The Dark is Rising - WotW Part I (COMPLETED) (Inactive)

Game Master Darkness Rising

"No one ever became extremely wicked suddenly."

-- Juvenal

MAP OF TALINGARDE | NPC LISTING | LOOT | MAP OF ALDENCROSS | MAP OF BALENTYNE

Talingarde is the most virtuous, peaceful, noble nation in the world today. This is the story of how you burned it to the ground.


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Felrin moves to the door leading to the east and opens it, peering into the room.

This room is currently plain and featureless save for a single stout wooden table and four chairs.

OOC:

The thing at Z18 is a door.
Felrin plus ring of keys
Felrin plus single key with the number nine on it
I refigured the time as per Tkaara's question. The fight started and ended at 2:19am, 15 minutes was alloted for stripping the guards which average 2 minutes per guard, also the ones that doned clothes or armor took about 2 minutes. Etna also took 20 on perception of the entire guardroom searching for drugs. Taking 20 takes 2 minutes per check. Actually if you are searching a room and taking 20 that is 2 mnutes to search your square and all adjacent squares so the guardroom would have taken 8 to 10 minutes to search that well. I have adjusted the time back to 2:34 which means it only has been 15 minutes since the battle ended. Just remember the more you do the more time is going to eat off the clock. For everything that has been done since the battle ended 15 minutes is really giving everyone a break since I don't think all that could have been done in that period unless it was rehearsed. lol.

Active Effects and Spells:

Tkaara Charisma Boost +2 expires at 3:15am
Tkaara +2 alchemical bonus on saves against mind-affecting effects expires at 6:15am
Hecate Mage Armor on Erevan expires at 3:19am

Picture of the veil.

Map of current location.

-------------------------------------------------------------------------
Current Location: Branderscar Prison: Guardroom, Date: Oathday, Erastus 25th,(Summer) 4714 Time: 2:34 am (Day:One)


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate shakes her head, doubtfully. "Don't go down the fireplace - you wouldn't be able to get back up! I think we should stick together."


Male Beast-Cursed Half-Elf Beastmorph Vivisectionist 6, Master Chymist 1 AC 20, tch 12, ff 19; CMB +11; CMD 23; hp 66/66; Fort +10, Ref +8, Will +6 (+8 vs. Enchantment, +10 vs. charms/compulsions); Init +5; Perception +11 (+13 at night), Sense Motive +10, Stealth +11 (+13 at night)

"Agreed," says the Doctor, wiping his blade clean on a rag as he reenters the room. "Besides, your resistance to fire is useful, I am sure, but does nothing to prevent the dangers of smoke inhalation. I suggest that Felrin and Erevan take a look downstairs. I imagine there are unlikely to be anyone in the immediate area, or they would have heard the fighting, but stealth is advised nonetheless." He looks expectantly at the other two men as if there was no question they would do exactly as he suggested.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Still trying to adjust the ill fitting armor, Tkaara looks up at the discussion.
A bigger problem with going down the chimney is that the rest of us could not follow and if you did not neutralize all that you found, the game would be up.

If we are getting out of here, we are sticking together. We are seven, the six of us in the cell and Grumblejack. We have already taken way too much time. Lets get downstairs and see what the hallowed halls of this prison hold. Assuredly there are more guards, hopefully asleep at this wee hour. Once they are down so that we have nobody behind us, we head out. I recall some type of a water crossing and what sounded like a gate. We will have to breach these to reach freedom, and I rather doubt any of us is in a condition or preparedness to do it alone.

She then turns to the ladies.
Would either of you know one of those spells that allows people to communicate over a distance? If not, we will need some type of a sound to indicate when the rest of us can move forward. I think that after the front two, the Doctor and Grumblejack go next, then the ladies with me bringing up the rear as a guard.

She looks to the rest.
Any thoughts or ideas? I do not know what everyone's abilities are. She pauses for a moment looking at Grumblejack. Or I suppose my own abilities since it sounds as though I healed our new companion without even knowing I had done so. But, we need to work together. If we do not do so, we might as well give up now as alone we are as good as dead.

Finally, she turns and nods to Felrin and Erevan.
You are the advance scouts. Lets get moving to see what is below.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin nods in acceptance of Hecate's view, particularly that they should stick together, and turns to make his way out of the guardroom when the doctor speaks up. In response to the doctor's condescending air, Felrin shrugs and says, "You're suggesting we do the thing I already suggested we do? Okay, we'll do that. Ready, Erevan?"

He moves quietly toward the stairs and down, eyes and ears alert.

OOC:
Do you want to take the lead, Erevan, because of your higher AC, or should I because of higher Stealth and Perception?

Mechanics:

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Perception: 1d20 + 7 ⇒ (10) + 7 = 17


As Felrin slowly begins his descent he can see torchlight flickering at the bottom of the stairs so obviously the lower room is lit as well.

OOC:

There is now two maps, one for each level. Please make sure you let me know square coordinates of the square you are in when you end your turn.
For reference I show Felrin where he is at on the stairs on both maps. Please refer your coordinates as upper or lower floor as to not get confused.
Felrin is at Lower A1.

Active Effects and Spells:

Tkaara Charisma Boost +2 expires at 3:15am
Tkaara +2 alchemical bonus on saves against mind-affecting effects expires at 6:15am
Hecate Mage Armor on Erevan expires at 3:19am

Picture of the veil.

Map of cellblock floor.

Map of lower floor.

-------------------------------------------------------------------------
Current Location: Branderscar Prison: Stairwell, Date: Oathday, Erastus 25th,(Summer) 4714 Time: 2:35 am (Day:One)


Male Ogre

Grumblejack was for once in his life at a loss for what to do. The one side of him wanted to run down the stairs as fast as he could and find the nearest exit but the other side of him wanted to just go smash things and kill as many lil 'uns as he could find until he was to tired to swing anymore.

His new found comrades he wasn't sure about. Never had he had humans for partners, although some of these new people he was almost sure wasn't all humans. Although one of the females did have tiny horns on her head just like his. Although his was covered by his rough mop of hair. Maybe she knew the meaning of them. But this was not the time to discuss it. Anyway having a food source that moved with you wasn't a bad idea. Although he did promise not to eat them? Or did he?

Still weak from the poison and still with injuries he would at least need to stick with this group until they were clear of this place and then he could make a decision about what to do.

Grumblejack again looked around the room waiting for the others to take action. So he walks over to the fireplace and sticks his head down the hole, for that is all that would fit. He pulls his head back out and looks at the rest.

"Grumblejack smell 'lil 'uns down there. Grumblejack smell food. Grumblejack say small hole lead to room with food cooking. But no fit Grumblejack. Find another way. See Grumblejack smart too."

And with that Grumblejack moves and takes one of the heavy steel shields from the table and then moves toward the stairs taking up the closest position behind the others that he can fit in. New makeshift bone club in one hand and holding the shield in the other.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin continues down the stairs quietly, stopping on the bottom step to listen closely for any movement or conversation before peeking around the corner. He's careful to expose as little of himself as possible as he peers into the hallway, then the room, at the bottom of the stairs.

OOC:
Move to Lower B3 and listen, then peek around corner. If I can't see anything from Lower B3, I'll move to Lower B4. I assume I can use the same rolls I made at the top of the stairs, since I've barely moved.


Male Half-Elf Vigilante (Avenger) 1; AC 16, touch 14, flat-footed 12, CMD 18; HP 6/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Nodding in agreement, Erevan follows the tiefling closely, dressed now in a guard's uniform, thankfully clean courtesy of Etna's magic, and keeping his hand tightened around the hilt of his newly acquired longsword.

Mechanics:
Staying close to Felrin and moving to lower A3 or B3 depending on whether Felrin ends up at lower B3 or B4 respectively.

Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 4 ⇒ (11) + 4 = 15


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None
Tkaara Fiakben wrote:

She then turns to the ladies. 

Would either of you know one of those spells that allows people to communicate over a distance? If not, we will need some type of a sound to indicate when the rest of us can move forward. I think that after the front two, the Doctor and Grumblejack go next, then the ladies with me bringing up the rear as a guard.

She looks to the rest. 
Any thoughts or ideas? I do not know what everyone's abilities are. She pauses for a moment looking at Grumblejack. Or I suppose my own abilities since it sounds as though I healed our new companion without even knowing I had done so. But, we need to work together. If we do not do so, we might as well give up now as alone we are as good as dead.

Hecate nods emphatically at the last comment. Beyond the purely intellectual challenge of getting out of here, she has no idea how to proceed afterwards. She hopes that her current companions will let her tag along.

As to Tkaara's question... "Um, I think I know what spell you're talking about, but no, I haven't prepared it today. If I had a spellbook..." She trails off as she realises how stupid that sounds. Yes, and if wishes were horses then beggars would ride, idiot!

Pulling herself together, she focuses on what she can do - which is quite a lot, she realises. "I can make a light, I can lift objects - like that horn - and I can daze people; or put them to sleep, but that's a one-off. Also I can summon fiendish creatures, but I can only keep them here for a bit."


Felrin peeks around the bottom of the stairwell. While the room is well lit by a single torch scone the rest of the area seems to be vacant of occupants. A single door rest in the north wall.

Erevan quickly follows behind you and behind him you can hear the heavy breathing of Grumblejack.

OOC:

In a fully lit area, stealth checks only cover trying to remain as quiet as possible. You can not hide or sneak in full light.

Active Effects and Spells:

Tkaara Charisma Boost +2 expires at 3:15am
Tkaara +2 alchemical bonus on saves against mind-affecting effects expires at 6:15am
Hecate Mage Armor on Erevan expires at 3:19am

Picture of the veil.

Map of cellblock floor.

Map of lower floor.

-------------------------------------------------------------------------
Current Location: Branderscar Prison: Stairwell, Date: Oathday, Erastus 25th,(Summer) 4714 Time: 2:35 am (Day:One)


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin looks over his shoulder at Erevan and nods, clearly communicating, Looking okay so far. He’s just about to turn his head when he spots Grumblejack right behind them on the stairs. He nods at the ogre as well, hoping the creature’s heavy tread doesn’t give them away.

Felrin then moves quietly across the room, looking around for anything of use to their escape as he does so. When he reaches the door on the north wall, he pauses and listens carefully at it.

OOC:
Move to door, stopping in column B, right against door (no numbers on rows at that point in the map).

Is there anything at all in this room, or is it more of a hallway?

I don’t expect to be able to hide in bright light, just trying to keep quiet. With an ogre close on my heels. Right.

Mechanics:
Stealth: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 7 ⇒ (17) + 7 = 24


OOC:

Updated the map with correct numbers.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

As Grumblejack begins to move forward, Tkaara puts her hand up onto his huge shoulder.
Wait my big friend. Let the sneaky ones find the lil 'uns. Then, when ready, you use your new club to smash.

When he turns around, she puts her finger to her silvery lips in the universal sign for quiet.

If we are loud, guards will find us. Like they found you in the swamp. You wait with us. We follow in just a minute to smash guards.


Male Ogre

Grumblejack turns as a hand is placed on his shoulder. After hearing Tkaara's words Grumblejack places a finger to his lips to copy Tkaara.

"Grumblejack know, must be Shhhhhh. Grumblejack quiet as mouse."

Then on his toes he creeps back up the stairs as if to show the woman of his ability and for this once he doesn't walk like a big looming ogre as his footsteps are almost silent.

Grumblejack then laughs loudly "See I am stealthy too! Just make feet hurt to walk like that."

Mechanics:

Stealth: 1d20 - 3 ⇒ (17) - 3 = 14

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Tkaara nods at the giant ogre.
Shhh. Yes. You are quiet, but it is light down. Big ogre's good at quiet. But big ogre is easy to see in light. Other two are sneaky. We need you to protect girls. Other girls have no armor. Not tough as ogre. When front sneaky ones find guards. They will tell Grumblejack. Then it is smash and bash time. You can make guards hurt like they hurt Grumblejack.


Male Ogre

Grumblejack smiles at the pretty lady. Noticing the silver on her lips.

Grumblejack puts a arm around Tkaara squeezing tightly.

"No worry. Grumblejack not let lil uns hurt pretty lady. Grumblejack like you best. You prettiest human Grumblejack ever see."

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Tkaara smiles back at the ogre.
Thank you Grumblejack. Now lets use out brains and our muscle to make sure that you, me, and the rest of use get free of this Mitran pit.

Tkaara then bends down to listen for any call from below that it is save to proceed down the stairs from the scouts.


Felrin makes his way quietly across the room and puts his ear against the cold metal door trying to hear anything that may be beyond. He almost gives up when he hears some very faint distant voices. To far away to make out what they are saying, very distant but definitely on the other side of the door but no where close to it judging by the the fact you can barely hear them at all.

Active Effects and Spells:

Tkaara Charisma Boost +2 expires at 3:15am
Tkaara +2 alchemical bonus on saves against mind-affecting effects expires at 6:15am
Hecate Mage Armor on Erevan expires at 3:19am

Picture of the veil.

Map of cellblock floor.

Map of lower floor.

-------------------------------------------------------------------------
Current Location: Branderscar Prison: Stairwell, Date: Oathday, Erastus 25th,(Summer) 4714 Time: 2:36 am (Day:One)


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin tries the keys on the ring, doing so as quietly as he's able, until he gets the door unlocked. He tucks the keyring back into his belt to keep it quiet, then opens the door a crack and peers through. If it seems clear on the other side, he opens the door and steps through cautiously, senses alert.

Mechanics:

Stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Perception: 1d20 + 7 ⇒ (14) + 7 = 21


Male Half-Elf Vigilante (Avenger) 1; AC 16, touch 14, flat-footed 12, CMD 18; HP 6/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

Keeping close to the tiefling, the golden-eyed man moves quietly to stand beside him, letting the inquisitor work on the door's lock. Do you hear anything?" Erevan asks Felrin, his voice as soft as a whisper.

Mechanics:
Moving to lower B1. If Felrin moves beyond the door, Erevan will be following him closely, ready to bluff or fight his way forward alongside the tiefling.

Stealth: 1d20 + 8 ⇒ (11) + 8 = 19
Perception: 1d20 + 4 ⇒ (1) + 4 = 5


As Felrin begins to try the keys on the lock he realizes that the door is not locked and the keys would not be needed as he puts them back on his belt. He then cracks the door as little as possible and peers through.

The great hall is a large dismal stone hall that runs a total of about eighty feet in length and is approximately twenty feet wide. There is three iron doors off of it much like the one Felrin just opened, two on the west wall and one on the east wall. A reinforced set of double doors resides at the far end of the hall and is flanked by two prison guards facing in Felrin's direction, one of which is definitely got a signal horn in his hand and a bottle of whiskey in the other, judging by his posture and stance you would say he is drunk but the other one doesn't appear to be drinking at all. The hall is lit by two sconces holding torches. on the west wall, this provides a small area of dim light just outside the doorway in front of Felrin.

As Felrin watches the guards do not seem to see him from behind the cracked door so their conversation continues.

“That Blackerly is a damned thief! That game was rigged last night!”

“If it’s rigged, why do you keep going back to the gatehouse then?”

“The beer’s passable.”

A laugh is heard. “Drinkin’ on duty! Damn, this place has gone to hell. Captain Callidan would have never tolerated this crap. That’s for sure!”

“Captain Callidan … he left, what? Two years ago?”

“Almost three and since then the place has been straight down the s#*%ter. That old wizard never leaves his tower. He stays up there reading his books and petting his owl!”

“Petting his owl? Is that what they call it these days?”

The guards enjoy a bit of a laugh.

As Erevan approaches stealthily and Felrin is caught up in the conversation of the guards he is almost startled when Erevan speaks next to him. Felrin then closes the door back for going out there without a plan would not be the wisest decision right now.

Active Effects and Spells:

Tkaara Charisma Boost +2 expires at 3:15am
Tkaara +2 alchemical bonus on saves against mind-affecting effects expires at 6:15am
Hecate Mage Armor on Erevan expires at 3:19am

Picture of the veil.

Map of cellblock floor.

Map of lower floor.

-------------------------------------------------------------------------
Current Location: Branderscar Prison: Stairwell, Date: Oathday, Erastus 25th,(Summer) 4714 Time: 2:36 am (Day:One)


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

With the door now safely closed, Felrin turns to Erevan and says, ""Two guards at the far end of a long hall, they didn't notice me. Let's get the others down here and make a plan."

Moving to the bottom of the stairs, Felrin waves the rest of the party down, gesturing to them to stay quiet. He relays what he's seen and heard, then asks, "So how should we approach this? We're not going to charge them and take them out, not before they make some kind of noise. We could try to lure them down this way, pretending to be a guard calling to them, maybe. Or take a chance on putting them to sleep with a spell."

Looking at Erevan and himself dressed as guards, he draws on his own natural instinct for blending in and says, "Or a couple of us could just walk up as casually as possible and kill them before they realize who we are."


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Etna looks with amusement at Grumblejack's display of affection.
How adorable. I'm not sure if we should trust him or not: on one hand, he doesn't look like the trolls I've heard about, a murderous and psychotic inbred. On the other hand, he ate the bodies of three people...
Etna's mind is on the verge of remembering the slaughter from before, when Felrin waves to them.

She listen closely on the Tiefling, and then adds a moment later. " Well, basing ourselves on what you said, this place has seen better days. Good for us.". She takes a second to look back up the stairs, her hairs fluttering in the air. " I could cast a simple spell to simulate a fight between you and the other guards over a game of cards. That way, the two men over there won't be on alert as soon as you exit from that door: you probably won't be able to keep the facade up for long, but it should be enough to...dispose of them." Etna whispers to the other, evidently a little shaken by her own choice of words.

OOC and Mechanics:
Move to B 24, for now.
My proposal is to use Ghost Sound to simulate the guards bickering (I can't make real words, but it should be plausible for the guards not to understand as the others are on a different floor), giving an excuse for totally-not-Felrin and not-so-Erevan to approach the guards and kill them on the spot, focusing on the horn blower.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Tkaara listens to the others.
Although I doubt they have any female guards here, I could also join the boys. One problem is why are the guards coming downstairs? If the guard shift is eight hours, would it be unusual for someone to come down?

Another option is to attempt to seduce one of them. It is clear that this Blackerly is running a pretty poor operation. Perhaps the guards upstairs decided to have some fun with the lady prisoners. If I were to strip out of this armor, I could probably convince the two by the door that I had been taken by the guards upstairs and managed to run away. How dangerous is a thin unarmed woman. I would think that the two guards would simply take me and escort me back upstairs to the cells. As soon as they come through the door with me, you two and Grumblejack drop some serious hurt on them.

Mechanics:

Move to A19.

OOC:

Another option is for our stealthy duo to move out into the dim light area and then shoot the guards with arrows. Also, we can charge. Although the dim light is 65' away from the guards, I think that C14 and D13/14 should also be in dim light based upon the placement of the scones.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate looks dubious. "Um, if they see you, they might just sound the alarm before you can explain anything. And as for making a noise like fighting... They'd sound the alarm for sure, why take chances?"

She thinks for a bit. "Sounds like they're too far away for Etna's Grease spell to work. I might have to try and send them to sleep, but if it doesn't work you'll need to rush them."


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin sees Tkaara giving the captured longbows a considering look and makes a suggestion. "Why don't we have Hecate try to put the guards to sleep, and if they don't fall asleep, we put some arrows into them? Though I'm a lot better up close than from far away. So we start with sleep, loose some arrows, and close on them as quickly as we can."

He considers a moment, then adds, "Though we might start by trying to lure one or both of them down the hall, and if that doesn't seem to be working, then we do as I suggested."

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Tkaara takes a sniff with her nose.
Didn't Grumblejack say someone was cooking somewhere around here? Perhaps we could make it sound as though there was an accident in a kitchen. Say a bunch of pots crashing followed by a call for help. I do not know where exactly this kitchen might be.

She looks back up the stairway and tries to envision where the chimney was.

But, it is a logical noise that is less likely to instantly raise the guards hackles.


Male Ogre

Grumblejack makes his way down the stairs staying close to Tkaara. When she starts sniffing the air he does the same copying her movements and nuances.

"Grumblejack not smell food in here. If lil uns need dealt with then just give me a direction and I will smash them. Grumblejack fast. Grumblejack fast as lighting. Make guards make water. Grumblejack move like great bear through forest."
he says with a grin at Tkaara.

OOC:

Grumblejack has a base movement speed of 40'

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Tkaara smiles at the large ogre.
Soon Grumblejack. Soon you can charge and smash. But, we must make sure no horn is blown. If guards walk this way, then all can charge with you.


Male Beast-Cursed Half-Elf Beastmorph Vivisectionist 6, Master Chymist 1 AC 20, tch 12, ff 19; CMB +11; CMD 23; hp 66/66; Fort +10, Ref +8, Will +6 (+8 vs. Enchantment, +10 vs. charms/compulsions); Init +5; Perception +11 (+13 at night), Sense Motive +10, Stealth +11 (+13 at night)

"You said that the guards mentioned some sort of game in the gatehouse? Perhaps our disguised compatriots could approach with an explanation that they are off to join said game, having left the loser of their own game to watch over the sleeping prisoners."


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

On hearing the good doctor's suggestion, Felrin's face breaks into a sinister grin. "That's an excellent idea, Doctor. Erevan and I just walk through the door, joking about having won the game as we move toward the guards. Hecate tries to put them to sleep when we're partway down the hall, near the two guards - so they can't see her in the doorway - and we attack if either of them is still on his feet."

Looking around at his companions, he asks, "What do you think?"


As the group of Forsaken discussed their plans, heavy doors could be heard opening from the door that led to the great hall. With some cheerful boisterous laughter following the sound of the doors closing. Once again Felrin went to peek out the door.

It seems that two more guards have entered the hall. These do not look drunk at all and seem to reprimand the guard with the signal horn that is drinking on duty and take his bottle away from him.

"Damn it Freddrick, if the old man catches you we will all catch hell!"

"Yeah, drinking at the card game is one thing but in the main keep? Come on why take the risk?"

"The card game is over for the night anyway. Blackerly lost a few hands and called the damn game. Bastard!"

"Yeah I know he came through here a little while ago and didn't seem none to happy bout it either."

"Screw him, he makes enough skimming the old man."

"You better shut up bout that before he hears us."

"Be time to change the torches in about 20 minutes so we should see runt coming down at any minute to head to the supply room."

"Yeah you better bet if he don't we be blowing this here horn before we go up looking as to why. That was the rules remember."

"Yep, but Runt will be down, those prisoners aren't going anywhere."

With that the guards quiet down and resume their post. Now numbering four Felrin closes the door once again to inform the others.

OOC:

I put a few of you that did not tell be your location in random spots. Please check the map. I also touched up the low light area to better reflect the torches position.

Active Effects and Spells:

Tkaara Charisma Boost +2 expires at 3:15am
Tkaara +2 alchemical bonus on saves against mind-affecting effects expires at 6:15am
Hecate Mage Armor on Erevan expires at 3:19am

Picture of the veil.

Map of lower floor.

-------------------------------------------------------------------------
Current Location: Branderscar Prison: Stairwell, Date: Oathday, Erastus 25th,(Summer) 4714 Time: 2:37 am (Day:One)


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Etna expression turns grim when she hears what the other guards are saying "Curses! There goes our plan.". The Ifrit falls silent for a minute, thinking of a solution. "Could one of you pose as this 'Runt'? Maybe you could pretend to be drunk and don't remember where the storage room is, taking the occasion to get close to the guard with the horn. It would be really dangerous, but if you could even just knock the horn out of his hands, our friend Grumblejack here could charge in to give you backup."
Isn't the storage room where they're keeping the drugs? Still, it's too dangerous to send Felrin or Erevan alone.
"Maybe one of you could disguise as this Runt, and the other as someone that's with him because he's too drunk to do his duty."


Male Beast-Cursed Half-Elf Beastmorph Vivisectionist 6, Master Chymist 1 AC 20, tch 12, ff 19; CMB +11; CMD 23; hp 66/66; Fort +10, Ref +8, Will +6 (+8 vs. Enchantment, +10 vs. charms/compulsions); Init +5; Perception +11 (+13 at night), Sense Motive +10, Stealth +11 (+13 at night)

OOC:
Tried to post hours ago from my phone (slow night at work), but the damned thing kept losing connection on me.

Ottakar gives Felrin a look that clearly communicates 'Of course it is an excellent idea, my simian friend'. Upon hearing the new developements, he frowns.

"New circumstances call for new plans. One of us obviously has to pose as this Runt, and soon, else they will be alerted to trouble and signal for help. Likely Felrin, as he has some experience with hiding his true nature. I advise that he does so, and while he has the guards distracted, the rest of us sneak out into the shadows on the other side of the door, after dousing the torches on this side, of course, so their light does not give us away. Once in position, we wait until 'Runt' is in position, or until our stealth fails us, when we all strike hard and fast."

He turns to Hecate. "If your earlier performance is indicitive, Fraulein, your magic is impressive, but far from subtle. They will be sure to hear your chanting, therefore it would be best for you to wait until such time as we have already cast aside stealth before employing it. At that point, put them to sleep, summon fiends to block the doorways, whatever you think will most help."

Next he addresses Grumblejack. "As for you, large one, you have a very special and crucial task. We need you to wait in the darkness until we give the signal, then charge down the hallway and smash their horn to pieces. It is absolutely imperative that they do not get the chance to sound it. Once you have broken the horn, simply make sure none of them escape to warn others. I am sure you are capable of these tasks."

Finally, he turns back to Felrin. "You should be on your own for but moments. Just make sure, when the time comes, you are not in the ogre's path." Certainly a sentence that should never have been needed to be voiced, but best to be explicit when dealing with blunt instruments.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Frowning slightly, Hecate absently runs her fingers through her hair as she considers the Doctor's words. "The guards are over 80 feet away, and they're chatting; they'll not hear me cast the spell from here. If we time it so that the drunk guard falls asleep as Felrin approaches, it might distract them from looking at him too closely. Besides, you don't want to be in the radius of my spell when it goes off."

OOC:
So, the action plan is looking like:

Cast sleep (full round action)
Felrin opens door as "Runt", walks down corridor
Sleep takes effect (hopefully!), guard falls down
Other guards distracted
Felrin charges
Grumblejack charges
Everyone else moves to engage

Please will someone remember to guard Hecate? She's pretty squishy and can't move much if she's casting full-round spells (Sleep, Summon Monster).

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Tkaara looks to the others.
Not that I really like this hideous uniform, but if they want a Runt. I could probably play the role as I am smaller, and more runt like than the rest of you. Felrin, as another guard, could be helping me. After all, there was some cheap alcohol being consumed upstairs. I would need to hide my hair, but one of the guard helmets - (I assume they had some type of helmets.) - should fairly well conceal that. I only have the club, but it does not really matter whether the guards are unconscious or dead, as long as they are not blowing their horn and yelling.

She thinks for a moment before continuing.
With the helmet, me stumbling from being supposedly drunk, and the ugly uniform and armor, it should fairly well conceal that I am female. The bigger question is, which door do we head to? If we walk to the wrong door, that might raise an alarm, especially with these new arrivals.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

”It’s worth a try,” Felrin says in response to Tkaara’s refinement of the plan. ”It gets two of us in the hallway, which is a good thing. As far as what door we go to, I don’t think it matters. Hecate tries to time her spell so the guard falls asleep just as we reach the first two doors, opposite each other in the hall. Once the spell goes off, we keep walking toward the guards, as if we’re concerned about the one who’s passed out. And if the spell doesn’t work and they’re aware of what happened, we’ll be close enough to charge them.”

OOC:

Slightly revised plan:

Felrin and Tkaara open door and start moving down hall
Hecate casts sleep (full round action) to go off as we reach the first set of doors
Sleep takes effect (hopefully!), guard falls down
Other guards distracted
Felrin and Tkaara keep moving down hall or charge, depending
Grumblejack charges
Everyone else moves to engage


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

Etna nods at Felrin and Tkaara, moving closer "I support your proposal. The only part that worries me is Tkaara disguising as the drunk guard: why take chances, when we can send Erevan and Felrin? I do not know if you would be convincing as a drunk guard: for all we know, Runt could have been the most robust of the guards up there."

OOC:
Move to D 20
Putting out the fact that I haven't seen a lot of men with silver lipstick, Erevan has higher AC, so he would be a little safer if things go awry.
My proposal is the same as Felrin, only Felrin and Erevan.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

OOC:

We can always disguise me. A little soot from one of the burned torches should cover most of the silver. Also, while I have been playing it up, I do not think that the silver is so apparent that it would be apparent to a guard 30-40 feet away. It is up to DMA to rule on this though.

In addition, with my current charisma, I am +6 on disguise. Not perfect, but should be pretty good with any distance penalties and light.


Outsider(Devil, Evil, Native, Lawful) Sorcerer (Wishcrafter) 7
Stats:
HP 47/47:| AC: 16; T: 14; FF: 14; CMD: 15 | Fort: +5; Ref: +5; Will: +5 |Init: +13
Skill, Spells and Abilities:
Emissary 1/1 | Cantrips: At will | Level 1 7/8 | Level 2 8/8 | Level 3 6/6 | Perc: +2;Diplomacy+20;Bluff+19;Intimidate+11

ooc:
Hm, I was under the false impression that Erevan had higher AC than you. I'll wait for DM Asmodeus's opinion, but you actually have higher disguise and bluff than Erevan, so sending you and Felrin may actually be better.

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

OOC:

With Shield + Armor + Dex, Tkaara has a decent AC. Unfortunately, she also has very few HP. Currently, she actually only has 6 HP due to the Con damage from her medicine. She is a bit of a glass cannon. Great strength and defense, no constitution.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

"Just don't start coughing and give yourself away, hm?" Hecate gives Tkaara a smile and an impudent look. After all those hours in total darkness, it's good to be able to see again. She's feeling a lot happier.

OOC:
OK, any more revisions to the plan?

Everyone but Felrin and Tkaara out of sight; door opens
Felrin and Tkaara stagger out, pretending to be drunk.
Door closes, but not quite completely
Through gap in door, Hecate looks out and casts sleep (full round action) on guard with horn
Felrin & Tkaara stagger drunkenly towards guards
Sleep takes effect (hopefully!), guard falls down
Other guards distracted
Felrin & Tkaara charge - IMPORTANT - leave path clear for Grumblejack to charge!
Door opens again
Grumblejack charges
Everyone else moves to engage, remembering that Hecate & Etna need guarding

PS - Just reviewed the thread and Grumblejack still isn't fully healed; he's at 18hp. Should we heal him some more?


Male Half-Elf Vigilante (Avenger) 1; AC 16, touch 14, flat-footed 12, CMD 18; HP 6/10; Fort +2, Ref +6, Will +3; Initiative +6; Perception +5 (darkvision 60 ft., low-light vision), Sense Motive +6

OOC:
Looks like a good plan. And although Tkaara may be a little squishier HP-wise (both she and Erevan have the same AC), it will hopefully not matter, as I do not see her taking the brunt of the guards' attack for long, if at all, if the plan works out. Still, if you would prefer Erevan to accompany Felrin, I am game for that too. :-)

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

OOC:

Hecate - don't forget, it is a 10' radius for the Sleep and effects up to 4 HD. With luck you will take out 2-3 of them. Guards (fighters/warriors) usually do not have great Will saves, so luck might be with us.


Male Ogre

Grumblejack shifts into position behind Felrin.

"Grumblejack ready to charge when word made."

he then looks strangely at the small doorway...

"Grumblejack may not be able to rush through doorway. Look small?"

OOC:

Doorway is a five foot wide doorway so would count as 2 squares for Grumblejack since he would have to squeeze through. He would ot be able to charge since that would count as difficult terrain for him. He would have to move out of the doorway and on the next round he would be able to charge.


OOC:

The silver on Tkaara's lips would not be apparent until she was close up to the guards.

Active Effects and Spells:

Tkaara Charisma Boost +2 expires at 3:15am
Tkaara +2 alchemical bonus on saves against mind-affecting effects expires at 6:15am
Hecate Mage Armor on Erevan expires at 3:19am

Picture of the veil.

Map of lower floor.

-------------------------------------------------------------------------
Current Location: Branderscar Prison: Stairwell, Date: Oathday, Erastus 25th,(Summer) 4714 Time: 2:37 am (Day:One)

Shadow Lodge

Female Vampire(neophyte) Oracle(Heavens mystery)/7 - [HP 91/91); AC28,T17,FF22; F+9,R+10,W+8; Per+15; Init +11]

Tkaara looks around the group.
Ok, Felrin and I shall move out and down the right hand side of the hall. When we are about ten paces down, just past the first torch. She looks at the tall ogre. Grumblejack, you tiptoe out the door and move to the left. She points where he is to move. Hopefully, Felrin and I will be making enough noise to cover any sounds of our big friend squeezing through the doorway.

Once Felrin and I are about 30-40 feet down the hall, and as soon as Grumblejack clears the area, Hecate begins to cast. If we see no response, I shall pretend to bend over to retch. This is the sign for Grumblejack and the rest to charge the guards. Etna, if the horn is still held, use your magic to make it hard to blow. If any of the guards fall, that is the sign and we all make haste to silence them.

-------

With that, Tkaara finishes stashing her white hair in her helm and smudging, with a disgusted look, any dirt she can find on her lips to at least partially conceal their color.

Once ready, she has Felrin follow her closely, leaning on him occasionally. Once in the main hall, she drunkenly slurs.
I really . . . really got 'em in the game, didn't I. Prac'ly robbed 'em blind. With this, she begins to laugh, more of a drunken chuckle, and stumbles against a wall to regain her balance.

Mechanics:

Using Bluff at +10 to convince them that I am a drunk.

OOC:

Felrin, we would have discussed this more in the other room. I would expect you to agree with me as one agrees with a drunk that is completely wrong. You know that I was the one who badly lost the game. Make sure to refer to me as "Runt."


OOC:
Before I carryout the plan as Tkaara has laid it out. Everyone but Felrin, and Tkaara and Grumblejack and Hecate need to give me there final positioning on the map. I won't need it from the four above because their movements are included in the plan.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Before opening the door, Felrin calls on Asmodeus to guide himself and Tkaara in their deception. As he steps into the hall where the guards await, Felrin can’t help but second-guess their plan. What if they call him ‘Runt’ because he’s a great big lug of a guy? Ah, well, we’ve started, can’t back out now.

He lays a stabilizing hand on Tkaara’s shoulder and says insincerely, ”Sure you did, Runt, sure you did. They never knew what hit ‘em. Now come on, Runt, keep movin’, you gotta get the new torches and I gotta get back upstairs. Don’t want Blackerly pissed off at me, in the mood he’s in.” He continues moving down the hall at Tkaara’s side, ready to spring into action.

Mechanics:

Cast guidance on Felrin and Tkaara to use in Bluff checks.

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