Jammin's Takeover Way of the Wicked

Game Master YanJieming

Map of Talingard
Party Gold / Items


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Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan walks ahead with Vlad, sneaking down the stairs and keeping his eyes sharp and his ears listening.

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Perception: 1d20 ⇒ 20


Vlad and Eryan walk down the stairs silently, kkeping care not to rouse any alarm from any surrounding guards. What they are greeted with is a small room that contains little to nothing of interest. It looks to be a stairwell, harboring only a single sconce along the wall and the staircase that they traversed. There is a single door to the north of the stairwell .

Grumblejack nodded in agreement on the notion and massaged his now unshackled extremities. Took a quick moment to stretch his arms and legs, then proceeded to follow Argan as silently as possible.

You hear him mumbling quietly to himself "Fist...No. No Fist...Go..."


Vlad:

You don't hear anything in particular as you walk down the stairway

Eryan:

You hear silence as you make your way down the flight of stairs.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan is following the others. All the gear from the guards have been taken (by him, if not by the others).
Stealth: 1d20 + 8 ⇒ (9) + 8 = 17


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

So the door is the only way to go, or does the stairs keep going down?

Vlad enters the room slowly and creeps over to the door to listen..

Perc.: 1d20 - 1 ⇒ (14) - 1 = 13


@Vlad: No the stairs end here. The door way is the only way to go. Need to get back to work will post when I can guys, hold in there ;)


DM Rolls:

Stealth: 1d20 - 5 ⇒ (8) - 5 = 3
Stealth: 1d20 - 5 ⇒ (14) - 5 = 9

Vlad:

You hear faint voices in the other room, they seem to be quite far away. From what you can make out. You hear two distinct voices.

Thanks for holding in there almost done at work here.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Vlad turns to the group.. "I hear 2 voices beyond the room.. Im gonna open the door and yell for em to come help me with an escaped prisoner.. When they run in we jump em.. Thoughts?"


HP 10/10 | AC 11 | T 11 | FF 10 | CMD 13 | Fort +3 | Ref +1 | Will +4 | +1 vs. divine spells | Init +1 | Perc +2

Zephys nods, "Sounds good. Anything more complicated would make it more likely they notice that they don't recognize you."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"I think it's dangerous, one could come while the other would go for a horn or the other way. Why don't you take a peek inside, and only if they see you we try your idea? Maybe we can use the darkness inside to approach unnoticed."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"How bout just ask em to come give a me a hand with beating the ogre?"


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan raises both his hands in the air, shaking his head. "Whatever man."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Im open to options here.. I don't think we're getting in there unnoticed, i mean would you not notice a door being opened?"


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"If they go for a horn I will prepare to disarm them again."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan approaches and lowers his voice to speak to Vladamir.
"It depends if the door makes a noise or not. Also, we can put the sconce's flame out, so even if they hear something they might not find where does it came from, since the door might not be visible. If we keep to the shadows we have the advantage. Also, it's too dangerous to just call out. They may realize your voice is different from the ones they know, and call out the alarm. They can be farther away then they seem."

"Let's take a look."
He tries to see anything through the door breaches, including the one at the bottom of the door.
Take 20 on perception check for a 23 total.

"How far away can you use that Eryan?"


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"roughly across a room usually works."
25 ft


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn follows the group in silence. First he has his longbow out, but when they speak about guards in another room he pulls out his longsword.

"Stealth is our greatest ally her for now. We should try to kill the guards without any noise. How we do it will differ. Do we want to have me, and Vlad try to kill them with bows, or do we want to charge in and hope Eryan can keep the guards from getting their signal horn?"

Kharn will also try to peer under the door.
Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Kharn notices there is a floor. A very nice floor by the looks of it.


Argan:

You can see a two sets of boots walking in tandem, towards the door. You also hear two muffled voices coming from the said sets of boots.

Kharn:

You hear breathing. Heavy breathing. Wait...That's you breathing.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan prepares to cast another spell if necessary.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Crap!
Argan gets up trying not to make a noise. He motion for the others to get back, and although no sound come up, his mouth move is clear enough for you to notice:
"Hide!"

He will stand behind the door, so it will grant him a nice hiding spot when it open.
Stealth: 1d20 + 8 ⇒ (14) + 8 = 22


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Vlad will draw his sword and hide on the opposite side of the door, waiting for the men to come into the room..

Stealth: 1d20 + 4 ⇒ (16) + 4 = 20


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn will try to hide next to Argan, and be prepared to attack any guardsman that comes within reach.

Stealth: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 3


DM Rolls:

Perception: 1d20 + 2 ⇒ (15) + 2 = 17
%: 1d100 ⇒ 75

The footsteps get closer, probably within fifteen feet. They abruptly stop and a low voice can be heard. "Did you hear that? What the hell are Allan and Brath up to?"

Another voice reveals itself, "I have no clue, those idiots better not be messing around again. Don't want to have the Sergeant breathing down our necks because of something idiotic that they did again."

The first voice speaks up again, "Should we give it a look?

"Yea, just peek on down there and see if they are still keeping out of trouble. I have a game to head off to, those bastards would probably steal my stake even when i'm not there. I thought I was up, but Blackerly is a damn saint with cards. Wish me luck."

"You owe me you know, next time you stay here and I'll show you how you win a game or two."

The more distant voice now trails away, "You mean when you lost 20 gold to Janks? Wow, class is in session."

The now single pair of footsteps steps towards the door. You hear a single sighed phrase as the handle pushes into the room. "What an assh..."



Combat - Surprise Round


Initiative:

Kharn: 1d20 + 3 ⇒ (18) + 3 = 21
Vladamir: 1d20 + 1 ⇒ (11) + 1 = 12
Argan: 1d20 + 4 ⇒ (18) + 4 = 22
Eryan: 1d20 + 6 ⇒ (6) + 6 = 12
Zephys: 1d20 + 1 ⇒ (9) + 1 = 10
Guard: 1d20 + 1 ⇒ (16) + 1 = 17
Grumblejack: 1d20 - 1 ⇒ (2) - 1 = 1

Order:
Argan > Kharn > Guard > Eryan > Vladamir > Zephys > Grumblejack


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn slides up to the man.

"Hole?"

With a smile Kharn slices towards the guard with his longsword putting almost all of his strength behind it.

Attack w/PowerAttack: 1d20 + 4 ⇒ (18) + 4 = 22

Damage: 1d8 + 9 ⇒ (8) + 9 = 17

And suddenly the guard falls due to a huge slice across his chest. Kharn quickly pulls the man inside, and shuts the door.


@Kharn: Can only make one move in the surprise, standard or movement. I'll carry yourattack to round 1. Nevermind.....hes dead regardless


On Body:


  • longsword
  • heavy steel shield
  • sap
  • signal horn
  • chain shirt
  • long bow /20 arrows
  • small key


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Good job.. So it looks like there's some gambling going on tonight.. Perhaps we can get a jump on the party.."


The guard is currently unconscious on the ground bleeding out from the gash along his chest.


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn lets the others do what they want with the guard, but he takes the longsword, and chain shirt, and gives it to Argan. Then Kharn picks up the heavy shield, and just places it on his back for now.

"These guards aren't so tough. Hopefully, the warden gives a better fight."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

There is no point in healing him to get info, we cannot afford the resource.
Argan gets close and takes the sword and chain shirt handled by Kharn, and gets the key, putting it separate from the others. He calls the Ogre so he can have some fun. "Grumblejack! Take a look, I think he is still breathing!"

"Let's see what we can learn from those doors." He gets close to the doors, haring through them if there's no window.


Grumblejack grabs the limp body of the man. He looks at him quick and with the flick of his wrist the harsh sound "SNAP" can be heard within the stairwell. Grumblejack looks a bit disappointed "This little 'uns head didn't come off this time. Grumblejack likes to play 'Squeeze n' Pop'"

A reinforced set of double doors leads into a long bare hallway. It is lit by two sconces holding torches. Several doors lead out of the hallway, two to the west and one to the east.

@Argan: which door? The double one?


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"I think we should take a look at the side doors before moving on.."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

All of those. I'll try to listen through the second one in the west, while I believe maybe some of the others could get the other doors.

Perception on 2nd West door (No penalty applied yet): 1d20 + 3 ⇒ (19) + 3 = 22


Argan:

You hear nothing but silence on the other side of the door.


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn moves over to the east door and listens for anything on the other side.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15


Kharn:

You hear nothing on the other side of the door.


Im also going to assume you are all keeping your voices down to a whisper while you are travelling though the prison. With no alarm raised.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Well lets check em out..


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Eryan releases the tensed up energy and relaxes as the guard goes down. Save your spells for when necessary. You need to get out of here alive.

Eryan follows the others towards the doors and readies himself to disarm again. He expected the others now armed would be quick enough to take out any lone guard.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan moves to the double doors and listens, standing guard and gesturing for the others to explore the place. Take 20 on perception to listen at the door full time, for 23 total.

If anything gets close at the other side of the door he will hide behind the doors, weapons at hand, ready to attack:
Stealth: 1d20 + 8 ⇒ (20) + 8 = 28


Argan:

You don't hear anything outside the double doors


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn will move to the final single door that hasn't been checked, and listen to it.

Perception: 1d20 + 6 ⇒ (12) + 6 = 18


Kharn:

You hear nothing on the other side of the door.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Vlad will start opening the doors, checking inside them..


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn will be right behind Vlad ready to help if any of the doors have people inside.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

For the sake of organization, let's start with the first western door, right? That way if anything comes out of the other three I'm still flanking our enemies.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Fair enough, i just dont wanna leave anyone behind us..


This room is a plain affair with a single cluttered desk and a couple of chairs. This room is lit by a pair of sconces holding torches.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Anything of note on the desk? Search the desk as well.. Is that 2 other doors in the office? Oh and my token disappeared..


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

This place is huge!
It would be good if the others could gather up closer...

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