Jammin's Takeover Way of the Wicked

Game Master YanJieming

Map of Talingard
Party Gold / Items


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Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Since we have heard the rumors of dwarfs stealing Kharn will leave the majority of his stuff in his room he will only be meeting these dwarfs carrying his backpack, and his belt pouch with 20 gold in it.

Kharn walks up the dwarf table smiling.

"Hallo Freund Zwerg Ich bin Brax und ich komme aus einem kleinen Dorf, aber ich bin einer der besten Trinker in meinem Dorf, und ich habe gehört, dass Sie auch ein starker Trinker. Ich möchte Sie zu einem Wetttrinken herausfordern .... Oh, und ich will für einen Job für Sie arbeiten zu fragen, aber nach dem Wettbewerb können wir darüber reden."

Dwarven:

"Hello friend dwarf I am Brax and I come from a small village, but I am one of the best drinkers in my village, and I have heard that you are also a strong drinker. I would like to challenge you to a drinking contest.... Oh, and I want to ask for a job working for you, but after the contest we can talk about that."


~Kharn Day 1~
As Kharn finishes speaking all of the dwarfs erupt into laughter. Barnabus yells to Bellam "Oi! We got another fool who wants to challenge me!" Less than a minute later there are two dozen dwarven stouts covering the table. He grabs the first one with a grin. "Let's see what yer made of!"

Give me a bakers dozen fort saves Kharn.

DM Only:
6-1
7-2
11-3


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Fort 1: 1d20 + 8 ⇒ (5) + 8 = 13
Fort 2: 1d20 + 8 ⇒ (2) + 8 = 10
Fort 3: 1d20 + 8 ⇒ (6) + 8 = 14
Fort 4: 1d20 + 8 ⇒ (17) + 8 = 25
Fort 5: 1d20 + 8 ⇒ (20) + 8 = 28
Fort 6: 1d20 + 8 ⇒ (8) + 8 = 16
Fort 7: 1d20 + 8 ⇒ (6) + 8 = 14
Fort 8: 1d20 + 8 ⇒ (17) + 8 = 25
Fort 9: 1d20 + 8 ⇒ (12) + 8 = 20
Fort 10: 1d20 + 8 ⇒ (11) + 8 = 19
Fort 11: 1d20 + 8 ⇒ (9) + 8 = 17
Fort 12: 1d20 + 8 ⇒ (13) + 8 = 21


~Kharn Day 1~
Bakers Dozen: 1d20 + 8 ⇒ (3) + 8 = 11
You're lucky you have an incredible CON, you ignore a drink per 6 con points, which mean those first 3 abyysmal rolls don't count.

The empty mugs quickly pile up as a crowd gathers and begins cheering on the competitors. Neither even flinches until they're each half a dozen drinks in, at which point Barnabus begins tipping over a bit. The next drink devastates both of them, Kharn getting tipsy while Barnabus knocks several empty mugs off the table reaching for his next mug. An angry expression forms on his face as he realizes he's losing, followed by a glass-shattering belch to the crowds approval. The pace picks up, Kharn and Barnabus staring each other down as they quickly move towards their finish lines. Finally every drink is drained and the two stay on their feet. Kharn is tottering heavily, but Barnabus can barely even maintain eye contact as he steadies himself with both arms on the table. There's a brief moment of silence, then he shakes his head like a wet dog and yells "Another round!"

Well you're winning, but he's not quite done yet. Give me another eight fort saves, hopefully somebody fails at that point. Or not!

DM Only:

15-4


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Vlad will wait around on the stairs until the man comes back out of the secret door.. He wants to time how long he's gone..


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

"I wils not let it be knowsh that ah lossst a drinkin competituion."

Kharn drunkenly decides that throwing down the next beers angrily might help him out since it worked well for the dwarf.

Kharn is going to rage as a free action. This also increases his Con by 6 with a morale bonus if that matters.

Fort 1: 1d20 + 11 ⇒ (4) + 11 = 15
Fort 2: 1d20 + 11 ⇒ (19) + 11 = 30
Fort 3: 1d20 + 11 ⇒ (16) + 11 = 27
Fort 4: 1d20 + 11 ⇒ (14) + 11 = 25
Fort 5: 1d20 + 11 ⇒ (9) + 11 = 20
Fort 6: 1d20 + 11 ⇒ (20) + 11 = 31
Fort 7: 1d20 + 11 ⇒ (9) + 11 = 20
Fort 8: 1d20 + 11 ⇒ (7) + 11 = 18


~Vlad Day 1~
Vlad sits for roughly twenty minutes before the door opens again. Bellam comes back out holding two cases of wine. He grabs two different cases of wine and heads back in. There are two more trips like this, the entire process taking an hour as he apparently swaps some wine.

Do you intend to do anything other than observe Vlad?

~Kharn Day 1~
The inebriation sets in hard at the brief pause, and the second round is short lived. Kharn quickly gets to the point where he's having memory blanks and two humans help keep him standing, then Barnabus finally ends the contest. On the fifteenth drink he snorts and spits up a good deal of mead, then vomits copious amounts before collapsing and falling unconscious. There are several surprised cheers from the locals while the dwarves stare in disbelief.

You have 8 subdual damage and for the next four hours all of your physical stats are decreased by two and all of your mental stats are decreased by four. I'd say the correct term right now is "hammered". You're well beyond drunk, but you're still conscious. There's probably going to be a lot of vomiting later and not much memory retention. But you won, congratulations! And according to the rolls you managed to somehow avoid a hangover haha.

The real victory here is that Barnabus is going to be sufficiently disabled for the rest of the night and probably a good portion of tomorrow. That could open up some possibilities...

Screen:
1d4 ⇒ 4
1d8 ⇒ 8
1d4 ⇒ 4
1d20 + 8 ⇒ (18) + 8 = 26


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Not atm no.. Its to early to be having to play innkeeper..

Vlad will head back to his room and get some rest.. Tomorrow will be a long day..


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Day 1

Eryan will try to find out if the captain's or anyone of importance from the castle ever comes to town/lives here.

While Kharn is playing his drinking game Eryan watches laughing and having a drink of his own. Just 1 of course. He is certainly not as mad as those two. He does try to tip things in the favour of Kharn when he notices him get angry and when everyone is distracted being careful not to be noticed.

Stealth Casting Moment of Greatness take 10: 10 + 11 = 21


Holy crap rage is a morale bonus. That's freaking sweet.

~Eryan Day 1~

Eryan learns that in the evenings there are often off-duty soldiers and even the occasional watch captain. In fact, as he's looking around the room he suddenly makes eye contact with a man wearing a badge stating his authority as a watch captain. In a matter of moments the man sets down his drinks and crosses the room to Eryan. Judging by his handsome features, this is none other than Balentyne’s resident gallant – Captain Zacharias Eddarly. He wears a longsword and a dagger at his waist, but the finely made composite longbow on his back looks like it has seen more use. He offers a hand with a smile. "Good evening, I am Captain Eddarly. Pardon my intrusion, but I haven't seen you in town before and we mostly get traders as opposed to businessmen. What brings you here?" Captain Eddarly has a pleasant nature about him and seems more curious than anything.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

The next day Vlad will fill everyone in on the secret passage.. "It definitely in need of searching.. It's obvious the owner keeps his wine stored in there, but I wonder if it still goes to the Watchtower.. Could be our ticket to nightly sabotage.. We will probably have to dispose of Bellam and assume his identity to keep things in order around here.. Ill look into his daily activities in preparation for that.." He changes the subject.. "That chick i looked into is apparently cheating on her poor husband Captain Mott's.. Couldn't figure out with who, but that could be a bombshell for the ole captain.. Might just send him over the edge and murder her.. Perhaps you could facilitate him finding out Argan? Then perhaps we could frame him up quite nicely for the murder and get one captain out of out hair.. Im gonna look into this pretty boy captain next.."


Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3
DM Omen wrote:

~Goodie Day 1~

Goodie makes her way to Mama Guisseppe's home after a friendly local gave her directions. Before Goodie can even see the house she smells some kind of pasta baking, the entire area of houses wrapped in the tantalizing aroma.

Goodie is walking up when Mama Guisseppe walks around the corner of the back of her house with a large bowl of fresh vegetables and herbs. Goodie catches her attention with a friendly wave, her returning the gesture with a smile. Mama sets down the bowl and comes over, wiping the sweat off her brow. "Oh it's so wonderful to meet you Bube! Yes I would rather enjoy the help, right now I'm gathering ingredients to make my weekly beef stew for the soldiers. Those boys work so hard and I like to give them something a little better than that horrible plain food they're used to eating." "Bube" seems to have touched a soft spot in Mama's heart with her story, easily securing a position as an assistant. Perfect story, the circumstances you presented means you don't even need any rolls to succeed.

Bubbe is a hard worker and doesn't shirk from even unpleasant kitchen chores, volunteering to clean the stove or run errands. She prefers to listen rather than talk, but she has an earthy sense of humor and clever words when they are appropriate.

Basically, she is one of those seemingly indestructible old Eastern European women on whose backs run entire village economies. ;-)


Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

In response to Vlad:

"Maybe the handsome one is her lover? Wouldn't be the first time a cock got the run of a henhouse."


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan smiles at the Captain and Introduces himself. "It is true I usually do not come this far north and it is my first time in this lovely little town. In truth my business is trade also and it was necessary that I spend some time up north here to improve it and make sure things are running smoothly. You would understand how it is. Sometimes the new recruits must be watched a little closer than the rest of your soldiers." He stops to take a drink before continuing, "Let me buy you a drink captain. On me." He smiles and calls over another round of drinks for them. Two would be ok, hopefully the captain wasn't limited in his drinking too heavily. "So tell me, anything about this town on the edge of Talinguarde that I should know? An official man like yourself would likely know more that the common folk. I have heard many rumors today and some of them are leaving me wondering at my choice of business locale."
Diplomacy: 1d20 + 12 ⇒ (20) + 12 = 32


~Eryan Day 1~

"Oh I shall take a drink, happily!" He accepts the drink and nurses it, indicating he drinks in moderation. "Well I'm afraid I'm not terribly inclined in a business way, I had wished to learn something from you. Did you hear about poor Kaitlyn though? She is just so neglected by her husband, it really is a tragedy since she's such a beauty." He continues going on about Kaitlyn and how sorry he is for her.

Sense Motive DC 20:
She is so neglected...or she was? You're beginning to suspect that perhaps he is the one she's having the affair with...


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Status for personal reference:
What do we have so far:
  • 2 - Argan: on it.
  • 6 - Goodie + Argan: Spread rumor and hope to be called in.
  • 8 - Argan: Spreading Rumor from day 2 forward.
  • 10 - Kharn: Coming back at night
  • 13 - Vlad: Kaitlyn Mott is cheating Captain Franz Mott
  • 14 - Goodie: infiltrated castle on mondays (day 1).
  • 15 - Kharn: on it.
  • 19 - Kharn: Patrol leaving day 2 in the morning. Information Stuck. Kill or let it be.
  • 21 - Vlad: Found the secret entrance. Bellam Barhold is the one using it (#12).
  • ~Argan Day 1~
    #2 - Believing they need some information on the insides of the castle, Francisco will gather more info about the choir hall of Balentyne. He is unsure if it is a regular choral or just a hall with magical statues, so he will learn more about it, maybe from the two priests he met yesterday, or maybe this Father Donnagin that is said to be present in the watch (#11). If it has a schedule he will want to know when is it going to happen and how can he get in. He will also check if is it possible to visit the hall of the castle, to get glorified with the wonderful stone saints that are said to adorn the place and sing with the priests.
    After he gets this information, which should not take long (Hours: 1d4 ⇒ 2), his following actions will depend on if he can visit the place/choir today. If yes, he will take a look around, say a few prayers if there are benches for such acts (as if in a church), watching the structure of the castle in fascination, since he has "never seen a castle from the inside. It is much bigger than the usual Mitran churches!"
    If it is allowed, he will walk inside the castle, getting to know the open areas, carefully avoiding places that are not for visitors. If not, he will ask nicely of whoever is guiding him through the trip to show him around, but will not insist on it, instead keeping to himself in a quiet and sad act.

    He will watch the towers, trying to picture which one is the broken one being fixed, the one with the Rookery, and the Magister's one.

    #11 - The fat priest will try to gain Donnagin's trust if he gets to meet him.
    _______________________
    #1 - Francisco will simply ask around to see when is the acrobat's perform in the castle going to be, and how much is the ticket for it.
    _______________________
    #6 - "Sure Goodie, I can try to do that. I'll speak with one or two people and let the city know there is an expert around. What's the name, by the way?"
    _______________________
    #13 - "I'll try to see what I can find tomorrow Vlad, if no one finds out anything until then. I do think that will take more than a day for your plan to work, so just wait a little and we will get it."


    Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

    #6: Alexandros Meletis, scholar of the arcane.


    Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

    Kharn decides that now is a good time to sing.

    Perform Sing: 1d20 - 4 ⇒ (1) - 4 = -3

    Best result ever.


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    Sense Motive: 1d20 + 6 ⇒ (17) + 6 = 23 haha

    "It takes many years to learn the ins and outs of business dealings, what the people want, how to get the best deals. Did you ever receive any economic training?....... He shares some simple business tips.
    Bluff (I am a extremely successful entrepreneur ): 1d20 + 13 ⇒ (12) + 13 = 25

    "Yes I did hear of the poor girl. I imagine it would be an honour to see this amazing beauty. Why does her husband treat her so? If a women is not treated well she will soon look for someone who will make her happy."


    ~Argan Day 1~
    Francisco meets with the other followers of his "faith" and they say they can offer a guided tour of the choir hall tomorrow morning. He also learns that Donnagin rarely ever leaves the watchtower, and perhaps he might run into him tomorrow.

    Upon inquiring about the play, Francisco learns that Father Dannagin has paid for the performance in full and everybody is allowed free entrance. It will be occurring this Saturday (day 1 is a Monday).

    ~Eryan Day 1~
    Eddarly nods with interest. "No, I am a soldier and a man of the Watch Wall through and through."

    "I suppose he's just devoted to his work and is too busy. Yes, I can imagine such a circumstance happening, but it would be just awful for her to violate her vows."


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    And so it appears we may get rid of 2 captains at the same time! Good call Goodie..

    Day 2

    Vlad will hang around the Tavern for the better part of the day, studying Bellam's moves and how he runs the business.. Trying to pick up on things so he can half-ass copy him once the man has to be dealt with..

    In the afternoon he'll go asking around about Lord Thomas Havelyn and look to find out how long he's been running the show. Where he came from.. If he's married? Kids? He'll throw around some decent coin if necessary.. He'll go in his shiny armor, soldier outfit and play the "I look up to him so much" angle.. He wants to be just like the man so he needs to know everything about him..


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    ~Argan Day 1~
    Since he could not visit the castle on day 1, and did not know about Goodie's request just yet, Francisco will go after the famous alchemist on town, to buy some potions and maybe find someone who's interested in the Sea Shell Armor (taking it with him for that purpose).
    ________________
    #8 - Later on, if he still have time, he will look after poor people in the city, if there are any, and earn their trust having simple conversation and buy them some simple food for the day. Then eventually he will lead to the conversation about the region and the Watch Wall, and start spreading the word that there "are actually no Bugbears anywhere close to the wall." He explains eventually that "There were many traders coming from all directions, and none of them had actually seen anything. I am one of those, by the way, although I'm no trader. I just came from the east, and saw no living creature that looked like bug, bear or any mixture of them, ha ha ha! That's just a rumor they eventually spread in villages like this to make the guards jumpy and alert. There's nothing to be afraid of, since the north has been calm for quite a long time. Mitra's light shine upon the darkest places and here? Ha, we're pretty much alright!"
    He believes the poorest people to have a different point of view from the society, enough so a phrase or two from them, or even a mockery upon a comment contrary to the rumor would do enough damage to disbelief it and make everyone get more relaxed, including the Watch Wall, given time.

    When he's spoken to three or four people, he will "bless" some random guards on duty that seems interested in conversation with the same knowledge. Given the militia in town, there must be a couple like that, tired of having nothing to do on such a calm city, so he will subtly look for a chance to give power to his rumor. "Relax son, don't let your fears take over. I've heard the stories, and in my opinion they stress the soldier too much to be considered valid. I mean, you're all on your limit, right? Not that you should relax, you know, but the result will be the same nevertheless. Thanks to Mitra Talingarde is a wonderfull place to live in, and there's no enemies whether north or south strong enough to threaten us..."
    Bluff is +10, by the way. Given the nature of the ability I'll understand if this takes a longer time to perform, taking some of tomorrow's schedule or even more...
    _________________________

    #19 - Nighttime - "So, what are we going to do about the scouting party that leaves tomorrow morning? I have a tight schedule at the time."


    Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

    #19 Nighttime "I'll deal with it. Just have someone take over for me with the dwarfs, their leader is going to be incapacitated for tonight, and some of tomorrow. It's a good time to go in and examine the walls without them knowing why."

    Kharn will then sleep for 8 hours, and go outside the town to wait for the patrol to pass.

    Day 2

    Kharn try to get a good view of the patrol of men (in half elf form), trying to figure out how many of them their are, and he will try to follow them on their patrol route.

    Kharn is not bringing Sir Reginold out on this trip. He arranges for someone to feed him, and clean up after him while Kharn is gone.

    Stealth: 1d20 + 8 ⇒ (16) + 8 = 24
    Perception: 1d20 + 9 ⇒ (12) + 9 = 21
    Survival to follow tracks: 1d20 + 5 ⇒ (9) + 5 = 14


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    "I'll be here for a couple of weeks, maybe even a month before business calls me elsewhere. As you know I'm staying here. If you you would like to know anything else I will be here and free every night. I would be happy to assist in any way. Is it possible she married the wrong man? I wonder what her thoughts are on the matter..."

    Later..
    "If the scouting party disappears they would perhaps increase security and the troops. Their communication with the outside should be an important one to remove. It will take a lot longer to get reinforcements after that if we somehow give them reason to."

    "Also I have made acquaintances with Captain Eddarly. I believe he is the one 'looking after' the neglected wife of Captain Mott. Probably not the most important thing to chase up right now. Getting a look inside the castle would be a good idea. I can sneak in through the secret entrance and find out where it leads without worry of being found."


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    ~Night of the first day~

    "Well, Kharn, if you think you can handle them... But as Eryan said, they will notice if the party takes too long to get back, and since the army will not be here for at least two weeks, every day after the 5th will increase their suspicion about the disappearance of the scouting party. If they carried a raven with them, we could kill them and deliver a message back to the castle after the 6th or 7th day, saying something about the party getting delayed to go back, because of a broken leg or whatever."

    "Thing is, once again I keep returning to what I think is the most imminent problem we need to deal with: Mad Martin. The man would not be such a problem were he a normal person, but if he can really speak with the birds, the plan I just mentioned goes to waste. If we had taken his place we could make sure the scouting party carried a raven to send back, and then we would pretend there was a message from the party, saying their return will get delayed."

    "Anyway, I am going for a tour in the castle tomorrow morning, and maybe we would have an opportunity for someone to speak with this mad man, kill him and take his identity. The crazy ones are always the easiest to impersonate. We could use Sir. Reginold as bait, poisoning and seeking Martin for help. I can't do it because I'll have company showing me the place, but someone invisible could kill him and assume his place. What do you think?"


    Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

    Night of the first day

    "Nobody poisons Sir Reginold. If I can hunt them down, and kill them then I can come back before they should come back, and then we can do the plan for Mad Martin. We can also wait since we have a month we could just kill Mad Martin in 2 days, and just wait for the next patrol to hunt the captain. If we need Martin out of the way so much I'll wait on the captain, and instead go examine the dwarf's work."

    Going to be doing a bit of a retcon with what Kharn does on the second day based on what we decide at night.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    ~Night of the first day~

    "Don't take it wrong, barbarian, you're tough and all, but you're as hard to hit as a tree. That means, easy. If you're up against many enemies no matter how many hits can you withstand, you will die. It would be wise for everyone to go, if we are to kill them. But I can't leave tomorrow morning, since I need to visit the castle."


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    "I think it wise to wait a couple weeks before we kill the scouting party.. Fireaxe wont have his Bugbears that close until then I bet.. We don't wanna have more patrols going out looking for them.. That would certainly heighten awareness for the rest of the guard.. Im gonna go with Eyran I think.. Ill seek out and buy a potion of invis for just incase.."


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    "Whatever, but we probably won't see them coming back to town. If they find something out it might already be too late..."


    ~Vlad Day 2~

    Vlad spends his morning lounging around The Lord's Dalliance, watching Barhold work and making mental notes.

    Vladimir Diplomacy: 1d20 + 14 + 5 ⇒ (10) + 14 + 5 = 29 I liked your angle, so here's a bonus.

    Vladimir learns a few things of Lord Havelyn, but sadly nothing useful. His wife died years ago and he still mourns her. He has no children and his life is dedicated to the town now.

    ~Argan Day 1~

    Argan visits the town alchemist, who has nearly any potion you can imagine in his stock. The alchemist frowns in thought for a moment, finally coming to the conclusion that perhaps Father Donnagin might be interested in the armor since it belonged to a good outsider.

    He spends the rest of his day spreading rumors to civilians and soldiers alike, getting the word to every corner of the area. I'm going to include a sense motive check at the end of every week to check on the progress of the rumor, similar to the knowledge (engineering) check.

    ~Kharn Day 2~

    Kharn makes his way to the stables and casually observes Captain Varning and his men. He observes then soldiers besides the captain, but any hopes of keeping up with them are dashed when they all get on horses and gallop out of town. Kharn, what kind of survival supplies do you have on you? Captain Varning and his men will be out for several days.

    ~Eryan Night 1~

    "It would not be wise to say yes, but..." He mouths the word yes to you, then finishes his drink and stands. "It was a pleasure, I hope we speak again sometime." And with that he leaves.


    Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

    Does anyone actually have Knowledge (Engineering) trained?

    Morning
    Kharn decides to not go after the scouting party since he doesn't have any supplies with him right now, and instead goes to the #10 dwarfs construction area in the morning trying to find any weaknesses in the stone.

    Afternoon
    Nothing for this right now. Will make a decision based on if any of the others want Kharn to help with something if not he will just purchase some survival supplies.

    Night

    Kharn will see if the #10 dwarfs are willing to hire him since he's such a good drinker. If not then he is fine with just being a drinking buddy of Barnabus Eisenbauch, and try to learn the card game they were playing.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    I have dungeoneering, Local and Religion ^_^

    ~Argan day 1~
    Francisco, instead of telling the truth, explains to the alchemist that the armor did belong to a Triton that met Francisco on the shore far south "probably by divine intervention, he he" several months ago, and wanted to trade it for a marvelous Mitran Holy Symbol made of Gold and Rubies that Francisco had. "He was also a faithful servant, you see. Seeing I was so fortunate as to seeing such a mighty creature on my life, I had no doubts but to trade it with him, but now I'm running out of money for my journey, and thus cannot spread Mitra's teachings in different places, since I also usually help one or two folks everywhere." - and indeed he gave a few gold coins to the poor! - "I have some money but I'm about to spend it all right now, to guarantee I'll stay alive for some more years." - he smiles - "So it would be nice if I could sell it, although to someone who would respect what does it represent. I'll speak to Donnagin tomorrow, thanks!"
    Not wanting to attract suspicion ^_^
    The priest buys a Potion of Invisibility (300gp), Hide from Undead (50gp), Darkvision (300gp) and one of Reduce Person (50gp), since his trips are somehow dangerous.

    ~Argan Day 2 - Morning~
    With his new potions ready, Francisco tells the others what he is going to do, in case something happens, and goes to meet his friends to take the tour in the castle. He is carrying the armor on a large bag, and briefly explains to the others that he will see if Father Donnagin wants to buy it. In any case this roleplay will be longer, but Argan will be sure to put the armor somewhere Donnagin can examine it, and he will be a few feet away, since he doesn't want to be inside a detect magic cone...

    ~Argan Day 2 - Afternoon~
    Still disguised as the priest, the rogue will circle around town speaking to people and propagating the rumor he started yesterday (#R1). He also uses his conversations to include that he saw this mighty arcanist with extraordinary items, and that he was impressed that such a small town would have such an exquisite scholar (#R2). "Oh, he's not from town? So you better hurry up if you want to meet this so called Alexandros Meletis, son, cause otherwise you might lose your chance!"

    He stops to buy a fruit in a friendly merchant's shop, and the guy's so sympathetic that he loses a few minutes having the conversation, just to realize and add to the merchant that he's late! "You must excuse me, sir, I have this schedule to meet with Alexandros, the magic expert of the city, to examine a weird artifact I found in one of my trips. Oh sorry, sorry! I'm taking your time, ain't I? You have a good day sir!"

    ~Argan Day 2 - Night~
    "Hey Goodie, I'm working a few hours per day with the rumor spreading you asked. I could use an amulet of Natural Armor for a nice price if you have the time. Also, since you're working with the cooker, find out what's the schedule pattern on the watch. I want to know when Franz Mott and Zach Eddarly are on duty, cause their schedule is probably different!"
    Father will sit on the bar and gather some info on this William Marcus Marlow. He finds it weird that someone not of the show would just take a character in it, so there must be something wrong. There's also the story about Donnagin paying for it in full, so he wants to know what exactly is the story of the play.


    Kharn wrote:
    and instead goes to the #10 dwarfs construction area in the morning trying to find any weaknesses in the stone.

    That is something that would require that knowledge (engineering) skill you lack ;)

    ~Argan Day 2~

    The man nods with a smile, glad for all the business as he sells you the numerous potions. None of those potions raise any eyebrows, so no checks necessary.

    I'm going to wait to see what everybody else is doing during day 2 before continuing your adventure into the castle. You can take that as something interesting is going to happen.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    That's what the potions are for anyway...

    As Elan would say, dun dun DUN!


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    sorry its been busy here today. I already stated my day 2 actions.. He wanted to buy a potion of invis and together with Eyran was gonna hit the sexret tunnel the night of day 2. Should be able to post more tm.


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    Day Two

    Eryan will try to find the residence of the lovely Kaitlyn. Supposing it to be easy he will take a look around the outside from the streets and anywhere that will not be suspicious to be seen. He tries to find out how often her husband comes home if at all.


    Female Human Witch (Gravewalker) 4 l HP: 22 l AC: 11 [T: 11, FF: 10] l Fort: +2, Dex: +2, Will: +6 l Per: +6 l Init: +3

    During the mornings and afternoons, Goodie will be Bubbe. She will work diligently and also try to gather the information requested. During her evenings, she will enchant for the party at the standard rate of 55% of cost as Alexandros. Alexandros will also though Argan put out that he can be commissioned for consultation or the enchantment of minor magical items (at market price) by appointment.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    Spreading the new facts accordingly.


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    So who is going through the secret entrance with me on night 2?


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    im goin with you Eryan since hes the one knows wheres it at.. Postin from my phone as my comp is broke for some reason..


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    I might also go if you need it, but since things are going to happen in the morning of day 2... I might be dead so I'll make no promises...


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    Hey I had another I-have-nothing-to-do-right-now idea! Why don't we let ourselves get captured by them, and escape from prison again? It will be like remaking the coolest day eva!

    Just kidding, probably.


    Make sure you update the schedule page accordingly when you decide on your course of action for a day.

    ~Eryan Day 2~

    Eryan stakes out the Mott's house from a safe distance. He learns the captain leaves early int he morning, giving Kaitlyn a brief kiss on the cheek before heading up the castle. He does not return until late at night.


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    Vlad is ready for his romp in the cellar with Eryan..


    Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

    Heheh. Lets go.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    Just fill in the sheet whatever you did/plan to do Eryan...


    Usable:
    Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
    HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
    Active Effects:

    We waiting on something?


    ~Kharn Day 2~

    Kharn casually spends some time around the dwarf construction area, but without his knowledge of engineering the intricacies of the work elude him. All he can tell is the dwarves are working hard.

    That night Kharn approaches Barnabus again searching for work. Barnabus looks at him sourly. "Just cause ye can drink and speak the tongue don't make ye a dwarf. Ye actually know anythin' 'bout building?"

    ~Francisco Day 2~

    The priest happily leads you up to the castle, chatting away about the choir hall and how you'll just have to attend the gathering this Sunday and blahblahblah...You can almost imagine the man's windpipe in your hands.

    However, what makes it bearable is how much of the castle you see on the way to the choir hall. The drawbridge is what you would expect, but above your head you see a thin walkway that is attached to the second floor of the keep and the gatehouse. This hundred feet long crenellated bridge overlooks the main bridge below. If an army were to penetrate the gatehouse, this would be the second line of defense. Archers would fire volleys and drop stones on to the invaders on the bridge below. This bridge earned its charming name a hundred andtwenty years ago. A tribe of ogres attacked Balentyne and managed to break the portcullis. The wily Talirean commander let the drawbridge down and the ogres rushed onto the bridge. He then raised the drawbridge trapping sixteen heavily armored ogres (including the ogre’s high chieftain) on the bridge. The archers punished the brutes with arrows and within a minute no ogre survived. With their chieftain dead, the ogres fled in disarray and the “Bridge of Death” was named. Two guards are posted here as you walk past.

    Next you move into the main Throughfare. This large passage way is the main artery for the lower level of the Watchtower. Various denizens of the watch-tower are always coming and going. Currently there are six guards in the area.

    You take a quick left before much more can be gleamed about the main Throughfare. You walk down a 60ft hallway where all of the captain's quarters are, but currently all of the doors are shut. At the end of the hallway you make another left, then head into the base of the southwestern tower.

    The base of the circular tower holds the castle armory and smithy. There is a fully functional forge here that vents its smoke through a crude chimney out over the River Tyburn. The vents are kept deliberately small so this room can get quite smoky through prolonged use. A number of the guards are skilled weapon makers and armorers and use this room to keep the garrison’s gear intop condition. On racks are twenty halberds, longswords, breastplates and heavy steel shields. All bear the marks of the Talirean military. Currently there are four guards here, out of their armor, working intently on repairing gear, making arrow heads and similar activity. You're led to the stairs.

    This large circular chamber is the second level of the tower. This open room is where the banners and honors of the garrison are kept. Six large flags hang on the walland provide a fine place to hide. You're led out a door into the main 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 are several acolytes cleaning the fountain and trimming the grass.

    Near the fountain is a Discipline Platform. This is where insubordinate soldiers are brought to be publicly disciplined. It is little more than a rugged post built atop a wooden platform. Morale is good and Lord Havelyn has proven a capable and efficient commander. So the discipline platform rarely sees use these days.

    On the eastern wall you see a 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 fellow-ship and this tower shall never fall."

    A little farther south on the eastern wall you see a storage shed. This small shed contains tools for maintaining the courtyard and the keep.

    On the southern wall is the stables. This is where horses are stabled. Lord Havelyn’s war horse is here. There is also a pile of hay, pitch fork and tools for grooming horses and maintaining their saddles and shoes.

    To the west of the fountain is the keep, but its doors are shut with two guards posted.

    You're lead to the northeastern corner of the courtyard where the choir hall lays. This open hall is the center of Mitran worship here in the watchtower. Its vault ceilings soar rising twenty five feet. Around the edge of the ceilings are statues of numerous saints of the Mitran faith. All of them are singing joyous hymns in praise of the shining lord. At the front of the hall is a great altar and carved upon the front is the phrase – “There is no darkness so deep that a single candle cannot defeat it.”

    As Francisco is examining the hall, suddenly the soft hymns stop. The priests glance around in confusion for a moment, and what follows is deathly cold silence. Suddenly, one of these teleports directly in front of Francisco, shattering the silence. It speaks in an unnerving, otherworldly voice in a tongue that all understand (truespeech). "You must depart these hallowed halls and repent for your evil sins at once." The priests stare in stunned silence.

    Knowledge (Planar) check if you have it.


    Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

    No K.Planar just yet. For what you said on the discussion thread I was thinking I was already on a jail cell... Common folks, I'm Argan Midnight!

    Inside his mind, Argan understands that this being cannot be convinced, but by its demeanor and infantile demand he realizes the thing has no idea of the true evil acts the rogue has committed, nor what they have in mind, and thus he focus his play on the humans, knowing they are easily fooled by a silver tongue.

    Francisco quickly recovers from the appearance of whatever that was. His face shifts slowly from shock to sadness, and he averts his gaze from the creature and from the priests around him, looking somewhere at the floor, his eyes focusing nothing, lost in memories. He mutters something barely audible for the ones who are close, the archon included: "But... but I thought I was already doing that..." His voice trails away at the end, and as his posture fell into a depressive stance as he turned away, slowly, blinking slowly as if time was not important. "I thought I left that life behind a long time ago..." He starts to walk away, his footsteps making almost no noise as his guilty feet stepped lightly trying not to spoil the hallowed halls. "So-Sorry to cause you... trouble, I will..."

    He doesn't lifts his gaze, nor turns back while walking away from the hall, although his ears are alert to know if the two priests are coming after him or not.


    Argan Bluff: 1d20 + 10 + 5 ⇒ (11) + 10 + 5 = 26

    The archon continues to float for a moment, but as Argan leaves it vanishes. The priests look at each other as they recover from their shock, whispering as you slump away. After a moment you hear hurried footsteps behind you, then feel a comforting hand on your shoulder. "We were not aware of your path to redemption. Perhaps you would feel better after going to a confession?"

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