Repent from your Wicked Ways(WotW) (Inactive)

Game Master True Repentance

Fire Mountain's Way of the Wicked.
Prison breakout in progress.
Map of Talingarde
The Frosthamar
Current Loot


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Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

" we might learn of more valuable stashes of equipment, but I could go either way, refresh my memory, Cole ddid you say you had healing magics, or anyone else for that matter? Currently we are down to two potions, two castings from me,"


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

You should think ahead some days. That´s the essential lesson i learned from having to be here in the first place. We need to make our way over that old route in the swamp and spend some time there. If we don´t kill everyone here someone might get help. Even if we do, someone might come here, discover it and get help. Then they will come search for us and chase us. Something we should be prepared for. We also could take him as a hostage and pressure the others in surrendering, then just lock them in.

Grand Lodge

Female Tiefling (Rakshasa-Spawn) Bard 1; HP 10/10; AC 12; CMD 13; Fort +1, Ref +4, Will +4; Init +2;

seriously? Only two guards on each wall? Worst max-security prison ever lol

"We could ask him about the ring. If there are any meeting places or locations where we could forge our way in. The man's in charge, for pity's sake. He might even know where we could get horses, maybe a cart, how often people come in and when they leave. We may find that killing everyone and then waiting until a certain time to leave would be better than just leaving as soon as we can. He might even know how to reverse the effects of Grumbles poison. When we know what he knows, then he is disposable. But do you really think he knows nothing of value? Dear Lord."


Yes Wade I can heal some, two castings, but it will not be wasted on old fools who yes I believe has no information that will help me. I know what I need to know of this place. Six guards left on the walls, two on the east, two on the west, two on the gatehouse. Blackerly and a few playing poker which may be drawing closer and closer to an end as we stand around wasting time. More men are to show in three days for the carryout of our sentencing. We leave here tonight we have two and a half days to make it to that meeting spot before we are found out here and the hunting starts. The hunting will be militia until news spreads to some of the actual cities then I'm sure posters and things with our names and descriptions will go up around the kingdom. You want horses and a cart well then the village will have them, but that is not in the direction our our meeting place and they may have a hard time in the swamp if we are to travel through the swamp. I know there are two men on the west wall now keeping me from getting into the gatehouse. I for one am not going to wait for the poker game to end and get discovered and have to face all the remaining guards together. Stay and bicker and fight if you like and waste your resources on this man and find nothing. I will make the way safe for you all as I have already done.

He looks to Kana.

You my dear have been most useful as well with you sleep magic and disguises. If the rest of you are ready to find your freedom then come.

Cole starts to leave to head downstairs.


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

I have crafted a healing draught for Jack. Not going to waste it on that old duff.

I ready my things, and head after Cole downstairs.

I wish we could get useful information from the warden but the resources just aren't there. Maybe if the guards are taken as easily as their warden we'll have enough to spare. Still, I want Jack up and going for the days ahead. I'm positive I can cure him given the time to research...

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

healing spells and potions total 7


Human

Ok. Time for some action guys. Whats it going to be? Time to escape is running out as you know


My plan is to make sure all light is out on the first floor before cracking the door to spy on the guards. When they head to the front wall I will head up into the tower and hide and wait for them to come back through on their patrol. I will then strik the one with the horn hoping to disable him. Thats pretty much it.


Human

There are doos at the base of each tower leading up onto the walls
Time ticks by as Cole (and anyone following) heads downstairs. Peeking out you see the lanterns coming towards you. Waiting a few minutes for them to turn around you head out.
Stealth checks to make it to a tower unseen plz

DM rolls:

1d20 ⇒ 6
1d20 ⇒ 3
1d100 ⇒ 92
Cole stealth: 1d20 ⇒ 9


by my count it is 11 squares from the base to the wall and then the wall is two squares, so if I wait till the get to the gate house to make my move the lantern will not shed light that far. I will roll stealth for sound but at that distance I could roll a 1 and they probably wouldn't hear me.

stealth to the door: 1d20 - 1 ⇒ (16) - 1 = 15

Grand Lodge

Female Tiefling (Rakshasa-Spawn) Bard 1; HP 10/10; AC 12; CMD 13; Fort +1, Ref +4, Will +4; Init +2;

keep in mind that each square is 10ft and that they are using bullseye lanterns which create 60ft of normal light and an additional 60ft of low-level light, so essentially creating a 120ft cone.


As the others filed out in preparation to escape, Declan looked around, and saw nothing that she cared to take. While normally she would not care, she knew better than to leave anyone hostile behind them. 'Waste not, want not', she thought to herself with a mental shrug, lifting the unconscious wizard to bite him. In his current state, he was probably on death's door anyway, so she was not gentle. If he died during, the better for him. If he was still alive when she finished, she simply ended his life with a stomp to his neck.

A few more to go, and then this prison would be no more.

Standard bite inflicts 1d3+2, plus 2 points of con damage from the drain. that's 6hp total down, I believe. Coup de gras, if he's still alive


Human

Declan drains the Warden of the last of his life and hurries to catch up to the others. Waiting till the soldiers are their furthest distance away you all move stealthily towards the closest wall tower on the western side. The soldiers do not seem to notice you and the door in is unlocked. This lower room seems unused and the trapdoor leading down to an empty store room where rats have made their home. There are stairs leading up onto the walls.

DM rolls:

1d20 + 2 ⇒ (3) + 2 = 5


Cole will move into a position to jump them as they enter.


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

I will get into a position where I can hopefully throw a bomb between (and a little behind) the two guards. For splash damage as I doubt I'll get a clear shot.

Stealth: 1d20 + 4 ⇒ (16) + 4 = 20

Grand Lodge

Female Tiefling (Rakshasa-Spawn) Bard 1; HP 10/10; AC 12; CMD 13; Fort +1, Ref +4, Will +4; Init +2;

Just drag Avyanna along guys. I thought made it clear that she was intent on staying and questioning the Warden, regardless of whether anyone was going to help her or not. :/

I hate these people

Which was all Avyanna was thinking as she looked at the body of the dead Warden.

She had no intention of leaving the tower, but knew that remaining by herself could result in something worse.

So, begrudgingly, she follows everyone, while muttering under her breathe in Infernal.

She heads and stands under the stairs (or up against them if the case may be) and quietly sulks.

She had wanted to know about the ring, about the library, about who was so important as to risk keeping an ogre around just to entertain. About horses, the prison, Talingarde in general.

And what had these savages done?

Killed him. Couldn't even just leave him til later but straight up killed him.

She made a personal note to never enter a social situation where Cole would be in charge.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Wade looks at her with sympathy feeling her frustration "there's nothing more to be done, not without some ability to reanimate him, and I have found myself cut off from that kind of magic these past months. there is still more we need to do, many miles till we may yet sleep, perhaps if we run into Blakerly we might interrogate him, ne?" he then smiles and follows the others, sword at his side
as to the cut off these past months, wade used to be around lvl 7 before he was ambushed by vampires and level drained and bitten, he was trying to regain his powers quickly as possible with a ritual when he was caught stealing pope bones from the graves and was sent here


Human

As you wait in the darkness of the tower for the guards to return all is silent. The lanterns approach shining, just missing you as the shadows are cut away. Cole shifts to avoid the light and is not seen, unfortunately his armor scrapes against the wall and the grate of metal on stone is heard. "Did you hear that?" one says. "Yea. I heard it over there. Shine the lantern closer." The lantern is redirected and reveals Cole. "Sound the alarm!"

Surprise round is everyone but Cole. Then round 1 starts. They are about 10ft from you guys. No map. Guard 1 is on the left, 2 on the right. You don't know which one(or both) has the signal horn.
Turn order: Declan - Guard1 - Fletch - Kana - Cole - Avyanna - Guard2 - Wade

DM rolls:

Stealth: 5d20 ⇒ (11, 2, 14, 19, 17) = 63 A=13, C=1, D=21, F=20, K=27, W=20
Perception: 2d20 ⇒ (10, 15) = 25
Initiative: 8d20 ⇒ (10, 9, 17, 11, 6, 6, 8, 16) = 83 A=12.2, C=12.1, D=20, F=14, K=12.0, W=5


I'm confused. I get the surprise round? or everyone gets a surprise round but me? That one sounds weird as I was the one waiting to strike.


Human

Everyone BUT Cole (not including Cole). you don't get a surprise round because they saw you. They haven't 'entered' yet. You also didn't say 'readying an action', in which case you aren't close enough to attack yet anyway since they heard you. If you had passed the stealth roll they would have entered unawares. Unlucky.


You can't ready outside of combat the system doesn't allow for it. I was laying an ambush. If they saw me it doesn't make sense for anyone to get a surprise round then as I was the one ready to jump them. Just trying to figure out how I was caught off guard here.

From the SRD a surprise round is: When a combat starts, if you are not aware of your opponents and they are aware of you, you're surprised.

I'm aware of them. I can hear them coming, see the light coming and was waiting for them. The rolled and saw/heard me so they are aware of me. This should mean no surprise. Your call just tring to understand how you came to that conclusion.


Human

There are five others with you who had high enough stealth rolls to not be noticed. Therefore they get to act in the surprise round. You are the only one who was seen. Why wouldn't Wade, Kana and the others get to act in the surprise round?


No see thats why I'm dumb and misunderstood, I thought the guards where going in the surprise round. So our group gets the surprise then normal round I'm on board with that sorry :) carry on. Lets do it

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Wade curses under his breath and says "oh no you don't and charges into the one who was told sound the alarm flat footed to hit, I assume that hits1d20 + 7 ⇒ (11) + 7 = 18 with his sword 1d8 + 3 ⇒ (6) + 3 = 9

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

initiative for after the surprise round: 1d20 - 1 ⇒ (9) - 1 = 8


Human

Yes that hits. Please see my post for initiatives. They are already rolled. I will always roll them all for each combat to save you guys time.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

doop, sorry,


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Kana mumbles arcane words and points at the first guard (the one not rushed by Wade). Daze DC 18


Charging in was something that got her severely hurt before, so she was not happy about being the first to react. While Wade was looking like he was going to charge, she perhaps beat him to it, rushing forward to swing the staff at the guard that was told to sound the alarm, two handed.
Attack: 1d20 + 2 ⇒ (15) + 2 = 17,Damage: 1d8 + 2 ⇒ (2) + 2 = 4


Human

Still in surprise round guys. I'm still waiting for Fletch, Kana and Avyanna's actions.


Will save 1: 1d20 + 1 ⇒ (16) + 1 = 17
Will save 1: 1d20 + 1 ⇒ (9) + 1 = 10
Both guards fail their saves against Daze


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

After enchanting the furst guard Kana repeats the exact same murmuring and gestures, pointing at the second guard.


Round 1

With the aid of surprise Cole see's his allies gang up on one of the guards so he moves to take down the other.

charge attack: 1d20 + 9 ⇒ (5) + 9 = 14
two handed damage: 1d8 + 7 ⇒ (6) + 7 = 13

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Wade steps five feet to the side flanking with his fellow former prisoner, and strikes with his sword 1d20 + 7 ⇒ (5) + 7 = 12 1d8 + 3 ⇒ (1) + 3 = 4
how much HP do they look like they have?heal: 1d20 + 3 ⇒ (3) + 3 = 6


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Surprise Round

I throw a bomb at the guard not attacked by Declan (no penalties for cover etc due to initiative order).

Bomb vs. Touch AC: 1d20 + 4 ⇒ (10) + 4 = 14
Fire Damage: 1d6 + 5 ⇒ (4) + 5 = 9

Round 1

I shoot my crossbow at Guard 1.

Crossbow: 1d20 + 4 - 4 - 4 ⇒ (9) + 4 - 4 - 4 = 5 Whiff

I then reload.

Grand Lodge

Female Tiefling (Rakshasa-Spawn) Bard 1; HP 10/10; AC 12; CMD 13; Fort +1, Ref +4, Will +4; Init +2;

Avyanna decides to stay where she is, out of sight of the guards and for the most part, satisfyingly away from the combat.

She does start singing though, and stone walls of the tower echoing nicely.

Bardic Performance - Inspire Courage

I gotta fight another fight. I gotta run another night.


Human

The guard on the right fumbles at his waist for the signal horn but is punched and stabbed before he can get it unhooked and he falls to the ground with a cry, dead before he hits the ground. The remaining guard stands dumfounded at what has happened here. Unable to do anything for several more seconds. Fletch hits him directly with his bomb as Cole charges in, miscalculating his swing, giving the guard more time to live.

Round 2

Turn order: Declan - Guard1 - Fletch - Kana - Cole - Avyanna - Guard2 - Wade


Guessing the +1 from Avyanna still doesn't make the attack connect.

Surrender and shut up! Or die! What will it be hero?


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

I move forward to stand over the downed guard staying at arm's length from the remaining guard. I try to steady my aim as I draw a bead down the bolt of my light crossbow at Guard #1.

C'mon, c'mon...

Light Crossbow: 1d20 + 1 + 1 + 4 - 4 ⇒ (3) + 1 + 1 + 4 - 4 = 5

Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

Drat, I really need to practice more. I don't have many bolts left...


Human

Declan waits to see what the guard will do after Cole's demand. When the man realizes he is not being attacked and can move again he runs, clutching his chest from the severe burns given to him by Fletch's bomb. "Help! The prisoners have escaped! They have weapons and magic!" He is currently halfway to the northwest wall tower. You see lanterns from on top of the gatehouse turn towards your section of the wall, spotting the guard and then yourselves.

Round 2
New Turn Order: Guard 1 - Declan - Fletch - Kana - Cole - Avyanna - Wade - Guard 3 and 4.

Reshuffled since Declan delayed. All of you are up. Then the guards again. Guards on the roof of gatehouse(3E) can be assumed to have all the standard gear you have encountered so far. Guard 1 is of course within charge distance so you need not ask. Guards on roof can be considered to have cover. KGO!


Wade we may need Grumble now. Things are going to get hairy. I will take the guard. If the keep the light on me make your way accross the courtyard.

Cole Charges
Attack: 1d20 + 9 ⇒ (11) + 9 = 20
damage: 1d8 + 7 ⇒ (7) + 7 = 14

Free Action Drop Prone

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Wade charges the guard 1d20 + 6 ⇒ (20) + 6 = 26
crit comfirm: 1d20 + 6 ⇒ (1) + 6 = 7 1d8 + 3 ⇒ (8) + 3 = 11 ok so an auto hit of 11 damage but no crit comfirmed "should have taken us up on our offer,


Human

You can change your action if you want Wade. Cole's hit will end up killing him.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

oh... Would I be able to use those rolls on one of the approaching guards?


Human

There are no guards nearby. You can only see the two on the roof.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

you could just as easily do so yourself, but fine, try not to get yourselves killed while I'm gone I'm going to use the potion first


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Kana tries to cast sleep on the two guards of the tower.


Grumbling to herself at being so soft-hearted, she was relieved when Cole's attack put the guard down. That was going to have to change. Senseless killing was not what she preferred, but they were not out of this prison yet, and she did not intend to die here. So the rest would be dealt with efficiently.

Kana casting something along with the others moving, gave her an idea, but made her sigh. It seemed as if she was going to have to be able to take some wounds before the night was out. Doing what she could, she tried to avoid the initial search for them.
Stealth: 1d20 + 7 ⇒ (2) + 7 = 9


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

I will run to within 20 feet of guards 3 & 4 and throw a bomb at the one nearest the edge.

Bomb: 1d20 + 4 - 4 + 1 ⇒ (10) + 4 - 4 + 1 = 11 Versus Touch AC. Add +1 to Atk and Damage if Avyanna's Inspire Courage is still up.

Bomb Damage: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10

If I need to move closer I will close the remaining distance in preparation for the above throw.

-OR-

If the guard's are too high to be within 20 feet I will instead drink my Shield potion and attempt to duck behind an abuttment of the battlement for cover/stealth.

Stealth: 1d20 + 4 ⇒ (20) + 4 = 24


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Seeing that she´s too far to cast a spell, Kana runs too the other side as fast as she can.

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