Dance with the Devil by the Pale Moons Light - Once Upon a Time in Talingarde

Game Master baron arem heshvaun


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Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak then puts one hand under his head and once again pulls two fingers across his neck. He then goes on tip toes and slouches foward and then points to the others

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Are the keys and horn that are hanging on thw wall in line of sight of the guards?


I am become Death, the destroyer of worlds
Khara Thrust wrote:
then jump the guards with the horns. If anyone hears the guards noticing us, we run forward to battle.

All I am going to say is there are easier forms of suicide than facing a whole prison filled with three shifts worth of guards.


I am become Death, the destroyer of worlds
Smoak Shadow wrote:
Are the keys and horn that are hanging on thw wall in line of sight of the guards?

No they are in the room you are in. But a little high for you to easily reach.

Call it a DC 9 Acrobatics to reach and a Stealth check if you want to make a grab for either.

You could grab a chair but that would definitely make some noise to move around.


I am become Death, the destroyer of worlds
Khara Thrust wrote:
either the potion in the veil or a spell from Enosh, whatever you guys think is best.

How do you know its a healing potion?

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

I would like to make a grab for the horn first.

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

stealth: 1d20 + 15 ⇒ (18) + 15 = 33

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Smoak puts the horn in the first cell through the bars quietly

Grand Lodge

Male Human Fighter (HP 15; AC 11/10/10; CMB +5; CMD 16; Fort +5, Ref +1, Will +1 [+1 vs mind-affecting], Init +1, Perception +1) Skills: Climb +4, Knowledge (Nobility) + 3, Ride +1, Survival +5
Smoak Shadow wrote:

Smoak hold up one finger and puts his other hand over his head.

He then holds up one finger and puts his other hand under his head.
He then puts up one finger and then puts both his hands together side ways and rests his head on them.
He then takes one hand and puts it under his head and puts a fist to his mouth.

I prepare to steal second base

Cudjet yells out, "What??!! I don't understand!" (ha-ha, just kidding)

Grand Lodge

Male Human Fighter (HP 15; AC 11/10/10; CMB +5; CMD 16; Fort +5, Ref +1, Will +1 [+1 vs mind-affecting], Init +1, Perception +1) Skills: Climb +4, Knowledge (Nobility) + 3, Ride +1, Survival +5
Khara Thrust wrote:

Unless someone comes up with a better idea, Khara would whisper her suggestion that we all sneak to the guard room, then jump the guards with the horns. If anyone hears the guards noticing us, we run forward to battle.

Also, Khara will appreciate some healing before that- either the potion in the veil or a spell from Enosh, whatever you guys think is best.
Khara also suggests that she'd charm one of the horn wielders- it would be great if it works, but it depends if she overcomes the magic-inhibitor thing, and if the guard saves. Again, your call.

This plan sounds fine. Per Old School's suggestion when two people agree we go forward with it. We need to take action or suffer analysis paralysis and run out of time.

I take possession of the veil again. If no one is around to do healing on Khara I give her a potion from the veil. I wait until Khara tries to charm a guard. If that fails I move up on the guards, sneaky like.

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

....and fail the check. Great.


I am become Death, the destroyer of worlds

DM

Spoiler:
1d20 ⇒ 16

1d20 ⇒ 14

Smoak you are successful in taking the horn and placing it the closest cell, that a pretty high Stealth so I will say you can place yourself wherever you like within 20' of the horn.


I am become Death, the destroyer of worlds

Smoak I actually like your hand descriptions.


I am become Death, the destroyer of worlds
Sir Cudjet Swearoath wrote:

This plan sounds fine. Per Old School's suggestion when two people agree we go forward with it. We need to take action or suffer analysis paralysis and run out of time.

I take possession of the veil again. If no one is around to do healing on Khara I give her a potion from the veil. I wait until Khara tries to charm a guard. If that fails I move up on the guards, sneaky like.

Stealth: 1d20 + 2 ⇒ (6) + 2 = 8

I actually don't recall saying when two people agree, I still want to hear from everyone, but in my mind when I said a 'couple' of posters I was thinking more like four, so its at least a quorum.

Let's take those steps in order.

Round 1

Sir Cudjet takes The Veil and peels off the potion patch.

He is unsure of the contents as he hands it to Khara.

This round Smoak takes the signal horn from the wall peg.

Actions from others?

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Is there a place in the room I am in that I could hide if guards were to come into to investigate noise coming down the hall? Something bigger then a chair that could give me cover. If not I will hide in the 1st cell and wait for the others to decide what they are doing.


Female Beastbrood Tiefling Bard 1 (HP 9/9, AC 13/13/10, CMD 13, Fort +0, Ref +5, Will +2; Init +3, Perception +4; Darkvision 60ft)

in the next round Khara will try to identify the potion.
Spellcraft or alchemy (same bonus): 1d20 + 6 ⇒ (11) + 6 = 17
GM, for your question, I don't KNOW it's a healing potion, but I would assume it is, based on the purpose of the veil. I mean, it could be invisibility or fly or something like that, but healing sounds like a safer bet


I am become Death, the destroyer of worlds
Smoak Shadow wrote:
Is there a place in the room I am in that I could hide if guards were to come into to investigate noise coming down the hall? Something bigger then a chair that could give me cover. If not I will hide in the 1st cell and wait for the others to decide what they are doing.

You could hide under the table, or even the wall sized large fireplace in the gate room, or you could try for the cell you just left the horn in. Stealth rolls for each of course.

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

A fireplace seems an appropriate spot for Smaoak to hide

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

hide in FP: 1d20 + 15 ⇒ (3) + 15 = 18


I am become Death, the destroyer of worlds
Khara Thrust wrote:

in the next round Khara will try to identify the potion.

[dice=Spellcraft or alchemy (same bonus)] Spellcraft or alchemy (same bonus): 1d20 + 6 ⇒ (11) + 6 = 17

We'll say its still the same round, Khara your Round 1 action is to try and identify the potion.

You would need a Detect Magic to use Spellcraft so we'll say you use Alchemy, and I am afraid the roll you made was not enough in this case.

Khara you still have a move action if you chose to take it.

Waiting for comments and actions from Anastasia, Greyfield, and Enosh.

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

You can also use perception to ID potions DC 15+spell level

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Are there ashes in the firplace? If so I rub some on my hands and face


I am become Death, the destroyer of worlds

Smoak's Round 2 action is to dart to the fireplace. Smoak the guards won't be expecting that so I will give you a +2 to Stealth as long as you remain there.

Moving out is of course another Stealth check


Female Beastbrood Tiefling Bard 1 (HP 9/9, AC 13/13/10, CMD 13, Fort +0, Ref +5, Will +2; Init +3, Perception +4; Darkvision 60ft)

Perception to identify the potion: 1d20 + 4 ⇒ (15) + 4 = 19
that would be the next turn i guess. for move action this round I'll pick up the stolen keys from the rat-bile-pile


I am become Death, the destroyer of worlds
Smoak Shadow wrote:
Are there ashes in the firplace? If so I rub some on my hands and face

Yes there are ashes, the fireplace has not been used recently but nether has is been thoroughly cleaned.


I am become Death, the destroyer of worlds
Smoak Shadow wrote:
You can also use perception to ID potions DC 15+spell level

Can you link me to that interpretation to the rule please?

Edit I found the rule, yes Perception works.

Pathfinder SRD wrote wrote:
Identify the powers of a potion through taste 15 + the potion's caster level.

Ok question, if you fail a Alchemy check can you use another skill to identify the same item?


I am become Death, the destroyer of worlds

Khara you have the key. Unidentified potion in hand.

Master work lockpicks with Smoak.

Daggers to Sir Cudjet and Smoak, The Veil back with Sir Cudjet?

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

I don't know if you can use the one after a fail. The downside to using perception is if it's poision roll saving throw.


Male Half-elf Hungry Ghost Monk 1 (HP 10)/10; AC 15/15/13; CMD 19 [21 against grapple]; Fort+4, Ref +4, Will +5, Init +6, Perception +12, Low Light Vision)

I concur with the plan. I'm all about jumping the guards in their break-room and then using it as a starting point. I'll roll stealth to keep a low profile. When/if I see a guard I'd like to bash their brain, bash it the f**k in

Stealth: 1d20 + 6 ⇒ (12) + 6 = 18


I am become Death, the destroyer of worlds

Greyfield

Spoiler:
You make your way through the corridor filled with cells to the iron bar gate area that leads to the guardroom.

The room contains a large table with five chairs and a kettle for making tea. On the wall is a pegboard with keys.

There is a very large fireplace -- quite surprising in its size for the room, it fills an entire wall -- but no fire is currently lit. The room is considerably warmer than your cells, though -- the warmth seems to be coming up through the floor.

A staircase descends down from the room. It is covered by a grating of iron bars, which is shut -- you can't tell if it's locked or not.

You can continue to the actual guardroom or remain here.

Roll Perception please.

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

If and when the party engages the guards I will attempt to get the keys and check and see if the gate is locked.


Male Half-elf Hungry Ghost Monk 1 (HP 10)/10; AC 15/15/13; CMD 19 [21 against grapple]; Fort+4, Ref +4, Will +5, Init +6, Perception +12, Low Light Vision)

Perception with Half-Elven eyes: 1d20 + 12 ⇒ (5) + 12 = 17

Grand Lodge

Male Human Fighter (HP 15; AC 11/10/10; CMB +5; CMD 16; Fort +5, Ref +1, Will +1 [+1 vs mind-affecting], Init +1, Perception +1) Skills: Climb +4, Knowledge (Nobility) + 3, Ride +1, Survival +5
Sir Cudjet Swearoath wrote:
Khara Thrust wrote:

Unless someone comes up with a better idea, Khara would whisper her suggestion that we all sneak to the guard room, then jump the guards with the horns. If anyone hears the guards noticing us, we run forward to battle.

Also, Khara will appreciate some healing before that- either the potion in the veil or a spell from Enosh, whatever you guys think is best.
Khara also suggests that she'd charm one of the horn wielders- it would be great if it works, but it depends if she overcomes the magic-inhibitor thing, and if the guard saves. Again, your call.

This plan sounds fine. Per Old School's suggestion when two people agree we go forward with it. We need to take action or suffer analysis paralysis and run out of time.

I take possession of the veil again. If no one is around to do healing on Khara I give her a potion from the veil. I wait until Khara tries to charm a guard. If that fails I move up on the guards, sneaky like.

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6

....and fail the check. Great.

These were my moves above. I haven't seen if Khara is still going to charm a guard. She's been with the potion for 1 or 2 rounds.

I have possession of the veil. If it doesn't seem like Khara is ready to charm a guard by the end of the second round I will move forward with Greyfield to engage the guards.

Stealth: 1d20 + 2 ⇒ (11) + 2 = 13

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

khara is still in the cell trying to figure out if the potion will heal her.She can act in rd 3. It's a 30 feet long 10 foot wide hallway to a turn into that you cant see. Khara definitly can't charm anyone from the cell.Ana and Nosh havent posted yet.If you are not stealhty you will probly trigger combat when you go down the hall and Khara is 2 more rds from being able to even move down the hall.At this point people should wait for Khara to see if the potion heals her. If not maybe she will be invisible or something else useful. Then the sneaky people should go first so we have people in place if someone is heard. Cudjit should go the same round as the others just last and Nosh should wait since it's tough to cast spells and the less people moving the less chance of being heard. As before get the guy with the horn first. You have seen me put a horn in the first cell by the end of the hall. Greyfeied has snuck down the hall and made the turn so you no longer see him. Once Khara is caught up the three of you should sneak down the hall. If you re heard its most likely Inititive with you three down the hall. Hopefully Grefelid can grapple the guy with the horn until the everyone else can help if you are heard.Once the fighting begins Nosh can start down the hall and rejoin the party. I have posted what I will do once combat starts.


Male Human Juju Oracle 1 (HP 10/10, AC 11/11/10, CMD 7, Fort +1, Ref +1, Will +2; Init +1, Perception +0)

That's enough fiddling with potions.
concentration to cast cure light wounds on Khara: 1d20 + 5 ⇒ (17) + 5 = 22
healing Khara: 1d8 + 1 ⇒ (8) + 1 = 9

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Don't be impatiant here. I think everyone in the cell would have waitied for Khara as she experimented with the potion in a attmept to heal before possible combat, before going down the hall.After that the rd 1,2,3 thing should start as the group acts together, or we are evil impatiant bastards and just go and if it kills us all so be it

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Also I had said to mess around with the veil and grab two keys before I went down the hall. I steahed down the hall made the turn saw what I saw. Listend in on the gaurds, Looked over the guard room.Went back in the hall. Played charades with the group in the cell. Went back in the room grabbed the horn went back in the hall put the horn in the cell. Went back in the room and hid. That should have givin Khara a few rounds to do the potion thing before Grefeild went down the hall.I just made alot of posts before anyone else did


Female Beastbrood Tiefling Bard 1 (HP 9/9, AC 13/13/10, CMD 13, Fort +0, Ref +5, Will +2; Init +3, Perception +4; Darkvision 60ft)

it does not matter because the GM ruled that after round 1 in which i failed the alchemy check to ID the potion, I cannot use perception to try and ID the potion again. We'll have to wait until later for someone else to try it.

On the second round, Khara (now fully healed), after giving Enish a quick thankful smile, sneaks her way with the gang closer to the guards' room.
stealth: 1d20 + 7 ⇒ (17) + 7 = 24
She places the potion safely on the floor out of where others might step on it, not too close to our cell and not too close to the guards' room. (She'll be back for it after the fighting is over, no pouch to safely carry it around until then)

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8


Rd 1 I double move (Crawl)down the hall stealhly No mvt negitives for me
Rd 2 I get to finsih crawling down the hall and get into the other room
Rd 3 I Listen in on the guards and see how many they are
Rd 4 I play charades
RD 5 I play Chardes
Rd 6 I go in the room grab the horn
Rd 7 I put the horn in the cell
Rd 8 I hide
Rd 9 Grefeild Sneaks down the hall

Dark Archive

Male Halfling Rogue1 HP 10/10 AC 15 /11/15 CMD 10 Fort 2 Ref 6 Will 2 Init+4 Perception+8

Rd 9 Smaok places the lockpicks and the dagger on the ground in his hiding place.


Female Changeling Rogue (Charlatan) 1 (HP 9/9; AC 12/11/11; CMD 12; Fort +0; Ref +3 Will +1; Init +1; Perception +5; Darkvision 60 ft)

As I'm still working 16 hours a day for the next few days just assume I stay with the least stealthy person in the group, and when we get to combat or anything that absolutely needs my input I'll make time to post.


Male Half-elf Hungry Ghost Monk 1 (HP 10)/10; AC 15/15/13; CMD 19 [21 against grapple]; Fort+4, Ref +4, Will +5, Init +6, Perception +12, Low Light Vision)

Greyfield cracks his knuckles in anticipation. Longing for the clash of bone and sinew, The Mad Monk waits for the sign of a guard with a signal horn. Singing to himself... Nothing could be more morose when a guard begins to choke in the eveEeEeEEniiiiNNnnnggGgGggGGgg....

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