Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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Roll20 Maps Loot

As there are several casters, I'll rule that if you're standing near one another, you can share out the contents of the pouch as a move action each round. Thus allowing you to get spell components as a move action, and then cast with your standard. Everyone sharing the pouch, except the one person holding it, will be subject to this restriction.

You have enough mobility with your hands to pass around objects. For example, if you determine you have a world class lockpicker, pass them the lockpicks.

For the lockpicker, at first you can only reach your own shackles to unlock. With your hands shackled, you are at a -2 penalty to unlock them.

They are DC 20 (simple locks), but being MW tools, obviously provide a +2 bonus, thus cancelling out the penalty. If you get your hands unlocked, you can then enjoy a further +2 bonus (and no more -2 penalty) on all of the other shackle locks in the cell, as the locks are so similar.

The lockpicker is welcome to keep rolling checks, as long as they succeed. Stop when you hit a failure, by my count there are 14 sets of locks (hands and feet on 7 people).

Do be sure and let me know whose hands and feet are being unlocked, so we know in case the guards catch you, we'll know who is free. Likewise, if anyone takes things off the veil, keep track of who has what.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

nah. Clutter

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Benefit of being a sorcerer, no need for component pouch for the larger part of spells.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Solomon's ears perk up, nose twitching slightly. "Yes, I can pick-pick. I mean... it's not my best skills, but I have learned."

As he carefully tears that section off of the veil, his eyes light up with intrigue watching the tools manifest from the cloth. "Wonderful..." he muses outloud, then grins widely at the others with a flash of yellowed fangs and mismatched eyes. "Now... click-click."

He mutters something to himself about a mutagen, and what an aid that might have provided, then tilts his head as he tries to contort himself and angle the picks into his own manacles.

Disable Device DC(20): 1d20 + 7 - 2 + 2 ⇒ (17) + 7 - 2 + 2 = 24

Click. The rat-man stretches his arms suddenly, as if the manacles had been constraining him for ages. His whiskers twitch and he stands proud before the others. "Now you see-see. Solomon has tricks."

With a bit more maneuverability now, he moves to his ankles-still sensitive from the earlier gnawing.

Too bad his skill level is 1 point short of being able to take 10 successfully.

Disable Device DC (20): 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27

Click.

Next, as Malleck had requested, and in light of their earlier conversation, he moves to the dead-one's manacles next...

Disable Device DC (20): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13

Clunk.

With a look of alarm, Solomon quickly tries to disappear into the shadows of the corner nearest the cell door. If possible.

Stealth: 1d20 + 8 ⇒ (14) + 8 = 22

*Edit* Oops, I missed the obvious that there were two sets per person. Looks like Solomon only got himself. Editing the text to reflect that.


Roll20 Maps Loot

GM:

Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Very well, you may proceed! Nobody heard anything, this time!


Roll20 Maps Loot
Solomon "Bone-White" Skrivven wrote:


Too bad his skill level is 1 point short of being able to take 10 successfully.

If only there was an easy way to gain that extra +1.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

After a moment has passed and things seem clear, Solomon emerges from the shadows looking a bit more subdued than earlier. Again he approaches Malleck's manacles. "I think I've ascertained the source of our glitch... science is a process afterall... a process that often necessitates negative outcomes on the inevitable path to beneficial ones." he whispers as he fingers the tools deftly. He sounds different. Focused.

He attempts to unlock his hands first.
DD DC(20): 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23

Click.

Then the feet...
DD DC(20): 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Clunk. Once again he hits a snag. This time, however, instead of racing back to the shadows, the wily rat moves to his own manacles--hoping to at the very least still appear in the position the guards would expect. That, perhaps, would be less conspicuous than if he should be fully hidden.


Roll20 Maps Loot

Errr, Solomon, you have a +7, correct? The MW tools give +2. The similarity of these locks gives a further +2. You should be at +11 total, and thus able to take 10 and get right through these things, correct?


Roll20 Maps Loot

GM:

Perception: 1d20 + 1 ⇒ (13) + 1 = 14

Again, nothing is heard, so press on!


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Oh, ok, I misunderstood. I thought the +2 you referred to after unlocking the first was simply the bonus from the tools, restated, now that the penalty was removed. Then yes, I could take ten. And as I mentioned here, that would certainly be my intent if possible.

The spark lights behind his eyes. There's been some close calls, but he gets it now... as if he can picture the inner workings of the lock: the tumblers and springs. It seems so simple now, as long as he's cautious.

Take 10, for a result of 21, on all locks. In the following order if necessary:
Malleck's feet || Mordecai (in return for letting them use the veil) || Vosil || Xeram (These two because they seem very in control, but Vosil first because he's less intimidating at the moment) || Gertrart || Taeral (last only because Solomon thinks that perhaps he's asleep)

"Click-click, precious-es"


Roll20 Maps Loot

You bet, so that eliminates the chancy part of getting folks unlocked!

Let me know how you guys want to proceed. Make sure to give clear indication of who is pulling what from the veil, so we know who has what, etc.

And if anyone is speaking louder than a whisper, then let me know.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

"I would prefer a weapon for now. We lure the guard in with noise, the we ambush him" he suggests as he eyes the dagger
"Maybe restrain him, muffle his sounds, and then let him bleed out"

-Posted with Wayfinder


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Solomon searches the cell for anything that might serve as a potential projectile: a loose stone, humanoid bones, a cup or plate, etc.

Perception if helpful: 1d20 + 6 ⇒ (18) + 6 = 24
If you wouldn't have asked for it, ignore this. I'm not trying to "force find" anything.


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"You have my thanks" Mordecai nods to the rat-man while stretching his now-free wrists. "Could you do the same with the cell door?"


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11
-Mordecai- wrote:
"You have my thanks" Mordecai nods to the rat-man while stretching his now-free wrists. "Could you do the same with the cell door?"

Solomon grins and nods, though he's a little taken back by the sentiment the tiefling shows. "Not from this side, I think. But maybe from the other if there is a way to sneak out. A hole in the wall, or a small tunnel."


Roll20 Maps Loot

The cell door is able to be unlocked from inside the cell. Solomon thinks it is a simple lock. It is NOT similar to the other locks, so the extra +2 does not apply.

The manacles can be used as improvised weapons, either for swinging, or throwing. Treat it as an improvised club if swung.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Solomon scurries over to his discarded manacles, flashing a toothy grin as he hunches beside them, then with a curious look quietly scurries back toward the door. He takes a moment to inspect the door, where he finds that the tumblers can indeed be accessed from this side as well.

"Maybe I could unlock this," he whispers, "but is everyone ready? I won't likely get as many tries as with the manacles?"

He waits to see if others are prepared, as this opportunity ought not be wasted too hastily.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Impressive, he would have made quite an agent back in my lands.
When i get back i should do some research in turning dire rats into humanoid rogues, the possibilities.

Xeram stands up, rubbing his wrists and ankles loose.
"Much better, thank you. Quite the talent you have there, removing with such efficiency."


Roll20 Maps Loot

When you guys have distributed whatever goods you intend from the veil, let me know your plan. If it's to have Solomon open the door, then I'd roll up some initiative. Solomon can go in the surprise round (as can others, but remember just 1 action), and we can proceed from there.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral whispers to the group, "Well it is good to be out of those. May I offer each of you a means to help in our communication with each other? I can cast a Message spell on each of you.

"Additionally now that we have this pouch, I can invoke a sleeping spell on the guards, though I am hesitant on this option as some of you may succumb to its influnence also."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

"With careful aiming we should be fine.
Yet you would simply have them sleep? Shaking someone awake is simple, choking them with the manacles afterwards takes but 10 seconds or so.
Even more efficient would be to push tight the artery, lack of oxygen leads to brain damage and subsequently death."


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

With a quick whisper to Xeram, "If the situation arises that you can not see, I will try to stay on your left. I beleive you are the only one not of the able to see within darkness."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Replying to Taeral.
"Quite, i could probably cast a light spell, but that would draw unwanted attention. I've seen that happen in the past."


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Let's pass out the clothes too. Not only would it be better for Solomon to be clothed, but pockets allow him to stash the thieves' tools somewhere other than his mouth when not in use.

The white rat pulls on a dull-green tunic, and a pair of high-cuffed canvas breeches. The fit is tight over his arching back and large neck, but quite loose around his thin arms and legs. He has to tear open the seam at the back of the breeches for his tail to pull through. He was hoping for something hooded, but didn't find one with a good fit. For the moment this will have to do.

He pockets the thieves' tools, then returns to his old manacles, lifting one set in each hand. They're awkward, but they'll be good to keep close by in case he needs them. Hell, maybe they could even use them for their intended purpose.

How ready are we on the door? Or any other plans?


Roll20 Maps Loot

Apologies, apologies. Book 7 (added on from the Throne of Night Kickstarter) provides advice to do this. I should have done it earlier.

Perception checks from the PCs:

Mordecai: 1d20 + 6 ⇒ (11) + 6 = 17
Gertrart: 1d20 - 1 ⇒ (10) - 1 = 9
Malleck: 1d20 + 0 ⇒ (10) + 0 = 10
Solomon: 1d20 + 6 ⇒ (2) + 6 = 8
Taeral: 1d20 + 1 ⇒ (11) + 1 = 12
Vosil: 1d20 + 1 ⇒ (15) + 1 = 16
Xeram: 1d20 + 8 ⇒ (12) + 8 = 20

Based on the results of that check, you remember the following from when you came in:

DC 5 or less:
You remember nothing. You were knocked on the head shortly after you were thrown in the wagon and awaken, still a little groggy in a cell. Where were you? What was this place? And how did you get here? You must admit, the details are all a bit fuzzy...

6 to 10:
Hooded and bound, there was little you could hear or see on your way into the prison. The wagon ride was rough and bumpy. The guards were impatient and loud. But you did hear something else ... the barking of a dog as the wagon came to a stop. And then they brought you, dragged you up stairs to your cell. Only then did they remove the hood and place in your in chains....

11 to 15:
Hooded and bound, there was little you could see as you were brought to Branderscar prison. But you’ve always had sharp ears and you remember hearing quite a bit. There was the cry of a sea gull. You must be near the ocean. The wagon came to a stop and you heard the bark of a dog, which was quickly silenced by a command. That means a well-trained guard dog and judging from the sounds you heard later, more than one. The wagon began moving again and only a few minutes later did you arrive at your destination.

You were dragged inside a building past more than one mocking guards. You went upstairs and heard the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell, chaining you with your arms above your head. You could smell the burning brazier in the next room. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...

16 to 20:
Hooded and bound, you were thrown into the wagon. The sackcloth of your hood obscured much, but you could still hear much and see a little. There was the cry of a sea gull. You must be near the ocean. You could hear the waves break on a rocky shore line. The wagon stopped and you could hear the bark of a dog, instantly silenced by a command. There were well-trained guard dogs. You were led over a long bridge. They stopped again, though only briefly. You could hear a portcullis being lifted at some gatehouse. Finally they removed you from the wagon. You heard guards, mocking you as double doors were opened. You were led upstairs past more guards. There was the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell. You could smell the burning brazier nearby. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...

21 to 25:
Hooded and bound, you were led into a wagon. The hood was of rough sackcloth and though you could see little, your other senses were sharp and more than made up for your partial blindness. You could hear the waves break on a rocky shore line. The wagon stopped and you could hear the bark of a dog, instantly silenced by a command from a guard. There were well-trained guard dogs. You were led over a bridge, more than a hundred feet long. They switched back and forth and then stopped again, though only briefly. You could hear a portcullis being lifted at some sort of gatehouse. You heard soldiers on the wall of this castle, hailing the wagon. A password ... they exchanged a password though you could not hear what it was. Finally they removed you from the wagon. There were guards, mocking you as great double doors were opened. You were led upstairs...past more guards. There was the heavy thunk of a door being unlocked. Only then did they remove your hood and put you in your cell. You could smell the burning brazier nearby. You were about to be marked as one of the forsaken. Welcome to Branderscar prison...

26+:
Hooded and bound, you were led into a wagon. They put a hood of a sackcloth, but you were clever enough (or lucky enough) that it had a strategically placed hole. You saw everything. And what you did not see, you heard.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

"We get the guard inside, we make him believe we are still manacled, then, when he is inside, we 'capture' him. Let him open the door, for if he tries to unlock it, and it is already unlocked, who knows what might happen"

So dagger for myself, and one for our sneaky one, and what goes to who?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

"I recall hearing seagulls and waves. This close in the vicinity would mean we are near the ocean.
I recall trained dogs and the mention of a bridge. We have quite a walk ahead of us, lest we can obtain horses or a wagon ourselves."


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

As soon as he is released, Vosil nods his thanks to Solomon, before going into some sort of long trance for nearly a minute. During this time, he is almost oblivious to your conversations.

Finally, with no noise, his shadow... bulges, expands and takes on flesh, albeit of a midnight-hued sort....


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

The thing clacks its chitinous beaks and claws, looking around it fiercely with its glowing eyes. Its voice, when it speaks, is disconcerting: female and warm, almost motherly in tone:

"Oh, Vosil. What have you got yourself into this time...?"


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

"This is Shade, my ... other half, you might say. We've been through a lot together. I rely on her and trust her completely. Might I trouble you for a piece of leather from that pouch? Thank you."

Casting Mage Armour on Shade; 2 other uses if anyone would like it, speak up now...


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

"Interesting, and very welcome sight, means we have support. welcome, miss Shade"

Cast on those who need it. those who cant ware armor


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

"Someone else should have the dagger." Solomon cautions. He's sneaky, but not good at the up-close-and-personal style of fighting that daggers require. Perhaps he could throw it, but would almost rather be throwing manacles as they're far less likely to be used elsewhere.

"And it seems things are in motion, yes? Yes. We should make ourselves look locked."

He sets the manacles he was holding back down where they were initially, and slides his wrists and tender ankles back into their loose holds. He then nods his own readiness.

On a planning note, what is currently lighting the cell and/or area outside of the cell? If so many of us have darkvision, then extinguishing lights becomes rather valuable.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

He looks at the small blade, at least it was something other than his fists. He hid it in the manacle above his hand, hopefully the guard doesn't look to him first as he gets ready for the ambush


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"I'll just take this" Mordecai whispers, lifting the Asmodeus' holy symbol. "The Dark Prince provides me with all the armament I'll need for now. I am ready whenever you are."

Xeram wrote:

"I recall hearing seagulls and waves. This close in the vicinity would mean we are near the ocean.

I recall trained dogs and the mention of a bridge. We have quite a walk ahead of us, lest we can obtain horses or a wagon ourselves."

"True, I remember this as well. I believe we should head downstairs from here."


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart smiles at the rest of the crew. "Does anyone remember the way to the nearest door? If not does anyone remember where an exterior wall was. I can take the other knife, and if one of these guards is asleep I can make it permanent." The half-orc draws a finger across his neck.

Then he tries to remember what he can about the infamous prison including what the guards were carrying. A club and after he unlocked the gate for Mercai he put the keys....EDIT: just saw the standard gear in the discussion thread. Still interested in which guard had the keys of course.
Kn (local)? +8 for general shape of the prison, number of floors, where in the city (or relative to the city) it is. etc.

The Gertrart picks up a set of the manacles and the second dagger if no-one else claims it. Malleck, leave room for me to slip behind anyone you engage. I am pretty good at finding the fourth rib down." Then looking at the shadow of Vosil, "What kind of scouting can the... lady do?"


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I could use mage armor if you don't mind.

When the shadow becomes a figure Xeram looks interested.
A living shadow, this world certainly has pleasant surprises.
Which provides for ample of ideas for later.

Mordeai wrote:
The Dark Prince provides me with all the armament I'll need for now.

"Who is this "Dark Prince" you speak of?

Is he from nobility out of this city?"


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

OK, 1 Mage Armour on Xeram, that leaves me one spell slot left.

Vosil looks amused at the half-orc's question. "Well, dear sir (did I catch your name?), you could ask her yourself... But I think it fair to say that yes, Shade has a certain flair for stealth - but perhaps actions speak louder than words?"


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral looks at the pile of cloths with a disgusted look.
Well I guess it is better than the rags I have on.
He picks through the pile for a set of cloths that at least match before putting them on.

He takes the rags he had on previously, and wraps them through the chain links of his manacles to help muffle the clink of the chain.


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

Shade slinks into a dimly-lit part of the cell, taking refuge in the shadow.

Stealth: 1d20 + 1 + 3 + 2 + 8 ⇒ (2) + 1 + 3 + 2 + 8 = 16

"I'm rather out of practice at this," she apologises. "But I could get back into practice very fast if required. Where would you like me to scout?"


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

"I suggest just stay hidden for now till we are ready to deal with any problems, cause right now we just need to get rid of the local guard"

-Posted with Wayfinder


Roll20 Maps Loot

@ Gertrart - One of the two guards outside definitely has the keys.

@ Gertrart - Roll up your Knowledge (local) and I'll see what info I can give you.

@ Mordecai - Apologies, I meant to give you an extra +2 on your Perception for having been outside recently, but that wouldn't have pushed you into the next success level.

If I have interpreted right, certain items have been removed from the veil and it now consists of:

Thiadora’s Veil:

This appears to be a fine silk veil of gossamer cloth. Only as it is held and closely inspected can you see small cloth patches of various shapes. One patch can be detached each round as a move action. Detaching a patch causes it to become an actual item. This veil contains:

  • Bullseye lantern (full, lit and shuttered)

  • Hempen rope (50-foot coil)

  • Window (2 ft. by 4 ft., up to 2 ft. deep)

  • Potion of cure light wounds

  • 100 gold pieces

    Note that the window patch will create a window (and therefore a hole) in a nearby wall. If there are no nearby walls, it simply turns into a common wooden window frame. It cannot be placed on a living creature however. Once removed, a patch cannot be replaced.

  • Which caster is holding the spell component bag?

    Malleck has a dagger, who has the other?

    Mordecai has the Holy Symbol

    The Eidolon is summoned

    Mage Armor has been passed around (Eidolon and Xeram)

    And we're ready to try kicking some butt? What's the plan? Or if you want inititative rounds, let me know and I'll roll it up, giving you guys a surprise round.


    HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

    Wait - there are 2 guards? What's the plan for dealing with the other one before he raises the alarm?


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    i think the plan is to lure a guard into the room and ambush him before he can sound alarm

    -Posted with Wayfinder


    HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

    Do we know where the other guard is? Shade can Pounce=double-move (80 feet!) charge and full-round attack, if moving in a straight line. Maybe use her to get to him as well?


    Roll20 Maps Loot

    There are two guards!

    They are both right outside your door.


    Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
    Skills:
    Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

    Always planning, always running scenarios...

    "Perhaps luring guard is not so sneaky-sneaky. Some of us have clothes now. They must be sharper than that, right?"


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    "So there goes that plan. Any other ideas then?"

    -Posted with Wayfinder


    Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
    Skills/Abilities:
    Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

    "My dears. It seems simple to me. Solomon opens the door, and we take advantage of that surprise to rush the guards. You two with daggers, take one. I will take the other." Shade's voice is calm, maternal. She could be discussing the fairest way to divide up a cake.


    M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson
    Xeram wrote:

    "Who is this "Dark Prince" you speak of?

    Is he from nobility out of this city?"

    "Fool! I speak of none other than Asmodeus, the Archfiend himself. The Ruler of Hell, and whom I serve body and soul." Mordecai is really struggling to keep his voice quiet with this outbreak, waving his arms in wide arc.

    "Now open the doors, and let us take down those take down those guards"

    So the guards are directly outside the cell, next to the door? Would it be possible to attack them during surprise round without, if the attackers would be next to the door?


    Roll20 Maps Loot
    -Mordecai- wrote:
    Would it be possible to attack them during surprise round without, if the attackers would be next to the door?

    Charge rules being what they are, it becomes a little difficult. With them right outside the door, you could charge one of them and attack, or 5' in, but not the other, and someone couldn't charge through etc. to hit the other. The hallway is 10' wide, so you could certainly sally forth as many people as you wanted and get into position, hoping your round 2 actions took them out before they could react. At least there'd be no AOOs (most likely) in the surprise round.

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