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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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

If we set it on fire they will soon know, too soon for us. Let´s take the rest of the guards, loot what we could need here and then be away.

Kana goes after Declan, fighting/casting defensively, ready to daze any of the guards she sees.


Looks like we are goign with plan "Get EM"

Alright we are comming up. Its you last chance to surrender and see your families again. If one arrow is shot at us the ogre will eat both of your entrails.


Human

Grumblejack crushes the soldier, you hear his back snapping as the armour is bent by the ogre's strength. The guard cries out one more time then is silent. Declan, Kana and Cole climb up the ladder and onto the second level to confront the other 2 guards. "Stay right there!" They bring their bows up. "Just climb back down and leave. No one else needs to die here."


Well you can't be left up there as we leave. Wouldn't want arrows in our backs. Come down here. Let us tie you up and you will be left to be found when the others come. You have no leverage to negotiate take the deal now or die.


Human

"Don't come any closer. Or we'll loose our bows. We have every reason not to trust you."

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

"and we have no reason to trust you, and thus if you are armed there is no reason for us not to go up there and kill you, do you honestly believe you can take on the ogre let alone the rest of us, your only viable chance you have for survival is to throw yourself on our mercy,"


On guard for the arrows, she tilted her head at the guards and shrugged. "I've never heard him lie once. That offer is a one-time only. I'm getting tired of killing, so I suggest you take it." Declan was tired of dealing with this prison, but they were almost out. Nonchalantly, she examined her hands, the bruised color of her skin darker in the flickering light. "Surrender and live, fight and die. Choose. Time is short."

Intimidate: 1d20 + 4 ⇒ (4) + 4 = 8


Human

"There is no need to fight, we'll stay here and you can leave. The password to get past the gate is Hesterfield. Say that and they'll let you through. ok?" They back towards the trapdoor towards the lower level.


Cole takes a defensive stance, using total defense.

Look, I don't have time for this. You either get tied up or you die. We already had the passphrase you are of no use to us. Surrender now or not only will you die, but you will not be found. We will let the ogre bring you along for snack meat on the road, your families never to know of your fate.

Coles stance is defensive at the moment but he is visibly getting upset and not hiding at all that he is ready to strike.


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

Throw down your bows and we promise to leave you in peace. You see, you were the ones who wanted to kill us, we just want to leave here alice and be left alone.
Bluff: 1d20 + 10 ⇒ (20) + 10 = 30


Human

"Ok. We are putting the bows down. We surrender." They both look at each other and nod.

Sense Motive DC 13:

They do seem to be surrendering but their subtle glances at the trapdoor under their feet give away their intention to try to escape down it.
1d20 ⇒ 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

1d20 + 7 ⇒ (6) + 7 = 13 "if you want to bolt down that hole, please do it after we've left, proper etiquette and all, you might wish to find the other survivors, let's see we left that one guard at our cell alive, albeit unconscious, refresh my memory were there any others?"


I'm a bit confused. What trap door? They are on the roof and we are on level 2 now so the trap door is open as they had bows fixed on us and it leads down to us. What is there plan? I would think 2 simple guards that have seen so much murder here would be way more likely to cooperate and make a deal. I know they would be untrusting but its pretty clear cooperate and hope we are truthful and they will live and see their families again or fight and die


Human

They are on the same level as you right now as you can see from the map. Its the door that leads to the room below.


Cool, thanks, I get it now.

Cole advances over to the two of them.

Know this and carry the message with you. I am Cole warpriest of Asmodeus. As vicious and cold as my actions may be, I am a man of honor and my word. Once a deal is struck it will be honored. Now undo your belts to drop your swords. Grumblejack is going to tie you up to make sure the ropes are good and tight.

Cole calls for Grumble to come up and do the task. He watches the men carefully ready to strike if they make a false move and break the deal.


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´d better do what he says. Don´t break a contract or word with 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

Wade looks mildly upset, but doesn't speak up
[ooc]of course they don't trust you you threatened to kill their families


Human

Terrified looks come over their face as they realise what the ogre can do to them. They spring into action, opening the trapdoor together and jumping down, leaving their bows behind.

Grumblejack climbs up. "Something for me to smash?"

DM rolls:

2d20 ⇒ (4, 11) = 15
1d6 ⇒ 3
1d6 ⇒ 5

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

"Later, they are little to no threat without their weapons, let's just go, I'm getting sick of this place"


Sighing as the guards flee, Declan goes over to pick up their bows. "Always bows", she griped, shaking her head. She was hoping that they would find a crossbow at some point in time before they left here, but it looked like that was out of the question. "I am all for leaving", she said, heading back to the lower floor.


Yes that is fine. Lets go. I'm done with this place as well.

Cole heads back down with the others.


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'm with you, Deck. Wish we could find some ammo for my baby here. Fletch pats his crossbow fondly.

Whispered to group away from ears of guards: Ok guys what's next? We still need to pass by the outer guard post and we have the password but did we account for all of Blackerly's men? I don't want us to get shot at again as we make our way across the rather exposed bridge.

It's been so long, did we kill the Warden? I think now might be an appropriate time to mount his head on a pike above the battlements. I will do so myself if needed as it was my idea.


Human

Who is taking what from Blackerly? As far as I know you have used the potion. There is still chainmail, masterwork longsword, sergeant’s
uniform, 30 gp, key ring.

The outside door opens with a little effort and you see a path leading away from Branderscar. Unable to see too far into the night you walk carefully down the slope eventually making it to the bridge. Halfway across you see a building with lights. There appears to be another dog barking. Halt! Identify yourselves?" you hear called to you from the guardhouse.


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

Fletch would like to take a few minutes before we exit to do two things.

Mount the Warden's head on a pike off the batlements (still dark so should be seen in the morning) and to grab the alchemy station and have Grumble carry it. I will use my healing potion on Grumble and promise to try to heal his condition once we have made good on our escape in exchange for his help carrying the gear.

Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5


I will take all his stuff, will put the armor on while Fletch fools with the head. Do we have a party loot for the 30 GP. I will add it to my sheet and lable it as part for now.

Its just a group of us going for a walk after loosing all our money to Blackerly. Hesterfield.

Cole yells back.


Human

"SO many of you? What was the situation at the prison? We heard the alarm."


Ned and a couple others had too much to drink and thought it would be fun to sound the horn to mess with the guys sleeping and us at the game. Things been quiet out here as ususal?


Human

The guard doesn't speak for a moment, then he appears at the door with a lantern. "What's really going on here? Trying to sneak out to the village? Blackerly won't like this. Why don't you..." he stops speechless when he sees you all with Grumblejack. "Rob! Sound the alarm! We can't let them escape." He drops the lantern and retrieves his bow. "That's far enough. You aren't going anywhere." He holds an arrow knocked and pulled.

DM rolls:

Cole Bluff: 1d20 + 3 ⇒ (10) + 3 = 13
Guard SM: 1d20 ⇒ 13


Cole raises his shield and takes a defensive stance as he advances.

Look I know your doing what your told here but the alarm will alert konw one. They are all dead. Drop your weapon and surrender or you too will die.


Human

"No. I don't believe you. Mitra would not allow filth such as you to escape justice." The guard's aim steadies and he fires at you. The arrow whistles over head. He hurries to retrieve another arrow as the other guard appears at the door, blowing the alarm horn and wielding his own bow.

Yes you are in charging distance

1d20 ⇒ 1


You should worry about your life instead of what your weak god allows or disallows.

Cole charges

attack: 1d20 + 9 ⇒ (14) + 9 = 23
damage: 1d8 + 5 ⇒ (8) + 5 = 13


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

Fletch fires at the guard with the horn (No cover from Cole or the other guard I hope).

Career-Ending Bolt to the Knee: 1d20 + 1 + 3 ⇒ (3) + 1 + 3 = 7
THUNK: 1d8 ⇒ 5

His knees live to see another round...

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

no we didn't use the potion, I don't think we did anyway and I'll insist on either the armor or the sword but I'll let cole chose which of the two he wants,wade charges in with his weapon 1d20 + 5 ⇒ (15) + 5 = 20 1d8 + 3 ⇒ (6) + 3 = 9


@wade, sword is all yours. I took the armor. You can have it sooe as we find or get some heavy armor.


Human

Yes you did kill the warden. Finding his alchemist lab is how you restocked your bombs extracts and mutagen. Updating soon as i get home frm work guys.


Human

The first guard goes down under the combined blows of Cole and Wade with Fletch's bolt going wide of both targets. Grumblejack lets out a roar and charges forward at 'Rob' bringing down his heavy mace with a great smash with his greatclub. Rob also falls to the ground with a sickening crunch.

There remains nothing to stop the prisoners escaping now but the portcullis. Grumblejack moves up to it and easily hoists the beams holding it closed, tossing them aside with help from any of the prisoners. Then pulling on the chains easily raises it. The way is open and with the map your chances of crossing the moor without getting lost are certain, chances of being tracked through the moor are also difficult because of the ever present shallow brine pools and streams.

Where will the newly escaped prisoners decide to go next?

GM rolls:

1d20 ⇒ 2
1d20 ⇒ 8
1d10 ⇒ 9


Looks like we made it. I suggest we go meet up with Kana's friend and see why they helped us. If they wanted us out maybe they have a way to hide us as well. Grumblejack you have proven yourself. Would you like to stay with us for now. I'm sure we could arrange some more smashing of the little ones for you in the future.


Human

"I will follow you to safe place. Not safe here. They will search for us." Grumblejack says.


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 may come along Grumblejack. We are not safe yet though. We have to go through the swamp to that house where we are supposed to meet our benefactor.


Let us depart then. Should show good initiative breaking out the same night they provided aid. I am curious to what this was all about though.

Cole takes point with Grumblejack and heads into the moor following/looking for the old moor road.


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

Free at last. Well I think we made our point. I hook a thumb over my shoulder at the Warden's head mounted on the roof of the guardhouse. Seriously, those Mitra-lovers will be better off the day they realize that we are their betters. Yea, we can go meet this benefactor of Kana's. Would have been a trifle more difficult breaking out without their assistance.

And I don't like owing people favors.


They were free of the prison, but not out of danger yet. She also realized that she was likely always going to be in danger now. The brand on her arm made that a certainty. Still, since she was out, it was time to make a list of things to do, not least of which was returning home. Fletch had a point, though. It was one thing to owe something small. This was a favor bigger than she would have liked. The staff went over her shoulder, and she nodded, walking along the road. "I owe them too."


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

Good, i suggest we take some provisions and then leave here to that swamp. Best we take some measures so we can´t be tracked that easily. Don´t forget, we have three days to survive untill we meet our friends.

And then nobody knows what will happen or what our friends are up too. Or if they even really are friends. Well better a chance than no chance.

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

"well one option would be to split up, leave a few false trails, backtrack and then meet up in a predetermined place"


We have provisions we gathered from the kitchen. Its a swamp it covers our trails. We have 3 days until more people come to the prion to take us to be executed not 3 days to reach our destination. We don't know how far that is besides it is a manor on the old more road with a single lantern out front I think.

Split up? We have one map and how many of you are from this area or know this swamp or can survive in the wilderness? The swamp will cover our trail. We have a couple days before they know we are gone. Lets make haste to see who helped us escape. I'm sure they wouldn't have aided our escape if they don't have a plan on keeping us hidden.


Human

Using the map to navigate you all set out towards your destination through the moor. The swampy ground hides your tracks but makes for slow movement. Kana notices movement in a patch of swampy ground just ahead. She sees it is a Giant Toad lying in ambush for a tasty morsel.

Surprise Round Toad - Kana - Then Init below
Init Cole-Wade-Toad-Fletch-Kana-Grumble-Avyanna

The Large Toad which had been hiding in a black pool by the path lashes out to grab the closest and easiest meal. Avyanaa is pulled towards it as it bites and grapples her. She cries out in surprise and pain.

Kana up. Toad is about 10ft from you guys.

DM rolls:

Avyanna Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Cole Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Declan Perception: 1d20 + 7 ⇒ (4) + 7 = 11
Fletch Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Kana Perception: 1d20 + 8 ⇒ (13) + 8 = 21
Wade Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Grumble Perception: 1d20 + 2 ⇒ (18) + 2 = 20
thing stealth: 1d20 + 8 ⇒ (13) + 8 = 21
Avyanna Init: 1d20 + 2 ⇒ (3) + 2 = 5
Cole Init: 1d20 + 3 ⇒ (15) + 3 = 18
Declan Init: 1d20 + 3 ⇒ (1) + 3 = 4
Fletch Init: 1d20 + 3 ⇒ (9) + 3 = 12
Kana Init: 1d20 + 6 ⇒ (4) + 6 = 10
Wade Init: 1d20 - 1 ⇒ (17) - 1 = 16
Grumble init: 1d20 - 1 ⇒ (8) - 1 = 7
Thing Init: 1d20 + 1 ⇒ (13) + 1 = 14
Kana Nature: 1d20 + 5 ⇒ (5) + 5 = 10
Grumble Nature: 1d20 + 2 ⇒ (15) + 2 = 17
1d20 ⇒ 14
1d6 + 6 ⇒ (1) + 6 = 7
1d20 ⇒ 12


will post to speed thing along

Cole makes his way through the muck to the beast. Gripping his sword with both hands he takes a mighty blow at the Toads head.

attack: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 7 ⇒ (4) + 7 = 11

Confirmation: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 2d8 + 14 ⇒ (6, 1) + 14 = 21

Unhand her beast!!


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 is surprised and amazed, but reacts quickly.

Knowledge Nature: 1d20 + 5 ⇒ (20) + 5 = 25

After taking a good look at the "thing", she beginns to mumble arcane words and draws gestures into the air. Sleep DC 19 in effect beginning on my next turn.


Human

Kana begins to effect the creature with her magic as it grapples and prepares to swallow Avyanna whole. Cole however comes to the rescue with a perfectly swung strike splits the side of the creature open. Its insides flow out and it collapses to the ground releasing Avyanna. Several seconds later its breathing stops. It is dead.

Nice crit.

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

"Everyone keep your eyes peeled for more of those things, or possibly worse"

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