GM Blood's Way of the Wicked (Inactive)

Game Master David James Olsen

Current Map
Map of Branderscar


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GM Blood:

Perception 2d20 ⇒ (9, 4) = 13

Ash walks into the kitchen. A fireplace is currently in use cooking some soup and making some bread. There is an extremely large man surpassed only by Grumblejack in size cooking with another woman. As he turns to look at you, he seems to sense something isn't right and grabs a kitchen knife. Holding a knife and shaken visibly, he is standing in front of a woman who is cowering behind him.

"D-d-don't g-g-get any f-farther, I'I'm w-warning you!"


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

Guess the jig is up!

"Stay quiet or I'll bash your brains in with my fists. Guys, you'd better come in here." Ash calls out to the party.

Untrained Intimidate check: 1d20 ⇒ 13


Lueck enters the room and, seeing the two cooks, starts to quietly make a wide circle around them.


Ash isn't super intimidating, but it is enough to make the man second guess his chances when he sees the others including the Ogre.

"Take what you want and go, we have no desire to stop you. Just leave us be!"

This room houses a well-stocked kitchen and pantry. Besides, the usual collection of plates, bowls and other cooking paraphernalia, there are six large knives here (equivalent to a dagger) and a long meat cleaver (equivalent to a short sword). There is also roughly fifty days’ worth of food stored here – forty days’ worth of perishable and ten days’ worth of iron rations.

The fireplace here is a relic of the old castle great hall. A fire is currently burning in the fireplace and the servants are stewing tough cuts of meat, baking bread and boiling bones for broth.


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

Steinki enters the room and looks upon the cowering man and woman with unconcealed contempt. He grabs a sack of potatoes, dumps them out and then stuffs the iron rations into the bag.


Grumblejack grabs a bunch of food and starts to chow down while you speak to the cooks


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 helps Steinki pack. "Long trip, right."


Lueck looks in shock as the others pack and ignore the cooks. He spots some food on the table past the two and goes to collect it, empty handed.

Sleight of hand 1d20 + 9 ⇒ (14) + 9 = 23
Bluff 1d20 + 7 ⇒ (12) + 7 = 19

Oh course, it is just a ruse. Once he's close to the girl, he flashes out with his blade and plunges it into her.

To hit 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d3 + 0 ⇒ (3) + 0 = 3

If he manages to catch her offguard, sneak damage 1d8 + 0 ⇒ (8) + 0 = 8


GM Blood:

Perception 1d20 ⇒ 2

Lueck catches the woman completely off guard and stabs her quickly ending her life. The man catches her and yells, "Why did you do that? She was no threat to you!"


Lueck looks at the man, puzzlement clear on his face. "Don't you understand? We have to make it clear that Asmodeans are not to be underestimated. It is vital that everyone coming to this prison in our wake have nightmares as a result. She"[b] he says, flicking her own blood at her from his blade [b]"will certainly work wonders to that end."


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

Steinki looks up at the man, shrugs, and finishes packing the bag. His deep voice rumbles,

Dwarven:

Better kill him too before he goes crying to the guards.


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 warmly at the cook. "Why are you complaining? She died quickly."


The man lunges at Hugh ready to strangle him Anyone can go before him


Lueck is waiting for the man to attack one of them; as soon as he goes for Hugh, he moves behind him with his knife at the ready.


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

Not really sure if I'm close enough for this but...

Steinki picks up his club and smashes it over the man's head.
Attack 1d20 + 3 ⇒ (18) + 3 = 21
Damage 1d6 + 3 ⇒ (5) + 3 = 8

Dwarven:

"Are all of Mitra's sheep this stupid or only the ones watching our prison?"


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

If he's still up after the dwarf's vicious club swing, Ash tries to finish him but misses!
Attack: 1d20 + 3 ⇒ (5) + 3 = 8...miss


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's club is still wrapped in leather, so the blow that would otherwise likely have slain the enraged cook merely knocks him senseless in the aftermath of Steinki's more lethal strike.

Club attack: 1d20 ⇒ 18
Nonlethal damage: 1d6 ⇒ 5


Steinki and Hugh bash the large man and he crumples to the ground unconscious Up to you to decide if he remains that way permanently

The kitchen is yours with all the food and potential weapons

This room houses a well-stocked kitchen and pantry. Besides, the usual collection of plates, bowls and other cooking paraphernalia, there are six large knives here (equivalent to a dagger) and a long meat cleaver (equivalent to a short sword). There is also roughly fifty days’ worth of food stored here – forty days’ worth of perishable and ten days’ worth of iron rations.


Unless another objects, Lueck will turn the cook's head and make sure his eyes are open to meet anyone who discovers him. He will also cut key arteries to make sure as much blood as possible pools on the floor around him.

As he works, he casually mentions "We should take all of the food that will travel well, plus a day or so of fresh food we can eat during the next few meals."


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 nods to the halfling. "That will give them pause. Or provoke them into foolishness. Either is acceptable."


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

Ash silently admires Lueck's skill with his blades. "Okay, while I enjoy the decorating the floor with blood motif we got going, we need to move fast. My disguise is not fooling anyone anymore. How are we getting out? There's still a few manned guardhouses between us and freedom."


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

"Are the guardhouses connected to this building? There are also a couple of other rooms we haven't checked out yet; I didn't hear anything at the one door, though."


Garrett describes the layout that the wall surround this building about 30' away. Out the doors to the building is what appears the gatehouse which is three stories tall including the top of the gatehouse. The wall has small towers every so many feet and behind this building is a taller and larger tower Four stories if you include the top

There are still two doors to the west, the southern most door has been listened in on and nothing was heard, nor has anyone come to the aid while you were in the western section.

Also did I miss any attempts at picking the remaining six locked chests or were you leaving those?


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 considers the problem. "How about this, Ash? From a distance, in the dark, you'll still pass for a guard, as will I. Let's see if there's anything else useful in here, then you and I will just walk across to the gatehouse. We open the door, then the rest of us run across. Anything not us in there dies. There are at least six more guards, I'm guessing, plus the warden and the fat sergeant. Warden's some kind of arcanist, too."


You open the door to the west closest to you. Inside you see it is an office. It is plain with a single cluttered desk full of papers and a couple of chairs. There is a door to the west and north.


GM Blood wrote:

Also did I miss any attempts at picking the remaining six locked chests or were you leaving those?

You did not miss it... Not wanting to slow things down too much, Lueck will try to deal with the chests quickly. If none of the unique keys we found worked:

Disable Device checks
1d20 + 10 ⇒ (13) + 10 = 23
1d20 + 10 ⇒ (6) + 10 = 16
1d20 + 10 ⇒ (20) + 10 = 30
1d20 + 10 ⇒ (1) + 10 = 11
1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (3) + 10 = 13

Looks like three of those may need another pass:
1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (11) + 10 = 21
1d20 + 10 ⇒ (9) + 10 = 19


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

GM B, could you update the map when you have a minute? Thanks much.


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

Steinki helps to watch while Lueck picks the locks and then moves with the rest to the office, helping to search the room.
Perception 1d20 + 8 ⇒ (16) + 8 = 24


GM Blood:

9d20 ⇒ (13, 13, 7, 12, 4, 10, 9, 6, 15) = 89

Lueck picks the locks of the remaining chests.

Chest #1 A whetstone, cleaning supplies for chain shirt, extra bowstring, and a small book of military regulations.

Chest #2 A silver holy symbol of Mitra (worth 25 gp) and a Mitran holy book (worth 5 gp).

Chest #3 A small coin pouch with 1d6 ⇒ 5 gold in miscellaneous coinage

Chest #4 A large collection of letters from home. Perhaps they are poignant but they are also worthless.

Chest #5 A bottle of absolute rot gut without label worth 5 gp

Chest #6 A set of peasant clothes and a short sword


Grumblejack moves into the grandhallway ready to fight anyone that comes in the door while munching on a hunk of meat from the pantry.

Rifling through the mess of papers in the office, Steinki finds a complete map of the prison including all the guard posts. Of course it seems the poker game has messed with the guard posts some since there weren't two guards in the hallway outside this door.

Map of Branderscar

Guard Posts:

2 Upstairs (17)
2 Grand Hallway (8)
2 On top of Gathouse (3d)
2 roaming the walls with bullseye lantern.
2 Guardhouse across the bridge

The door to the west of this room is unlocked but the room to the north is locked.


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

"Locked rooms are interesting. Lueck?" While waiting, Hugh listens at the door. Damned ogre...can't hear a thing over him chewing.

Perception check: 1d20 + 7 ⇒ (1) + 7 = 8


Ah, the north room beckons!

Disable device 1d20 + 10 ⇒ (20) + 10 = 30

And the dice gods agree; we must know what lies in the north room!


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

Ash looks ready to attack, should enemies come pouring out.


Lueck unlocks the complex lock with ease.

Supplies for the prison are stored here. There are 200 torches, ten lanterns, two 10 gallon kegs of lantern oil, six spare guard uniforms, dozen signal horns, twenty 50’ lengths of rope and two barrels labeled ‘emergency rations’.

Hanging in a special rack is also to be found several brands with the runic F symbol and a specially made brazier for heating them. You immediately recognize these items as the brands that marked you.


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

"Now I'm curious." Hugh murmurs the words of a cantrip and examines the brands and brazier. Casting detect magic.

Spellcraft check, if necessary: 1d20 + 5 ⇒ (7) + 5 = 12


Nothing in the room is magical


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

A low growl escapes Steinki's throat at the sight of the brazier and brands. He adds a two lengths of rope to his sack.

Dwarven:

Maybe someone else would like to be branded.


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 inquisitor relaxes slightly. "I was worried the brands carried some sort of curse, but it looks as though their confidence in this place's security was enough to keep them from anything of the sort. If we get the chance, though, let's hold these out for our friend the sergeant. I think it would be good for him to be reminded of how Mitra has forsaken him, before he dies."


"While time is of the essence, I agree that would be uniquely satisfying. Perhaps once we finish cleansing this level of the main prison house, we should deal with the warden's tower?"


Open the unlocked door to the west Room 15

This is a slovenly-kept bed chamber. There is a bed, a small table and wardrobe.


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 gives the room a quick once-over.

Perception check: 1d20 + 7 ⇒ (6) + 7 = 13

Any clothes around that we might use to identify the resident?


The wardrobe contains clothes that are clearly Sergeant Blackerly's and are worthless.

Luckily for Hugh, there is an easily found chest hidden under the bed that is locked.


The sargeant seems a sly sort and went through the trouble to hide the chest, so Lueck will check it for any sort of traps before he tries the lock.

Perception 1d20 + 6 ⇒ (6) + 6 = 12
Disable Device 1d20 + 10 ⇒ (10) + 10 = 20


It is not trapped, but it is a very good lock, one of the best Lueck has ever seen and he is unable to pick the lock.


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

While Lueck works on the lock, Steinki takes a further look around the room.
Perception 1d20 + 8 ⇒ (9) + 8 = 17


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

"Let's come back to this after we've taken care of everyone else."


Wanting to come back after, you have only one more door to check out in this building, the other door to the west in the main hallway, which is also locked.Room 12


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

"Lueck? One more, and we can move on to the rest of the prison."


"My pleasure."

Disable Device 1d20 + 10 ⇒ (5) + 10 = 15

Grr. Try again 1d20 + 10 ⇒ (2) + 10 = 12

Take 10?


This door has a really good lock and Lueck is having some issues unlocking it (better than you take 10 result though I am not certain you can even do that)

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