Empire of Night: Way of the Wicked (Vampire Campaign)

Game Master Neil Mansell

In the noble land of Talingarde, the righteous deity Mitra has purged the land of evil cults and undead predators, yet the darkness is set to rise once more. a band of evil outcasts plot the destruction of the people who imprisoned them and a way to attain power for themselves, even if it costs them their humanity.
Power at any price.

Full map of Talingarde

Branderscar Prison - Full Map.


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Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane keeps up the conversation, seeing as the guard is pliable. "And how do we get past the lockdown? Or get it to end?"


"You... You can't escape right now. Sergeant Blackerly's first job is to make sure the gatehouse is locked down and secure before mustering the remaining guards. Then, he'll make an assault on the central keep (where we are now) to bring the situation under control and capture any escaped prisoners."
He smiles nervously.
"Although, the alarm can be dropped if someone sounds the signal horn twice."

rolls and such:

:): 1d20 + 4 ⇒ (20) + 4 = 24
:): 1d20 + 4 ⇒ (13) + 4 = 17
:): 1d20 ⇒ 17
:): 1d20 ⇒ 11
:): 1d20 - 1 ⇒ (3) - 1 = 2
:): 1d20 + 8 ⇒ (15) + 8 = 23

For Mordesel:
He's lying about the signal horn.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel walks swiftly towards the man, slapping him across the face.

Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Non-lethal: 1d6 + 2 ⇒ (3) + 2 = 5

You lose your life with the next lie, he says staring into the man's eyes.

Intimidate: 1d20 + 7 ⇒ (10) + 7 = 17

Now, is there really a way to dismiss the signal?


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Does Anton see anything outside as he looked out the door?


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane's previously somewhat gentle grip on the guards shoulders turns slightly tighter as Mordesel reveals the trick as a lie. When he thought about it, it wasn't even a terribly good lie, that any guard with a horn could call off lockdown on the highest security prison in the land.

"You best be careful lad." Dane's grip tightens a little more. "We've shown mercy and spared your treacherous life on the idea that we may be able to trust you. At least long enough for us to part ways. But right now you've just decided to strain that trust..." Dane's grip turns vice-like in its intensity. "I think we can both agree we've got no reason or desire to cause your mother such sorrow, right?"


Anton:
You can't see any guards outside for the time being.

Mordesel's punch knocks the wind out of the guard. The guard shrieks and cowers.
"Wait wait, don't kill me! I just panicked! Look... Only the warden or Blackerly can call off the alarm now, I can't do it."
He looks around in terror, searching for something to prove himself useful.
"Look at Yarin over there!"
He indicates the body of the guard by the doorway.
"He has a potion on him! I think his mother sent it to him a few weeks ago! And umm... I'll bet some of the guards have things in their chests in the barracks (the room to the north), if you have the keys."


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Taking into account everything the guard has said, Dane announces the plan he has in mind as he searches the body for the potion mentioned, or at least a key. "Alright, I think we have a clear goal in mind. Blackery is likely with the rest of the guard, but the Warden sounds more like a recluse who let's that fool do all his work, so he's our target. We take him hostage, and force him to let us escape. If he dies in the fighting or refuses to assist, then we move to Blackery, if the same problem happens with him, then we'll just have to take the gate by force, or descend the walls with this rope, whichever will be easier for all of your abilities."

Once finished with his search of the body, Dane calls out a command "Someone search the other one, see if you can't find those keys." Then with the rope from the veil, he approaches the guard, wrapping his torso and tying his sword arm to his side. His shield arm is left conspicuously loose. "Don't struggle, I'm allowing you use of this arm so that you may defend yourself in whatever there is to come." Once the guard is thoroughly tied, Dane ties the other end to his waist, and coils most of the excess over his shoulder. The knots he uses are simple ones, generally easy to undo if a time ever comes that the rope will be needed for another purpose. "Our fates our tied together now boy, wherever I'm going, whatever I'm doing, whatever happens to me, now happens to you as well. Once we're ready to leave, you're going to lead us to the Warden's tower by whichever route will give us the best chance of avoiding Blackery and his lot. While doing this, you'll lead, whenever we run into conflict, you follow me, understood? And just so I can stop this 'lad' nonsense, what's your name?"


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sion attempts to bash open the chests. Smashing the locks with the edge of his shield.


Male Human Sorcerer(Sanguine/Umbral) 1|HP 18/18| AC 12(T12/FF10)|CMB +2; CMD 14| Saves Fort +3, Ref +2, Will +0| Initiative +2, Perception +1 (darkvision 60'), Sense motive +1
Abilities:
Spells 5/5, Blood-Drinking 7/7

Donovan follows Sion into the barracks, and begins testing the keys he lifted off the fallen guards in each lock.


Dane checks the body of the guard. He finds a longsword, shield and chainshirt (standard gear) as well as a small key and a potion.
The potion is labelled Curative. You're pretty sure it's a potion of cure light wounds.

The prisoner just nods fearfully.
"Dale. Just call me Dale."
In the other room you hear the sound of smashing wood and metal.

Sion:
A dedicated effort to break a lock is certain to succeed, even if it takes a couple of rounds, so I'll forgo the strength check.
After breaking the first lock, you open the chest to find...
random chest: 1d19 ⇒ 19
A traveller’s outfit, a finely made pipe (worth about 5 gp) with a good supply (1 lb.) of high quality shag tobacco (worth about 2 gp).

Donovan:
The small keys you've acquired from the guards (4 of them by my count) do indeed work in the chests.
After opening the chests, you open them to find...
random chest: 1d18 ⇒ 7
random chest: 1d18 ⇒ 8
random chest: 1d18 ⇒ 13
random chest: 1d18 ⇒ 7
A silver holy symbol of Mitra (worth 25 gp) and a Mitran holy book (worth 5 gp), 12gp in mixed coinage, and A surprisingly well written love letter ending in a proposal of marriage to someone named ‘Michelle’ and a sapphire engagement ring.

Edit: Donovan and Sion are in the same room and can probably see what the other is doing.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sion stashes the pipe and tobacco in a pocket to keep for later and sets to work on another. He looks over at Donovan with his keys but ignores him for the most part. [ooc]Will keep doing this trying to find anything useful until Dane or someone else calls with a plan.


Male Human Sorcerer(Sanguine/Umbral) 1|HP 18/18| AC 12(T12/FF10)|CMB +2; CMD 14| Saves Fort +3, Ref +2, Will +0| Initiative +2, Perception +1 (darkvision 60'), Sense motive +1
Abilities:
Spells 5/5, Blood-Drinking 7/7

After stowing the coin and engagement ring on his person, Donovan places the holy symbol around his neck and grips the holy book in one hand, as if ready to begin a sermon. A distant and mournful look comes to his face as he is momentarily lost reminiscing.

Ah the simple trappings of a Mitran peasant...just like the Priest used to carry. Up until those bastards of an inquisition murdered him! I suppose that leaves one office open in the church.

Father Gance, that has a nice ring to it. Heh, if only. Donovan muses as he returns to the group.

We'd best be getting up to the Warden's tower then? Sounds to me like we've got ourselves a man in need of some penance.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Raising an eyebrow at the racket coming from the barracks, Dane nods at Donovan. Somehow this crazy fool seems to be the one most of mind with me... Ignoring any implications, Dane takes the curative potion claimed from Yarin's prone form, and with considerable effort, rolls Grumblejack over to feed him the potion. Unless anyone objects, if so, interrupt Dane. I the player am more than happy to compromise and work with the other players, but Dane's the type of guy who's not really going to assume a democratic process and will just take action unless others begin to object. "Gotta protect you better next time or this is a waste... C'mon Grumblejack, get up."


Dale continues to talk, almost incessantly. From his information, and your own knowledge, you've managed to gather that the area looks like:
Map of the Prison Grounds.
He knows little about the warden's area (area 21), but is aware that the rooms to the west in the keep (area 12-15) consists of an armoury, storeroom and private quarters of Blackerly.

I figure you guys should have more info about Branderscar while there's a temporary lull in the combat.


HP: 10/10, AC: 12/12/10, SV: 3/2/4, INIT: +4, CMB: -1, CMD: 11, ATT: Hex - Slumber, Perception: +2

Where are we exactly?


Area 10, mostly. Donovan and Dane are opening chests in Area 9.


GM rolls:
Chest: 1d20 ⇒ 3
Chest: 1d20 ⇒ 14
Chest: 1d20 ⇒ 9
Chest: 1d20 ⇒ 7
Chest: 1d20 ⇒ 7
Chest: 1d20 ⇒ 16
Chest: 1d20 ⇒ 2

After opening/smashing all the chests open, Donavan and Dane find the following:
- A personal journal that reveals a password "Hesterfield" and the details of the next gambling game (tonight, an hour from now).
- A fine bottle of whiskey (worth 25gp).
- Several bottles of absolute rotgut (worth 5gp).
- A masterwork lute.
- A map of the nearby town of Varyston, including the Old Moor Road.
- Various collection of letters from families and loved ones (poignant but worthless).
- A supply of delicious cookies.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

You mean donovan and Sion? Dane is doing the interrogation.


Sorry, yes that's what I meant.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Hesterfield. Our ticket out of here perhaps. If we could pretend to be guards.

After gathering a few things of worth (mainly the map) Sion returns to the other room. "We could visit the armoury if anyone wants something other than a longsword. Or go take out the warden while the guards are busy securing the gate. We don't want a mage at out backs."


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

"The armory is likely quite locked. Although your facility with opening a lock by smashing the container with brute force, may work with a likely reinforced door, the time it may take could become prohibitive if the guards decide to make a foray. That being said, I'm not sure I would enjoy going up against the Warden or a host of guards without some decent weaponry or protection," Anton says looking at the guards equipment. "I suppose I could wear one of their chain shirts, but I find it a tad confining and would much prefer the flexibility of leather, reinforced or not."

Anton moves to look out the side door again, in case the guards decide to try to flank the group of prisoners.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane nods in agreement to Anton. "We've already spent a great deal of time here, I doubt it's much longer until Blackery storms the keep. If we want weapons beyond what we have, we should get them after we deal with the warden."

Seeing as no one has stopped him.
Potion of Cure Light Wounds for GrumbleJack: 1d8 + 1 ⇒ (4) + 1 = 5


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Then let's go. Mordesel moves to the back door, ready to go.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

"Ok. I'm ready." Sion moves for the kitchen but stops when he gets to the guard. "Do we need him anymore?"


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Dane's eyes narrow at the suggestion, his hand moving to his sword. In Elvish, he quietly addresses Sion. "Maybe, maybe not. Either way I'll not release him to let him betray us. But neither will I let him fall to any treachery. His usefulness was to buy his life, I'm not so dishonorable as to let that be a lie."


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

"I made no promise. He is a liability and a loose thread." Sion replies in elvish also and leaves the guard to Dane heading for the door.


HP: 10/10, AC: 12/12/10, SV: 3/2/4, INIT: +4, CMB: -1, CMD: 11, ATT: Hex - Slumber, Perception: +2

Watching the interplay between the drow and the ulfen, Nikita laughs aloud.

Walking over to Donovan, the fetchling woman examines the results of his labors. Spotting the letters, she looks him in the eye while raising one eyebrow. Unless he stops her, she reaches out and takes them, lashing them together quickly and tossing them in her pocket.

Turning back to the others, she prepares to follow Sion.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel listens to the strange language Dane and Sion use. He seems unsure of the decision they come to, but finally he speaks up, I'll not throw his life away without cause. If he causes any hardship on us, then he dies. But for now, he is still useful.

Once everyone is prepared to go, Mordesel leads the way moving along the back of the keep towards the warden's tower, being wary of guards.

Perception: 1d20 + 8 ⇒ (5) + 8 = 13
Stealth: 1d20 + 8 ⇒ (9) + 8 = 17
Just making it clear that Mordesel does not head out on his own. If people delay, he'll wait, it just seemed we might be ready to move on and he's ready to do so.


Male Ogre

Grumblejack stirs, partially healed.
"Grumblejack do... good?" he mumbles deliriously.
Shaking it off, he staggers to his feet, grabbing his length of chain.

Though conscious, the ogre does not look healthy.


Your team ('lead' by your captive) moves stealthily around the building through the back door. Noticing no movement (indeed, the yells and calls from earlier have ceased), you all move around the south side of the keep. Thankfully, you appear to be in a blindspot, making it impossible for any observers from the guardhouse (area 3a/3b/3c) to spot you. Of course, it also means you can't see them either.

Cautiously, you make you way to the south tower.

After several tense moments, you reach the door.
Roll d20map has been updated


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

"You did fine, but I'd recommend you stay back till we escape the prison, one more hit like that and I don't think you're surviving." Dane, apparently thinking that Grumblejack may be useful in the long term, beyond Branderscar, continues to do his best to get him out alive. Seeming to have a bit of a "Eureka" moment, Dane turns to Dale and says, "Got a new job for you Dale, if and when combat arises, your job is to keep Grumblejack here alive, 'specially considering how you're the one responsible for his sorry state. Won't ask you to turn a blade against your comrades, but I think it's fair to ask you this much." Then, making sure that the delirious ogre understands the basics of what happened while he was unconscious. "Hear that 'Jack? This guard's going to help you get out of here alive, so don't eat him. But he's still not one of us, he's our prisoner. So..." Dane turns to Dale for this final sentiment, "If he looks like he's betraying us in any way, don't feel like you're not allowed to kill him."

Upon reaching the door, Dane draws his sword, readies his shield, and listens, trying to hear any sign that they may be walking into a trap of young Dale's making. "Good job Dale, now get back, stay with Grumblejack."

Perception: 1d20 ⇒ 8


Male Human Sorcerer(Sanguine/Umbral) 1|HP 18/18| AC 12(T12/FF10)|CMB +2; CMD 14| Saves Fort +3, Ref +2, Will +0| Initiative +2, Perception +1 (darkvision 60'), Sense motive +1
Abilities:
Spells 5/5, Blood-Drinking 7/7

If anyone deserves to eat the poor fool it's me, by the gods am I hungry...

As Donovan waits to enter the tower he leafs through the pages of the Mitran holy book, muttering as he browses its pages. My, my those Mitrans were poor writers at times; sometimes I wonder how they manage to make it through some of these passages without just giving up and just sacrificing a rat or something and becoming devil worshipers. Save them quite a bit of eye strain it would...


Male Ogre

Grumblejack gives Dale a wide, toothy grin at hearing Dane's instructions.
"Hur hur, please try to escape little 'un, cuz I'm REAL hungry right now."
Dale turns white with fear.


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

With his charges taken care of, Dane asks everyone. "Everyone ready? I'd say we open up that door quiet like in case we're not expected, but be ready to give a good charge if we are."


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Perhaps not expected, but likely the man is ready, considering the alarm..., Anton sighs and motions for them to go ahead, while at the same time pressing himself against the nearby wall.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel readies himself to charge through, then once everyone else is ready, he slowly opens the door, powering through.

Stealth: 1d20 + 8 ⇒ (14) + 8 = 22
Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

Shifting his sword to his shield hand long enough to drop the coiled rope, Dane follows after Mordesel.


Mordesel goes to open the door, but it won't move.
It's locked. :)
Someone calls out from behind the door.
"Hey, who's that? What's the password?"


Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

lol, yeah, strangely didn't think of that eventuality.

Dane shoots a look at Dale and jerks his head at the door.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Sion points his longsword at his neck and looks menacing.


Dale gulps nervously but nods his acquiescence. Grumblejack gives him a 'friendly' shove towards the door.
"It's... It's Dale. The password's Hesterfield."
The captive stutters nervously.

a few rolls:
roll1: 1d20 + 2 ⇒ (13) + 2 = 15
roll2: 1d20 + 2 ⇒ (11) + 2 = 13
roll3: 1d20 + 8 ⇒ (5) + 8 = 13

A commanding voice calls out.
"Let the man in, we need every good man if we're take back the prison keep."
You hear a latch click and a moment later the door swings open. An armed guard stands behind the now open door. Doing a double take, he gasps in horror of his mistake.
Combat to follow momentarily!


Inside the tower you can see two standard prison guards (one is standing by the door). Behind them, standing on the lower steps of a spiral staircase stands an elderly man wearing finery. He has some cover from the stone bannister. All three are shocked to see your band standing at the door.

The chamber itself is a sturdy stone construction. There are a number of banners, flags and plaques on the walls. One of the wall hangings is an old brocade tapestry.
This room is lit by four sconces holding torches.

COMBAT!
Initiatives:

The rolls:
Prison Guards: 1d20 + 2 ⇒ (15) + 2 = 17
Grumblejack: 1d20 - 1 ⇒ (16) - 1 = 15
Dane: 1d20 + 2 ⇒ (2) + 2 = 4
Nikita: 1d20 + 4 ⇒ (13) + 4 = 17
Anton: 1d20 + 5 ⇒ (18) + 5 = 23
Donovan: 1d20 + 2 ⇒ (20) + 2 = 22
Sion: 1d20 ⇒ 2
Mordesel: 1d20 + 4 ⇒ (13) + 4 = 17
Old Man?: 1d20 + 4 ⇒ (11) + 4 = 15

First up is Anton, Donovan, Nikita and Mordesel.
Next is the good guys: The prison guards and the 'Old Man'.
Followed by Grumblejack, Dane and Sion.

No surprise round.

Just a quick reminder, specific order of play doesn't bother me much, except that Dane and Sion will have to wait until the NPC's have acted before they get their turns.


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

Mordesel pushes through the door, dancing around the guard there. On his way through he aims a kick at the back of the man's knee, but the kick misses.

Use of acrobatics to move through threatened square of the guard, then an unarmed strike, which I'm fairly sure misses.
Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
Dailies:
Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

Well, as expected, he's awake and even has help... Well, no point in crying over spilled milk, or sounded alarms. It's about survival now... Anton begins to extol the abilities of the group, inspiring to greater feats. "An' it begins, fellows. An' we shall triumph!"

Inspire Courage - Allies gain: +1 competence to attack and damage and +1 morale save vs. charm and fear

Moved the icon to show around where he was from my previous post


Male Human Sorcerer(Sanguine/Umbral) 1|HP 18/18| AC 12(T12/FF10)|CMB +2; CMD 14| Saves Fort +3, Ref +2, Will +0| Initiative +2, Perception +1 (darkvision 60'), Sense motive +1
Abilities:
Spells 5/5, Blood-Drinking 7/7

Lạnh liên'lạc!

After performing a few gestures with the holy book held open like a mock spellbook, Donovan's free hand begins to glow with pale blue light. He slides past Sion into the doorway, gesturing menacingly at the two guards.

Time for some penance...


I'll need to ghost Nikita for now.
Nikita steps aside, getting a good view of the room inside.
Seeing the guard by the door, she grins and focuses her powers on the closest guard.
Guard's Will Save: 1d20 ⇒ 10
The guard crumples to the ground, snoring loudly.
The second guard hurls himself at Mordesel, longsword swinging.
Longsword attack w/charge: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 2 ⇒ (5) + 2 = 7
The old man on the staircase casts a spell, his eyes staring intensely at Donovan. Clearly the old mage is not amused by Donovan's imitation of a Mitran priest.
Old man casts Flaming Sphere.
@Donovan: Reflex save DC 17 negate Damage if reflec fail: 3d6 ⇒ (6, 3, 3) = 12


Male Ogre

Grumblejack readies himself outside the door. Clearly, his recent brushes with death has made him a tad cautious.

Dane and Sion are up.


Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

Double move action to get myself next to the old man going past the sleeping guard. Swift action to Smite Good against him.

Having to look away from the flames that suddenly sprung up out of nowhere Sion moves into action. Stepping deftly over the suddenly sleeping guard who, from the looks of happiness on the shadow girls face, had been magically disabled he dashes towards the mage with his stolen longsword pointed in a menacing fashion towards him. "The Lords of hell give me strength to put an end to you today!"


Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

With the charge I'd like to use my redirection attempt. It is an immediate action with a +2 bonus against a charge.

As the guard charges Mordesel, he whips his other foot around, using the guard's momentum to sweep his feet from beneath him.

Trip: 1d20 + 6 ⇒ (9) + 6 = 15

If the trip attempt is successful he needs to succeed at a DC 16 reflex save or be sickened for 1 round.

Edit:I just reread it and it actually says reflex save to halve the duration, but the duration is only 1 round at this point, I don't know how you want to deal with that. . . .


Trip attempt succeeds. Guard is prone I guess.
Reflex: 1d20 + 1 ⇒ (11) + 1 = 12
And... Sickened as well for 1 round.

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