and windows, and the occasional snippet of conversation or laughter issues from open doors, but here on the outskirts of town, the night is dark and quiet. Sparse clouds scud across the sky, momentarily obscuring the dim light from the moon overhead. Across a scrubby field, barely distinguishable under the starry sky, a darkened, fort-like compound hunches in the distance: the Louslik Tannery.

Cimri Staelish has contacted each of you, putting together a crew for a small heist of the tannery her mysterious employer has set up. The time to meet up for the job isn't for another hour, but you each have the opportunity to do some separate roconnaisance ahead of time. If you learn anything useful, you'll get the chance to discuss it and make amendments to the plan when everyone comes together at the meeting place.

There are a few different skills you can use to scout. You can Climb the 10' tall wooden stockade, or attempt to Stealthily infiltrate to get a view inside. You can use Disable Device to study the gate's opening mechanism. You can use Local Knowledge to figure out who might be present at this time of night. You can use Perception to observe the compound. Alternatively, you can come up with a different idea that might help, with a skill check that would help.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

The tannery was a thing of legend for the street kids she grew up with. Penelope smiled, remembering the whispered tales of trouble makers being sold to the place, for "special" orders. And always the dares to break into the place at night.

Local Knowledge: 1d20 + 1 ⇒ (7) + 1 = 8

Unfortunately she never had the courage to do so. All she really knew about the place is it stank worse than the trench outside the whore house.

She thought about trying her luck tonight, but she needed the money this job would give. No sense risking messing up relations this early with her employer.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

The dark figure that was Kolaiah deliberately made no attempt to observe the Tannery himself, instead he would use the minions that his dark lord might afford. Finding the rats was easy, "it is a shame there are no bats. Another time perhaps." Kolaiah crouched and spoke in snips and squeaks to the rats, querying them of what they know regarding the inside of the Tannery.

Vampiric Empathy Speak with bats, rats, and wolves and +2 Diplomacy dealing with them.
Diplomacy w/rats: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Wait, Cimri wants us to rob a . . . tannery?

Muziel took off his hat for a moment to reveal a shock of wild white hair. He then scratched his head, puzzled at the idea.

Well, I guess she's not the sharpest tool in the shed. Although I could use a new pair of shoes after all that walking to get from Egorian to here. . .

As he heads toward the tannery, Muziel muses on the value of new shoes, and other useful goods from leather. His armor was getting a bit loose - slinging around bolts of electricity was pretty draining and his quickly growing appetite still didn't keep up. And leather gloves were good insulation. Maybe he could use leather to insulate his future contraptions?

Lost in his thoughts, it isn't long before Muziel realizes he's made it to the tannery. Huh. That's a really big wall! Muziel is completely confused why a tannery would have a stockade. Which makes him excited. Surely that meant there was something worth taking! He decides he'll take a closer look to see what that something might be.

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

Great, my uncle really wants me to commit basic burglary as a means to see the world? What bullocks!

Nikolai curses under his breath at the idea of doing such drudgery. He trys to remember if during his times in Longacre in the past can give him any insights as to who might be working at this time of night. Knowledge Local: 1d20 + 6 ⇒ (9) + 6 = 15
"I might have some information to share." Nikolai whispers slightly annoyed.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Amanda Malburne has infiltrated this group of mercenaries on behalf of the Church of Asmodeus. Using the false identity Darla Felhand, she sold herself to the group as a skilled rogue and archer and has impressed them with her skills enough to bring her in under their wing for this heist of the tannery. Thus she disguises herself in normal dark clothing and a hood and wears nothing that hints of her affiliation to the church.

She thinks to herself in the meantime.

This band of ruffians appears to be an odd couple of sell-swords. However this tannery job will be an ample test to see if their skills are worthy of future employ to the will of Asmodeus. We shall see just how adept or inept they are at this middling task. Still I should put on a good show and keep them in my good graces with a few useful pointers I suppose.

Outside Perception: 1d20 + 6 ⇒ (1) + 6 = 7
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22
Inside Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Amanda First looks outside to see if there is anything unusual. Unfortunately from the distance she observes the darkness conceals a lot. She decides instead to sneak up and infiltrate to take a look inside, succeeding in the task with little effort and takes a stealthy view inside with a closer look.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

I just weeded these strawberries yesterday! This is such a waste of time. Kneeling in the garden, Ismene wipes the sweat from her forehead, checking the sun's progress across the sky. Still got awhile before I'm supposed to meet Cim at the tavern. Maybe I should check out that tannery ahead of time? It's got to be better than doing this. Taking any excuse to quit her gardening for the day, Ismene sets aside her hand trowel and wipes the dirt from her robes before heading off in the direction of the tannery.

- - - - - - - - - -

Asmodeus's beard, it stinks out here. These people should be arrested for assault on my nose! Ismene has to cover her nose with her sleeve as she strolls around the tannery. There doesn't seem to be much outside the stockade, so she climbs up and pokes her head over.

Climb: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 2 ⇒ (12) + 2 = 14

Attempting to climb the wooden stockade, there don't appear to be any easy handholds. Ismene makes a half-hearted attempt at climbing, but gives up quickly. Eager to get away from the stench of the tannery, she beats a hasty retreat back to town for the tavern meet-up.


Penelope:
Indeed, you don't really know much about the place beyond its existence. The stench is legendary, and you recall that's the reason the place is about a mile away from the next closest building.

Kolaiah:
It doesn't take you long to find a rat near the compound. It focuses most on the things most important to it, but you do find some of it helpful. The rats come and go by an enormous (to a rat) gap in the stockade. There is, however, at least one gigantic dog that guards the compound. Finding the gap the rat mentioned, it looks a little tight. A human-sized creature would need a bit of a squeeze to get through, Escape Artist or Dexterity DC 12 but it is a quiet alternative to the main gate.

Muziel/Amanda:
You each find that the small work yard is mostly empty. There's an office, a workshop and several pits that seem to be filled with raw sewage. There are two lit lanterns, one just inside the front gate, one hanging on the front of the office building. A large riding dog was snoozing at the time and did not notice you. The stench from the pits was overpowering, and you fear you might have been sick if you had spent more than a few moments observing before leaving. Fortitude DC 12 with direct exposure, +2 bonus from breathing through something like a handkerchief

Nikolai:
You recall that there's not much of a crew present at the tannery at night. Jabral Louslik himself often goes over the accounting well into the night, accompanied by his two dogs Abbie and Archie, presumably derisively named after the Queen and the Archbaron respectively. Additionally, Shaul and Pippa Umbre, the town's elderly gong farmers, come and go throughout the night bringing their loads of full chamber pots for disposal.

Sister Ismene:
The fence is quite difficult to climb, and you find the stench which permeates the area quite distracting. Between the stench and the dark, you find nothing.

Eventually, after your attempts at gaining some advanced intel, the time comes to meet Cimri at a spot on the edge of the tree line, only a small distance from the tannery compound. Once you've all arrived, Cimri points to the structure.

"So here's the job," she says, quietly. " We break in, sack Ol’ Louslik’s office, take whatever’s shiny, and get out before the sheriff shows up. If we get separated, meet back at the Ash House by dawn.” Dull moonlight glints across her dagger as she flicks it in emphasis. “If you get pinched, remember: you’re mute. Keep your mouth shut, and I’ll handle things. I got assurances that we won’t take any blame if things go south. But get chatty and I’ll let you rot.” A beat passes and her usual crooked smirk appears. “If you don’t screw things up, we’ll all be drinking on Razelago’s coin come dawn. It should be simple enough. Any questions before we do this?”

What/Where is the Ash House:
The Ash House is half-ruined manor across town that’s the setting of dozens of local ghost stories. Easy to find, even if you're new to town.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

"Hmmm, no, I have no questions. The reasons do not concern me, as long as we're not harming a patriot. Now, I did manage to notice a break in the fence, where it might be possible to sneak in, should we wish to not enter through the front door."


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope's an attractive woman in her early twenties, black hair, green eyes, outfitted in what looks like army issued light armor, without any insignias, with a longsword strapped to her back, buckler and dagger at her side. Her pale skin and fangs speak of her bastardized heritage.

She'd been eyeing Kolaiah as Cimri briefed everyone, and finds a reason to comment as he speaks, Patriots? In our country? Didn't know we had any of those.

She does have a question though What about killing? Do we need to avoid blood or just avoid getting caught at it?


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

"Sounds...enchanting Cimri, I am soo glad to have met you. " Nikolai responds sarcastically then looks to the others. "So if my memory is correct, Jabal is probably alone at this time with his two dogs hanging about the place. An older couple comes in and out. Sounds like public enemy number one, its a good thing you came and got us Cimri, who knows what horrors might have befallen the city..." Nikolai rolls his eyes.


"It's Razelago's call, not mine" says Cimri, chuckling. "I think his point is to send a message. Ol' Louslik hasn't been paying his fair share of taxes, I hear, and rumors say he's been hangin' out with rebellious folk." She turns to the two Dhampir next. "I think Razelago would rather leave survivors than not, but I don't really care as long as we get the job done. Jabral's probably not gonna just let us walk in and have our way unopposed, and what happens in the heat of the moment happens." She shrugs, smirking. "That break in the fence sounds promising. If we go through that, we might just catch the man with his pants down. How about you lead the way to that gap, then, nice and quiet-like." She pauses, looking at the others with a raised eyebrow. "Unless you lot wanna stand around yakkin' some more?"

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Fortitude Save: 1d20 + 4 ⇒ (6) + 4 = 10

Despite having the face wrap across her face, the stench affects her fortitude even through the face wrap across her face. Nonetheless despite being ill she takes in the sights and then heads out of there quickly to hopefully clear her lungs.

She returns back to the group and meets back up with them at their meeting location, checking to see if they're being eavesdropped on before speaking.

Perception on eavesdroppers: 1d20 + 6 ⇒ (9) + 6 = 15

She looks to the ruffians concealing her attractive pale Chelixian face under her hood and says to the party, "I have scouted out the location. The security is pitiful and the tannery is only lightly guarded. There is hounds there so it should be dealt with before it can make an alarm. As for the inside of the place, it consists of a workshop, office and a number of sewage pits. Covering your mouth and nose while there would probably do you well. The break in the fence appears to be the best way in so I you have my vote on that. Filthy place as it is, I hope that this job has good pay, because on the surface this tanary looks merely like a sludge hole."


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Kolaiah glances at Penelope after her comment, "if by patriot, you mean one who will fight for Cheliax, and for her Infernal Majestrix, then yes I am."

He leads the group towards the hole in the wall.

Stealth: 1d20 - 3 ⇒ (13) - 3 = 10


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Taking the hooded one's suggestion, Penelope wraps a scarf around her nose and mouth, stifling a muttering about patriots. Then follows Kolaiah.

the buckler's not strapped on yet, so only -2 armor check penalty
stealth: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

While he's observing the raw sewage pits at the tannery, Muziel wonders whether the sewage is flammable. It was no doubt full of strange catalysts and reagents, and he thinks back to whether any of them seem familiar. Profession (engineering): 1d20 + 5 ⇒ (2) + 5 = 7 Ugh. Putting aside that failed check, can he tell just from general knowledge?

* * *

"Wow, you sure brought a lot of people, Cimri. I sure hope this Razelago fella pays well. This tannery really stinks!" The white-haired gnome craned his neck to get a good look at all the faces. There was the sarcastic one, the gray-faced couple, and two deadly looking women who were giving Cimri a run for her money. "You know, before we go, shouldn't we have a name for ourselves? There are seven of us, right? Maybe we should be called . . . The Seven Sins."

Muziel seems a little too loud and chatty as they near the tannery, but he eventually pipes down. Stealth: 1d20 + 10 ⇒ (15) + 10 = 25.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Amanda tries to sneak inside with the rest of the group. She looks around as she does for any threats.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24

She sees little extra but is stealthy like a ghost unlike her companions who rattle in their armors and lack the grace of stealth that she shows. She trails in the shadows her bow at the ready for trouble.


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

"If I must." Nikolai tries to follow the others, keeping an eye and ear out for the Jabal's dogs. More accustomed to outmaneuvering foes at court than in the dark, Nikolai tries his best.Untrained Stealth: 1d20 + 1 ⇒ (16) + 1 = 17
Perhaps the Seven Fools of Longacre? Nikolai thinks to himself with a grin, but humors the gnome out loud and whispers "The Sinister Seven has a bit more of a ring to it I believe."


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Ismene rolls her eyes at the chatter, trading glances with Cimri. "What is this, Thassilon? Collecting taxes doesn't make us paragons of malice." At least this lot was smart enough not to start introducing themselves and making nice. Cimri loved to talk about 'compartmentalization of information'. Any time there was a question she didn't feel like answering, it was always, "Compartmentalization, Sister," or "Like I always say, less is more." In this instance, Ismene was starting to see the value in that. And on second thought, aliases might not be such a bad thing after all. "Hey, maybe that's not so bad after all," she says to the gnome. "You can be Gluttony."


Muziel:
The sludge itself would not be flammable, but the fumes directly above could catch fire. I'd say the resulting fireball would deal 1d6 fire damage to anyone adjacent to a pit, and there'd be a chance of a chain reaction with the others.

Cimri Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
Cimri Dex: 1d20 + 3 ⇒ (10) + 3 = 13
Cimri Fortitude: 1d20 + 3 ⇒ (16) + 3 = 19

Pretty stealthily, despite the hushed conversation, the group approaches the compound. Following Kolaiah's lead takes you around to the far side, near the back of the office building. Now that you're closer, Cimri pulls out a sap and gives you all a finger over the lips in a gesture to be quiet. She deftly shimmies through the fence then surveys the inside.

"The dog's still sleeping," she mouths at you outside the fence while beckoning for you all to follow and standing by to help pull you through.

Aid Other Dex: 1d20 + 3 ⇒ (7) + 3 = 10

Everyone but Muziel needs to make an escape artist or dexterity check (DC 12) to fit through the gap (+2 from Cimri's aid other if you need it). You'll also need to make new stealth checks for this action, and then a fortitude save (DC 12) or be sickened (DC 14 if you're filtering the air through cloth).


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

Dex Check: 1d20 + 1 ⇒ (6) + 1 = 7 Nikolai tries to fit in the gap but fails. "Perhaps I will keep a look out and secure an escape route."


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Ooh, Sinister Seven. I like that," he agrees with the sarcastic one (Nicolai). The blond woman's remark gets him thinking. "Maybe he's the one who should be called Gluttony, if you get what I mean." He points to the nobleman as he speaks. He seemed the largest of the bunch, fattened from a life of good eating.

"You can call me Greed, because that's exactly why I'm here! What do you want to be called?" he asks the blond (Ismene).

* * *

Muziel can't resist the opportunity to poke fun at the nobleman's failure to squeeze through. "Try again, Gluttony - you can do it!"

If he can help out, he does so, using his lower position to help push the others through. Aid Another (Dex): 1d20 + 2 ⇒ (12) + 2 = 14 Hoping that'll count as +2 for the rolls of others.

Once he goes through himself, Muziel quickly takes off his cloth hat and uses it as a breathing filter as he gets near the pits.

Stealth: 1d20 + 10 ⇒ (8) + 10 = 18;
Fortitutde: 1d20 + 6 ⇒ (14) + 6 = 20


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Lust then a quick smile before trying to wiggle her hips through the crack. If a dim witted harlot if what they think of her, then it will make things easier if things turn south on the job.

dex: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 didn't know if "Greed's" help counted.
stealth: 1d20 + 2 - 2 ⇒ (12) + 2 - 2 = 12
fort: 1d20 + 3 ⇒ (20) + 3 = 23

She managed to squeeze through without making the dead wake, though the living might. Sweet hells, this place reaks she swore quietly, though she has smelled worse.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Dex: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Stealth: 1d20 - 3 ⇒ (12) - 3 = 9
Fort: 1d20 + 3 ⇒ (20) + 3 = 23


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Ismene smirks at the gnome, cracking her knuckles as she answers, "Wrath."

Truthfully, sloth is probably more fitting.

- - - - - - - - - -

Fort save: 1d20 + 3 ⇒ (9) + 3 = 12
Climb check: 1d20 + 7 ⇒ (15) + 7 = 22
Stealth check: 1d20 + 1 ⇒ (3) + 1 = 4

Getting impatient while she waits for the others to squeeze through the small hole, Ismene gives the 10' high wall another look. No hand-holds, but that wood looks rough enough that I shouldn't slip.

Running at the wall, she jumps, kicks up against the wall once, twice, and catches herself on edge. Pulling herself up and over, she drops down on the other side...loudly. On the other side, she again covers her nose with her sleeve to block the stench of the tannery pits.


???: 1d100 ⇒ 98

Rolled Initiatives:

Abbie Init: 1d20 + 2 ⇒ (12) + 2 = 14
Archie Init: 1d20 + 1 ⇒ (8) + 1 = 9
Louslik Init: 1d20 + 2 ⇒ (20) + 2 = 22

Nikolai Init: 1d20 + 1 ⇒ (14) + 1 = 15
Muziel Init: 1d20 + 4 ⇒ (6) + 4 = 10
Penelope Init: 1d20 + 2 ⇒ (19) + 2 = 21
Kolaiah Init: 1d20 + 1 ⇒ (1) + 1 = 2
Ismene Init: 1d20 + 3 ⇒ (8) + 3 = 11
Amanda Init: 1d20 + 3 ⇒ (17) + 3 = 20
Cimri Init: 1d20 + 3 ⇒ (11) + 3 = 14

Louslik Tannery Compound Link to map added to the campaign info tab as well. I think you should be able to move tokens around, let me know if that doesn't work, this is my first time trying to use this for mapping purposes.

Cimri watches, impressed, as Sister Ismene vaults the wall. As physics take over, bringing the monk into a hard landing on the dirt the expression changes to an expectant wince as she mouths the words, "oh, s~&&!".

The noise, while quiet enough to not be heard inside any of the buildings, is still loud enough to cause the dog to start stirring awake from its spot in front of the office.

Penelope, Amanda, Nikolai and Cimri are the quickest to react to this development and will get a chance to act before the dog wakes up and has a chance to do anything.

Initiative Order:
Louslik (unaware)
Penelope
Amanda
Nikolai
Cimri
Abbie
Ismene
Muziel
Archie (unaware)
Kolaiah


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Round#1, Initiative Count #21

Seeing the dog, she'll draw and charge the critter, not thinking about the noise she'd make just about the spray of blood it will leave ...hopefully... trying out combat format

charging with her sword, attacking 2 handed, so +1 more damage than normal

+2 from charge, Not raging

attack: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 181d8 + 3 ⇒ (5) + 3 = 8

conditions:
-2 to ac from charging, also don't have buckler on so -3 total from her tag line

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Amanda prepares for combat seeing the dog reacting to their entry into the area.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Ah yes, here are my checks for the stuff I missed! I would have been further in from where you placed me BTW.

Fortitude Save VS sickened: 1d20 + 2 + 2 ⇒ (10) + 2 + 2 = 14 Success!
Dex Check to slide through gate: 1d20 + 3 ⇒ (18) + 3 = 21
Stealth Check: 1d20 + 7 ⇒ (19) + 7 = 26

Amanda before the combat is able to resist the sickened, slide through the gap in the gate and hide in the shadows. Seeing the Dog reacting to their presence she notches an arrow and moves in within 30 feet. She takes a shot at the dog attacking it flat footed, moving within 30 feet for a +1 to hit and damage. (-4 for shooting into combat)

Arrow Shot: 1d20 + 3 + 1 - 4 ⇒ (15) + 3 + 1 - 4 = 15

The arrow probably strikes for Arrow Damage: 1d8 + 1 ⇒ (7) + 1 = 8 damage, piercing into the side of the beast.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Waiting for the dog to go.


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

Round # 1 Initiative #15

Unable to fit into the gap, and with no enemy in sight, Nikolai draws his bow and keeps lookout trusting his new companions to know what to do.


GM Rolls:

Louslik Perception: 1d20 + 9 - 8 ⇒ (11) + 9 - 8 = 12
Archie Perception: 1d20 + 8 - 8 ⇒ (16) + 8 - 8 = 16
Cimri Perception: 1d20 + 4 ⇒ (5) + 4 = 9

Penelope charges, burying her sword in the sleeping dog which wakes up fully with a pained yelp, only to be silenced a moment later by an arrow through the neck from Amanda. Nikolai continues to keep watch on the outside of the compound. Feel free to make more attempts to get through later if you wish.

"Nice work," Cimri whispers as she approaches the door. "Keep an eye out for more trouble while I get us through this door." She pulls out her set of picks and begins to work on the lock.

Disable Device Rounds: 2d4 ⇒ (2, 3) = 5

The dead dog is unable to act, and the muddy yard echoes with silence after the whisper.

Amanda:
From your vantage point you can see through the office window as Louslik looks up suddenly from his paperwork and starts fumbling for a large crossbow leaning against the wall behind him.

Perception DC 15:
You hear the sound of a male voice call out "Abbie?" from within the office, along with a growling dog.

Staying on initiative order for now. Sister Ismene, Muziel and Kolaiah are up next.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Round 1: Initiative Count 10

Muziel distinctly hears a voice. "Psst. The man's calling out for his dog. Get ready for trouble!" Muziel scurries forward to get to the other side of the office.

Double move.

Active Conditions: Unarmed (does not threaten squares)


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Round 1: Initiative 2

Perception: 1d20 - 2 ⇒ (11) - 2 = 9

Kolaiah double moves to catch up with the others.


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

Round # 1 Initiative #15

Great I have finally reached the status of dog killer, Grandmother Sarini would be so pleased. Nikolai stubbornly tries to work his way through the gap again.

Dex check: 1d20 + 1 ⇒ (12) + 1 = 13


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Round 1: Initiative Count 11

Pushing herself up from where she fell, Ismene looks up in time to see Lust shove her sword through the dog. Suppressing a shudder, she springs over to where Cimri kneels in front of the door, providing cover.

Perception: 1d20 + 2 ⇒ (12) + 2 = 14

Standard action to stand, move action to move.


Muziel, Sister Ismene and Kolaiah move into position while Nikolai successfully makes it through the gap in the stockade to join the others. Please make the fortitude save at the start of your round 2 turn.

Meanwhile, inside the office, Jabral Louslik has finally gotten his crossbow in hand. "Get off my damn property!" he shouts as he moves to the door. Having heard the warning from Muziel, Cimri just manages to get her picks out of the lock before the lock is undone from the inside, which might have ruined the delicate instruments if they'd still been in there.

"Get 'em, Archie!" Louslik says as he flings the door open in front of Penelope while taking cover against the wall just inside the opening.

Door is open. Penelope, Amanda and Nikolai are up next.

Initiative Order:
Louslik
Penelope
Amanda
Nikolai
Cimri
Ismene
Muziel
Archie
Kolaiah


AC 16, touch 11, flat-footed 15 HP 8 Fort +0, Ref +3, Will +2 Per +0

Fort Save: 1d20 ⇒ 5 "By the nine hells this place reeks, killing everything in here would be a mercy!"

Round # 1 Initiative #15

Nikolai tries to choke back the fumes to perform a Satire, mocking Jabal and his dog.

"There once was an old tanner, who's stench was as foul as his manner
His taxes he did hog, and now he lost his dog
Perhaps he will end this strife, or we shall take his life!"

Standard Action to initiate bardic performance

Satire:
Satire (Su): A court bard can use performance to undermine the confidence of enemies who hear it, causing them to take a –1 penalty on attack and damage rolls (minimum 1) and a –1 penalty on saves against fear and charm effects as long as the bard continues performing. This penalty increases by –1 at 5th level and every six levels thereafter. Satire is a language-dependent, mind-affecting ability that uses audible components. This performance replaces inspire courage.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Round 2, Initiative 21

No one wants to be the first to barge into a unknown room, but what the hey. Dropping her sword she shoots around the door frame to tackle the old man, hoping beyond hope one of the others will take care of the dog.

free action to drop sword, move action to get close, standard action to grapple, improve grapple feat to avoid attack of opportunity

+2 from improved grapple

grapple: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10

conditions:
charge minus is over, but still no buckler so -1 ac from above

Fumbling with the old man, she doesn't manage to get a hand hold on him.

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Amanda seeing that their cover is blown looks to the nearby door and opens it to see if there is anyone is inside the building she is next to. Better to make sure all possible venues of attack are delt with as there is plenty of people already dealing with the old man but there could be other guards and other personnel on the premises.


Penelope rushes in and tries to grab Louslik, but the expert craftsman is more wily than she expected.

Amanda opens the door next to her to discover the workhouse is a sizable, airy structure with open doorways and ample ventilation. Tools hang in organized rows upon the walls, most notably arrays of wide knives like miniature crosscut saws. Several inclined tanner’s beams create small workstations about the space, along with vats, drying racks, and numerous crates and bins. There is nobody inside.

Nikolai, choking on the noxious gasses, manages to cover it pretty well with some vicious remarks directed at the tanner. Penelope can see the determination and conviction in his eyes begin to slip away as he realizes how many of you there are compared to him.

Cimri, with lock picks in one hand and sap in the other, steps inside the doorway to flank Louslik and whacks him over the head with the knockout weapon. The impact is severe and his eyes lose focus for a moment, but he manages to keep his consciousness.

+2 for flanking
Sap Attack: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13
Sap Damage plus Sneak Attack: 2d6 + 1 ⇒ (5, 3) + 1 = 9

Ismene and Muziel are up before the dog goes.

Initiative Order:
Louslik (9 NL damage)
Penelope
Amanda
Nikolai
Cimri
Ismene <---
Muziel
Archie
Kolaiah


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Round 2: Initiative Count 10

Meaningless fortitude save to preserve order of dice: 1d20 + 6 ⇒ (1) + 6 = 7

Muziel hits a particularly disgusting patch of air, and seeing that there's no back door to this building, decides to head over to the window to look inside. He sees a man getting manhandled by two women, and a dog that seems a little slow on the draw. He tries to stare down the dog. "No you don't. Sit, Archie! Stay!"

Move action to get in front of the window. Standard action to attempt to intimidate the dog.

If the dog is size Medium or larger, add a -4 size penalty to this roll.

Intimidate: 1d20 - 1 ⇒ (7) - 1 = 6 The gnome's commands go unheeded. It seems likely that Muziel looks like dog food to Archie!

Active Conditions: Unarmed.

Edited to remove sickness. Now his intimidate check is guaranteed to be above 0! :P


As a note, none of you that passed before have to keep making the save. I was only intending to ask Nikolai to make the save in round 2 since he had just gotten in and hadn't yet attempted the save before then. You can edit your post if you'd like to and notice in time.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Round 2: Initiative Count 11

Ismene laughs at the man's threats, crowing back at him. "Ha! The man wants to claim property rights when he doesn't pay taxes!" Pushing past Greed, she smashes the window with her elbow. "You better stand down or you might end up like your dumb dog!"

Move action to get to the window, standard action to smash the glass.

Attack the window: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


Sister Ismene's elbow shatters the large window almost effortlessly. Muziel steps up to the, now open, window and tries to cow the smaller dog, but the animal doesn't seem to be much concerned with the Gnome when there are so many inside threatening his master.

Ismene(1)/Penelope(2): 1d2 ⇒ 2

Archie bite attack Penelope: 1d20 + 2 ⇒ (2) + 2 = 4

The Taldan Spaniel moves around the desk and tries to sink its teeth into Penelope's shin, but doesn't even come close to drawing some blood.

Kolaiah is up, then Louslik

Initiative Order:
Louslik (9 NL damage)
Penelope
Amanda
Nikolai
Cimri
Ismene
Muziel
Archie
Kolaiah <---

Dark Archive

Female Human Inquisitor 2 (Infiltrator) HP: 18/18, AC: 17, FF 17, Fort: +3 | Ref: +3 | Will: +6 | Init: +6 | Perception: +7 | Speed: 30 | Code Name: Darla Felhand

Round 2 continued

After opening the door and looking inside and seeing no one, Amanada goes inside the building (compleating her move). She then casts the spell "Sift" to do a wider search of the room using the magic help search the area for hidden features, such as secret doors, traps, or hidden treasure.

Perception: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21

Wow! Natural 20. Do I find anything hidden?


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

Round 2: Initiative 2

I don't see the dog (Taldan Spaniel?) on the map, so not sure where it is.

Kolaiah moves over and takes a swing at the dog stating, "I never much liked canines anyways."

Cold Iron Falchion: 1d20 + 3 ⇒ (12) + 3 = 15
Cold Iron Falchion Damage: 2d4 + 3 ⇒ (2, 4) + 3 = 9 18-20/x2


It was the green circle just above Penelope. I took the liberty of moving Kolaiah to the first available square from which to attack it, since it won't be there by the time I've finished updating this post.

Sifting the workshop, Amanda discovers that several crates are full of freshly prepared leather. Their contents are worth about a hundred gold pieces, but that much leather weighs about five hundred pounds. There are enough good quality leather-working tools to make a masterwork set, though they're all branded L.T.

Kolaiah buries his falchion in the dog's neck with a pithy quip and a squelchy thud, causing the animal to immediately go limp and ooze a puddle of deep crimson.

"No!" shouts the distraught Louslik as Kolaiah strikes his second dog down. Desperate, grieving, humiliated, and with no room to maneuver, he aims his crossbow directly at Koliah, though Cimri takes the opportunity to hit him again with her sap.

"This is happening, Louslik," she whispers. "There's nothing you can do about it."

Cimri Sap AOO: 1d20 + 6 ⇒ (7) + 6 = 13
Cimri sap damage + sneak attack: 2d6 + 1 ⇒ (5, 4) + 1 = 10

Kolaiah may also take an attack of opportunity if he wishes, then I'll finish this update accordingly. He'll still be conscious after Cimri's damage, by itself.


Male Minotaur Fighter/Mage 1/1 | Init +3 | Perception: +11 HP:65/65 AC: 23 TCH: 13 FF: 20 CMD: 27 | F+9, R+11, W+7

It goes against his better judgement, but Kolaiah will strike for nonlethal damage with his AOO.

Cold Iron Falchion: 1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17
Cold Iron Falchion Damage: 2d4 + 3 ⇒ (3, 2) + 3 = 8 18-20/x2

Crit Confirm:

Cold Iron Falchion: 1d20 + 3 - 4 ⇒ (10) + 3 - 4 = 9
Cold Iron Falchion Damage: 2d4 + 3 ⇒ (3, 1) + 3 = 7 18-20/x2


Combined with the damage from Cimri's sap, Kolaiah's strike with the flat side of his falchion knocks the tanner unconscious. He slumps against the wall and slides to the ground, one of his teeth dropping out of his slack jaws. The heavy crossbow clatters, unfired, to the floor next to him.

Leaving initiative order.

The inside of the small, rustic office is decorated with antique tanning tools and tapestries fashioned from patterned leather. A well-gnawed pig's foot lies in the corner where Archie had been laying.

"Nice shot," Cimri says, nodding at Kolaiah with amused approval. "The guy probably has someplace in here where he keeps the business's cash. Shouldn't be too hard to find."

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