Gamemaster Kobolum's Way of the Wicked (Inactive)

Game Master Kobolum

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

No. No one has ever escaped from Branderscar Prison. This is where your story ends.

Images

Initiative:
[dice=Casius Flann's initiative]1d20 + 3[/dice]
[dice=Anastasius Poli's initiative]1d20 + 6[/dice]
[dice=Wade Willhelm's initiative]1d20 + 7[/dice]
[dice=Kira Petrilus's initiative]1d20 + 3[/dice]
[dice=Lazarus the Rat's initiative]1d20[/dice]
[dice=Saulric The Black's initiative]1d20 + 3[/dice]
[dice=Grumblejack's initiative]1d20 - 1[/dice]
Whoever has the highest initiative gives there side the first actions in a round. Characters are not aware of who is giving this advantage.

Perception:
[dice=Casius Flann's perception]1d20 + 5[/dice]
[dice=Anastasius Poli's perception]1d20 + 1[/dice]
[dice=Wade Willhelm's perception]1d20 + 9[/dice]
[dice=Kira Petrilus's perception]1d20 + 9[/dice]
[dice=Lazarus the Rat's perception]1d20 + 9[/dice]
[dice=Saulric The Black's perception]1d20 + 3[/dice]


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Because we're offering you the best option to not become their food. And we let you out of your cell. And we killed that snack for you earlier. Lazarus says.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Casius looks at Araton. "I was thinking we should have Grumblejack use the table as a shield from arrows while we made a break for the Gatehouse. It should provide sufficient cover for both him and us if we stay behind him. Are you suggesting we make a stand here and try to kill the guards coming for us?"


Grumblejack glowers at Lazarus.

Araton recognizes the validity in Casius’s plan and it gives him a nod of his head. “Even so they'll still be able to pin us to several spots and have arrows fly at us at the same time. The guards that are already coming plus the closed gate, the bridge off of this island. ” Araton shakes his head. “No better to fight on our terms than theirs. Besides you saw the armory, this isn't the Branderscar Prison with such a fearful reputation to make its name known on the mainland, and guards are more equipment. Besides, how else are we going to kill them?” He makes it look like he's still talking to Casius but he clearly said that to get Grumblejack's attention. “After all if we run now we may never get an opportunity to kill them again, and I went to make them pay.”

“And Grumblejack wants to eat them!” Grumblejack says with a toothy grin.

“And Grumblejack wants to eat them,” Araton echoes. “Now let's not waste anymore time. Grumblejack go barricade the doors in the other room. Saulric, open the door.”

Casius Flann's initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Baolo Tizden's initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Katherina Woods's initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Araton Fal's initiative: 1d20 + 5 ⇒ (9) + 5 = 14
[dice=Lazarus "Z" the Rat's initiative]1d20[/dice]
Saulric The Black's initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Dog one's initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Dog two's initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Saulric The Black
Baolo Tizden
Araton Fal
Lazarus the Rat
Casius Flann
Dog two
Katherina Woods
Dog one


Tower Shield Specialist HP13/13 Init +3 AC23/CMD18/FF21/TA12 Saves:F5/R5/W3 Perception +3 Saulric

Saulric throws the doors open with his sword balanced on his shoulder. Quickly grabbing it with his other hand he swings at the first enemy he sees.

ATK: 1d20 + 5 ⇒ (2) + 5 = 7

DAM: 2d6 + 6 ⇒ (1, 4) + 6 = 11


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Casius sighed. He didn't see a real need for killing all the guards, but he supposed they had to do what they had to do. Looking about, he grabbed a kitchen knife and gave it a toss towards one of the dogs.

Attack vs dog 1, throwing into melee: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2

It went quite wide, as he was trying not to throw it into the backs of his allies of the moment.


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Figuring these mutts would be a good test of his new weapon, Baolo lashes out at the first one that comes in range.

Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d10 + 6 ⇒ (2) + 6 = 8


Lazarus does his best to assist the front line.
aid another: 1d20 - 1 ⇒ (5) - 1 = 4


GM:
Araton Fal rapier attack Dog two: 1d20 + 3 ⇒ (15) + 3 = 181d8 - 1 ⇒ (3) - 1 = 2
Araton Fal dagger attack Dog two: 1d20 + 4 ⇒ (5) + 4 = 91d6 - 1 ⇒ (3) - 1 = 2

Saulric swings down but swings too early. Baolo doesn't and leaves a gash on the side of the dog.

Araton comes in to try and finish the dog, scoring a hit with his rapier in his right hand but misses with the dagger in his left dagger.

Casius and Lazarus attempts at assistance result in nothing more than a kitchen knife on the ground.

The dog that came charging in first whimpers in pain and runs away.


Female Half Orc

With only one dog remaining Kath steps in with sword and shield in an attempt to take care of it.

Move close distance if needed
Standard attack the remaining dog

Attack: 1d20 + 6 ⇒ (13) + 6 = 19 Damage: 1d8 + 5 ⇒ (6) + 5 = 11


The dog barks and runs as Katherina’s blade cuts into it. The fighting is over until the guard show up.


“Alright that's the dogs taken care of, now all we need to worry ab—” Araton's cut off by the hearty laugh of Grumblejack, the only noise that's come from the other room since he went in there.

Araton quickly considered his options. Leaving the ogre to die to try and break for an escape would likely succeed the ogre didn't follow the plan so he can't be trusted, on the other hand the ogre probably can't take the guards alone but leaving any of the guards alive and aware of their escape would mean a quick pursuit party would be after them.

Araton curses as he runs into the mess hall.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Casius sighs and moves cautiously into the mess hall behind Araton. Hopefully his little tricks would be more effective against the guards than the dogs.


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Baolo follows after Araton, weapon in hand as they moved to face the guards int he next room.


Boting Lazarus.

GM:
Grumblejack unarmed smash vs Prison guard one (provokes an attack of opportunity): 1d20 + 6 ⇒ (17) + 6 = 231d6 + 3 ⇒ (3) + 3 = 6
Prison guard one club vs Grumblejack: 1d20 + 4 ⇒ (10) + 4 = 141d6 + 2 ⇒ (1) + 2 = 3
Prison guard two club vs Grumblejack: 1d20 + 4 ⇒ (8) + 4 = 121d6 + 2 ⇒ (4) + 2 = 6
Prison guard three club vs Grumblejack: 1d20 + 4 ⇒ (15) + 4 = 191d6 + 2 ⇒ (6) + 2 = 8

As Araton, Baolo, Casius, Lazarus and find Grumblejack being attacked by three guards. However the situation isn't as bad as it could have been, the guards have their clubs drawn not there longswords, likely expecting to be dealing with escaped prisoners, not an escaped ogre.

They all enter as Grumblejack swings at one of the guards, the guard raising his shield to defend himself, and it's clear from the way he buckled at the impact that he felt the force behind the ogres attack, but it does leave him the opportunity to swing his own club at the ogres outstretched arm. The other two guards also take the opportunity to swing at Grumblejack and they all hit, but it's hard to tell if they did damage.

GM:
Prison guard three club vs Grumblejack: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 2 ⇒ (4) + 2 = 6

One of the guards doesn't notice the villains arrival and swings his club at Grumblejack again, scoring another hit. It is still difficult to tell if it actually did it any damage.

Prison guard one initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Prison guard two initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Prison guard three initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Initiative
Saulric The Black
Prison guard three
Baolo Tizden
Araton Fal
Prison guard one
Lazarus the Rat
Casius Flann
Prison guard two
Katherina Woods


Tower Shield Specialist HP13/13 Init +3 AC23/CMD18/FF21/TA12 Saves:F5/R5/W3 Perception +3 Saulric

Saulric rushes over with his greatsword held horizontally and strikes at the men.

Cleave: 1d20 + 5 ⇒ (7) + 5 = 12

DAM: 2d6 + 6 ⇒ (4, 3) + 6 = 13

Cleave2: 1d20 + 5 ⇒ (10) + 5 = 15

DAM: 2d6 + 6 ⇒ (1, 4) + 6 = 11


Saulric swings his sword at the nearest guard. the guard raises his shield to defend himself and blocks the blow.

Araton Fal rapier attack vs guard three: 1d20 + 3 ⇒ (2) + 3 = 51d8 - 1 ⇒ (1) - 1 = 0
Araton Fal dagger attack vs guard three: 1d20 + 3 ⇒ (16) + 3 = 191d6 - 1 ⇒ (6) - 1 = 5

Araton moves next to Saulric to attack the guard with the raised shield, his rapier bouncing off the shield harmlessly, but he's able to get his dagger up into the guards exposed armpit.

Baolo Tizden you’re up.

I want to implement something that a GM in another game that I’m in is using that appears to be working very well for us, it's called block initiative. Basically, it's to find out which group is going first and everybody then moves at once. Block initiative seems like something we shouldn't Implement in the middle of combat so we'll do that for the next battle we face.

GM:
Grumblejack HP 12/30 (Non-lethal 1/30)
Prison guard one HP 7/13
Prison guard two HP 8/13
Prison guard three HP 13/13

Initiative
Saulric The Black
Prison guard three
Baolo Tizden
Araton Fal
Prison guard one
Lazarus the Rat
Casius Flann
Prison guard two
Katherina Woods
Grumblejack


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Continuing to test his new weapon, Baolo swings the glaive at the guard, using its reach to attack the guard over Araton's head.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d10 + 6 ⇒ (6) + 6 = 12

OOC: Apologies for the delay


GM:
Prison guard club vs Araton Fal: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (3) + 2 = 5/2

As Araton thrusts his dagger into the guards expose pit Baolo swings his glaive over Araton at the guard, cutting into the left side of the guard’s head. When Araton and Baolo remove their blades the guard falls over. no one can tell if he's dead but it's easy to see that he's dying.

One of the other guards, seeing his fellow guardsmen fall to the ground, immediately charges at Araton and manages to hit him with a swing of his club.

Lazarus and Casius.

GM:
Grumblejack HP 12/30 (Non-lethal 1/30)
Prison guard one HP 7/13
Prison guard two HP 13/13
Prison guard three HP -4/13
Araton Fal HP 10/10 (Non-lethal 8/10)

Initiative
Saulric The Black
Baolo Tizden
Araton Fal
Prison guard one
Lazarus the Rat
Casius Flann
Prison guard two
Katherina Woods
Grumblejack


Lazarus attempts to aid Araton and distract the guard!
aid: 1d20 ⇒ 5
But fails to do so.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Casius looks at the guard who hadn't acted yet, reaching out with his mind to insinuate his way into the guard's mind. Then, he sent an overwhelming barrage of information to the guard's senses, trying to cause him confusion.

Swift action: Hypnotic Stare on Guard 2 (-2 Will save). Standard action: Cast daze (DC 14 Will). If he fails the save, he is dazed for 1 round, and is immune to further daze effects from me for 24 hours. If he has more than 4 hit dice, he is automatically immune.


GM:
Prison guard will save: 1d20 - 1 ⇒ (14) - 1 = 13

As the first two guards are engaged by Araton, Baolo, and Saulric, the last guard is struck by the sense overwhelming magic of Casius.

Katherina Woods. You finally have a chance to shine, don't disappoint us.

GM:
Grumblejack HP 12/30 (Non-lethal 1/30)
Prison guard one HP 7/13
Prison guard two HP 13/13
Prison guard three HP -4/13
Araton Fal HP 10/10 (Non-lethal 8/10)


No response from Katherina.

GM:
Katherina Woods’s longsword vs Prison guard two: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 5 ⇒ (1) + 5 = 6
Grumblejack unarmed smash vs Prison guard one (provokes an attack of opportunity): 1d20 + 6 ⇒ (9) + 6 = 151d6 + 3 ⇒ (2) + 3 = 5
Prison guard one club vs Grumblejack: 1d20 + 4 ⇒ (2) + 4 = 61d6 + 2 ⇒ (5) + 2 = 7
Prison guard two club vs Grumblejack: 1d20 + 4 ⇒ (4) + 4 = 81d6 + 2 ⇒ (1) + 2 = 3

Katherine barrels into the melee, sword swinging, and blocked, by the steel shield of a guard.

Grumblejack swings at one of the guards but misses entirely. The guards try to beat down the ogre but they have no effect.

Baolo and Saulric.

GM:
Grumblejack HP 12/30 (Non-lethal 1/30)
Prison guard one HP 7/13
Prison guard two HP 13/13
Prison guard three HP -4/13
Araton Fal HP 10/10 (Non-lethal 8/10)
Katherina Woods HP 14/14

Initiative
Saulric The Black
Baolo Tizden
Araton Fal
Prison guard one
Lazarus the Rat
Casius Flann
Prison guard two
Katherina Woods
Grumblejack


Tower Shield Specialist HP13/13 Init +3 AC23/CMD18/FF21/TA12 Saves:F5/R5/W3 Perception +3 Saulric

Saulric lifts the sword above his head and brings it down in an overhand strike.
ATK: 1d20 + 5 ⇒ (7) + 5 = 12
Dam: 2d6 + 6 ⇒ (4, 2) + 6 = 12


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Moving just enough to get in a good position to use the full reach of the glaive, Baolo swings once more, his big arms bulging momentarily as he put their full might behind his attack

Power Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d10 + 6 ⇒ (3) + 6 = 9


GM:
Grumblejack HP 12/30 (Non-lethal 1/30)
Prison guard one HP 7/13
Prison guard two HP -4/13
Prison guard three HP -4/13
Araton Fal HP 10/10 (Non-lethal 8/10)
Katherina Woods HP 14/14

Araton Fal rapier attack vs guard two: 1d20 + 3 ⇒ (20) + 3 = 231d8 - 1 ⇒ (2) - 1 = 1
Araton Fal dagger attack vs guard two: 1d20 + 3 ⇒ (20) + 3 = 231d6 - 1 ⇒ (6) - 1 = 5
Araton Fal rapier attack vs guard two critical confirm: 1d20 + 3 ⇒ (19) + 3 = 221d8 - 1 ⇒ (3) - 1 = 2
Araton Fal dagger attack vs guard thwo critical confirm: 1d20 + 3 ⇒ (3) + 3 = 61d6 - 1 ⇒ (1) - 1 = 0

The second of the trio of guards falls under the combined Assault of Araton, Baolo, and Saulric. The last standing guard runs away, crying in fear.

Combat over.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

"Grumblejack, grab him! Don't let him get away!"

Attacks of Opportunity for Baolo, Saulric, Katherina, and Araton as the guard flees?


He's using a withdraw action so his starting square isn't treated as threatened for attacks of opportunity. That said I forgot that Grumblejack is large and does get one because of his longer reach.

Grumblejack unarmed smash vs Prison guard one: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 3 ⇒ (1) + 3 = 4
Grumblejack unarmed smash vs Prison guard one critical confirm: 1d20 + 6 ⇒ (3) + 6 = 91d6 + 3 ⇒ (2) + 3 = 5

Grumblejack is able to hit the running guard with a swing of his mighty arm but the guard keeps running.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Baolo has a glaive - he should have reach, as well.


Well I say that's up to him. hey Baolo, were you swinging at a distance against your last opponent or where you up close and personal?


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Baolo follows after the man, grinning as he calls "Hey Grumblejack! I think the guard wants to play!" Hoping his longer stride helps him to catch up with the guard, he attempts to close the distance.

With a reach weapon, I don't think there is an option to shorten the range without magic or specifics of the weapon (glaive not in that category) involved. As such, I don't think Baolo can AoO. Only option is to chase him down.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Casius moves after the guard, then throws one of the leather-wrapped clubs at him.

Attempting to move within 10 feet of the guard, then throwing a club (10 ft range increment) at him. If I'm further than 10 feet away, subtract 2 from the below roll for each range increment.

Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Confirm?: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 ⇒ 1

That's 1 nonlethal damage, since the clubs do nonlethal, yes?


Casius made a good throw, unfortunately there was no real power behind it.

Yes clubs do non-lethal.

Oh you can chase him down alright, the question is do you want to chase him outside?


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Even though he had chased the last runner down, circumstances had changed. The prison was on high alert now and Baolo was not eager to be the sole target. So, when he sees the guard making it through the door, Baolo stops following, shouting back behind him, "That damn guard has made it outside. We best be moving fast and finding a way out of this place."


Grumblejack unarmed smash vs Prison guard one: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 3 ⇒ (6) + 3 = 9

Baolo and Casius stop their pursuit when they notice the guard has made it outside, but Grumblejack keeps charging after the guard and smashes him to the ground.

“This is strange,” Araton thinks aloud as he walks into the main hall, “Why were there only three guards? And why isn't a signal horn blowing? Where’s the sergeant, where’s the warden? The response of a potential escapee should be more than three guards.”


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

"Maybe they didn't blow the signal horn in order to lull us into thinking the entire prison isn't on alert. Regardless, the warden and sergeant may be setting up a surprise for us. If we can get Grumblejack back in here, we may be able to get to the gatehouse without getting pincushioned by an arrow barrage." Looking towards the Ogre, he shouts, "Grumblejack! Get in here so we can escape without being killed by archers!"


Grumblejack comes back into the building, bringing the corpse with him. When he gets back inside he strips it down and starts eating it.

The prison is cold, a light draft comes through the open door, and the only sound is the eating ogre.


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Not the brightest in the group, Baolo simply shrugs his broad shoulders at Araton's questions before adding, "All I know is that is we age gonna leave, we probably gotta go through the main gate. Maybe Casius is right and they are setting an ambush? But either way, we gotta go through them to get out...so may as well get too it." Though he didn't verbalize it he did think of the possibility of using the ogre as a distraction. They might be aware of their escape, but hard to focus on them when the guards had to deal with a large ogre after all.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Casius leaves Grumblejack to his eating, pointing at the tables. "We have the tables here. We might be able to carry them and use them as cover from any archers as we leave. That might allow us to get to the gatehouse without them skewering us. Assuming the door isn't locked, we get in and use the tables as shields while we run down the causeway to the mainland. Take out the guards at the post there, and we're free to escape, and try to lose our pursuit in the moors. Does anyone need any of those guards' equipment?"


What a week.

Searching the guards comes up with three sets of the same thing you found it every other guard carries.

• Chain shirt
• Heavy steel shield
• Longsword
• Leather club
• Longbow with 20 arrows
• A key

The tables are made of thick wood and prove to be difficult to lift even with two people but it is doable Grumblejack by himself can lift one. The tables are definitely strong enough to take a lot of arrows without breaking apart and the only actual difficulty you'll have them is actually moving them into the main hall so you can carry them outside.


You carry the tables out the front door into what is clearly the courtyard. A crushed guard on the ground, dying, if not already dead, next to a fountain. The fountain’s centerpiece is a statue of the Mitran pantheon’s patron saint of law and order—St. Dothan the Just. In his outstretched hand is a sword that points to the Great Hall. At the base of his statue is an inscription: “Thus is justice done.” A stone path surrounds the fountain and leads around the Great Hall.

This three-story old gatehouse was once a key defensive part of the old Castle Branding. The entryway you step into has two stout double doors with swing bars and braces that can be put into place with some effort. A murder hole is above and three arrow slits adorn both the west and east wall.


Lazarus does his best to stay behind something solid, whether that be lawn decor or companion, as they approach the gatehouse.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Hmm...thought I posted, but it must have been eaten.

Casius holds up a hand to pause the group and motions Araton to approach the arrow slits on the left, while he approaches those on the right. Cautiously, Casius tries to sneak up and peek in, looking for signs of any guards watching.

Stealth: 1d20 + 5 ⇒ (2) + 5 = 7


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

The half-orc stops advancing when indicated to do so and he does his best to rest the table he was working to carry in a more comfortable position. His arms bulge with the weight as he waits for the scouts to return.


He signals that he doesn’t see anyone through the arrow slits on the left side.

What Casius sees through the arrow slits is an old battered wood table, six chairs and a small wooden shelf that holds a keg and collection of mugs.


Tower Shield Specialist HP13/13 Init +3 AC23/CMD18/FF21/TA12 Saves:F5/R5/W3 Perception +3 Saulric

sorry I've been incommunicado

Saulric walks up with the others.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Casius frowns, seeing no one, then heads back to the others. "No arrows from the guards on the roof, no one hidden in the rooms to either side. This is far too strange. Still, if we aren't getting stopped..."

Casius heads back into the main building, cautiously listening. If he hears nothing, he'll go grab the chest of gold they'd taken from the Sergeant's room and rejoin the others.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


You now have access to the full map of the prison. I’ll leave it up for a little bit before I take it down for the next important image.

As Casius goes to get the chest he does spot two guards patrolling the wall.

The rest of you start working to get the gate open to make your escape, as well as pair off into teams in order to carry the tables above your heads. Since Casius will be busy holding a chest he’ll need to be with Grumblejack, who can carry a table by himself.


As you get the doors open you all lift the tables above your heads and start walking down the path towards the stone bridge off the island.

As you all walk you hear a shout from above, back the way you came. You hear another but you all keep walking. Stopping now would be a surefire death. An understanding punctuated by the first thud on the tables above you. And the second, and third.

They keep coming but they come less frequently and eventually you get to one side of a one hundred fifty-foot stone bridge. A wide stone bridge with a two-foot tall guard rail connecting to the mainland. And a small guard house on the mainland made of grey stone.

One hundred fifty feet, a two-foot tall guard rail, and whatever is in that guard house is all that stands between you and solidifying yourselves as the first prisoner to ever escape Branderscar Prison. And more importantly, your freedom.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

"Let's go. There can't be many in the guard post, and once we're past that, we'll be free."

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