GM Blood's Way of the Wicked (Inactive)

Game Master David James Olsen

Current Map
Map of Branderscar


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HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"Wish me luck at the poker game." Ash raises his hand in farewell and heads North through the double doors, which hopefully lead outside, to gather intel on the perimeter. If outside, he takes a deep breath and his time walking to the Eastern gatehouse, looking up, trying to notice number of guards, places with cover on ground level to hide, etc.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23


FYI, The guard said east room of the gatehouse

Ash walks outside and it is night, but there is some moonlight so he can make out some things. The large building they have been incarcerated in sits in the center of surrounding walls with a tower every 30 feet or so. South behind the building he came out he sees a much larger Tower. A path leading north past a fountain looks to lead to the gatehouse talked about, Ash also sees what looks to be the dog pen next to it.

It is hard to see if the towers are manned, but Ash sees a guard with a bulls-eye lantern walking the walls making a loop around the perimeter occasionally shining it down into the courtyard. He also can hear the water hitting the rocks past the walls and down the cliff.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash nonchalantly heads to the gatehouse, taking the long way around to see if he can look back and see down the eastern side of the prison for guards, exits from the prison, how far from the prison to the main wall, etc.

Perception: 1d20 + 10 ⇒ (15) + 10 = 25


The path leads north from the main building, around the fountain on both sides and ends up at the double doors to the gatehouse. You see on top of the gatehouse is two guards and they see you approach but do not take interest in you. The gatehouse looks to be a two story structure.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

GM, as Ash was walking north, I was looking back toward SE part of prison. See questions above.


No guards over there other than the one with the bulls-eye lantern. From the building to the wall is about 60'. The only exit is the gatehouse unless you leap from the walls or something


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash walks to the entrance of the gatehouse, realizes he has no coin purse, shuffles through his pockets and heads back into the prison. If he sees the guard there, he stands within the door, smiles and says to him, "Can you believe it? Left my coin purse on the table downstairs. Can't play poker with no coinage, eh? Do you think you could get it for me? I'll watch the hallway for you till you get back. Please, I'll share some of my earnings wit ya if I win."


"Sorry i can't leave my post, you'll have to do it"

I'm sure you meant upstairs


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Oh, I thought we were being held in dungeon and we took stairs up to get to this level. We were being held on 2nd floor?

Sense (Motive): 1d20 + 7 ⇒ (11) + 7 = 18...does Ash think the guard is susceptible to any bribe or is he wasting his time trying to bribe the guard to leave his post?


Bribery could work, bluffing a reason why he needs to go upstairs could work, diplomacy could work. Bribe with those could give a bonus

You were held on the second floor, came down the stairs to get on this level


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"C'mon, buddy, alright, my final offer. I'll give you guaranteed 5sp and I'll even take one of your shifts for you. I'm feeling lucky tonight, so a do a brother a favor and go upstairs quickly and get me my coin purse."

Untrained Diplomacy check: 1d20 ⇒ 20..damn, maybe I should have just attacked the guy!


GM Blood:

Sense Motive 1d20 ⇒ 8

Initiative Steinki Uðr 1d20 + 1 ⇒ (12) + 1 = 13
Initiative Hugh of Karfeld 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Ash Hunt 1d20 + 4 ⇒ (18) + 4 = 22
Initiative Lueck 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Grumblejack 1d20 - 1 ⇒ (17) - 1 = 16
Initiative Guard 1d20 + 1 ⇒ (14) + 1 = 15

"Feeling lazy and lucky, eh? You think he won't let you go if you head upstairs? Well I'll take easy money like that!"

He heads over to the door to the south to head up the stairs and opens the door to his surprise

I'm allow Ash to act in the surprise round but not anyone else since they were behind the door waiting, (remember surprise round give one standard or move action) then Round 1 will begin


Ash in the surprise round first then everyone but Steinki in round 1 (Ash you can basically take your surprise and 1st round action)

Quote:

Round 1

Initiative Order - Lueck, Ash, Hugh, Grumblejack, Guards, Steinki

Guard AC 17 T 11 FF 16 CMD 14


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Surprise Round:
Ash does partial charge to O74, flanking with Hugh: Attack: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10...miss!

Round 1:
Flurry of blows
Attack vs FF AC: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13..miss!
Attack vs. FF AC: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16...hit!
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

HPs: 10/10
AC: 16
No buffs/situational modifiers other than flanking


Ash lands a solid blow to the back of the guard's head. Not beat down yet.


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Waiting on Lueck.


I'm sure you could go before him, you are next to the guard anyways and he can't get to him easily while you are there


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Round 1:

Hugh takes a short step back to R-73 and looses an arrow at the guard, but in his care to avoid hitting Ash he misses. Which sets Lueck up to flank with Ash. Hint, hint.

Arrow at flatfooted guard, incl. PBS: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8

HP: 10/10 AC: 12 Conditions: None

Judgments (1/day) Used:
Fire Bolt (6/day) Used: 2
Heavenly Fire Bolt (6/day) Used:
L1 Sorcerer spells (4/day) Used:
L1 Inquisitor spells (2/day) Used:


Lueck slides up gracefully, slashing at the guard when he sees his eyes flicker to Ash.

Move to O74.
To hit 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1d3 + 1d8 + 1 ⇒ (2) + (6) + 1 = 9


Lueck kills the guard. You all pause a moment but no one else comes to check out the little noise you made.

The guard has what the two upstairs had, chain shirt, longsword, padded club, longbow with 20 arrows, shield.


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Hugh picks up the club. "Any more nearby, Ash?"


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

GM, any keys on dead guard? How much time has passed since casting of disguise spell? Lasts 10 minutes.

Ash relays to the party all the information GM relayed to him about the outside layout of the prison, guard patrolling with lantern, etc. and how there is a poker game going on in the gatehouse. "I say, we try the eastern door this dead guard was guarding and go from there. With Lueck and his stealthy nature in the lead followed by me. What say ye?"


I would say at least half of the duration would be gone between talking with the guard and strolling outside for a moment, then the fight and searching.

The guard does indeed have a key, a unique key like the other two upstairs (in other words they had a key ring upstairs for the cell, but each guard had similar to each other yet different key on their person.)


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash grabs the keys and hands them to the halfling. "After you!"

Waiting for Lueck to take the lead into the eastern room.

Ash follows behind with Stealth roll: 1d20 + 6 ⇒ (16) + 6 = 22


Lueck accepts the keys with a smile before going to the eastern door Ash indicated. He'll listen at it quickly and unless he hears something alarming, he'll enter.

Perception 1d20 + 6 ⇒ (20) + 6 = 26


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Hugh shakes his head. "First, what's the plan? Are we going to try to sneak out without raising the alarm, or see to it that no one chases after us? I'm happier with the second--they've got dogs, so if any of the guards are left alive they'll be after us like Nessus' own as soon as they find we're missing."


You appear to have found the mess hall. This large room has a few wooden tables and benches. A banner emblazoned with the emblem of Branderscar prison hangs on the eastern wall. There are doors in the north and south walls.


"I would favor eliminating every last one of them. Our absence would be discovered within hours by regular patrols if we just slip away. We may have until tomorrow morning or even longer if we slay them. Plus, there is a measure of satisfaction to be gained from that approach..."


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Hugh smiles. It is not a nice smile.


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Once the course of action has been outlined to Steinki, he grins evilly.

Dwarven:

"We will strike terror into the hearts of Mitra's sheep and honor the Prince of Lies with the mystery we leave behind."


where to from the mess hall?


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

We go north. Do you need a new stealth roll? If so: 1d20 + 6 ⇒ (19) + 6 = 25


Ash moves quietly up to the north door and opens it. The first thing he hears is snoring. There are three sleeping guards in the room. Besides the guards, this simple room has a few cots and a dozen locked chests.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash motions Lueck over and whispers, "Go do your thing!", while he waits and watches the halfling spill the guards' blood. With a CDG on each one, I am assuming...


You easily take out the sleeping guards With Lueck +12 stealth I am sure he can be quiet about it

They have guard uniforms, armor, sword, club, shield, etc laying next to them.

They also each have a key on them that are the same but slightly different. They also appear to be similar to the key found on the guard in the hallway and on each of the guardsman upstairs. (not the keyring to your cells)


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

We try the keys on the locked chests. If not, "Oh Lueck, we need your services again! Open, please!"


Lueck will try the unique keys taken from the guards first, and then resort to lock picks.

If necessary, disable device 1d20 + 10 ⇒ (12) + 10 = 22


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

While waiting for Lueck to unlock the chests, Steinki pulls on one of the guard uniforms. It is far from a perfect fit.


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

While Lueck is doing in the guards, Hugh listens at the south door from the mess hall after motioning Grumblejack over to back him up.

Perception check: 1d20 + 7 ⇒ (14) + 7 = 21


GM Blood:

6d20 ⇒ (16, 14, 9, 17, 12, 5) = 73

The keys work is 6 of the chests and you find within:

Chest 1 A bottle of fine whiskey (smoky, peaty with just a hint of sweetness) without label worth 25 gp

Chest 2 A surprisingly well written love letter ending in a proposal of marriage to someone named ‘Michelle’ and a sapphire engagement ring worth 100 gp

Chest 3 A small supply of absolutely delicious cookies carefully wrapped in wax paper labeled ‘From Lil.'

Chest 4 A collection of cheap, tawdry, crudely printed books (the so-called “penny dreadfuls”) about dashing heroes, daring do and amply bosomed damsels prone to fainting and outdoor bathing
(no resale value)

Chest 5 A small coin pouch with 3 gp in miscellaneous coinage

Chest 6 A small bag of doggy treats.


Hugh goes to the south and he smells food cooking as well as hearing someone on the other side


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Steinki helps rifle through the chests, indicating with gestures that we should take the whiskey, ring, cookies, coins, and dog treats.


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

The handsome Talingarder steps quietly away from the door before murmuring to Grumblejack (and anyone else who might be out here), "Kitchen, and the cook is in. Not sure we can take him before he raises the alarm...leave him be for now, I think." Is there any way to bar the door from this side?


You could always move a table or two over there, if it open outwards, but the door opens inward towards the kitchen


So six chests remain locked in the room. The kitchen with someone in it to the south. There are still 2 doors leading west in the main hallway


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Hugh motions Grumblejack to follow him again and slips out into the hallway, listening at the two west doors.

Perception check, N door: 1d20 + 7 ⇒ (6) + 7 = 13
Perception check, S door: 1d20 + 7 ⇒ (4) + 7 = 11

Whatever's back there better be loud. Sucky rolls.


Hugh hears nothing on the other side either because there is nothing there, or Grumblejack is breathing too heavily in your ear.


Lueck pauses and considers the layout of the rooms around them. Realizing they haven't check a room behind then, Lueck takes it on himself to do so.

The room to the right of Grumblejack's icon, accessed from the center right room.

Perception to listen at the door 1d20 + 6 ⇒ (17) + 6 = 23


That is the kitchen where Hugh heard at least one person on the other side


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash whispers, "Guys, let me take care of this. Just wait outside in case I need help." Assuming Disguise Person still in effect... He opens the door to the kitchen and walks in.

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