GM Rednal's Hell's Vengeance (Inactive)

Game Master Rednal


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Your schooling was over. Not from desire, no - you'd been studying conjuration for years, and if you'd had any say in it, you would have continued to hone your talents at calling forth creatures that could do your bidding. You weren't stupid - you knew what devils were like - but the truth many outsiders hated to admit was that many devils were actually quite reasonable when it came to the diabolists of Cheliax. If you made a stupid deal, it was your own fault and you deserved whatever happened, but the devils didn't need to try very hard to get souls when arcanists were falling all over themselves to get power and rise in the esteem of House Thrune.

Still... there was one thing you had to do before you left the academy to go home for your mother. At first, you'd been resigned to coming home with a partial mastery of imp-calling - enough to terrify commoners, but even most amateur wizards would scoff at the idea that it represented real power. Then, as the days before you left counted down, you remembered something your father said when he gave you the scroll. It could help with calling a wide variety of outsiders.

The more you thought about it, the more certain you became that there was more to the scroll, so the hunt began. No amateur would be able to decipher the fiendishly complex markings around the outside of the scroll. The lines and curves, in patterns just so, revealing... what? The deadline was approaching. You stopped sleeping and barely ate, knowing this would be your best chance to return home more experienced, more powerful - powerful enough to protect your mother in the midst of the growing madness.

Finally, the evening before you were scheduled to leave, you stopped moving the chalk. The ritual circle was complete, and everything was in place. Once, twice, five times - you checked it over and over, but it was right. It was like no magic formation you'd seen before, not in the books or the instructors' demonstrations of what magic circles could do for powerful conjurers. The most frightening part was the sheer power of the circle - and the simplicity that made it easy to draw and power once you knew what you were doing. This was a circle designed to be used - and every indication on the scroll was that it would allow for bargains of true power.

Sure, there was danger... but hadn't you studied this for years? Hadn't you called forth creatures in the past, convinced them to do your will? This was the same, just on a grander scale, and you stared at the last line of your instructions. Then, carefully, you set a bowl in the middle of the circle. Within was a wooden symbol of Shelyn, and you dropped a lit match onto it a moment later. As it began to burn, you spoke the last lines of the ritual.

<"Pescyra. Pescyra. Pescyra. Accept this offering and appear before me.">

As you spoke, the holy symbol erupted into bright flames, consuming it in just a few seconds. For almost a minute, the circle glowed in silence. Then you heard a voice in Infernal coming from the other side.

<"What do you mean the portal's open? Nobody on that world should be even close to deciphering that scroll for another two hundre- huh. This may be the opportunity we've been looking for."> The magic circle pulsed, and in a few moments, a feminine figure appeared within the circle and smirked down at the ashes of the holy symbol you'd destroyed. Then, slowly, she looked up to you.

<"Well, well. Younger than I thought. You show promise, human... I think I like you. It's not every day a novice manages to surprise me. I am Pescyra, Queen of Dis. Who are you and why do you seek a contract with me?">


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam stumbles back a bit, mildly surprised that the ritual worked, and that what he called forth was so beautiful.

It takes him a few moments to fully gather his thoughts, then he stammers out "I-I'm actually looking for the power to defend my mother. A k-knightly order raided a Hellknight Citadel, and my f-father went to go fight them. I'm going home tomorrow to take care of my mom." It wasn't some grand scheme, or power play, but it was the truth.


Pescyra reclined in the air and crossed her legs, seeming untroubled by quaint notions like gravity. She didn't actually move outside the confines of the circle... or stoop to using Common instead of what was clearly her native tongue. Fortunately, you were fluent in Infernal.

<"Having the power to protect what's yours is a worthy goal."> she said, staring intently at you. <"Bodyguard service would be trivial for us - unless House Thrune has a problem with her, at least, considering out existing agreement with them."> she flapped a hand dismissively. <"But that seems a little outside the threat you've described. Here's a tip, though: Always name your price ahead of time."> her smile widened. <"Were I in the mood, I might have granted your wish and demanded whatever I want. Surely that's not the only thing you want power for, though. You couldn't possibly have deciphered my scroll with the thought of being no more than a dutiful son all your life - not when the faintest bit of real power is enough to accomplish that a hundred times over. What do you really want?">

Incidentally, if you're using Oladon's forum tools, you can add Pescyra's avatar and actually see her in-game. XD


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam is quiet for several minutes. Nobody had ever really asked him what he wanted. He was the middle child, and they were often overlooked. While he was quite happy with his studies, and the freedom, such as it was, of not being the eldest, he still got lost in the shuffle more often than not.

"Having the power to protect my family is paramount, yes. My older brother is safe, within Egorian, surrounded by guards, servants and of course the Crown. But my mother, and younger sister live in a town that is decidedly unsafe." He pauses, as this next part was hard, and still hurt, being fresh. "My father died at the hands of the Glorious Reclamation. Those righteous bastards assaulted Citadel Dinyar to retrieve some stupid sword, and my dad, being the noble defender of all things Chelish that he is, came out of retirement to fight them off. He died trying to defend the Citadel. If I could, I would cut down every single knight of the Reclamation. I want revenge on them for taking my father from me!"

He takes several deep, calming breaths, but does not yet continue.


<"Aaaah, revenge. It is sweet, is it not? There are those who would tell you that revenge is meaningless and that you should just accept it when others harm you. And then they go and raise armies for their own nations - what is that but a threat of revenge for anyone who acts in a way they don't like? Hypocrites, the lot of them. I'm pleased you see all of this... insurgency... as your foes. The soldiers who attacked the citadel and killed your father are but tools for what they imagine a greater cause. and your revenge would ever be incomplete if they were your only targets.">

Pescyra thought for a moment, slowly rotating upside-down and then back upright again. <"Now, normally, this is where I'd start talking to you about your soul. I'll be honest, though, your soul really isn't worth that much to me. Not yet, at any rate, and not for the kind of power your revenge would require. You have a spark of greatness, but it can only grow if properly tended. At best, it would be worth a few days of service for someone to protect your mother. I'll make you a better offer.">

<"You see, we have an agreement with House Thrune. Among the terms of that agreement are that, while in Cheliax or dealing with its nationals, our deals with the leader of this nation are paramount. It's common knowledge that this deal includes national defense, and doing something about this... Glorious Reclamation... is quite clearly within the terms of our agreement. As much fun as it would be to have you subservient to my every whim, I cannot claim your highest loyalty for reasons you will understand in the near future. What I can do is offer you the power to serve Cheliax and Queen Thrune - the power to take revenge and crush those who broke the laws of the land and killed your father, destroying their rebellion. You will never rise so high as to be King, but the Queen herself will know you as the greatest of her mortal servants. For power, I want your service. Every strength you have will be mine to give or take - and lest you fear that I only want to make you suffer, remember that we have a vested interest in supporting of this nation. Keeping an eye on the Worldwound, for one thing, and the Starstone down in Absalom - and that's not even counting our agreement with House Thrune. I am not a demon, happy to destroy my own tools just to watch them suffer. I want results, and I will give you the power to achieve them. It is my selfishness you may rely on.">

<"And your mother will be a trifle."> she added dismissively, flapping a hand again. <"When one acts on the stage of nations, protecting one person - or even a whole family - is a matter unworthy of even a footnote. While you serve, and until the so-called Glorious Reclamation is done, they will have protection - members of my personal guard who will avoid drawing attention to themselves and slay threats or flee with your family as appropriate for the situation. I've no desire for you to be distracted from your mission by worrying about the safety of your family.">


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam nods in understanding. "I am more than willing to serve. House Charthagnion has ever been bound to the Powers of the Pit, and I see no reason to not continue our tradition of allying with Hell. What would you have me do?"


Pescyra snapped her fingers and a roll of parchment appeared before you. <"Read, and tell me what you think would be most helpful for ending this rebellion. And don't be afraid to get greedy - better too much than too little when you need to crush your foes.">

Translation: Clearly list out each thing you want for your character. XD OOC for easy reference, IC optional.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

I plan to attempt an in game post for this, but here's the main list:

Summoner(Devil Binder), Pact Maker(Occult Scholar), Background skills, Automatic Bonus Progression. While I have several templates in mind, including the Corrupter, I feel like those would more fun to gain during game play.

Also, I *might* want to add a bit more, but unsure. How do you feel about a feat at every level? Would also be available to Neve(As I believe in fair trades, as it were).


Feats each level is possible. As standard feats, though, I'd probably have a condition on that - you can't take two feats in a row from the same category with levelup feats. This limits the ability to complete feat chains much faster than intended and encourages character diversity instead. So, if you grabbed a Combat feat as your normal one at second level, maybe you'd grab a Metamagic or Item Creation at third instead. Bonus feats from your classes don't restrict the categories you can choose from, but you can't advance deeper into any tree there until your next odd level (when it would normally be possible).


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

"First and foremost, I would like to increase my abilities to summon and bind outsiders Summoner/Pack Maker. I also think expanding my versatility will be helpful Background skills and bonus feats. Finally, enhancing my general overall capabilities seems like a good idea ABP."


Pescyra seemed rather entertained by the requests. <"So be it... but know that I'll be regulating the strength of each. It takes time for bodies to adjust to powers, and were you to try calling something beyond you... it would not end well. There is no wrong in ambition or desire, but I have no interest in losing so promising a minion to lack of practice. Let me lay out what I expect from you.">

<"I want results, and I'm not too particular about how you achieve them. However, there are those who take this to mean that they should kick every puppy, scar every orphan, and generally go out of their way to act like a madman. That is what demons do, and we are better than that. I expect you to act in ways that bring advantages and not to waste too much time on pointless trifles. You are permitted to have friends. You can help others when you want to, though it should be for some kind of personal advantage, even if it's just improving your reputation. The concerns of your lessers are now beneath you, and if you bare your claws for every petty slight, the only thing you'll do is inspire them to petty revenge. It is foolish to make enemies without a plan to completely remove them as a threat. Now, sign. In blood, of course - we must observe the formalities, after all." she snapped her fingers and a rolled-up contract appeared in the air before you, dropping into your hands.

In addition to the above, you have gained the Summon Pescyra ability.

Summon Pescyra: You can summon Pescyra, Queen of Dis, through a Pact Ritual. Pescyra demands a large-size ritual circle even though she is only medium-sized. However, instead of being bound to your soul, Pescyra appears only to communicate for further discussions and negotiations. When you think you have progressed enough towards your (and her) goals, you may discuss things with her for 5 minutes. If she is satisfied with your progress, you will be able to level up in a ritual that takes 10 minutes. However, in turn, you cannot level up normally - she keeps a close eye on your power and prevents normal growth. Pescyra will also sell any non-artifact, non-unique item from legal sources at 120% of its normal cost; it takes her 5 minutes to retrieve the item from the vaults of Erebus. Other services may be available, but Pescyra expects payment appropriate for their value at the time the service is offered and will not accept promises or debt.

You have also received the Spirits of Hell ability. All pact spirits that are not LN, LE, or NE move two alignment steps towards LE (prioritizing avoiding chaos, then becoming evil, then becoming lawful) and acquire appropriate new identities to reflect their new alignment.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam nods in understanding. "This should be a rather interesting and fruitful partnership." He thinks to himself, as he signs the contract.

"What's my first 'assignment'? Now that you've invested in me, I can't imagine you want me sitting idly by."


<"Obviously."> Pescyra answered with an amused look. <"I've never been overly fond of those who call patience a virtue - as if doing the smart thing when you need time was inherently noble and limited to self-righteous fools. Now here's what you're going to do...">

-----------------

The town of Longacre sits just outside the fringes of the Whisperwood. A few lights shine in the streets and windows, and the occasional snippet of conversation or laughter issues from open doors, but here on the outskirts of town, the night is quiet and dark. Sparse clouds scud across the sky, momentarily obscuring the dim light from the moon overhead. Across a scrubby field, barely distinguishable under the starry sky, a darkened, fortlike compound hunches in the distance.

Cimri points toward the dim structure.

“That’s it—Louslik Tannery. Here’s the job: We break in, sack Ol’ Louslik’s office, take whatever’s shiny, and get out before the sheriff shows up. If we get separated, meet back at the Ash House by dawn.”

Dull moonlight glints across her dagger as she flicks it in emphasis. “If you get pinched, remember: you’re mute. Keep your mouth shut, and I’ll handle things. I got assurances that we won’t take any blame if things go south. But get chatty and I’ll let you rot.” A beat passes and her usual crooked smirk appears. “If you don’t screw things up, we’ll all be drinking on Razelago’s coin come dawn. Let’s do this.”

Who Is Cimri?:
A sharp-tongued hellion with a penchant for drinking and long knives, Cimri has lived in Longacre most of her life. Recently, she’s gotten involved with some powerful, if shady, folks willing to spend well to advance their goals.

Who is Ol’ Louslik? What’s the Louslik Tannery?:
Jabral Louslik runs the Louslik Tannery, a respectable operation that employs dozens of Longacre’s citizens.

Why are we breaking in?:
According to Cimri’s employer, Louslik hasn’t been paying his taxes like a good, law-abiding citizen should. She hasn’t been told any more, but your pay is likely tied up in whatever you steal. A figure you're about 50% sure was actually a devil in disguise introduced you for the job.

What are we getting out of this?:
Cimri’s broke, but her employer isn’t. You’ll each be paid 100 gold pieces for the job, but the real prize is the chance to meet and make a good impression on Cimri’s boss, Razelago. Pescyra hasn't explained why she wants you to do this, but it's pretty clear she has a good idea of what will follow, and this is only the first step in her bigger plan. Neither Razelago nor Cimri know about the deal you've made with the Queen of Dis, and you're pretty sure you should keep it that way.

Who is Razelago?:
Cimri’s employer. You’ve never met him, but Cimri claims he’s loaded and has serious connections—including ties to Longacre’s government.

What’s the Ash House?:
A half-ruined manor across town that’s the setting of dozens of local ghost stories.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Am I able to choose my first spirit via Pact Maker, or did you have a specific one in mind?

Vaklam nods "Do not worry about me holding up my end of the bargain. Just make sure you are able to do the same."


You're able to choose your first spirit. The effects of all spirits will remain the same, but depending on the spirit, I may change their name, history, and identity to something more appropriate for a fiend-binder. So just say who you want and I'll let you know what changes, if any, to mark down. If you'd like, I can also give some recommendations on what's useful to get sooner at a given spirit level. (Free tip: Xalen d'Marek is the first third-level spirit to grab. Not because he's useful while adventuring, but because he can help you research everyone else super fast. XD)

Cimri snorted slightly. "I like you." she said. "I'd hate to do this with someone that wasn't confident. Did you do any recon earlier?"

If you feel you would have, feel free to describe - to whatever level of detail - the sorts of investigations you would have done. Remember that you probably didn't want to get too close, lest you be spotted.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Alright, since I had enough prior warning, I would have sent one of my imps in to investigate. As they have invisibility and can change shape as well into either a giant spider or rat, I'm guessing he won't be seen. Also, due to Devilbinder, I have telepathy with him as long as we're on the same plane. They also have constant detect magic, just in case. So, uh, how much do I learn? lol


Sending your imp ahead, you see that a portion of the palisade surrounding the tannery has been damaged by repeated impacts from inexpertly steered work carts. This has opened a narrow gap in the palisade near the beamhouse that is out of the way, and could be squeezed through with a bit of effort. You also see that see that the work yard beyond is largely empty. There are lanterns lit, both at the gate and outside the office. A large dog dozes near the office’s door. The place smells terrible.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam flashes Cimri a grin. "Of course I did. Forewarned is forearmed after all. There's a narrow gap in the palisade that we could likely sneak through, and the work yard beyond is mostly empty. There's a guard dog near the office door, but that's nothing I can't handle."


"Oh? Handy." she said, flashing you a grin. "Let's try to leave the dog alone, though - aside from the barking not being a problem, there's nothing quite like killing a man's dog to make something personal. He hasn't been that much of a pain, and making enemies when you don't have to is pretty stupid."

"Let's go." With that, she gestured you forward, pointing her dagger in the general direction of the palisade.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

"Relax, I wasn't planning on killing the dog. Just getting it out of the way."

Vaklam takes the lead, making his way to the small hole his imp found. He peers through, just to make sure the area on the other side is clear. Assuming he doesn't spot any guards nearby, he squeezes through.

1d20 + 2 ⇒ (16) + 2 = 18 Perception


Actually, two things while we're here. First, update your quick reference bar with the format in my profile - that makes a lot of things easier. Second, format your profile with this code. I run a lot of games, and having things use the same format makes it a loooot easier. XD

As you found the gap in the fence, you began to squeeze through it - and realized, after a moment, that it was going to take some real effort to get this done right.

Give me a DC 12 Dexterity or Escape Artist check to squeeze through properly. If you fail, make a stealth check to avoid alerting the dog.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

While my profile isn't fully complete(I shall get to that tonight), isn't what's there more or less in line with your code?


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

I realized you might be waiting on me to make my roll, sorry!

1d20 + 2 ⇒ (14) + 2 = 16 Dex check

Vaklam, after getting stuck momentarily, manages to squeeze through the gap.

How far away is the dog from us?


There's no real need to have to click spoiler tabs every time you want to check something. XD Makes it harder to just do a search for names, too. Tristalt sheets get pretty complicated, pretty fast, so the standard format really does help.

Carefully crawling in, you see that cart furrows and disturbing stains mar this muddy yard. Around the perimeter, murky water pools in rows of sunken tubs. Unspeakable muck encrusts each vat and half-submerged skins float within. From these scabby concoctions drifts a sinus-assaulting reek—a dizzying miasma of rotten eggs, lime, and far worse.

Fort DC 12: 1d20 + 3 ⇒ (1) + 3 = 4

You weren't prepared for it, either, and half-collapsed as you felt nauseated to your stomach. The worst passed after a few seconds, but you were still sickened, and likely to be for a short time (until you acclimated to the awful smell, at least). From what you remembered, the dog was probably about 25 feet to the west, dozing in the night. As long as you didn't make too much noise, you'd probably be able to avoid waking it.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

The summoner gags on the stench, but manages to not empty his stomach. Straightening up, he moves out the way for Cimri to sneak through as well.

"Where to? If we hit the office, we'll probably need to deal with the dog, or be incredibly quiet sneaking by." He says in a whisper.


She grimaced slightly. "The office is right by the dog." she said, pointing to the building to your west. Gesturing east, she added, "That's the beamhouse. Got any plans to knock the pup out since it's in the way after all?"


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

"I was planning on summoning something for it to chase after, but that might cause too much noise. I believe I can knock it out briefly."

If summoning is the best option, I'll summon another dog or a rat for it to chase. If that's a dumb move, I'll cast Daze Monster DC 14


"If it sees anything, it'll probably make noise." Cimri muttered. "Dazing it seems the better option - animals aren't too resistant to mental domination."


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

As soon as they are close enough to easily dart into the office, but a safe distance away from the dog noticing them, Vaklam casts his spell.

Closing to around twenty to fifteen feet, then casting, if that's a safe option.


Gimme a stealth check. It is a guard dog, after all - good senses. XD You're on your own timetable, though, so you have the time to activate any relevant abilities.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

So, I totally assumed the range on Daze Monster was close, but that's the range on Daze. Monster is medium. I cast it right away, no closing necessary.

I will however first cast Mage Armor, bumping my AC to 16


Stealth check - gotta speak loudly to cast, and that has a real chance of alerting the dog before you're done. Retreating outside and then trying to squeeze your way back in is also an option.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Ah, OK, I never realized you needed to speak loudly to cast. Since my only stealth options are invisibility-esque, they wouldn't muffle sound, right? So, it would be a straight Dex roll, as he lacks ranks in stealth

1d20 + 2 ⇒ (11) + 2 = 13 Stealth


Well, technically, you need to speak loudly to cast any spell with verbal components. Not allowed to, y'know, whisper them. XD And then all spells have visual manifestations so they can be identified, regardless of components. It's a deliberate limiter in the game that stops things like easy mind-control of important public figures.

Perception (Sleeping): 1d20 + 8 - 10 ⇒ (6) + 8 - 10 = 4
Will: 1d20 + 1 ⇒ (3) + 1 = 4

The dog didn't stir at the noise of your casting, and a moment later, your dazing spell sunk into its mind.

Where is the Daze Monster from, though? I don't think that's on your sheet?


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Daze Monster is one of my two Summoner Spells. I've just been having a b%~!% of a time updating my sheet lately, as the site has been slow and occasionally unresponsive for me. I've thankfully made some serious progress tonight, though I am not yet done

Vaklam motions his companion forward, as they are close enough to the office and potential guards that it was best to start acting the mute now.


Aaaaaaah. XD That makes a bit more sense. May I suggest doing it all in a word processor and just copy/pasting the thing? Helps minimize site errors and ensures you won't lose your work.

Hurrying up to the office door, it quickly became apparent that the door in question was locked. You'd need to pick or break it - or smash your way through the window a little to the west. Or try to find the key, but there was no telling where that was.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

The mage curses silently, then points to the lock, shaking his head at Cimri, indicating that he can't pick the lock.


Nodding to you, Cimri moved up to the door and pulled out a set of tools.

Disable Device: 1d20 + 10 ⇒ (17) + 10 = 27

The door quietly clicked open, and she put the tools back with practiced motions before gesturing for you to follow her inside.

Several antique tanning tools and a pair of patterned leather tapestries decorate the walls of this small, rustic office. A well-gnawed pig’s foot lies in the corner. A man is sleeping at a desk inside the room, papers and writing utensils scattered about the place.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam makes several obscure hand gestures, attempting to silently ask his partner something, pointing at the sleeping man.1d20 + 8 ⇒ (8) + 8 = 16 Bluff to pass a secret message

Secret message: Tie him up?


She considered for a moment, then wiggled her fingers in a pseudomagical gesture before pointing to where the dog was sleeping - clearly wondering if you could put him into a deeper magical sleep first.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam once again flashes his hands, 1d20 + 8 ⇒ (18) + 8 = 26 Bluff again

Will only last a minute


As the magic settled over him, Cimri nodded and started tying him up. "All right, find anything that looks valuable. Let's grab it and bugger off before someone notices." she said quietly.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Oh, to have access to Sift right now, lol

1d20 + 2 ⇒ (17) + 2 = 19 Perception check for anything of obvious value.

Vaklam quickly scans the room, looking for anything that seems worth grabbing. He keeps a running count in his head of how long his spell will last, and once he gets to the half way mark, he'll try to rifle through the desk looking for any important paperwork that could be used for bribery purposes.


Looking around, the leather tapestries look to be worth about 200 GP each, and the antique tools are another 200 - though they are stamped with the initials 'L. T.'. Aside from those, there's a rather bulky, heavy locked box under the desk.

"Tannery funds." Cimri muttered as she saw it. "Best to leave those alone - more likely to get you caught if you try to spend it or get searched."


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam nods, and grabs the tapestries, then looks to Cimri 1d20 + 8 ⇒ (9) + 8 = 17 Secret Message

Anything else?


After a moment, Cimri shook her head and signaled back.

<Greedy is okay, but stupid isn't. Let's go before anyone notices us.> With that, she grabbed a few small things and darted out, aiming to squeeze out the entrance you'd come through.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam nods, and follows closely behind.

Is the dog going to be an issue again?

1d20 + 2 ⇒ (20) + 2 = 22 dex check to squeeze through the hole


The dog was still asleep - and you had no problem escaping with your ill-gotten gains. Cimri nodded slightly, then pointed forward. "Now we want to get to the river, walk a good ways down. Break the scent trail before we get to the Ash House." she said, clearly not intending to get tripped up by the obvious.

When you finally get there, you see what remains of this manor looks like it could collapse at any moment. Bearing the scars of a decades-old fire, the house is blackened and sags under the weight of its collapsed third floor. Shattered windows pose no barrier to the riot of ivy scaling each gable and invading every cavity. Bent pillars and a cracked granite porch lead to a warped door bearing a rusty doorknocker shaped like a boar’s head.

...That explained the name, at least.


Male Human 1 |HP: 10/10| AC: 12 F: 10 T: 12 | Fort+3, Ref+2, Will+4| CMB+1, CMD 13| Init+2, Perception+2|

Vaklam walks in to the manor slightly on guard, as the place set him on edge a bit. He didn't think this was a trap or anything, but he didn't want to be caught off guard, just in case. He peers around, looking for anything out of the ordinary, or that could be trouble.

1d20 + 2 ⇒ (20) + 2 = 22 Perception


After a moment, you noticed a broken window, and Cimri beckoned you over to it before she hopped inside - avoiding the door in its entirety. Pieces of battered furniture lie here amid the choking scent of dust and ashes. Beneath a mantle crowded with empty whiskey bottles, the fireplace shows evidence of recent use. The scorched, broken visages of curious cherubs leer from atop archways leading deeper into the house. A plain wooden chest sits on a table in this room, but your guide ignores that for now.

She wastes no time, however, in bringing you up a set of stairs and through another door. Toppled bookshelves, a table, and some chairs half-covered in ivy suggest this room was once a library. The ashes and pulp of burned, waterlogged books lay heaped amid fallen furniture, creating a large nest of sorts against one wall. A set of folding paper screens divides the room. A lantern flickers on the opposite side, projecting the silhouette of a desk and high-backed chair upon the thin paper. An earless panther-like beast sits on a pile of papers inside, and raises a head to look at you as you enter.

At the same time the light behind the paper screen slowly intensifies, casting the stark silhouette of a bald figure seated at a desk upon the divider. After a moment of slow shuffling, a high-pitched voice, sounding as though it could belong to someone either very young or very old, wheezes from behind the screen: “Cimri. Is it done?”

"Yes, sir. We took an assortment of important documents and valuable trinkets - enough to seriously set them back without giving them an excuse for a bolder reaction." she said, following with a slightly-exaggerated retelling of your actions.

“Excellent. You’ve done well, Cimri, and your associates sound like individuals of rare potential. You’ll all find your payment waiting in the parlor below, along with a gift for each of you. Go, enjoy, celebrate. You deserve a reward for your impressive work. We’ll talk more in the near future.” Cimri nodded and started to head downstairs - though you seemed welcome to stay and ask a few questions if you wanted to.

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