Something Wicked this Way Comes

Game Master baron arem heshvaun


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Female Human Oracle 1 (HP 11/11; AC 14 (13) T 14 (13) FF 10; CMD 12 (10); Fort +2; Ref +3 (+2); Will +2; Init +3 (+2); Perception +0)

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

Dark Archive

Male Human Human/Barbarian 1/HP 13/13 15/15 AC 11/9 T 11/9 FF 10 CMD 16 Fort 3/5 Ref 1 Will-2/-1 Init+1/Perception+2

I am catching Thor at 8pn so I will be out until 11-12


Male Half Elf Monk of The Empty Hand 1(HP 10/10, AC 15 [Flat Footed 13 Touch 15], CMB 1, CMD 16(18 to resist grapple), Fort 3, Ref 4, Will 5, Init +4, Sense Motive 7, Perception 9, 2 notches )

let me know what its like


I am become Death, the destroyer of worlds
Weylin Ward wrote:
Please note that I am not actually shackled, so I wouldn't need to roll a concentration check for that.

-

I am quite aware of each of your conditions, I have posted them three times after all to help everyone in case they miss it. I feel like I am giving a bit too many hints to experienced players at this point.

That's not why your concentration was needed. Kindly RE read your Perception rolls when you were first placed in this cell, or take a look at Kallen by your side or heed the warning words of Dru.

Trust me I wanted your Daze to work to give your group a fighting chance.

Weylin please read

Spoiler:

You concentrate on the most basic of spells, perhaps among the very first one you learned to cast.

Daze would help you immensely!

There is faint background hum in your head, then suddenly it grows to a something like a sharp whine, almost a shriek.

You have a distinct sense of pushing against something massive. The sensation is severely unpleasant, almost painful.

You grit your teeth. You focus against it.

You fail to produce the spell.


I am become Death, the destroyer of worlds
Kallen Marvaine wrote:
Initiative

Kallen I rolled your Initiative already, you got a 13 which is better.


I am become Death, the destroyer of worlds

Initiative

Weylin 29, Tokae 22+ Varrel 22, Alethia 17, Kallen 13, Dru 9

I need players who have not done so to please roll either a Bluff or Sleight of Hand to disguise that you are free.

Dru (21), Varrel (22) and Weylin (12) have rolled.


I am become Death, the destroyer of worlds

-
guards shift two

Spoiler:

Perception 1 1d20 ⇒ 6

Perception 2 1d20 ⇒ 7 with horn

Perception 3 1d20 ⇒ 2

Sense Motive 1 1d20 ⇒ 4

Sense Motive 2 1d20 ⇒ 13 with horn

Sense Motive 3 1d20 ⇒ 15

Dark Archive

Male Human Human/Barbarian 1/HP 13/13 15/15 AC 11/9 T 11/9 FF 10 CMD 16 Fort 3/5 Ref 1 Will-2/-1 Init+1/Perception+2

Thor rocked Loki stole the show. Theatre was 1/2 empty=Big surpise


Female Human Oracle 1 (HP 11/11; AC 14 (13) T 14 (13) FF 10; CMD 12 (10); Fort +2; Ref +3 (+2); Will +2; Init +3 (+2); Perception +0)

Sleight of Hand: 1d20 + 3 ⇒ (4) + 3 = 7

I think we might die.


I am become Death, the destroyer of worlds

-
Dice. Sometimes they love you. Sometimes they fuuucck you up.


I am become Death, the destroyer of worlds

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The lead guard (dull as a brick or perhaps distracted by Dru's nether regions) misses seeing anything and yells.

'Oie! What's all the shouting and jabbering! Which of you lot is asking for a after supper beating?'

He sees Dru's state of undress ... and very much wishes he did not.

'You disgusting dog! Is it too warm in there? If you want some attention I can oblige you ...'

He puts the key into the cell lock and begins to turn the key. It opens and he pushes the door inward to the cell ...

The eyes of the guard right behind him goes WILD!

'Strum! Wait! Their manacles are off! Don't ...

Initiative

Spoiler:

Initiative 1d20 + 1 ⇒ (17) + 1 = 18

Initiative 1d20 + 1 ⇒ (7) + 1 = 8

Initiative 1d20 + 1 ⇒ (10) + 1 = 11

I was hoping on giving the players a surprise round, alas one guard saw at least two manacles lose and he and another guard Sense something is amiss.


I am become Death, the destroyer of worlds

-
Initiative

Weylin 29, Tokae 22+ Varrel 22, Corporal Strum 18, Alethia 17, Kallen 13, Grd. Hilt 11, Dru 9, Grd. Ben 8 (Grd Ben has the alarm horn)

The cell door is barely open, all prisoners are sitting down pretending to be chained, daggers hidden and not in hand.

Weylin focused but failed to produce a spell to Daze, he still has a move action. Tokae is up after followed by Varrel.

Dark Archive

Male Human Human/Barbarian 1/HP 13/13 15/15 AC 11/9 T 11/9 FF 10 CMD 16 Fort 3/5 Ref 1 Will-2/-1 Init+1/Perception+2

I was standing.


I am become Death, the destroyer of worlds

-

Old School Dungeon Master wrote:

Very important please read.

For you guys to Bluff that you are still in chains you all have to be sitting down, that's how the chains are made, re read the description I have given four times. So do you fight you way out or do you try and Bluff. If you are seated please note it takes an action to stand up.

Because of the way the leg chains work, if you were standing you would all have to stand. I realize you are free to stand but then the guards would not come in. I don't mind to recton the above, please read it, but if you do then the guards will not come in (as you are all standing and that looks threatening, as I said several times guards will not come in or open the cell to feed or check on prisoners if they are standing). I do understand you want to be able to do something, but the guards are not completely stupid either, they have a set routine.

Your call.

Dark Archive

Male Human Human/Barbarian 1/HP 13/13 15/15 AC 11/9 T 11/9 FF 10 CMD 16 Fort 3/5 Ref 1 Will-2/-1 Init+1/Perception+2

Right so I am sitting.


I am become Death, the destroyer of worlds

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Sorry Dru. Tokae is up after followed by Varrel. Guard two at the bottom of Initiative has the alarm horn.

Dark Archive

Male Human Human/Barbarian 1/HP 13/13 15/15 AC 11/9 T 11/9 FF 10 CMD 16 Fort 3/5 Ref 1 Will-2/-1 Init+1/Perception+2

Didn't you just ask me if I was sitting? What does that have to do with the initive order?


I am become Death, the destroyer of worlds

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I meant A. 'sorry you are in a messed up situation Dru', then separately I added B. I reminded and posted Initiative order to help your fellow cell mates tactics. Trying to help.


Male Tiefling Alchemist 1 HP 11 / AC 12 T 12 FF 10 CMD 16 Fort 5 Ref 4 Will 1 Init+2/Perception+5

Varrel moves to flank the guy who entered the room.


I am become Death, the destroyer of worlds

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Normally that is a sound tactic but you would be on left of the guard and there is a cell door on his right, so no one could flank with you.

Also he is up next on Initiative and as a move action he could close the door and as a standard lock it.

There is also the issue of the guard with the alarm horn right behind him.

I'll let you try another action as it is do or die, perhaps bull rush could help because at least you get him away from the door. You could also try to hold the door so he can not shut it again.

Also remember you have four notches and you could use some to aid your role.

Bonus: If used before a roll is made, notches give a + luck bonus to any one dice roll. The cost is one notch plus the bonus you want to add to the roll to a maximum of six notches. Example to get a +2 to a roll spend three notches, to get a +5 to a roll spend six notches.


Male Half Elf Monk of The Empty Hand 1(HP 10/10, AC 15 [Flat Footed 13 Touch 15], CMB 1, CMD 16(18 to resist grapple), Fort 3, Ref 4, Will 5, Init +4, Sense Motive 7, Perception 9, 2 notches )

Can I think use notches to aid me as I hurl myself as a living battering ram at the guards? I'm trying to knock them down with my manacle-heavy body, not entangle them.


I am become Death, the destroyer of worlds
Tokae Yashkiin wrote:
Can I think use notches to aid me as I hurl myself as a living battering ram at the guards? I'm trying to knock them down with my manacle-heavy body, not entangle them.

-

That would be a very cool and inspired cinematic Tokae and something I would greatly like to see, but

Old School Dungeon Master wrote:
Tokae Yashkiin wrote:
Are my legs free? If so I can MAYBE use the manacles as a weapon since I'm a monk of the empty hand.

-

Per Weylin your right hand is, two manacles still bind you to the cell wall.

Alas you are still bound unless you can manage to escape two manacles. Give me a suggestion how you do this.


I am become Death, the destroyer of worlds

-
Varrel please read your last post then read my post right after that, because the guard can not be flanked and he could just close the door on his turn, would you like to consider another action? I gave a few suggestions.


Male Half Elf Monk of The Empty Hand 1(HP 10/10, AC 15 [Flat Footed 13 Touch 15], CMB 1, CMD 16(18 to resist grapple), Fort 3, Ref 4, Will 5, Init +4, Sense Motive 7, Perception 9, 2 notches )
Old School Dungeon Master wrote:
Tokae Yashkiin wrote:
Can I think use notches to aid me as I hurl myself as a living battering ram at the guards? I'm trying to knock them down with my manacle-heavy body, not entangle them.

-

That would be a very cool and inspired cinematic Tokae and something I would greatly like to see, but

Old School Dungeon Master wrote:
Tokae Yashkiin wrote:
Are my legs free? If so I can MAYBE use the manacles as a weapon since I'm a monk of the empty hand.

-

Per Weylin your right hand is, two manacles still bind you to the cell wall.

Alas you are still bound unless you can manage to escape two manacles. Give me a suggestion how you do this.

I have escape artist, but I think the dc might be too high for me.


Male Human Court Bard 1 (10/10; AC 13/Touch 13/Flat Footed 10; CMD 12 ; Fort +2; Ref +5; Will +1; Init +9; Perc. +3; Notches 2)

For his move action, Weylin will sigh loudly and try to stand up, assuming that such would not provoke an attack of opportunity.


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Male Human Court Bard 1 (10/10; AC 13/Touch 13/Flat Footed 10; CMD 12 ; Fort +2; Ref +5; Will +1; Init +9; Perc. +3; Notches 2)

Weylin suddenly has an idea!

"Congratulations! This has been a test of your ability to respond to potential jailbreaks. Your response time was quite good! In fact, you may have just set a new record for this prison, we'll have to go to the judges to find out. In the meantime, if you could please lock the cell again to set this up for the next shift, we'd be much obliged.", says Weylin with a flourish.

Bluff, please, bluff: 1d20 + 9 ⇒ (11) + 9 = 20

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