GM Fyren's WotW Brimstone

Game Master Fyren

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Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

bah... I had the map all done up when I made my earlier post and forgot to link it... here's the updated map with the guards visible.

Map!


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

Stealth: 1d20 + 6 ⇒ (14) + 6 = 20
Twigs lopes alongside the others, keeping to the shadows. "'choo think?" he mouths, motioning to the two guards and drawing a finger across his throat, eyes bulging and tongue lolling for effect. If the others consent to a surprise round attack, Twigs will stealth into charge range before counting down and dash across the hall to bury his knife in the guard's throat.

Charge Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Sneak Attack: 1d3 + 3 + 1d6 ⇒ (2) + 3 + (1) = 6
Initiative: 1d20 + 2 ⇒ (15) + 2 = 17


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

"Well, that's as good a plan as any. Try and leave one alive, this time, folks. We can learn a lot through interrogation."

Numair moves forward once Twigs launches his attack. Using the same magic as before, he tries to incapacitate the guard that Twigs did not attack ...

Numair casts daze again at the guard that Twigs didn't attack.

initiative 1d20 + 2 ⇒ (3) + 2 = 5
guard's save DC 15 1d20 - 1 ⇒ (7) - 1 = 6


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Surprise Round
Stealth: 1d20 + 9 ⇒ (3) + 9 = 12

Felrin nods firmly at Twigs' silent, if graphic, proposal. He creeps down the hall in company with the shaky human, and charges at the same moment, his club held high. Sadly, his years spent at the clockmaker's bench have not honed his talent for violence, and he misses the guard, who appears to be simply staring slack-jawed and distracted as Felrin's club passes him by.

Leather Club Attack, +2 for charge: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Leather Club Damage (2H, non-lethal): 1d6 + 6 ⇒ (2) + 6 = 8

Don't have the guards' stats handy, but I'm fairly confident that's a miss. Felrin attacked the same one that Numair dazed.

Initiative for after surprise round: 1d20 + 2 ⇒ (2) + 2 = 4

Wow, hope that got some crap rolls out of the dice-o-matic's system. I averaged a 3 over 4 rolls.


NE Human Druid/2
Stats:
Max hp 19 | Init +2 Per +7 | AC 15 (T: 12, FF: 13) | Fort +5 / Ref + 2 / Will +5 | CMB +5 CMD 17
Spells Prepared:
Orisons - Create Water, Guidance, Virtue, Purify Food and Drink | 1st - Cure Light Wounds, Shillelagh, Produce Flame

Stealth: 1d20 + 6 ⇒ (5) + 6 = 11

Probably don't get a surprise round with that check (correct me if I'm wrong), so...

Round 1
Intiative: 1d20 + 2 ⇒ (4) + 2 = 6

Izabelle relishes the thought of battle, managing a sluggish start as the others charge forward, dashing forward after Felrin to join the fray.

Club (Charging): 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 + 6 ⇒ (5) + 6 = 11

She brings her club down on the guard's shoulder (the injured one if he's still up) with a resounding crack.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

twigs -need to know what guard you and izzy attacked -east or west.
Numair - interesting comment... Considering you were the one who didnt leave them alive... Lol


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

True ... Numair doesn't really look at that as being his fault though. His feeling was that it was forced when the horn was blown the first time. Just an insight into his mind. :-)


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Malum will move up to within 30 of the 2 guards and will channel evil.

Initiative 1d20 + 1 ⇒ (16) + 1 = 17

Stealth check if required 1d20 + 3 ⇒ (1) + 3 = 4

Channel Evil! 1d4 ⇒ 3 pts of dmg to good and a Will DC for 1/2 dmg and sickened.

Concentration Check DC 15 1d20 + 6 ⇒ (2) + 6 = 8 Not sure if this is required for this level or not, but that would be a fizzle if required.
East Guard Will DC 12 1d20 - 1 ⇒ (2) - 1 = 1 (takes 3pts and would be sickened)
West Guard Will DC 12 1d20 - 1 ⇒ (16) - 1 = 15 (takes 1 pt and would not be sickened)

Malum dashes forward towards the two guards and apparently sounds like a pregnant yak while running. He holds up his hand and says "Oh Lord Dispater, grant thy servant the power to show these weak creatures who would dare hold us!"

Non-Fizzle:
Malum's hand flashes briefly as a pulse of sheer evil rushes out from him. Those of the evil persuasion heal 3pts, those of the good persuasion take 3pts (and a will save DC 12 for 1/2 and to avoid being sickened), the neutral ignore it. "Thank you master for granting me your power!"

Fizzle:
Malum's hand flashes a sickly red, but nothing happens. He shakes his hand a few times as if the evil is stuck in there. "Damn, Lord Dispater apparently doesn't quite approve of a prison break."


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

yeah, forgot the concentration check on the daze

dc 15 1d20 + 9 ⇒ (12) + 9 = 21


NE Human Druid/2
Stats:
Max hp 19 | Init +2 Per +7 | AC 15 (T: 12, FF: 13) | Fort +5 / Ref + 2 / Will +5 | CMB +5 CMD 17
Spells Prepared:
Orisons - Create Water, Guidance, Virtue, Purify Food and Drink | 1st - Cure Light Wounds, Shillelagh, Produce Flame

Twigs and I shall charge the western one.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Guards Initiative: 1d20 + 1 ⇒ (9) + 1 = 10

Twigs leads the charge against the two guards at the end of the hallway with Felrin and Izabelle following close behind. The second guard's eyes go wide as he sees Twigs and then Izabelle hit home with their weapons and his companion collapses in a heap on the ground.

Malum and Numair notice the buzzing in the background has receded and take a chance with their spells.

PRISONERS ARE ESCAPING! PRISONERS ON THE LOOSE!! SOUND THE ALARM!!! he hollers as he draws his dagger and tries to lunges at Twigs - Numair's incantation hits home seconds before the guard attacks. The dagger falls to the ground with a clatter from the guard's nerveless fingers as he stands confused as to what just happened and then starts retching as Malum's vile aura engulfs him.

Grumblejack sees the others charge ahead and lets out a threatening rumble as he sees the two guards and lopes on ahead of Gil. BAD little 'uns! 'jack free - now 'jack SMASH.

Grumblejack Smash: 1d20 + 6 ⇒ (20) + 6 = 26
Critical?: 1d20 + 6 ⇒ (6) + 6 = 12

Damage: 1d6 + 3 ⇒ (1) + 3 = 4

With one guard down and the second one woozy on his feet East guard has 7hp of dmg, the party can't help but wonder if the shouts for help will finally be answered...

Map End of Rnd 1

Secondary Guards Perception: 1d20 ⇒ 6


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

"Grab 'im!'

Grapple (aid another): 1d20 + 3 ⇒ (6) + 3 = 9 He should still be flatfooted on Twigs' count. Unless his attack was in the surprise round? Wouldnt have thought he could shout out until then either.

I prescribe a quick grapple and intimidate check for what little info we can get, then making like a blink dog and getting the hell out of here.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Two-Shiv Twigs wrote:

"Grab 'im!'

He should still be flatfooted on Twigs' count. Unless his attack was in the surprise round? Wouldnt have thought he could shout out until then either.[/ooc]

I prescribe a quick grapple and intimidate check for what little info we can get, then making like a blink dog and getting the hell out of here.

He didn't really attack (hence no dice roll) it was fluff... :P He was dazed and sickened that round. You and Felrin are the only ones in position to grapple at the moment.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

As the guard calls out the alarm, Felrin's pent-up anger and raw strength overcome his lack of combat experience. Having smashed the club into the ground when he missed the guard a moment ago, he swings it back up hard and catches his opponent under the jaw, snapping his head backwards and dropping him to the stone floor.

Move action, none. Standard action: whack 'im.

Leather Club Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Leather Club Damage (2H, non-lethal): 1d6 + 6 ⇒ (2) + 6 = 8

Guard Stats, for convenience:
Male Human Warrior 2, Init +1, Per +2 normal (current -2)
AC 17, T 11, F 16; hp 13/13; F/R/W +4/0/-1, CMD 12 (flat-footed)

Guard was at 13-7 = 6 hp, now at -2. Note Felrin's damage is non-lethal at this point.


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Seeing the guards soundly overwhelmed, Gil did nothing but hold his ground and ready his crossbow, training it at the door in anticipation of guards coming through it.


NE Human Druid/2
Stats:
Max hp 19 | Init +2 Per +7 | AC 15 (T: 12, FF: 13) | Fort +5 / Ref + 2 / Will +5 | CMB +5 CMD 17
Spells Prepared:
Orisons - Create Water, Guidance, Virtue, Purify Food and Drink | 1st - Cure Light Wounds, Shillelagh, Produce Flame

Izabelle drops down onto the guard (west), siezing his head between her two hands and twisting it with a sickening snap.

Coup De Grace (Unarmed): 2d3 + 8 ⇒ (1, 1) + 8 = 10
Fortitude (DC 20): 1d20 + 4 ⇒ (11) + 4 = 15

She breathes deeply, a small smile forming on her lips as she slowly rises. The body hits the ground with a dull thud as she releases it, and she retrieves her club from the ground.

"It's good to be back on the hunt."


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

"Quick, move the one still alive back down the hall. We should interrogate him while a few others watch the door. Malum, can you awaken him?"

Numair tries to drag the one still-living guard back, hopefully with help from some of the others. He looks to Grumblejack and asks, "Grumblejack, do want to have some fun? Can you help me scare this 'little 'un' when wakes up? I need to ask him some questions."

If I read everything correctly, the west guard went down and Izabelle killed him; the other was finally dropped by Felrin but remained alive, right? And that would be the east one, which is the one Numair wants to interrogate and hopefully have Grumblejack's help to intimidate.


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Malum helps drag the knocked out guard. "While it is possible that I could revive him quickly, I would rather save that magic for allies then enemies."


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

As Numair and Malum drag the guard that Felrin knocked unconscious, Felrin moves back down the hall and attempts to open the western door. If nobody came out of here when that guard was screaming the alarm, I doubt there's anyone in here. And I'd like somewhere a little more protected than the hallway for questioning that guard. And I am NOT going back up those stairs.

Hope that works with everyone, seemed a reasonable course of action. Just in case, Felrin will pause a moment before opening the door, to see if anyone objects.


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

As Felrin does that, Twigs will peer through the eastern door.


The ogre looks a bit puzzled at Numair's suggestion - Fun? 'jack pull his legs off when he wake up and bad little 'un be plenty scared! That be fun. Without a moment's hesitation, the beast hefts up the unconscious guard over his shoulder and stomps back to the southern end of the hallway.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Time is shortly after 1 - close to quarter after 1 am
@Felrin There are two doors on the western wall. Which one are you trying?
Both guards are down. The eastern one is unconscious and Grumblejack has carried him over to the south end of the hallway. The western one killed by Izabelle is in a heap at the northern end of the hallway/

Twigs opens the eastern door a crack and peers through a narrow slit but doesn't detect any movement on the other side. From what he can tell, it's a largish room, dimly lit. That's about as much detail visible from the narrow slit of the open door. I'll open it up on the map with full description/details once the door is actually opened.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Oops, didn't notice there were two. Felrin will try the one further south. But will wait until Twigs' door exploration is resolved, since his is already cracked open.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Roger that... if everyone else goes in the room Twigs opened, are you waiting out in the hallway or following em in?


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4
Grumblejack the Ogre wrote:
The ogre looks a bit puzzled at Numair's suggestion - Fun? 'jack pull his legs off when he wake up and bad little 'un be plenty scared! That be fun. Without a moment's hesitation, the beast hefts up the unconscious guard over his shoulder and stomps back to the southern end of the hallway.

"Just pretend you'll pull his legs off, at least at first. Let me ask him questions first, then you can do whatever you want with him. Ok?" Numair follows the ogre, and adds "He may be able to tell us things to help us get out. So it's important that he can talk."

Diplomacy 1d20 + 11 ⇒ (3) + 11 = 14

sigh...


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17
GM Fyren wrote:
Roger that... if everyone else goes in the room Twigs opened, are you waiting out in the hallway or following em in?

Goin' with. Hell, I'll lead 'em in, per the marching order, unless Twigs objects.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Felrin Vennax wrote:
GM Fyren wrote:
Roger that... if everyone else goes in the room Twigs opened, are you waiting out in the hallway or following em in?
Goin' with. Hell, I'll lead 'em in, per the marching order, unless Twigs objects.

I'll wait to see if Twigs is actually going to open the door completely first... who knows... you guys may change your mind. ;)


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Malum can help drag the guard into Twig's room if Numair agrees.


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

Assuming it's clear of threats, Numair would be fine with that.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Numair Alazario wrote:
Assuming it's clear of threats,

only one way to find out no? ;)


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

Yep! And I' waiting for someone to tell me! :-D


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin tires of waiting, and cracks open the southern-most of the two western doors. He looks through the crack into the darkness, and listens carefully.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

If he isn't attacked or otherwise made aware of the presence of guards, he'll do this:

He opens the door fully and steps into the room, looking around.


NE Human Druid/2
Stats:
Max hp 19 | Init +2 Per +7 | AC 15 (T: 12, FF: 13) | Fort +5 / Ref + 2 / Will +5 | CMB +5 CMD 17
Spells Prepared:
Orisons - Create Water, Guidance, Virtue, Purify Food and Drink | 1st - Cure Light Wounds, Shillelagh, Produce Flame

Izabelle holds her club at the ready as the others check the rooms, keeping herself primed for anyone who may approach through the northern door.


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

Twigs will open the door. Sorry about my sparse posting. I've spent the week so far pulling late at uni and have been glossing over the thread and didnt realise you were waiting up on my account. There's no need to split hairs or hold things up on my account! Personally I'd like to pick up the pace a bit, the interpretation of my posts I leave in your capable hands, Fyren. My intention is to search the rooms in a hurry and then continue our frantic escape. I don't mind if you make some assumptions on Twigs' account. He isn't a big planner and he'll more or less follow orders, so Twigs will agree with pretty much whatever the rest of the party propose. If he doesn't, I'd rather grumble about it in character than have you hold up for me in the discussion thread. As a roleplayer I tend to prefer to react to things rather than agonize over every little decision. (Hopefully this comes off as constructive, it's meant to be nothing but.)

As for my posting, I'll get my head screwed on. Sorry! This'll be my second night in the uni library in a row until close, and the computers here have a nasty habit of gobbling up my posts. I'll be more vigilant watching the thread, and things should be cruisier next week. Also sorry for the OOC post in the gameplay thread, but I can't think of any clever witticism to accompany opening a door. :P


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

No worries Twigs et al, Monday was a long weekend here so posting was sporadic anyway. Plus I understand weekends can get busy for some... I'm not too keen on starting combat or opening up new areas around weekends unless there's no choice ;) Everyone's still on a decent pace though so no biggie. I'll post the room updates today in a couple hours.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Current Time - 1:15 am
Updated Map

Izabelle stands guard at the northern double doors while the rest of the group explores their surroundings.

Felrin peeks in through the door on the west wall at the southern end of the hallway. Not detecting any noises or movement, he cautiously steps in to what appears to be an administrative office of sorts.

There is a single desk which is rather messy and cluttered with paperwork, leftovers of a meal and an old cup with some foul-smelling liquid coagulating at the bottom. Three worn-looking chairs sit around the desk; one on one side and two on the other. In addition to the door, Felrin came through, there are two other doors into the room - one on the north wall and the other on the west wall. (see map).

Meanwhile, the rest of the prisoners follow Twigs' lead into the room on the eastern end of the corridor.

This dimly lit room appears to be some sort of gathering place as there are wooden benches and tables all over the place that appears to be well used. On the east wall hangs a big banner going from the floor to the ceiling depicting the emblem of Branderscar Prison - a sword in a clenched fist with Mitra's sun rising behind it and the words "Punishment for the Unworthy - The Fruit of Mitra's Justice" in fancy script under it. Besides the door everyone entered through, there are two other doors in the room - one to the north, the other to the south.

FYI - the guard beside Izzy to the north is the dead guard. I've moved the unconscious guard to the room the ogre and majority of the party are in.

Secondary Guards' Perception: 1d20 ⇒ 3


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Catching Twigs' attention, Gil pointed at his ear and motioned towards the southern door, while he himself moved to the northern one, pressing an ear against the wood and listening.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Malum will wait quitely while Gil and Twigs check things out. He will however gag the guard... just in case he wakes up we don't want him making any extra noise... :)


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Current Time - 1:20 am

Twigs heads over to the southern door at Gil's direction, his gangly body contorting as he tries to listen through the door while Giltharon does the same with the northern door. A couple of minutes pass by before they both return to the staging area near the door they entered through and pass on their findings to the rest of the group.

Both believe they heard noises coming from the other side of the doors - occasional snippets of quiet conversation, shuffling feet moving about, the scrape of a chair being slid back and so on.

Secondary Guards' Perception: 1d20 ⇒ 10

So here's a bit of extra info - I'm assigning a *cumulative* random chance every some odd time interval - the specifics of which will remain unknown to the group - that your little prison break is going to be discovered. The longer you stick around (especially stick around in one place), the higher the chance of being discovered and possibly re-caught (the % chance goes up every xx time interval).

This is above and beyond the secondary perception which is a roll for guards near/around you to hear any noises your group is making.

Having said all that, there is the potential of added extra non-tangible rewards(?) around Branderscar, should you care to weigh your risks versus the potential reward. The choice is yours... :) You folks get the inside track on this since you beat Sulphur.


Why you cover little 'un mouth so he can't talk? the ogre rumbles at Malum. That one - pointing at Numair - want it to talk and you cover the mouth so it can't talk. You confusing little 'uns. He shakes his head in disgust and suddenly brightens up. 'jack make things simple and pull tongue out of little 'un!


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

With the knowledge that several more guards were likely very close by, Gil decided they did not yet have a proper option for interrogation. With that in mind he simply said.

"There are more little one close by Jack, why dont you make it really simple and pull his whole head off instead. We wont get a chance to ask a little one anything until we get rid of the others anyway."


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

"Cor, blimey! You don't mess about..." Twigs says, tracing his hand along the back of his neck gingerly, as if afraid his own head will be next. He winces. "So we got an office an' a barracks or somethin'. Chances are there's heaps ov 'em, so I says just let em stay there, none the wiser. 'nuff said, yeah?"

Twigs scratches his head, clearly straining with the mental effort. "Big door's 'prolly guarded or something, innit? So how's about we check out this office, eh? Maybe 'ats where the vault or quartermaster is."

Twigs will move inside the administration office and press his ear to both interior doors. If they're clear he'll open them. If he hears sounds of trouble, he'll motion to the others to gather round and peer up at the ogre, eager to hide behind him. "'ows about you go in first, mate? A feller of stat- er... of yer prestige."
Bluff: 1d20 + 3 ⇒ (8) + 3 = 11

Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

I think only Felrin is in the office, and we don't really know about it yet as we're in the gathering area.

"Lower your voice a bit, please. If there are other guards on each side of the door, we may need to clear out of this area, I suppose. I don't know that it would be a good idea to try and take on all of them. The noise in fighting one group may alert the others, and then we could have quite the fight on our hands. Anyone have any ideas? And where are Felrin and Sabel? We would be better staying together I think!"

To Grumblejack, he comments, "It's a waste, but go ahead and kill that one if you want. Gil is right that we can't ask him questions around here with so many others around. We'll just have to catch another. Just kill him quietly, please."


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Whispering Malum speaks "Well if it is a guard room, it might be the only door... we could barricade it, or put debris in the way and use the tables as cover. Now if we only had some oil or alchemist's fire to use against them.
Malum watches quietly as 'Jack twists the head off the guard.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin goes and listens at both of the doors off the office for any activity in the adjoining rooms. If all is quiet, he looks through the papers on the desk and any drawers on the desk.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

Once he has checked out the office, Felrin crosses the hall to the gathering room and reports what he’s seen to the group. On hearing that there are noises behind both of the doors in the eastern room, he says quietly, ”If we can just leave them behind us, that’s fine with me. Barricading them in would be even better. I’ve found a room across the hall with no obvious threats. Maybe we head over there and see if we can find anything useful, then make our way out? If we quietly wedge something under the door to the hall, it’ll at least let us know that someone’s coming, even if it won’t keep them in for long.”


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Malum the Forsaken wrote:
Malum watches quietly as 'Jack twists the head off the guard.

He hasn't actually done it yet. Please do not presume on NPC actions unless they are posted as such. Asking and Doing are two different things... :)


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Current Time 1:20 am

Felrin:
You don't hear any signs of activity in the adjoining rooms. Only way to ensure they're unoccupied is to open the doors though...
Checking through the papers on the desk and drawers quickly, the only thing of interest you notice is a crudely drawn map of the surrounding area outside the prison. I'll sketch it out if you folks ever make it out of Branderscar - just ask me for it. Beyond that, there's nothing but official sounding memos, schedules of executions, reams upon reams of paper detailing the routines it takes to run the prison.

Felrin returns from his little exploration just in time to watch Grumblejack nod with a big toothy grin at something said by Giltharon.


Grumblejack grins with his teeth showing at Giltharon's comment - you wud make fine little ogre pointy ears! - as he cradles the guard, his big meaty hands on either side and twists. There is a sickening crack as the poor sod's neck snaps. The ogre wrenches his hands up as the head comes loose with a pop that sounds eerily like a wine bottle being uncorked. The body slumps forward, blood spraying out of it splattering Numair and Malum.
The ogre tosses the now decapitated guard's head about from one hand to the other and offers it to Gil - You want little pointy ears? 'jack find more bad little 'uns to go POP!


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Gil shook his head lightly at the offered head, placing a hand on it and lightly pushing it back toward the ogre. "No, thats fine Jack, you killed it, you keep it." he did his best to muster up a smile to accompany his words.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin is impressed and momentarily distracted by the ease with which Grumblejack pops off the guard's head. When he recovers his wits, he holds up a piece of paper and says, "Only thing of any value I found in the office was this map, shows what the area around the prison is like. Could be very useful to us, if we can get out of the prison, that is. "

"But there were two doors off the office that might be worth checking out, and I didn't hear anything through either of 'em."

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