Lost Lands - The Winding Journey (Inactive)

Game Master Lord Manticore

A trek from the port city of Reme, into the Stoneheart Valley and beyond.


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Felicity nods in agreement with Locke. We will leave at first light. It will provide time for all to recover.


Human Brawler

Locke nods. "I agree with Felicity here."


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Shi'Vatha scratches his nose. "I'll go ahead and leave tonight, I don't need sleep, and I can travel in darkness much better than daylight usually. I'll try to do some scouting and see what I can find out, so you will have better information when you arrive."


Male Drow Noble Accountant 12/Monk 10

Shandril perks up after hearing Shi'Vatha volunteering to go ahead. "Thank you so much. May the blessing of Freya be with you." With that, she turns around and heads back to her temple.

It's late afternoon when this conversation takes place. What are everyone's plans?


Human Brawler

Locke will rest for a few minutes, sitting down and responding to anyone who approaches him, but he obviously not accustomed to social situations. After about an hour or so, some bread, and a little water, Locke gets back up again and helps with the rebuilding effort.

He's a tireless worker, and only stops and goes to the inn when the workers insist that he take a rest.

And even there, he doesn't stop working. Whether he has to pay or not, he insists on helping the barmaids with washing up and cooking-he's surprisingly good at both-and shoots dirty looks at the people drinking their troubles away, or laughing and grabbing asses.

Perhaps the most surprising of them all is the lack of lechery from Locke, and he is extremely courteous to the barmaids.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Shi doesn't bother cleaning up, as the smeared soot and dirt will make it easier to sneak through the woods anyway.

Once the conversation is done, he gets with them and a map, and works out 3 locations to meet up.

Then he heads out toward the keep they are going to. He sneaks through the woods, avoiding trails whenever possible.

Let's just take 10 on stealth checks as an 'average' stealthfulness. That would be 24, plus any bonuses for cover (woods), camouflage (dirt/soot soaked fur), etc). Also, are we leveling up soon? If so, I'll need to start working on Shi.


Echane, curious about the newcomer and his animal friend, follows Locke at a respectful distance to observe him. When he goes to the inn she finds a good sample group to compare against him, and finds the locals a bit less.. courteous than Locke. She would have to ask him why he was different later on when he wasn't busy. if that time ever came.


Male Drow Noble Accountant 12/Monk 10
Shi'Vatha wrote:

Shi doesn't bother cleaning up, as the smeared soot and dirt will make it easier to sneak through the woods anyway.

Once the conversation is done, he gets with them and a map, and works out 3 locations to meet up.

Then he heads out toward the keep they are going to. He sneaks through the woods, avoiding trails whenever possible.

Let's just take 10 on stealth checks as an 'average' stealthfulness. That would be 24, plus any bonuses for cover (woods), camouflage (dirt/soot soaked fur), etc). Also, are we leveling up soon? If so, I'll need to start working on Shi.

Shi:
As far as mapping goes, there is an old road that leads away from the village and goes slightly north of due east for several miles, before curving left and coming back to a stoping point, indicating the estimated location of the old keep. Total distance is about 10 miles, and the latter half of that is in a wooded area, so you'll have that bonus to add to your roll.

As to having the group meet, there are three places that you can make out that would work best; all are about 1 mile from the keep. Two are south of the location and one is east, if you follow the curve of the old road. I'll let you role play that to the group, if you wish. Once you indicate that you are done talking to the group about the meetup, I'll need you to make a Perception check, the DC equals 28.


Male Drow Noble Accountant 12/Monk 10
Locke, the Exiled wrote:

Locke will rest for a few minutes, sitting down and responding to anyone who approaches him, but he obviously not accustomed to social situations. After about an hour or so, some bread, and a little water, Locke gets back up again and helps with the rebuilding effort.

He's a tireless worker, and only stops and goes to the inn when the workers insist that he take a rest.

And even there, he doesn't stop working. Whether he has to pay or not, he insists on helping the barmaids with washing up and cooking-he's surprisingly good at both-and shoots dirty looks at the people drinking their troubles away, or laughing and grabbing asses.

Perhaps the most surprising of them all is the lack of lechery from Locke, and he is extremely courteous to the barmaids.

You do get a few odd looks from people, but mostly thanks. For your efforts, the barkeep makes sure that you rest at least a little between cleanups, and she offers you and extra bowl of stew, some cooked rabbit, and a mug of her 'top shelf' ale, at no cost.

check 1: 1d20 + 18 ⇒ (9) + 18 = 27
check 2: 1d20 + 9 ⇒ (13) + 9 = 22
check 3: 1d5 ⇒ 4

Echane:
Please make 2 Perception checks. The first to check against a Stealth roll, and the other to check your pockets.


I am Selene today.

Selene will help out when she is asked, but will otherwise stay out of the way. She'll say something about where to meet but only if this part is role played.


Human Brawler

On one of his ten-minute breaks, Locke heads out and begins voraciously eating his delicious stew. Upon noticing Echane, he gives a nod and says "Hail, Echane," then continues eating his stew.


Perception #1: 1d20 + 4 ⇒ (11) + 4 = 15
Perception #2: 1d20 + 4 ⇒ (4) + 4 = 8


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Shi'Vatha pulls out the map, looks it over, and then points to 3 spots. "These are isolated, but easily found, areas near the keep. The first is this one." He points to a point south of the keep, near the old road, but not on it. "If I'm not here when you get there, continue on to point 2." He moves his finger over again, to a second place in the woods to the south of the keep. "If I'm not there, then move on to point 3." He indicates a spot east of the keep, requiring the group to move around the keep in a big circle. "I'll be at one of those three places. If you don't find me at any of them, wait at 3 for 24 hours, and if I still haven't shown up, I'm likely dead or captured."

Perception: 1d20 + 13 ⇒ (1) + 13 = 14


Male Drow Noble Accountant 12/Monk 10
Echane wrote:

[dice=Perception #1]1d20+4

[dice=Perception #2]1d20+4

You do not notice anything.


Shi'Vatha wrote:

Shi'Vatha pulls out the map, looks it over, and then points to 3 spots. "These are isolated, but easily found, areas near the keep. The first is this one." He points to a point south of the keep, near the old road, but not on it. "If I'm not here when you get there, continue on to point 2." He moves his finger over again, to a second place in the woods to the south of the keep. "If I'm not there, then move on to point 3." He indicates a spot east of the keep, requiring the group to move around the keep in a big circle. "I'll be at one of those three places. If you don't find me at any of them, wait at 3 for 24 hours, and if I still haven't shown up, I'm likely dead or captured."

[dice=Perception]1d20+13

"Would it be easier to just meet you at point 2? If there are orcs in the area, we might get spotted if we come around to the east. Just a thought."

Shi:
You don't notice anything as you begin exploring. This is after you meet with the group.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

"Possibly, you are a lot noisier in the woods than I am. I suggest you come from off road to point 2, not down the road. It'll take you longer, but you won't be as noticeable."

Shi will scout around the keep at 1/2 mile, keeping to shadows, etc. He's looking for signs of the orcs. Probably easier to do take 10's for stealth/perception


Locke, the Exiled wrote:
On one of his ten-minute breaks, Locke heads out and begins voraciously eating his delicious stew. Upon noticing Echane, he gives a nod and says "Hail, Echane," then continues eating his stew.

"Like the weather? I did not expect it to get that cold today." She replies, sitting nearby.


Male Drow Noble Accountant 12/Monk 10

Let's go ahead and move the plot forward a bit, shall we? Shi, give me your Perception check so I can advance you a scouting report. As for the rest, roll me up both a Stealth check and Perception. Let's get the ball rolling on this potential raid, shall we?


Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Stealth: 1d20 + 3 ⇒ (1) + 3 = 4

Technically my rolls are only average .....


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Stealth: 1d20 + 14 ⇒ (5) + 14 = 19


Male Drow Noble Accountant 12/Monk 10

Sorry for the delay. My 'friends' gave me the flu as a New Year's present, and I'm just starting to recover from it. I must simply return the favor to them someday, bless their hearts!

Shi'Vatha - Scouting:
You are able to parallel the main path to the keep pretty easily, despite the fact that the path is completely overgrown in places. It is clear that the main path has been rarely used for many years. Coming to the main gate of the keep, you can make out that the walls are crenellated to about 20 feet and the rest of the wall comes to around 15 feet. Even from a distance, you can tell that the outer portcullis is completely rusted shut. You can see an inner portcullis from the road, but without approaching it, you cannot make out its condition. You see no sentries here, although you can faintly hear shouts and cries coming from inside the keep, perhaps in the courtyard.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

GM:

Shi will encircle the keep, looking for breeches in the walls, or other entry points. He'll also attempt to get a view into the keep, if possible. He'll stay in the bushes as he does so. He should have at least a day before the others arrive, so he'll sneak closer to the wall at night, again staying in the bushes and belly crawling if he has to. He'll roll around in mud before he goes, to hide his white fur, obviously.


Male Drow Noble Accountant 12/Monk 10
Shi'Vatha wrote:
** spoiler omitted **

Shi:
Ok, I'll need 3 Perception, 1 for each cardinal point on the compass. That will tell me what you may or may not see. For our purposes, you came upon what was likely the 'old' main entrance to the keep, which faces south. Let me know which direction you will head to scout all the way around the keep, and I'll break it out for you.

What is the rest of the party doing?


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

GM:

E->N->W->S

Perception: 1d20 + 13 ⇒ (17) + 13 = 30
Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Perception: 1d20 + 13 ⇒ (15) + 13 = 28


Human Brawler

Stealth: 1d20 + 2 ⇒ (16) + 2 = 18
Percpetion: 1d20 ⇒ 16


Male (Sparkly) Vampire Slayer (Grave Warden) 7/Brawler 7

Stealth: 1d20 + 8 ⇒ (19) + 8 = 27
Perception (Aid Another on Locke): 1d20 + 5 ⇒ (8) + 5 = 13 Successful assist.


Male Drow Noble Accountant 12/Monk 10

It's beginning to look like a short crew again...

Shi - North:
The first thing that you find is a path that also leads away from the keep; this one is a lot more 'active' (not in that you find orcs walking around, but in that it has been used more recently and a lot more frequently than the main road). The path leads to one of the towers, it's dilapidated state looks to have been recently reinforced, and has an iron door where a section of stones used to be. Around the corner, you also see a large bonfire and a few orcs, either standing around and drinking, or sleeping. I'll hold off on the other descriptions until I hear your response to this.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

GM:

Shi tries to watch the orcs for an hour, and see if they seem to be guarding something in the tower, or if they're just using it as a base. He also tries to see if there's a lock on the door on the outside (indicating it's being used as a prison, rather than a base).

Perception: 1d20 + 13 ⇒ (1) + 13 = 14

Once he's done, he moves on to the next area.


Felicity is continuing to sneak through the woods.


Echane will follow her fellow unit's example as best she can.

Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Stealth: 1d20 + 2 ⇒ (3) + 2 = 5


Male Drow Noble Accountant 12/Monk 10
Shi'Vatha wrote:
** spoiler omitted **

Shi:
The door is made of iron-reinforced oak and is definitely locked. As for the orcs, it's really hard to tell if it is just a bivouac area, or if they are actually guarding the the tower or something specific to it. Then again, orc 'discipline' is more of an abstract concept than a working model.

Male Drow Noble Accountant 12/Monk 10

OK everyone (other than Shi'Vatha), you have made it to the rally point successfully. You can hear 'people' (i.e. orcs) moving around in your area, but so far, you have not been spotted. It is mid-morning, but Shi has not yet returned. What are your actions?


Sticking to the plan, Felicity will sit and begin silently waiting for Shi'Vatha's return.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

GM:

Shi will go to the rally point at that point, and wait for the others (or meet up with them if they are already there)


Male Drow Noble Accountant 12/Monk 10

OK Shi, feel free to role play your meetup. I'll wait for a bit before moving onto the next phase.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Shi sneaks into the rally point.

Stealth: 1d20 + 14 ⇒ (18) + 14 = 32

Once he's in the middle of everyone, he pulls out a horseradish root, and gnaws on it idly until someone realizes he's snuck into their midst. Then he grins lopsidedly and swallows. "Good thing I'm not an orc..." He says in a soft voice with mirth. "The orcs are all at the old tower." He points toward the tower. "Near as I can tell, they aren't using the fort at all. But there could be something in the fort. I didn't see a way in, the porcullis is down and rusted shut. But the orcs are all at that tower, can't tell if they're guarding the tower, or just using the area as a bivouac. It is defensible, but it's also a trap, in that they can't easily get out of it either. I could possibly sneak into it by climbing the opposite side from the opening they're using, hit them from there as everyone else attacks through the opening. Or we could snipe them with arrows through the opening, and put a couple of people on either side of the opening to deal with anyone that charges out. Ideas people?" He draws a rough map in the dirt, to show the keep, the tower, and then the insides of the tower and the orc positions.


Human Brawler

Locke nods, and says, "Flanking is often an effective tactic-I agree with your first plan, Shi'vatha."


Male Drow Noble Accountant 12/Monk 10

So when does the party want to move out to the castle? I think that it's time I picked up the pace a little bit.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Given that the orcs have darkvision, and some of our people do not, I think daylight is, unfortunately, the better time to attack.

Shi will sneak out ahead of time (about 10 minutes early) and try to find a way to climb up the back of the tower. If he can't, he'll sneak back around to join in on the frontal assault.


Male Drow Noble Accountant 12/Monk 10

OK, Shi. Give me 2 Perception checks to see if you can find a place that isn't crawling with orcs.


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Perception: 1d20 + 13 ⇒ (10) + 13 = 23
Perception: 1d20 + 13 ⇒ (16) + 13 = 29


Male Drow Noble Accountant 12/Monk 10

Shi:
Ok, you find that most of the orcs have passed out at this point, with only a lone guard stumbling around. He is obviously intoxicated, but he might still see you. How you deal with him is up to you. You do find a point that you could conceivably climb up. However, the dilapidated state of the keep in general will make this more difficult than normal. Do you have any rope or anything like that to help you?

What will everyone else do in preparation of charging the castle?


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

GM:

Nope, just claws for hooking onto things. :) I'm thinking the climbing isn't going to work now that Shi can see the wall up close. What he'll do instead is sneak as close to the intoxicated guard as he can, and ready an action to charge when the other's do.


Human Brawler

Locke will sharpen his anachronistic sword, and go through all the different moves he has seen.


Male Drow Noble Accountant 12/Monk 10
Shi'Vatha wrote:
** spoiler omitted **

Let me see a Stealth check there, Shi.

Perception: 1d20 + 2 ⇒ (5) + 2 = 7 Duh, look at the pwety flowers!

Locke, practicing your wicked slice, are you? ;p


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

At his absolute worst, he doubles that perception roll, but here goes...

Stealth: 1d20 + 14 ⇒ (15) + 14 = 29

Shi sneaks up on the drunk guard, laces his shoes together, draws 'Kick Me' on his back, and then draws a target on his forehead when he temporarily dozes off. LOL


Male Drow Noble Accountant 12/Monk 10
Shi'Vatha wrote:

At his absolute worst, he doubles that perception roll, but here goes...

[dice=Stealth]1d20+14

Shi sneaks up on the drunk guard, laces his shoes together, draws 'Kick Me' on his back, and then draws a target on his forehead when he temporarily dozes off. LOL

You are a cruel and wicked creature, Shi. That being said, the orc is apparently so out of it that it wouldn't even notice if it were dead for at least a minute.

Go ahead and roll a climb check then, DC 13 for the instability of the wall.

Other than Locke, is anyone doing anything else?


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

Climb: 1d20 + 2 ⇒ (5) + 2 = 7
Climb: 1d20 + 2 ⇒ (15) + 2 = 17

The first attempt to start up the wall doesn't go so well, and Shi can't find a purchase. Moving a couple of feet away, he starts up again, and finds a solid place to climb.


Male Drow Noble Accountant 12/Monk 10

Shi:
You manage to climb up to what is left of the keep's outer wall. Looking down, you can make out the top of a single story, flat topped building just beneath you. Looking around, you can make out a tower to your left (the one with the iron-reinforced door), one to your right that looks relatively intact, and one tower at the opposite end from the tower to your left. The far side of the keep has fallen to such disrepair that you can see gaps in the wall, all the way to ground level. You can also make out at least two more watch fires on that side, outside of the keep wall, as well as two watch fires just beyond the northernmost wall. What's your plan?


Skills2:
Surv +8, Swim +8, UMD +9
Picture Unfettered Eidolon Vigor/Wounds/DR (35|36|8/Adamant)
Stats:
AC/Touch/Flat 17/16/12 | Fort/Ref/Will +7/+8/+7 | Init +10
Skills:
Acro +11, Appr +7, Bluff +8, Climb +8, Diplo +18, Dis Dev +19, Disg +8, Escape +9, Intim +9, Kn(Arc/Dung/Relg/Nat/Planes) +6, Ling +8, Perc +18, Snse Mot +10, SoH +11, Spl Crft +6, Stealth +23
Eidelon/Rogue (3)

GM:

Shi sneaks down to hide where he can charge out to flank with the rest of the party when they attack. If he notices anything that would make it suicide to attack, he will instead race out of the fortress, raising as much noise as possible and lead the danger away, so the others don't attack and commit suicide.

Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Perception: 1d20 + 14 ⇒ (8) + 14 = 22
Stealth: 1d20 + 14 ⇒ (9) + 14 = 23
Stealth: 1d20 + 14 ⇒ (7) + 14 = 21

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