Slevin Wraith |
Sense Motive: 1d20 + 8 ⇒ (4) + 8 = 12
Slevin frowns, wondering what in the world the girl could possible have do to merit Branderscar.Shaking his head he moves over to free her, popping the simple lock within seconds.
Disable Device: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26
Amber Irdait |
Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15
What happened to warrant this girl being branded as one of the forsaken?
Amber looks at the little girl curiously for a moment and shakes her head. "Well, I have to say your 'friend' certainly seems to have put some thought and effort into this little enterprise. We shouldn't disappoint her," she says with a smile, offering her own hands.
Lisbeth Steelsong |
I'd rather not do inter-party opposition rolls...
Lisbeth waits her turn to be freed, and studies each of her cellmates a bit more closely, deciding who can be used and in what capacity.
"I would hate to keep your friend waiting. Is that all that thing has to offer? Some picks?" Lisbeth whispers, keeping an eye on the hallway for the guard.
Slevin Wraith |
Slevin proceeds to work on Amber's manacles taking a little extra effort, before then tackling Lisbeth's
1d20 + 5 + 5 ⇒ (8) + 5 + 5 = 18
1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14
1d20 + 5 + 5 ⇒ (3) + 5 + 5 = 13
1d20 + 5 + 5 ⇒ (20) + 5 + 5 = 30
1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26
Amber Irdait |
Amber sighs happily, flexing her hands and arms as the manacles finally give way to Slevin's tinkering. "Finally! It's good to have my arms free, especially my throwing arm even if there isn't anything to throw - I was beginning to get a vicious cramp!" As Slevin works to free the rest of the cell's occupants, Amber quietly moves closer to the cell door and places her ear against it in an attempt to listen to what might be happening out in the corridor, if anything.
Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Sorry about the delayed post today, work kept me busy! I can go either way on inter-party opposition stuff, but most of the games I've been in don't seem to use them.
lexibean |
Slevin comes up with a 50 foot rope, a small lantern, a little sack that appears to contain reagents of some kind, a silver holy symbol of Asmodeus, two daggers, a small pile of gold, and one small bottle of something red. The last patch is the one of the window, when Slevin tugs, what comes off is an odd little square of twisted space that tugs at the edges of his clothes and hair that's nearby, as if trying to pull them in.
Lisbeth Steelsong |
"What an odd contraption..." Lisbeth remarks, looking at the square, shaking her head. Picking up a dagger, she tests the weight, happy to finally have a weapon, no matter how pitiful, back in her hands. "Shall we go and meet this friend of yours, then? Did they say where we could find them?"
Noticing Amber listening at the door, Lisbeth moves over to her, whispering, "Do you hear any of our puppets outside? We should try not to raise the alarm too soon, else have the whole of the garrison on us. And while that might be a good fight to die on for some common thug, I'm no common thug."
"Did anyone get a good look around on the way in? They had me knocked out, hooded, and drugged for good measure when they brought me in, so I haven't a good measure of the layout of this forsaken place," she mutters, looking around. "Does anyone know where the front door is, or should we just politely ask around for it?"
If nobody objects, I'll take one of the daggers until I can upgrade to something with more heft. Can we put the stuff we don't need back in the veil, or is it out permanently now? I'm thinking of the rope, lantern, and whatever that square is. I'll leave it to someone with more expertise to figure out what that red liquid is.
Annabelle Ember |
Once free, the little gnome girl began searching the room,all the little nooks and crannies that she could not search before.
eventually all the items are taken from the viel, she makes her way to the items and looks through them, nope, nope, nope, nope. going through each item (not already taken) putting it aside after looking.
still no bear, heyyy, that looks neat she seems disappointed at first with the items but the odd looking square has captured her attention.
know planes: 1d20 + 5 ⇒ (16) + 5 = 21
spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19
Amber Irdait |
"They're out there all right, so far I haven't heard anything unusual so I don't think they're aware of anything we're doing - yet," Amber whispers in reply. As the other items are pulled by the veil one by one, Amber's eyes fixate on both the small sack of reagents as well as the vial of red liquid. "Hmm, these look promising!" She carefully inspects each to try and determine what purposes they might have.
Kn. Arcana: 1d20 + 8 ⇒ (6) + 8 = 14
Spellcraft: 1d20 + 10 ⇒ (9) + 10 = 19
Amber Irdait |
"Eeeexcellent!" Amber hisses with delight. "Black powder and other alchemical ingredients and rudimentary spell components - I believe I can make use of at least some of these. Is there anyone else among us who utilizes arcane might?" She holds up the potion for a moment, before adding, "This is a potion of minor healing magic - Cure Light Wounds, I believe. Who wishes to carry it?"
Slevin Wraith |
"So here's the question,"Slevin whispers, testing the point on the dagger. "Do we try to use the hole on the wall, make a window and climb down on the rope, do we put it up against the door and drag a couple of these @#$#%ers through and taker their gear, or lure them in here, let the other prisones loose and escape in the chaos? Any thoughts?"
Annabelle Ember |
the little gnome was rather quiet as she ponders the options.
finally, her tiny voice squeeks as she offers her opinon. the outter wall, well we are not even sure if it does in fact lead outside, nor how thick the wall is. climbing down will leave us exposed. I suggest the front door, and burn anyone in our way. besides they have my bear, and he probably misses me.
Amber Irdait |
"The little one has the right of it; trying to make a window would be good if we knew how thick the walls are or where they lead. Of course we could always try and see, provided that hole isn't a one-time only creation. So...we can try and use it to pull our keepers inside and relieve them of their belongings or we could perhaps try some sort of diversion to lure them in here," Amber whispers. "In the meantime, I'm going to see if I can prepare anything useful from these reagents - I'm much more effective with my bombs and extracts."
Can Amber use the reagents to prepare any of her normal items? If so, which ones and how many?
Lisbeth Steelsong |
"Save the... hole or whatever it is, since we don't seem to understand its full potential yet. We'll lure them in the old fashioned way. Now we just need a damsel to put in distress for our puppets to rescue," she says, looking at the "little girl."
"Think you can get 'em in here?"
Lisbeth Steelsong |
Lisbeth nods as she walks back over to her corner, raising her hands to where the manacle should hold them, awkwardly holding the dagger, trying to keep it out of view from this angle, "Come on, get on with it, then..."
Annabelle Ember |
Annabelle sits thinking of what to say as the others get into position.
Once everyone is ready. she will bang on the door of the cell.
excuse me... mr guard sir? do you have a doggie biscuit for Spot, he's getting hungry.
she then quickly makes a circle on the floor and with a quick flash a dog appears in the circle. it eyes glow with a fiendish fire. ats fur all black, and the scent of sulfur surrounds it.
bluff?: 1d20 + 5 + 4 ⇒ (2) + 5 + 4 = 11
summon monster I -- fiendish dog (duration 10 rounds)
thats like the 4th or 5th nat 2 I rolled consecutive across the boards