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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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

No, I will wait to shoot until after Kana finishes casting. If I shoot one now the other will run up and then I will have made Kana's casting pointless. Maybe I will get lucky and Blackerly will step into the hallway by the time Kana is done casting. If not, there is always next 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

am I close enough to charge anything that exits the door? If so I ready for that, if not I move into such a position, saying in a wisper "we should have planned better for his failure"


Human

you won't be close enough to attack this round

Grand Lodge

Female Tiefling (Rakshasa-Spawn) Bard 1; HP 10/10; AC 12; CMD 13; Fort +1, Ref +4, Will +4; Init +2;
DM Repentance wrote:
Kana - Avyanna - Grumblejack - Declan - Left Guard - Fletch - Wade - Right Guard - Cole

if this is still the initiative then shouldn't Fletch be able to kill the Right Guard before he leaves and Kana have the Left one asleep before he can react?


Human

One arrow is unlikely to kill. It might stop him from leaving though. They will also both get a turn. One guard has already taken his turn by opening the door.


I'm don'g get an action right? I was sssuming the bluff and stuff was my action, but if I'm within 30' of the guard I can throw the long sword using one of my blessings.


Human

You can charge if you want. I'm assuming people don't want to attack until next round then. Will update in 5hrs when I wake up. night folks.


Yeah I wasn't aware I could. I don't or didn't know what the others would be doing behind me so to not be meta Cole would charge as soon as he was close enough. If the previous rolls are good that is 16 damage to the guard trying to leave.


Human

Usually I would say, it's not your turn in initiative but I'm going to let you have this one since you said you readied. So really you can charge at any point in the round. Does that seem fair?

Everyone waits to see what happens when just as the guard on the right turns his back to retrieve Blackerly and sort out this mess none other that a soldier of Asmodeus himself charges forward to stop him. Cole's blade goes straight through the man, piercing his delicate organs. As he pulls his blade out the guard falls to the ground with a gurgle and a thump. The older and only guard left standing goes white. "Who are you? Before he can receive an answer he falls to the ground asleep. The hallway is yours.

Well then. Combat is over for now. ;)

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 goes over and checks the corpse for anything useful "all clear, hey grumbles, this one's still allive if you want to do anything about it"


Cole will disarm the old man.

We don't have a way to bind them up. Does this one live or die. Can he offer us any more info. I feel the other was pretty forthcoming. Either way we should take both bodies back up stairs and put them in the cells.

Grand Lodge

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

Avyanna just walks up and uses perception to see if she can hear anything behind the doors. The guys, and ogre, can handle the clean up.

Perception - First Right: 1d20 + 2 ⇒ (6) + 2 = 8

Perception - First Left: 1d20 + 2 ⇒ (19) + 2 = 21

Perception - Second Left: 1d20 + 2 ⇒ (9) + 2 = 11

"Can someone double check them for me as well? God knows they may look like they should give superior hearing, but I can only hear as well as a normal person. We certainly don't need to be walking into anything we aren't prepared for."

Again

She says softly, looking over at Declan and Kana, even Fletch.

just to be clear, she is thinking the again part, while the main dialogue is said quietly, so as to not alert any more guards.


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

Allright, take what you need and then we move on. Pathetic speeches can be given once we are free. I´m sure the woods have a lot of patience to listen.


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

Whisper: Yea let me give it a go.

Perception-First Right: 1d20 + 2 + 4 + 2 ⇒ (8) + 2 + 4 + 2 = 16

Perception-First Left: 1d20 + 2 + 4 + 2 ⇒ (10) + 2 + 4 + 2 = 18

Perception-Second Left: 1d20 + 2 + 4 + 2 ⇒ (14) + 2 + 4 + 2 = 22

If either guard is carrying a crossbow and/or bolts (or flasks of any sort) I snag them. I also make sure to pick up any signal horns they have. No need to leave potential alarms just lying around

Let's have Kana, dressed as Ned, walk into the armory alone this time, shall we? I shake my head at Cole as if to say, "Should have listened to me."

I suppose his plan did work...sort of. Still I'm glad he's on our side.

I hope.


Human

You find the doors on the west side of the hallway locked but the single eastern door unlocked. Things seem quiet behind each door. With one side of the large double doors open you can see the courtyard outside and a little further on you can just make out the walls or guardhouse, you can't exactly tell.


Cole looks to the oger.

Grumblejack. Take these two bodies up stairs. Do what you will but be quick about it and keep it quiet. We need to check the office and the armory. Take a long sword while your at it I know you may not prefer it but it should be better than your fist.

Cole makes sure to search the bodies first for any keys or any equipment besides the standard guard stuff they have.


Human

You find 1 small key on each guard, similar to the 2 small keys you have already found upstairs. Neither seems to be the right shape to fit any of the doors here.

"With pleasure. Grumblejack will be gentle." He has a wicked grin on his face. He breaks the neck of the sleeping guard with a quick snap then picks up each one in one hand dragging them both along up stairs.

The guards each had:
1 chain shirt
1 longsword
1 club
1 longbow
20 arrows
1 small key

And one of the guards had a signal horn.

Grand Lodge

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

she says all this in a quiet voice, louder than whispering but softer than speaking normally. They are still in unknown enemy territory after all ;P

Avyanna takes a longsword, along with the belt and sheathe needed to hold it. Afterwards, she moves to the opposing side of the hall to the one on which the door is, puts her arm through the sleeve of one of the removed uniforms from the newly dead guards and closes it.

"I believe now would be a good idea for me to don a different garb. Something that hides my wonderful ability to make everyone in sight want to kill me in the name of their god. Good news is they' she points with both hands in the direction that Grumblejack took the guards, 'were going out there' she again use both hands to point at the double door, 'to get Blackerly meaning he isn't in there.' she finalizes circling both hands to point to the door the guard they had interrogated said was Blackerly's office.

She walks over to be more centred in the hall.

"The guard said that the office was next to the armory, which was on the western side, since only one wall has two doors I think we can safely assume that both the armory and office are locked, and that the remaining door leads to the living quarters, with the kitchen being attached to that." she pauses to think for a moment.

"While Fletch knows his way around locks, and could therefore pick our way into both of the locked rooms, I believe that it would be unwise to lockpick the office for the simple reasoning that Blackerly dabbles in magic and could've rigged his door. Perhaps after one of our casters looks into around for traps, particularly of the magical type?"

"I think that we should hit the armory first. All the rooms sound empty, but being the time it is that probably just means that those in the living area are asleep, where as the armory is most probably just empty."

She stops and looks at Wade to Declan and then back to Wade.

"And Wade, honey, I know that you like being the man in charge, and even I have my own sadistic hobbies, but could you please heal Declan now rather than later? She may have been a bit brash and snappy before, but I believe that any of us would've acted the same being so badly injured and presented with an opportunity to temporarily relieve the pain. Having her weakened to such a point when we are entering more dangerous territory is a burden on the... group."

She walks up to Wade and puts a hand on his forearm.

"So how about you show us just one more of your impressive array of skills and who knows...' she grins cheekily over at Declan (though a more accurate description might be evilly) 'She might even say thank 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

stroking his ego is a good tactic, very nice, he considers this briefly, then grins "all right, does anyone want healing"


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 grab 20 more arrows and the signal horn. I hesitate about picking up the billy club but finally decide to stick one in my belt after all.

It better not come down to me using this. Such an unsophisticated weapon. Still I'd be more likely to hurt myself with a sword. Better to let others be in melee.

Whispers: Assuming the guard upstairs wasn't lying, these should be the only other guards on watch in here. That doesn't mean there aren't any sleeping in the living quarters. I agree with Gorgeous that we should get into the armory first. If one of you magicians would kindly check the office door for Magiks, I will attempt to get us into the armory.

Disable Device: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 To pick open the armory door (first door on the left)

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

after he finds out who needs healing and heals them wade casts guidance upon himself and detects for magic 1d20 + 9 ⇒ (3) + 9 = 12


Human

Unfortunately the door doesn't quite open. Perhaps if you tried the lockpicks at a slightly different angle and twisted it just so.

Wade detects no magic on any of the doors.

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

"unless they bothered to hide the magic auras or used non magical traps the doors check out clean.


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

All I can picture now is the Skyrim lockpick "minigame". I would keep at those master locks until I was out of picks. Usually managed to open them...eventually. Let's hope this door doesn't take as long.

I will grab the other billy club as well assuming no one mids?

Almost there...

Disable Device: 1d20 + 9 ⇒ (6) + 9 = 15

Once again, the pick gets caught on one of the tumblers.
Can I get some more light over here?

The guards could wake up at any minute...we've got to get this done fast!

Disable Device: 1d20 + 9 ⇒ (8) + 9 = 17

I bite my tongue to keep from yelling an expletive.

Disable Device: 1d20 + 9 ⇒ (10) + 9 = 19 Wow, I'm on a terrible roll streak.
Disable Device: 1d20 + 9 ⇒ (5) + 9 = 14
Disable Device: 1d20 + 9 ⇒ (15) + 9 = 24

If that 24 doesn't succeed, I would just like to take 20. Since it is a full-round action to attempt to pick a lock, taking twenty should take 2 minutes. Since there is no penalty for failing (other than time spent) I assume I can do this? If so the total roll is 29.

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

do you require assistance? if you say yes I'll cast guidance, consider all of then after the "can I get some more light to be done at a +1


A sound plan, but we know Blackerly is playing cards in the gatehouse with some other guards. Did you not overhear the guards before our escape. What makes you think he dabbles in magic. A good idea to check the door anyways but the magic user is the warden in the tower. Blackerly is just a Sgt. leader of these guards. We need to hit the kitchen first and subdue the two servants. We wouldn't want them stumbling upon us by mistake and alerting others. We know they are understaffed here but crossing the courtyard could still be a bit of a problem if they have too many on the walls.

Cole will take 20 more arrows as well.


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

In a loud whisper: If you could have helped, why didn't you do that from the start!

Seeing the rather unfriendly scowl on Wade's face, Fletch pauses a moment. His hands are shaking.

This lock...it's just like the one in Cell 53. I couldn't open that one either. I nearly died...it nearly got me...No! I won't think about that right now.

Yes...Wade...I would appreciate your help. This lock is more difficult than the one upstairs.

Hopefully a 25 will make it. Thanks Wade!


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

Such divas. No sense of emergency. Kana rolls her eyes at the endless bickering.
I can´t help you that much with opening the door, but i would really appreciate you opening it. Or should we ask the oger to take care of the door? Might be a bit loud though.


Human

25 will do it.

Fletch manages to unlock the armory with Wade's help.

Inside are six spare sets of gear for guards: chain shirt, heavy steel shield, long sword and longbow. There is also a rack holding a dozen more leather-wrapped clubs. Further, there is also a stock pile of 240 arrows in twelve quivers. These items (save for the arrows and the clubs)bear the mark of Talingarde somewhere on them. There is also an assortment of weaponry that the guards have confiscated over the years. These weapons are jumbled together and obviously little cared for. They are also unmarked and thus resalable. That assortment includes: a shiv made from a women’s metal comb (treat as a dagger), a heavy mace, spear, quarterstaff, battle axe, rapier, great sword, trident and glaive. If there are any weapons that were confiscated before your capture they will be in this pile.
This room is unlit.


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

Mh with that much wood, we can lit the room up here and build a nice fire. That could also be a good distraction.


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 Obscuring Mist 1/day. We might be able to use that as cover for walking out of here.

@DM: Do I find Alchemist Fire then? If so how many? If that's a problem I will happily settle for a light crossbow.

Grand Lodge

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

Hello my little lovely

Avyanna thinks to herself, as she walks over and collects her whip from the pile of confiscated weapons.

"It's good to be back among old friends" she says to herself, running the full length of the whip through her free hand, examining it fondly, before coiling it up again and attaching it to her belt.

"Ooh and what do we do we have here?' she says, spying the comb.

She picks it up and begins running it through her hair.

"If any of you lovelies would like to tidy up a bit, I'll share, but definitely want it back. Weapon and accessory? It's perfect. Daggers are a girls best friend after all, and I've been using them far more often than anything else in here. Except Love, obviously'

She walks slowly around the room, eying the contents. She puts the longsword she had down next to the pile and picks up the rapier instead, before slinging a quiver of arrows over her shoulder and moving to the clubs.

She takes one out and examines it, determining if the leather can be unwrapped from the base.

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 over the weapons with an experienced, crritical eye lookin to see if any at of exceptional quality or magic (but not expecting the latter but casting detect magic anyway) craft (metallurgy): 1d20 + 6 ⇒ (14) + 6 = 20

Avyanna Maeve wrote:


"If any of you lovelies would like to tidy up a bit, I'll share, but definitely want it back. Weapon and accessory? It's perfect. Daggers are a girls best friend after all, and I've been using them far more often than anything else in here. Except Love, obviously'

wade casts prestigation like in almost all other aspects of life, magic makes things easier"


Human

No alchemists fire, masterwork or magical equipment to be found.


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 snatch up my precious light crossbow. I stole this from the first person I ever killed. Here are the bolts as well. 8 bolts because I used 2 to kill the other two orderlies.

Ah, memories.

Finding what I was looking for, I head over to Blackerly's office.
Wade, May I have some further assistance?

Disable Device: 1d20 + 9 ⇒ (1) + 9 = 10 Looks like I'm going to need it...
Disable Device: 1d20 + 9 ⇒ (18) + 9 = 27
Disable Device: 1d20 + 9 ⇒ (12) + 9 = 21
Disable Device: 1d20 + 9 ⇒ (19) + 9 = 28
Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22

Sorry figured I'd better roll a few in case my streak continued. May have gotten carried away

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 frowns as he looks over the swords "shoddy workmanship the lot of them"
Looking up to fletch of course you need but ask wade casts guidance as many times as is nessairy, and when done casts it uppon himself to be safe.


Human

Fletch gets the door to the office open on the second try.

This is Sergeant Blackerly’s office. It is a plain affair with a single cluttered desk and a couple of chairs. The desk is covered in paperwork. There are two other doors here, both locked.

Grand Lodge

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

so what about the clubs? can they be unwound? Do I need to make a check?

Avyanna follows Fletch out, curious about the office. She could come back to the armory later.

Upon seeing the clutter, she sighs and decides to use magic.

Spell - Sift Perception: 1d20 + 2 ⇒ (17) + 2 = 19 on the desk. Since each cast only searches one 10ft square, she'll need to cast it twice. One cast is a standard action and instantaneous so I'm assuming it doesn't take any time at all? -5 Perception penalty.


Human

Yes Sift is instantaneous. You find nothing hidden. It does not however read every piece of paper for you so the information there must be looked at physically. You can do so which will take ten minutes and I will give you an Int check to see if you learn anything from it.


Cole goes through the pile of weapons as well.

Ah my blade. Picking up the sword his eyes widen, he is overcome with the joyous thought of cutting his way out of here.

Anything of interest in the office? Wish they had some heavier armor here. guess this chain shirt will do for now.


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

Perception: 1d20 + 2 + 4 + 2 ⇒ (6) + 2 + 4 + 2 = 14 Searching for the map or anything valuable/useful.

Assuming I find the map, I hand it over to Avyanna.

Any good with maps, Gorgeous?

Was there a backpack, bag, or satchel of any sort back in the armory?


Human

That's your Falcata you have now Cole? Just making sure I have the right stuff added to the loot table.

Fletch finds a complete map of the prison which also includes locations of all guard posts. It is easy enough for anyone to read.


yep, thank you, much appriciated, requested permission to see the brandiscar map, thanks


Once Wade casts the spell, Declan straightened in a manner of seconds, giving him an appreciative nod, not above giving a (mostly)insincere smile and a "thank you" through her teeth at Avyanna just because. When the armory was found, she went straight for the quarterstaff, picking it up and resting it on her shoulder with a long-familiar gesture. As for the others, she was curious about what they were doing, but she did not care for any papers, instead keeping an eye and ear out for any guards. Given their luck, they might run across a shift change, and that would be bad.


Human

@Fletch. You don't find backpacks or bags or the like in the armoury. Maybe somewhere else.

@Wade. Please roll dice to so see how much hp Declan heals...

Grand Lodge

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

Sift was more used to find items or whatever that might be 'hidden' under the paper, or have fallen on the fall etc

She smiles at Declan.

"You are most welcome my dear."

Avyanna walks up to the desk and begins skimming the papers. She decides she might as well sit down to do it.

"Someone keep an eye out, there might be some useful information here. Anyone else want to double check me? While I read, it's normally much more... entertaining than all this."

this is so we can have two or more people checking through the papers but it still only taking 10mins, since they are doing it at the same time.

Intelligence: 1d20 + 1 ⇒ (14) + 1 = 15

After reading the papers, she looks around for draws.

just in case Perception: 1d20 + 2 ⇒ (8) + 2 = 10


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
Avyanna wrote:

Avyanna walks up to the desk and begins skimming the papers. She decides she might as well sit down to do it.

"Someone keep an eye out, there might be some useful information here. Anyone else want to double check me? While I read, it's normally much more... entertaining than all this."

this is so we can have two or more people checking through the papers but it still only taking 10mins, since they are doing it at the same time.

Guess that's my cue.

You use magic to read?

INT check: 1d20 + 5 ⇒ (7) + 5 = 12 Do I learn anything useful from the warden's set of official papers?

Guess not, lol


Human

I will allow you to aid. Giving +2 to Avyanna's check on a succesful Int Aid check, and reducing the time needed by 2 minutes for each person aiding regardless if they make the aid check. Maximum two people aiding. The desk gets too crowded after that and no more useful help is able to reduce the time. 8 minutes and a 17 so far.


Cole will stands watch at the door.


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 moves to the other side of the table, looking what "gorgeuos" is doing there.

INT: 1d20 + 1 ⇒ (14) + 1 = 15

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