GM Phntm888's Way of the Wicked Campaign (Inactive)

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Image Reference
The Pact of Thorns
Balentyne Exterior
Balentyne Map
Aldencross
Lord's Dalliance Inn

VP:

Loot


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Guard 1 is in the room. Guard 2 is in the doorway, so he will have to be pulled inside.


I'm going to give Hel until later this afternoon to post - Amalrus said to bot him for now due to busyness in life.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Apparently not crouched down far enough, Hel rises as soon as she hears the worst thing the group could hear -- the exclamation of a prisoner escape. She sees Wesh go after the wrong guard, Sir Gallen do the same, and as she rapidly ascends the remaining steps, Demlin leave her position. "Why do I bother with a plan?" she asks with acidic rhetoric, moving rapidly across the thick boards of the tower's floor, past the first one to try to shift the second out of the way so that the door can be closed, but she isn't feeling good about her chances.

Trying to Shift:
Reposition: 1d20 + 5 ⇒ (5) + 5 = 10

Pretty sure that's a fail. With Dodge, however, she has a 20 AC against AoOs for moving through threatened areas.


Surprise Round

Amalrus casts his cantrip, and the signal horn detaches from the guard's belt.

Round 1

Demilin fires her bow, but a hurried shot ruins her surprise so she jumps down from her perch with a sap and a dagger wielded and closes the gap. The arrow missed far over their heads, out the door and skitters along the wall.

Amalrus moves the signal horn to him and grabs it out of the air.

Wesh curses under his breath. Subtlety has never been his strong suit. Still, the man in front has the horn, so perhaps a bit of luck is still on his side. The fighter advances till he's next to the guard in front before swinging his greatsword at the man, hoping to lop his head off outright. His sword bites deep into the man's shoulder, causing him to cry in pain as the sword passes the armor, but doesn't do enough to cause him to fall to the ground.

Apparently not crouched down far enough, Hel rises as soon as she hears the worst thing the group could hear -- the exclamation of a prisoner escape. She sees Wesh go after the wrong guard, Sir Gallen do the same, and as she rapidly ascends the remaining steps, Demlin leave her position. "Why do I bother with a plan?" she asks with acidic rhetoric, moving rapidly across the thick boards of the tower's floor, past the first one to try to shift the second out of the way so that the door can be closed, but she isn't feeling good about her chances. She finds herself unable to move the heavier guard. They haven't acted yet, so no AoOs.

Gallen moves forward to try to run one of the guards through. He doesn't take the time to line up his sword, though, and so misses completely.

Rigel waits below in case one of the guards runs that way, her lantern unshuttered.

GM Rolls:

Guard 1 Longsword vs Wesh: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Guard 2 Club vs Hel: 1d20 + 4 ⇒ (11) + 4 = 15

The first guard, desperately wounded, watches his signal horn float away from him. He then draws out his longsword and takes a wild swing at Wesh. He surprisingly manages to hit, although it is only a glancing blow that scores a small cut to the dark warrior's thigh. Wesh, take 3 damage.

The second guard frowns at Hel and says, "Here now, just come along back to your cell quietly. No need for any of this fuss." He draws out his leather-wrapped club and takes a swing at her that she is able to dodge.

Initiative Order
Demlin
Amalrus
Wesh
Hel
Gallen
Rigel
Guards

The party is up. Guard 1 is flanked by Gallen and Wesh.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh winces as one of the guards lands a glancing blow. Gritting his teeth, Wesh takes advantage of his flank with Gallen to hopefully finish off the first guard.

Melee Attack: 1d20 + 6 - 1 + 2 ⇒ (9) + 6 - 1 + 2 = 16 (Power Attacking, Flanking)
Damage: 2d6 + 6 + 2 ⇒ (6, 5) + 6 + 2 = 19


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen waits for a good opening as he tries to strike the guard down but is happy to see Wesh making good on his distraction.

Power Attack: 1d20 + 3 - 1 + 2 ⇒ (7) + 3 - 1 + 2 = 11
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

I forgot to say Gallen would have taken that banner when we were coming back down again, the one from the founding of the Fort.


Poke, poke. Anybody else?


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

C'mon, just -- dammit, move!!:
Reposition: 1d20 + 5 ⇒ (4) + 5 = 9
Nnnnope. Dammit, this guy is going to rabbit as soon as the other one goes down, because we didn't get him in far enough.

Although Hel sways out of the way of the guard's club, her movement leans her too far back for her riposting kick to land.


HP = 11/11|AC=12|Ini+2|Per+3|For+2|Ref+2|Will+4|

Amalrus throws his dagger at one of the guards.

Ranged Attack Dagger 1d20 + 1 ⇒ (4) + 1 = 5
Dagger Damage 1d4 ⇒ 2


Round 2

Demlin moves forward to strike at the rear guard with her dagger, flanking with Hel.

Dagger, flank: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 1d4 - 1 + 1d6 ⇒ (4) - 1 + (1) = 4

Her dagger cuts the guard's forearm.

Amalrus throws his dagger at one of the guards. It goes far wide, skittering across the floor.

Wesh winces as one of the guards lands a glancing blow. Gritting his teeth, Wesh takes advantage of his flank with Gallen to hopefully finish off the first guard. The guard is just barely able to get his shield up to stop the blow.

Although Hel sways out of the way of the guard's club, her movement leans her too far back for her riposting kick to land.

Gallen waits for a good opening as he tries to strike the guard down but is happy to see Wesh making good on his distraction. His sword blow fails to find the target.

Rigel continues waiting in case a guard rushes down the landing.

GM Rolls:

Guard 1 Longsword vs Wesh: 1d20 + 5 ⇒ (20) + 5 = 25
Confirm?: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Guard 2 Club vs Demlin: 1d20 + 4 ⇒ (3) + 4 = 7

The first guard continues striking at Wesh. This time, his blow comes across the midsection, dropping the fighter to the ground. Take 9 damage, Wesh. I believe that makes you unconscious.

The second guard frowns at Demlin. "Where'd you get that, then? Look, just surrender. I know you're slated for execution, but that don't mean you need to be violent. Just accept your fates, and Mitra will surely watch over your souls." He swings his club at the rogue, but she is easily able to avoid his swing.

Initiative Order
Demlin
Amalrus
Wesh
Hel
Gallen
Rigel
Guards

The party is up for Round 3! Both guards still standing, but now Guard 2 is flanked. Wesh is on the ground, possibly dying.

Tracking:

Guard 1 - 6/22
Guard 2 - 22/22

Wesh - -1/15


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh looks quite surprised as the guard's blow lands so firmly. He hadn't expected the man to be so successful. Before the fighter has a chance to contemplate the matter further, he notices the floor growing closer and closer to his head before finally colliding with it and falling unconscious. Blood starts to pool around Wesh's midsection as he begins bleeding out.

Constitution Check: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8

-2 hp now, 3 non-lethal damage, but the lethal damage was enough that Wesh is, in fact, dying.


HP = 11/11|AC=12|Ini+2|Per+3|For+2|Ref+2|Will+4|

Round 3

Amalrus shakes his head at Welsh's fall.

Not good.

He unfurls a scroll and reads from it seeking to render the guard not flanked, amused by all around him.

Hideous Laughter. Not sure what his Will DC will be.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen raises an eyebrow as the Guard manages to deftly put Wesh down, finally a challenge he thinks as he renews his attack against the guard.

Power Attack: 1d20 + 3 - 1 ⇒ (17) + 3 - 1 = 19
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Third Time's The ...:
Reposition + Flank: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
I ... am not sure that succeeds. I think maybe yes? Maybe??
As the guard turns to take a swipe at Demlin, she tosses the bow behind her with a clatter and reaches out to grab him by the tunic -- or the chain mail, whatever -- and try to yank him off-balance and backwards towards her -- or at least to her side, so that he's not blocking the entry any more. "Demlin, get the door!!" she says urgently.


Going to give Demlin a little more time to post. Amalrus, may I move your target to the other guard, in light of Sir Gallen's attack roll?


For some reason I didn't see any new post notification on this game...

If Hel is able to move the guard she will try closing the door.

Otherwise...
Dagger: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Demlin tries to stab the guard again.


Update coming tomorrow.


GM Rolls:

Guard 2 Will: 1d20 + 0 ⇒ (12) + 0 = 12

Taking a little liberty with the turn order this time...

The guard between Hel and Demlin begins laughing hysterically from Amalrus's spell, allowing Hel to successfully grab and pull him clear of the doorway. Demlin closes the door behind him with a bang, trapping the guard in the room with them. Gallen swings his sword and finally connects with the guard, felling him like a tree struck by the axe. Rigel ascends the stairwell, and, seeing Wesh lying on the floor bleeding, reaches out and uses Asmodeus's blessing to keep him from death. Wesh, Rigel casts stabilize on you. You've stopped dying.

GM Rolls:

Guard 2 Will: 1d20 + 0 ⇒ (11) + 0 = 11

The guard, after being moved continues laughing at the fate of his friend and how these two girls moved him away from the door and closed it behind him.

Amalrus, Scroll DCs are based on the minimum casting stat needed to cast a spell and the spell level. Since Hideous Laughter is a level 2 Wizard Spell, it requires a 12 Int for a +1 mod with the +2 for Spell level, totaling 13.

Initiative Order
Demlin
Amalrus
Wesh
Hel
Gallen
Rigel
Guards

The party is up again!

Tracking:

Guard 1 - -3/22
Guard 2 - 22/22, laughing hysterically

Wesh - -2/15, stable


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Not wasting any time Gallen turns towards the other guard and charges towards him but in his haste slips a little on the downed guards blood throwing off his aim.

Longsword Power Attack: 1d20 + 3 + 2 - 1 ⇒ (4) + 3 + 2 - 1 = 8
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


dagger: 1d20 + 3 ⇒ (5) + 3 = 8 dmg: 1d4 - 1 + 1d6 ⇒ (4) - 1 + (6) = 9
sap: 1d20 + 3 ⇒ (10) + 3 = 13 non-lethal dmg: 1d6 - 1 + 1d6 ⇒ (5) - 1 + (6) = 10
Just realised the spell Hideous Laughter makes them prone so that Sap might just hit.

Demlin does her best to hit the guard writhing in fits of laughter on the floor.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh remains unconscious on the ground, but the pool of blood around him stops growing. His chest slowly rises and falls. He is alive, for now.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Swiiiing and a ...:
1d20 + 3 ⇒ (1) + 3 = 4
...
... miss. Geez!!

I'm going to voluntarily take some nonlethal 'ouch' damage from this, if it's okay.
1d3 + 1 ⇒ (1) + 1 = 2

At least she gets the laughing guard away from the door, and Demlin closes it; a really good joke, right? But then the guard falls down he's laughing so hard, and Hel just, well, snaps a little. "Shut UP!!" she shouts at him, and kicks him right in the ribs -- but she's too pissed off, at him and at her allies-of-the-moment, to do it correctly. As a result, she jams her toes on his chain mail, turning and hopping away in a moment of pain. "FUUUUCK!!"


Giving Amalrus a little more time to post.


HP = 11/11|AC=12|Ini+2|Per+3|For+2|Ref+2|Will+4|

Amalrus uses his scroll of magic missile to attack the guard not laughing hysterically at his fate.

Magic Missile 1d4 + 1 ⇒ (2) + 1 = 3


That guard is dying on the ground. There is only one left.

Demlin does her best to hit the guard writhing in fits of laughter on the floor. Her sap manages to connect, bludgeoning the guard, who finds the whole situation amusing for some reason.

Amalrus uses his scroll of magic missile to attack the guard, the arcane bolt unerringly flying to slam into the guard's chest as he laughs.

Wesh remains unconscious on the ground, but the pool of blood around him stops growing. His chest slowly rises and falls. He is alive, for now.

At least she gets the laughing guard away from the door, and Demlin closes it; a really good joke, right? But then the guard falls down he's laughing so hard, and Hel just, well, snaps a little. "Shut UP!!" she shouts at him, and kicks him right in the ribs -- but she's too pissed off, at him and at her allies-of-the-moment, to do it correctly. As a result, she jams her toes on his chain mail, turning and hopping away in a moment of pain. "FUUUUCK!!" I certainly won't require you to take nonlethal damage for a critical fail, but if you choose to, I won't stop you.

Not wasting any time Gallen turns towards the other guard and charges towards him but in his haste slips a little on the downed guards blood throwing off his aim.

Rigel takes out a potion and pours it down Wesh's throat.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Wesh, heal 7 damage.

GM Rolls:

Guard Will: 1d20 + 0 ⇒ (6) + 0 = 6

The guard continues to roll on the floor laughing, finding the whole thing hilarious.

Initiative Order
Demlin
Amalrus
Wesh
Hel
Gallen
Rigel
Guards

You guys are up. You have a dying guard and a laughing guard to deal with.

Tracking:

Guard 1 - -3/22
Guard 2 - 19/22 (10 nonlethal), laughing hysterically, prone

Wesh - 5/15


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Gallen drives his blade down again a silent snarl on his face.

Longsword Power Attack: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9


Gallen, you get +4 for attacking a prone target.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh gasps as Rigel's potion brings him back to consciousness. For a moment, he's disoriented. Had they been recaptured? No. They're still in the middle of the fight. Wesh is pleased to see that at least one of the guards has been knocked unconscious. The other appears to have gone mad.

Pulling himself back up onto his feet, Wesh reaches down and picks up his greatsword, ready to finish what they started. He nods in thanks towards Rigel.

I believe that's it for me this round. Move action to stand up and move action to pick up my greatsword.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Bad Mood Blackfist:
*laughs* Well, with the total abrogation of her plan, and her own clumsiness, it seemed appropriate.

Is this guy going to have the +4 AC vs. a ranged weapon (e.g. her bow) even though she's standing Right Next To Him, or is she going to get a +4 to her attack for him being prone? Heck, with these rolls, I hit a 19 on the first one, so even a flat 'no bonus/penalty' would let me hit him.

Unless he gets the +4 AC, she'll take two shots (would have anyhow); if he gets the AC boost, she'll drop a heel on him.

Attack #1: 1d20 + 7 ⇒ (16) + 7 = 23
Arrow Damage #1: 1d8 ⇒ 7
Kick Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Bow Attack #2: 1d20 + 7 ⇒ (19) + 7 = 26
Arrow Damage #2: 1d8 ⇒ 5


For a moment Hel presses her jammed toes against the floor, whether to increase or relieve the pain is a matter for debate; the pressure, however, seems to recall her back to herself, and she nocks one arrow to the bow's string, draws, and fires it into the prone guard -- then does the same with her second arrow. "Clumsy little trollop," she says coldly, staring down at the guard -- but she might well be berating herself.


I'll think on that, Hel. I'm going to give Demlin and Amalrus a little more time to post.


dagger: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d4 - 1 + 1d6 ⇒ (3) - 1 + (6) = 8
sap: 1d20 + 3 ⇒ (6) + 3 = 9 damage: 1d6 - 1 + 1d6 ⇒ (5) - 1 + (1) = 5
this is one evasive dude

Demlin tries to quiet the guard but he won't stop rolling around.


Going to move us along and bot Amalrus - things got rough again. Hel, since you can use a bow to coup de grace a helpless opponent, I'm going to say you don't take the -4 penalty. You will not gain a bonus, however, and that only applies if you are adjacent.

Demlin tries to quiet the guard but he won't stop rolling around.

Amalrus waits to see if he needs to expend any further magical energy.

Wesh gasps as Rigel's potion brings him back to consciousness. For a moment, he's disoriented. Had they been recaptured? No. They're still in the middle of the fight. Wesh is pleased to see that at least one of the guards has been knocked unconscious. The other appears to have gone mad. Pulling himself back up onto his feet, Wesh reaches down and picks up his greatsword, ready to finish what they started. He nods in thanks towards Rigel.

For a moment Hel presses her jammed toes against the floor, whether to increase or relieve the pain is a matter for debate; the pressure, however, seems to recall her back to herself, and she nocks one arrow to the bow's string, draws, and fires it into the prone guard -- then does the same with her second arrow. "Clumsy little trollop," she says coldly, staring down at the guard -- but she might well be berating herself. Both arrows pierce the guard's armor, his laughter quieting as he slips unconscious.

Gallen drives his blade down again a silent snarl on his face, ensuring the guard won't rise.

Combat is over. Both guards are dead.

Loot:

2 x chain shirt
2 x heavy steel shield
2 x longsword
2 x leather-wrapped club
2 x keys
2 x longbows
40 arrows
signal horn
potion of cure light wounds


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Would anyone mind if I take and use that Cure Light Wounds Potion? Wesh seems to be taking the brunt of the guards' blows so far (which is good, considering that's his job).

Wesh finds himself grateful for combat to be over for once. He had underestimated his opponents. That had nearly proven to be his downfall. Still, it seems Asmodeus's favor is still upon him.

"Well, glad that's over. Might want to listen at the door for a bit to see if anyone noticed the commotion. Otherwise, we should proceed. The sooner we get out of this bloody prison the better."


HP = 11/11|AC=12|Ini+2|Per+3|For+2|Ref+2|Will+4|

Take the potion for sure.

"Well, it's been going well so far. Let's continue this cleansing, so far, it's the best time I've had in months".


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Prone-Adjacent Bow Work:
That is exactly my reasoning, and exactly what I was presuming about adjacency -- any more distance, and you have to start considering angles and suchlike, so +4 AC goes into effect. And I'm fine with it simply going to 'no change to AC'.

And Wesh should absolutely use the CLW potion; keeping everyone topped up is what we SHOULD be doing, so yes, do it. :)

Hel rounds on the two front-line combatants. "Was I unclear? Did I stutter?!? What the hell is wrong with you two?? If this one," and here she prods the Laughing Man with her heel, "had used a glimmer of thought, he would have lit right back out of here, yelling about a prisoner escape, and right now we would be screwed. What did I -- fine, Wesh, whatever, drink the damn curative already -- what did I tell you two to do???"

She waits for barely half a second before getting right up into Sir Gallen's face. "Move the second guard so we could close the thrice-damned door." She shifts away, stabbing Wesh with her gaze. "Trap the bastards in here. Don't give them a chance to retreat -- which is exactly what you did."

She rounds then on Demlin. "And you!! One miss, and you abandon your post to try to get in on the knife work." She points to Amalrus. "Why is the wizard the only one who followed bloody directions?!? Do you want me to make a plan, or are you just intending on walking haphazardly into every single situation and trust that your opponents will continue to be bloody morons?!?"

She isn't yelling, quite, but it's a close damn thing.


Demlin remembered that last plan that she had orchestrated and how it had fallen apart beyond her control. She too had gotten angry, it was the very cause of her being sent here in fact. At least this time everyone was still alive, though she wouldn't have felt bad if Wesh hadn't have made it. He is very useful though...

"One patrol down. Now the clock ticks. They will definitely be missed by the other patrol or those on the gatehouse roof." She waves Hel away. "We are doing well for a group with basically no time training together. Plans must adapt. We all live, let's focus on the next obstacle. Circle back and get the other patrol? Or push forward and climb to the roof?'


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

A cold imperious stare meets Hel "You spoke quite clearly but I do not recall bending my knee to you. I'm willing to co ordinate yes but I will judge the situation and take action as I see fit. Compose yourself, if you wish the corpse moved you can either do it yourself or keep your tongue to a civil tone and I shall move it."


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Hel faces off with Sir Gallen without losing a beat. "You seem to be burdened with a misapprehension: the difference between fealty and sense. I don't care if I have your fealty or not; to be frank, I don't want your fealty. I don't want anyone's," she adds, glancing around. "here or otherwise. What I want you to do is to listen to my plans, think of what might happen that I'm not clearly accounting for, poke holes in them if you see any problems, But unless you are able to help me make a plan that accounts for the problems you foresee, unless the situation presents you with actual issues that the plan did NOT foresee, your judgement of the situation is inevitably going to be in very serious error, and you will be saved only by luck and your companions -- as you were this time."

She turns and walks a few steps away, lifting her hand to run through her short hair before she returns to the scene. "My directions included the possibility that this one," and she prods the Laughing Man's corpse with her foot again, "the second man through the door, might retreat and raise an alarm. My entirely sensible plan was designed to negate that possibility -- and the situation as it presented itself possessed no unforeseen issues but the ones you created by striking at the first guard instead of shoving the second out of the way of closing the door. If you needed to cut someone down instead of just moving them, he" and here she prods at the Laughing Man's body again, "would have been the one to cut down -- because the other, the one you attacked for no reason I can see other than that he'd seen you, was already inside the trap. And I have no need to move his corpse; the idea was, while he was alive, to move him aside so we could close the door and block access to it. To make certain that we killed them both, and didn't raise an alarm."

She looks at the branded knight. "Sir Gallen, you have a presence I do not. You wear honor like armor, nobility like a cloak. People will listen to you in a way they will not listen to me. If we get out of here and meet up with our mysterious benefactor, you -- well, you and Rigel, I suppose, I don't know -- are going to be instrumental in getting us through. I can't manage a social situation to save my life; the only thing I know how to do well is threaten. But when it comes to making plans, especially plans on how to kill people, ruthlessly and efficiently, with minimum danger and maximum effect and even to get away with it, I am very good; the only reason why I am here right now is because I threw away my plan and acted on impulse."

Stepping up to him, she tilts her head to look up into him, a peculiar sight -- short unarmored archer facing the tall armored knight. "Since we clearly didn't have one before, let's make a deal now. Unless something really unexpected pops up -- and I do ask for suggestions and alternate ideas -- you follow my directions when it comes to these little encounters, and I'll get us through. We stick together, if you have a goal, I'll help you plan how to achieve it, and when it comes to social situations, I'll keep my lip buttoned while you do the talking -- though I might remind you of whatever our goals are. Deal?"

Once that's taken care of, she turns to Demlin. "According to the patrol map, this is it for roaming patrols. If Blackerly remains consistent, and if there wasn't one sitting down, there should be a pair on the roof of the gatehouse, another pair in the landward watchpost, and the rest of our missing odds and sods in the poker game with Blackerly. My recommendation is to go through the main keep, pick up our ogre, then get to the gatehouse and take out the pair on top; once we do that, we have the run of the place. Get the lamp oil, dump it in on Blackerly and his crew, and we burn the bastards. After that, we nail the two in the gatehouse, and Branderscar is completely ours. I would," she admits, "like a second run at the Warden's library, and we might find a few extras here and there, but after that ..."

... is on our side?:
What time of night is it, roughly? And going by that map, how long would it take us to get to our destination?


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

"No deal to that effect is necessary. It is unnecessary I will listen to your plans as I would the others and make constructive commentary but sometimes in the moment we asses the situation. I admit I may have been rash in my snap decision when we are rumbled. Brevity is of great use."

He turns to the group "The keep and then the gatehouse to deal with the guards on top is reasonable to me." He suspected some of them had probably stopped paying attention to her mid angry rant.


HP = 11/11|AC=12|Ini+2|Per+3|For+2|Ref+2|Will+4|

"My goodness Hel, and I thought my professors at the academy were long winded! If we survive this, I'll write a letter of recommendation for you to attain a position", the Wizard grins.

"Let us keep on keeping on eh? If we manage to slay every last one, what a wonderful surprise we will leave behind for the Mitrans".


Hel:

At this point, it's between 3:00 and 4:00 am. It will probably take about 15 minutes to return to the great hall, get Grumblejack, and then go to the gatehouse. Keep in mind that the guards on the roof of the gatehouse can see into the courtyard.

With no guards remaining to watch the rear of the wall, you are able to return to the Great Hall via the kitchen door. There, you find both servants still cowering with a very bored-looking Grumblejack, who perks up at the sight of you. "You back! We go smash blueshirts now?"


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Guard Movement:
Huh -- thought it would be earlier, since we started right after shift change. Well, anyhow.

From what we've observed, do the two guards on top of the gatehouse move in concert, e.g. always moving to the front or back together?

Hel, still looking a little annoyed, nods to Grumblejack. "Exactly so." Glancing around, she swallows hard at the clear evidence of ... consumption. "You will eat things other than human, right?"


Hel:

No. One facing out, one facing in. However, they move at the same time, providing a brief window with which someone could quickly cross the courtyard.

"Sure. Grumblejack like goats, sheep, pigs, cows. Grumblejack once eat tree, but that not taste good," Grumblejack responds to your question.

He'll basically eat any meat you give him.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

"Good to know, lets deal with those guards on top of the gatehouse."


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh listens silently as Hel rants and Sir Gallen responds. He finds himself very much in agreement with Gallen, but doesn't see how stirring up the hornet's nest again will do any good.

The fighter is happy to see Grumblejack once more and says, "We'll see what we can find for you. I'm sure there's more than human to eat around here."

To the others, Wesh says, "To the gatehouse, then."


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

GM:
How much time, roughly? One round, two, three? With each square being 10', the narrow part of the gatehouse top is 40'; the longer lobes are 60-70'. We have to cross six squares diagonally, or 90'; with double-moves, this is going to take the most critical failure, the ogre, at least a round and a half to hurry across ... unless the guys upstairs are strolling, using only one move action a round or something.

Hel nods to the ogre, then moves towards the front door. "All right. The guards on top of the gatehouse are switching front-to-back every few minutes, just to keep from getting bored and staring at the same old crap all the time. There's a short time while they're switching places in which nobody is watching; we use those to get across. Demlin, can you go first to make sure the door is open? Then we'll work on getting everyone across, two-by-two each time they switch, with Grumblejack a pair in and of himself." She gives the ogre a smile, which on her looks rather forced. "I'll stay here to keep a good angle on the guards in case they start to raise an alarm, and go last. And when you get inside, get up to that second floor and over to stand guard over the trapdoor down into the other side; if an alarm IS raised and we let Blackerly and the rest of the guards get out of there, we'll be dead for sure."


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

"Reasonable, it might be worth barricading that trap door if we can do it quietly, no point having someone from the party below come up while we dispose of the guards above."


Hel: About 2 rounds. You can also try utilizing Stealth checks - it is still night, after all.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Wesh says, "I can be part of the first group, if you all want me to. That way I can hopefully take the brunt of any attack. Alternately, it might be best if I go last as I'm probably the most likely to blow our cover. I'm more into straightforward combat than stealthy infiltration. So... whichever you all prefer."

That potion from earlier:

CLW: 1d8 + 1 ⇒ (6) + 1 = 7

When the time comes...

Stealth: 1d20 - 1 ⇒ (11) - 1 = 10


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Quick Sneak:
Stealth at the start and end would, theoretically, be best, but if it's about 2 rounds, get 'em out and gone, I say.

And my movement!! 40' base speed, so I should make it relatively easily, but presuming it matters ...

Stealth: 1d20 + 6 ⇒ (16) + 6 = 22

Hel shakes her head. "Let's make sure there's somewhere for you to go first; if the door is locked, then you're out in the open. Demlin alone, then you, Wesh, with Amalrus; you're still wearing your tabards, so even if they see something, it'll help. Grumblejack then goes on his own, and then Sir Gallen and Rigel with their guard tabards. Move briskly but not quickly, like you belong there; until you get to your hiding spot, don't try to sneak. I'll come last."

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