It's a Long Way to the Top - Hell's Vengeance (Inactive)

Game Master Leedwashere

The Glorious Reclamation is going down!


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Female

Kolaiah grimaced before adding, "in case anyone is keeping track, the hobgoblin was too acidic for my tastes."


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Sister Ismene snorts at Kolaiah. "I would have expected more of an iron flavor." At Muziel's indication, Ismene takes a look through the closet, but doesn't find anything she likes. "It's all low-cut frilly wench dresses." She holds one up to her body, the shoulders of the dress looking comically small on her broad frame. "Maybe they would fit Cim better. Speaking of, where is dear old Sloth? Still sleeping?"


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

She's the jailer today. Taking turns watching our bait


Sister Ismene wrote:
Is there a physical description of the cloak from the AP? If not, I can always supply my own. To some extent, I already have.

Feel free to embellish away.


Female

Kolaiah shakes his head. "It is a common misconception that the presence of iron in the blood will always be the overriding flavor. Many creatures do, for sure, but different body chemistries will cause a very different flavor in the blood. Honestly, I have always thought human blood was a bit more coppery than iron myself."


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Iron? In blood? That makes no sense Envy. Penelope's lack of general education prevails All I know is that is tastes good, so so good. she smiles, popping a strawberry in her mouth Mmmm, delicious Ismene!

she's happy to go try out the locket idea any time you all are


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Might as well try the locket. Now that we've met a necromancer and a were-pig, I'm getting the sense that this town is full of wild secrets.


It's a fairly simple task to find a locket for sale, prices range from 5 silver to about 5 gold depending on how ornate and intricate is desired, but most importantly for the plan, all variations of price can be found that contain silver.

Cimri is mid yawn and stretch in the jail's lobby as everyone returns. "I hope you've all had a more exciting day than I have, so far," she says, once she's finished. "It's been quiet here, for the most part. Prisoner's been fed, and I've been noticing heavier foot traffic by the place as well. I can't tell if that's because people are casing the joint or if they're just passing by to the Arch and Lark, since it's the only game in town now."


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Not much out there either... save zombies, necromancers, and a missing wardrobe. And Muziel's here gone sweet on our prisoner and bought her a bobble. The little guy's even considering letting her out in one piece if she accepts it! saying it loud enough the barmaid should hear.

bluff: 1d20 + 10 ⇒ (7) + 10 = 17


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Hm, you know, maybe we should've bought a silver spoon instead, and see if she feels fine using it to eat her food. Oh well, a backup idea if this goes poorly.

Muziel decides he'll buy a decent looking silver necklace for 2 gold pieces, something that a barmaid would see as valuable and worth taking from a stranger. Once back at the jail, he heads on over to the barmaid and holds out the necklace. "It's nothing--just a trinket I found. I don't think these other girls want it, so it might as well go to someone who'd appreciate it, right?"

Bluff (aid another): 1d20 - 1 ⇒ (6) - 1 = 5.

Muziel isn't selling the story very well, but he hopes Penelope will be more persuasive.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Sister Ismene looks blankly at Kolaiah. {B]"I just meant iron because, you know, warpig."[/B] Shrugging it off, she decides not to dwell on Envy's blood flavor notes.

Entering the jail, she pulls up a chair. "Sounds pretty dull. I brought strawberries, but Greed and Lust ate 'em all." She sets aside her empty basket, shrugging. "There's some clothes in the tavern up for grabs. They weren't really my style, but they might fit you."

At Penelope's mention of a necromancer, Ismene's ears perk up. "Zombies, huh? Sounds like you all had quite the morning. Any other juicy tidbtis that I don't know about?" She doesn't have much interest in their little game with the barmaid, but necromancers in town were worth talking about.

Maybe the bluff will go the other way, and she'll think Muziel's gift was more than an afterthought...


Cimri nods along absently as Penelope and Ismene talk about some of the things that happened today while she was behind playing guard, then frowns and does a double take, as though what she's heard just suddenly clicked in her mind. "Wait, really?" she asks, sitting up. "Zombies and Necromancers? In Longacre? Should we be worried?" Her hand instinctively reaches for the handle of her new dagger.

Sense Motive: 1d20 - 1 ⇒ (10) - 1 = 9

The barmaid looks up from her position huddled in the corner of her cell when she hears herself being discussed. The anguish of uncertainty is plain on her face as she struggles between heeding the warning imparted to her from "Caggan's Spirit" and the fear that she might miss an opportunity to be set free. She seems to come to the conclusion that the chance of changing the status quo is worth the risk of it being some sort of cruel game. She moves to the front of her cell to reach through the bars and take the necklace.

"Thank you," she says politely, but trembling, as she puts it around her neck. "It's very nice," she adds, alternating between looking it over and glancing hopefully at everyone outside the bars. There doesn't appear to be any physical reaction between her skin and the material the necklace is made of.


Female

"Hobgoblins, warpigs, that's all in the past. Shall we discuss this little morsel here?". Kolaiah walks towards the cell, his eyes on its occupant, "and just what would you do if we set you free deary?"

He snaps his fingers, "why I bet that you would go off and run your mouth about all of this, and try to get some dashing hero to come back and revenge your little strumpet friends eh?"

Intimidate: 1d20 + 7 ⇒ (11) + 7 = 18 +1 vs members of Chelish aristocracy


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope will try and give both Cimri and Ismene the run down on the days events, adding a bit of flare oratory: 1d20 + 2 ⇒ (10) + 2 = 12.

great job on the barmaid, Leeds!


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel looks terribly disappointed when nothing happens to the barmaid. But he's paying a lot more attention after Koliah's snaps his fingers.


The barmaid takes a stumbling step back from the bars as Kolaiah approaches, then scurries back to the corner she'd been sitting in, clearly terrified by him. "What do you want from me?!" she pleads, holding her head in her hands and starting to cry again.

Cimri, meanwhile, listens to Penelope's story of the day with great interest, especially getting a kick when she gets to the part about discovering that Zaggar had been animated as a Zombie. She shoots an annoyed look towards the cells at the sound of the barmaid's crying. "She was being so nice and quiet until now, too," she mutters to herself, shaking her head. "She's so inconsiderate with all that caterwauling. Ugh." She raises her voice to be heard in the cell area without having to actually get up and move over there. "You're not going to annoy us into letting you out, so you might as well be quiet again!"


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

I wonder if she knows anything about her boss turning into a werepig Penelope will ask, relying on Kolaiah's intimidation.


Female

"Come now girl," demands Kolaiah, "tell us. Did you know that Caggan was a skinchanger? Tell us of his depravity and wretchedness."


"I don't know what you're talking about," she sobs, looking at the floor. "He was one of the kindest men I ever knew, with the biggest, gentlest soul. I couldn't understand why anyone would have such animosity toward him, until his spirit came to me last night and warned me that you were Devils."


Female

Kolaiah smiles, his teeth showing clearly, "I am no devil deary, besides what would a good citizen of Cheliax have to fear if we were actually devils?"


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Ismene kicks her feet up on the table as Penelope recalls the day's events. She isn't much a fan of the thought of the undead hobgoblin, but she keeps her discomfort to herself. "Sounds like we've got a few people in our pocket now. This Ingoe guy sounds useful for keeping tabs on the rebellion, but any info he gathers only really helps us if it still makes it to the intended receiver."

Listening in on Kolaiah's interrogation with the girl, she swings her legs off the table and leans in close. "What's this about Caggan's ghost? Just how many undead do we have wanderin' around this place?"


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel can't contain his laughter as the woman goes on about devils. "Ghosts? Hahaha! Oh, you're a funny one, you are!"

Laughter still escaping at times, Muziel pulls Ismene aside and whispers to her. "Remember when I was doing guard duty last night? I got bored and used my voice throwing trick to pretend to be Caggan's ghost. I told her we were all unkillable Devils. She ate it right up!" Muziel seems delighted to have the opportunity to share his prank.


The barmaid has no response for Kolaiah, instead continuing to sob with eyes locked on the floor in front of her and arms wrapped around her knees.

About a half-minute after Muziel finishes whispering the details of his prank to Sister Ismene, the lobby fills with the whispering sound of Razelago's voice.

Muziel:
You immediately recognize this as a whispering wind effect.

"It's come to my attention that the Castle Gate is standing wide open, defying decree. Please look into that when you have a chance."


Female

"Off we go companions."


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Sister Ismene covers her mouth, barely containing her giggles at Muziel's prank. [SMALLER]"That's too good! I can't wait until that one makes it around town."

Razelago's creepy whispered message interrupts the fun. Sighing, Ismene stifles her laughter as she stands with the others as they prepare to investigate the Castle Gate. "I'm so glad they saved the mischief until after lunch," she grumbles.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Actually expecting trouble for once, Penelope will strap on her buckler and head out with the others.


Cimri offers to stay behind and keep an eye on the prisoner while you go, suggesting that it might be a diversionary tactic to try to draw everyone away from the jail.

At the Castle Gate:

It's only about a five minute walk from the jail, and as Razelago's message indicated, the gate stands fully, and brazenly, opened. The heavy bar that had been put across to keep it closed lies on the ground. Oddly, the proclamation that the group had attached to the gate is still there, fluttering slightly in the slight breeze blowing through the opening. Aside from the occasional rubber-necker glancing nervously in the direction, there's nobody to be seen in the gate's vicinity, but as heavy as the gate and its bar were when you closed it the first time, it's hard to believe that this could have happened by accident.


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope will look around, trying to notice anyone hiding or watching them too intently.

perception: 1d20 + 6 ⇒ (20) + 6 = 26


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Who was it that runs the Castle Gate? We should try to find those folks and see if they're behind it. But yeah, I'm thinking this is just a distraction to get us away from the jail."


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

It's that old couple, oh what was their names?


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Bo and Dent! sorry had to look back a bit


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Yeah, that's them," agrees Muziel. "They're the troublemakers." Muziel sees if there's an appropriate watchtower from which he can get a better vantagepoint of the area.


Bo and Dent Gramel are indeed the ones who have been keeping watch over the gate until it had been ordered closed. They live in the closest house to the gate on the town-side. The gate itself has a 20' tall tower-like protrusion, atop which Bo had been sitting when you first met her. It is probably accessible through the closed door on the town-side part of the stone structure.

Penelope:
You spot a few people rubber-necking, but keeping a cautious distance. You also spotted Bo Gramel looking out at your arrival from inside her house, mostly hidden behind a curtain. She stopped looking and fully closed the curtain when she saw you notice her watching.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Is there a wall nearby that can be climbed or otherwise scaled to access to protrusion and force our way inside from above?


The tower itself has a hewn stone wall that could be climbed with a DC 25 climb check (for 20'). It connects to to the rest of the town's 10' tall wooden wall which could be climbed with a DC 21 climb check (followed by 10' of a DC 25 to reach the top). Additionally, if trying the door (which opens inward), one would find it obstructed from the inside by some heavy somethings, but it could be broken down with a DC 16 strength check if desired.


Female

I figure the Paladins do it all the time, so...

Kolaiah will start scanning with detect good.

He will also ready to protect himself, and his companions with Pestilence should the need arise.

Note, that at our level, many creatures that might have a G in their alignment might not actually detect unless they are aligned outsiders, or some class with an aura.


Kolaiah:
Scanning around the gate and its environs doesn't reveal any auras of good, though the thickness of the stone would block any potential pings from inside (or the parts of the open top out of line of sight).

The gawkers seem to get more nervous as the investigation goes on and leave the area in a steady dribble until the outside area around the gate and the closest house is empty except for you group.

Perception DC 12:
Watching the onlookers leave, there doesn't seem to be any pattern to their travel directions or destinations, just away from where it seems there's going to be trouble.


Female

Perception: 1d20 - 2 ⇒ (20) - 2 = 18

"Yes, yes, scurry AWAY," Kolaiah mutters to himself, as he waves a hand at the wretches.


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

Perception: 1d20 + 6 ⇒ (7) + 6 = 13

"Let's get on with it, then," Sister Ismene says as she approaches the door. She tries to open it, but finds it blocked. Hammering on the door with her fist, she yells at the old folks inside, "Hey in there! Open up!"

If there isn't any response from inside, Ismene will attempt to force the door with her shoulder.

Strength check vs DC 16: 1d20 + 4 ⇒ (16) + 4 = 20


Sister Ismene hears no response from the inside, but finds that the assortment of crates that had been stacked against the inside of the door are no match for her brawn as she breaks her way in on the first try.

The inside of the tower is a 20' by 20' roughly square room. Except for a few support beams, the room inside is open all the way up to the flat roof above. To the south of the door, along the side of the wall adjacent to the gate, there is a pulley mechanism to make opening and closing the gate easier. The ropes have been cut, however, rendering the system useless. Opposite the pulley system there is a well-used ladder that climbs up to an open trap door leading onto the roof.

Knowledge Nature DC 12:
Taking a closer look at the cut ropes, it appears that they haven't been cut, but gnawed through by tiny teeth.

Perception DC 14:
You notice that there is a small crack in the stonework near where the pulley system is that looks like it's just big enough for a tiny creature to fit into. A few stray black hairs are wedged in the corners.

Perception DC 21:
You notice that the top five feet of the ladder have been weakened to the point of collapsing if any weight is put on it. functioning as a mechanical trap

Perception DC 37:
Stealth: 1d20 + 18 ⇒ (19) + 18 = 37

You catch a brief glimpse of a tiny, black-furred humanoid with vaguely feline features and eyes watching you from through the trap door before it ducks back out of sight. A (separate) DC 12 Knowledge (Nature) check would identify it as one of these.


Female

Perception: 1d20 - 2 ⇒ (2) - 2 = 0

I'm oblivious to whatever we're supposed to see.

I'm particularly oblivious as to how any 2nd level character could ever make a DC 37 skill check of any sort.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Knowledge (nature): 1d20 + 8 ⇒ (4) + 8 = 12; Perception: 1d20 + 6 ⇒ (20) + 6 = 26 Muziel's mechanical background gives him a keen eye for lack of structural safety and inconsistency. He starts to point to a crevice in the wall, where a few stray hairs are protruding.

When he has people's attention, he fires a bolt of electricity there! Electric Blast: 1d20 + 4 ⇒ (11) + 4 = 15; Damage: 1d6 + 2 ⇒ (2) + 2 = 4

If anyone tries to climb the ladder, he immediately pulls then away from it.

-Posted with Wayfinder


UnMonk 2 (HP 15/15) | AC: 14 | T: 14 | FF: 12 | CMB +5 | CMD: 16 | Fort: +4 | Ref: +4 | Wil: +2 | Init: +3 | Acrobatics: +6 | Climb: +7 | Diplomacy: +4 | Kn(History): +4 | Kn(Planes): +1 | Kn(Religion): +6 | Prof. (Farmer): +6 | Perception: +6 | Sense Motive +6 | Stealth +5 | Swim +7

They really shouldn't be able to. That's an indication that we're probably not supposed to be able to see it, but in the event that it had botched its Stealth check, we at least would have had a chance. Impossible checks are also a nifty little way incorporate dramatic irony in PbP.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

After forcing the door open, Ismene gives the room a once-over. "Looks like nobody's home. But the door must have been blocked from the inside..." She makes her way to the ladder before Muziel grabs her. "Wha- Hey! What the Hells, Greed?!"


Sister Ismene wrote:
They really shouldn't be able to. That's an indication that we're probably not supposed to be able to see it, but in the event that it had botched its Stealth check, we at least would have had a chance.

That's pretty much exactly it. As a matter of practice with stealth or sense motive or other opposed check where it's not obvious that you made one, my general plan has been to put the actual dice-bot result for the bluff or stealth or whatever roll with all its modifiers inside the spoiler that sets the DC.

Muziel's blast of electricity doesn't seem to do anything but make noise and add scorch marks to the stone. Whatever left the hairs doesn't seem to be inside the hole at present.

If anyone climbs the ladder halfway or more, read the following spoiler and react accordingly. Note that this is different from what Muziel noticed and could be triggered independently.

Ladder Info:
As you get about halfway up the ladder there's a soft sound of effort up above, and a heavy wooden box is pushed through the opening above, tumbling down at you. It resolves as:

Ranged Touch: 1d20 + 7 ⇒ (11) + 7 = 18 vs touch
Box Damage: 1d3 ⇒ 3
Sneak Attack Damage: 1d6 ⇒ 5

Additionally, if struck, make a DC 15 Reflex Save, failure indicates being knocked off the ladder and taking an additional 1d6 ⇒ 5 of falling damage.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

Muziel is displeased. "Damn it, I thought there was a little creature there! Some sort of creature ate through the ropes that operate the gate! Also, the top of that ladder is rigged to collapse if any weight is on it! Be careful!"

-Posted with Wayfinder


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Penelope isn't going to manage anything greater than Muziel, but... perception: 1d20 + 6 ⇒ (14) + 6 = 20 so...

Well, any suggestions then on how to get up there? Penelope doesn't like the notion of climbing. Maybe go grab a rope from the store, grappling hook, or something like?


Female

"Thank you Muziel, I was going to go up, so I appreciate the warning."


Dhampir bloodrager (blood conduit) 3 HP: 27/27, AC: 21, FF 18, Fort: +4 | Reflex +4 | Will +1 | Init: +3 | Perception: +8 | Speed: 20 ; Bloodrage 9/9; Hellfire Strike 3/3

Okay, I'll go find something She'll head to the store, looking for rope, grapple, or a ladder. If she sees one along the way, she'll borrow it.


Male Dwarf Earth Wizard 3 | HP 25/25 | AC:11(15 vs giants) T:11 FF:10 CMD:12(14 drag/overrun/reposition; 18 bull rush/trip) | F+6 R+2 W+5 (+2 spells/SLA/poison) | Init+1 | Perc+11

"Well, we could always just push the gates stuck. It'll be just as hard to open as it is to close with all these ropes and pulleys cut."

If they're even recognizable after he fried them, Muziel will try to study the hairs he found in the crevice. Knowledge (nature): 1d20 + 9 ⇒ (10) + 9 = 19


Penelope Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Penelope doesn't spot any useful tools just laying around in the open while on the way, but it's a short, 5-10 minute walk to Gield's General Store. Immona Gield is working the counter as she arrives, and while there's a distinct sense that the woman is unhappy to have Penelope in the store, she's either too scared of losing the custom or of inviting retaliation to do anything about it. The store has lots of general equipment for sale at pretty reasonable prices. Pretty much most things listed in the 'adventuring gear,' 'tools and skill kits,' 'clothing,' and 'entertainment and trade goods' sections of the Ultimate Equipment, at the prices listed therein.

Muziel:
Examining the hairs reveals that, while they're smoking a little from the residual energy of the electrical blast, they remarkably haven't burned much. While it's hard to get a specific lock on the specific creature from such little information, the pungent aroma of the smoking hairs smells unmistakably of the essence of fey creatures. The size of the opening, and the fact that they got caught in it, suggests it's something tiny in the size category sense.

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