Taking Back Kintargo

Game Master michaelane

Roll 20


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Male Human 1 Cleric

perception: 1d20 + 0 ⇒ (6) + 0 = 6

He glanced about looking for people who might be in visual range...Seeing none he removed his estoc.

We have a perfectly servicible lockpick right here I believe.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Allow me folks. I should be able to handle this.
1d20 + 5 ⇒ (19) + 5 = 24 percep
1d20 + 6 ⇒ (14) + 6 = 20 DD

Yorick says as tumblers click here and there.

Wish I had brought more of that coffee, that was quite tasty!


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10
Eddlestan Jarvis wrote:

[dice=perception] 1d20+0

He glanced about looking for people who might be in visual range...Seeing none he removed his estoc.

We have a perfectly servicible lockpick right here I believe.

You stick to the stabbing and cutting and maiming and I will stick to the more delicate procedures Easy Eddy!


F Human (Chelaxian) Slayer (Deliverer) 1

Brother Yorrick is right, we must be wise and use the proper tools for the job at hand. A broken lock and chain may make the Dottari, a Hellknight or a concerned "Citizen" suspicious. Let us keep the appearance that this place is undisturbed.

And trust me, Dear Brother Jarvis, we will make use of these tools as well. Alessia pats the hilt of her own long sword as she addresses Eddy

Lantern Lodge

The coast looks clear to Ed and Yorrick. Neither hears anything from within the livery either. The lock proves no problem for Yorrick, although he also sees that there is enough play in the doors that everyone could probably slip between them. Inside it looks very dark. The livery is still in good enough shape that the only light making it inside is the light from the crack in the doors.

You have successfully unlocked the doors or let me know if you'd prefer to leave the lock in place and slip through. It would take a DC 15 Escape Artist check to slip through.

Secret GM Things:

1d20 + 8 ⇒ (17) + 8 = 25
1d20 + 8 ⇒ (5) + 8 = 13
1d20 + 8 ⇒ (2) + 8 = 10


1/2O Bard6HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

Let us remove the lock, I have trouble slipping through tight spots. Beorn will motion to let him look so he can check the inside with his darkvision.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Yorrick nods and he pockets the lock, then sets the chain so it looks like it works but in reality pushing the door will make it come apart

Lead the way muscles


1/2O Bard6HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

Beorn keeps his guard up as he steps in, his orkish heritage allowing him to pierce the gloom.


F Human (Chelaxian) Slayer (Deliverer) 1

Alessia will ready her shield and draw her weapon then follow Beorn into the darkness beyond the doors.


Male Human 1 Cleric

He pulled out a bolt from his crossbow and cast a light spell on it, carefuly putting it back in his quarrel and placing a hand over it, just in case before he stepped inside after the others.

Let me know when we need better light.

He said quietly keeping his hand over it.


Vital Stats:
HP 2/8 AC 14/12/12; F +0, Ref +4, W +1 ,
Skills:
Acro +6 Appraise +7 Bluff +5 Diplo +5 DD +6, Dis +5, Linguistic +7 Local +8 Dungeon+8 Nobility+11 Stealth +6 Perc+5 UMD+10

Yorrick follows Ed, trying to be quiet an unobtrusive

1d20 + 6 ⇒ (8) + 6 = 14 stealth


1/2O Bard6HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

Beorn stands boldly!


1/2O Bard6HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

Berone shuffles.


1/2O Bard6HP18/18,Init+2,Per+4,F3R6W4(6Fear),AC16T12FF14

Honk! Honk!

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