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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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:
Yes, the fact that Grumblejack would not be able to charge through the doorway was why my plan involved us sneaking out and getting into position before the attack.

@Hecate: You sure on the stealthiness of spellcasting? By my calculations, it should be base DC 0 to hear the sound of someone speaking clearly (as spellcasting requires), +5 for them being distracted by Tkaara and Felrin, +7 for distance to the nearest guard, so only DC 12. Not really that difficult, and the reason Silent Spell is useful beyond being able to cast spells while silenced/gagged/underwater.

Hope everything works out!

The Doctor calmly waits his turn out the door, absently fingering the blade of his dagger.

Mechanics:
Wait for Grumblejack to clear the doorway, then follow along behind. Planning to wait in D-14 (or 15 if Erevan gets there first), leaving the entire C column clear for Hecate's line of sight.

Stealth: 1d20 + 7 ⇒ (11) + 7 = 18


Tkaara and Felrin make their way into the great hall following their plan accordingly. They move out of the dim light and toward the guards at the other end of the long hall. Just before Grumblejack gets ready to move out of the door and upon seeing and watching Tkaara and Felrin for a second one of the guards yells "Hey wait that one against the wall is not one of us. Who is that with Runt?" another of the guards then responds "Please stop where you are and place your hands against the wall." All four guards then draw their leather clubs. The one with the signal horn gets ready to blow it. The plan has collapsed before it got started.

From the doorway now that the plan had gone out the window Hecate had nothing to lose as she flung the door open and finished her sleep spell that she was already halfway through casting when the duo in the hall was found out. Incanting the final words and dropping the rose pedals from her hand and centering the spell to get all four guards in the ten foot radius spread. Unfortunately the only guard to go down was the guard directly in front of the one with the horn.

With her spell done Grumblejack moved out into the hall to prepare for a charge, the others piled out into the hallway as Felrin and Tkaara now ran for the guards.

Felrin charged direct to the hornblower literally kicking the sleeping guard out of the way as he overran him, knowing this would wake him up the next round but getting to the hornblower was the focus at the moment. He lashed out with his club missing wildly and leaving himself more exposed than he would have liked.

Tkaara charged alongside Felrin in a mad dash for the hornblower, her charge kicking the sleeping guard back toward the door as she engaged. Swinging as hard as she could with her club, smashing the guard in the face as blood gushed from his nose.

COMBAT HAS BEGUN

Initiative Order
Group 1

Erevan
Guards

Group 2
Etna
Tkaara
Hecate
Grumnblejack
Felrin
Doctor

ROUND 1 BEGIN
Erevan you are up first and the only one that gets to go again before the guards.
This one could get ugly. Good Luck To Everyone.

OOC:

Sleeping guard is faded out on the map.
Hecate minus Sleep Spell
Felrin negative 2 to your AC for 1 round (From the charge)
Felrin Natural 1 Fumble
Random Event: You are flat-footed for 1 round.
Tkaara negative 2 to your AC for 1 round (From the charge)
Guard #3 minus 6 hitpoints non-lethal

Basically the guards caught on right off the bat so the group had one action in the surprise round so everyone in the room got to move out of the room. Hecate got a rushed sleep spell off and I let the two in the hallway charge. So regular inititiative now. The rolls were just aginst you tonight. Erevan, not to put to much pressure on you but you have got to stop that hornblower or hope he fails his perform wind check.

Mechanics:

Tkaara and Felrin First Bluff Check plus one from guidance.
Tkaara Bluff: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Felrin: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Guards Perception versus check above

Perception: 1d20 + 2 - 5 ⇒ (17) + 2 - 5 = 14 (-5 is for distance.)

Sleep Spell Will Saves DC 16
Guard #1: 1d20 - 1 ⇒ (19) - 1 = 18
Guard #2: 1d20 - 1 ⇒ (18) - 1 = 17
Guard Hornblower #3: 1d20 - 1 - 2 ⇒ (19) - 1 - 2 = 16 (Additional -2 for being drunk)
Guard #4: 1d20 - 1 ⇒ (11) - 1 = 10

Felrin's Charge +2 attack/-2 AC
Club: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Tkaara's Charge +2 attack/-2 AC
Club: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Initiative Rolls
Felrin: 1d20 + 3 ⇒ (7) + 3 = 10
Doctor: 1d20 + 5 ⇒ (3) + 5 = 8
Erevan: 1d20 + 4 ⇒ (20) + 4 = 24
Etna: 1d20 + 9 ⇒ (7) + 9 = 16
Hecate: 1d20 - 1 ⇒ (14) - 1 = 13
Tkaara: 1d20 + 3 ⇒ (12) + 3 = 15
Grumblejack: 1d20 - 1 ⇒ (13) - 1 = 12
Guards: 1d20 + 1 ⇒ (17) + 1 = 18

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)


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

As the plan seems to fail before it even has the chance to be put into motion, Erevan nevertheless remains calm and in control as he takes a brief moment to assess the situation and then moves forward, closing a bit of distance and drawing his newly acquired longbow. No sooner is the arrow in place that the bowstring is drawn back and then released in one fluid motion, his target the man with the signal horn.

Mechanics:
Round 1

Hit Points 14/14
AC 19/T 14/FF 15, CMD 19
Fort +5/Ref +6/Will +1
Effects: Mage armor (+4 to AC)

Move Action: Move to D9 drawing the longbow as part of the move.
Standard Action: Attack the hornblower guard at D1.
Ranged attack (longbow): 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
Damage (piercing): 1d8 ⇒ 8


Round 1 Results (Partial)
These Results Cover Group #1 Only

Erevan moved forward drawing his newly acquired longbow. No sooner is the arrow in place that the bowstring is drawn back and then released in one fluid motion, his target the man with the signal horn. Erevan had to compensate for his friends being in combat with the guard but his aim was true as the arrow flew straight into the guards belly piercing his chain shirt, the signal horn falling from his grasp as he crumbled to the floor.

Seeing their companion fall from an arrow and seeing the advancing members down the hall panic set in for the two guards on the left of the hall. They both immediately dropped their clubs and drew their longswords as they advanced on their closest target which was Tkaara. The two guards shifted toward her and brought their weapons to bare against the woman.

The first of the two guards brought his sword down and cut a gash across Tkaara's left arm leaving behind a trail of torn and blood soaked fabric of the prison guard uniform that she was wearing. The second guard missed wildly with his sword as Tkaara ducked the blow that was aimed for her head.

The guard that was put to sleep and then kicked and trampled out of the way was now both awake and scared as blood from Tkaara's wound now dripped down upon him. Combat going on right over him, his partner lay beside him with a arrow in his gullet and the signal horn, yes the signal horn. He had to blow it. He reached for it and found it and pulled it to him and got ready to blow it. Not worried about getting off the ground at the moment. Tkaara saw this and immediately brought her club down upon him but the guard managed to fend it off by cowering under his shield as he tried to blow upon the horn. As he blew however he was too nervous and fidgety to get it to sound off. Instead only the sound of air could be heard coming through the horn but it was only a matter of seconds before he would try again.

GROUP #2 IS UP

Initiative Order
Group 1 - Completed

Erevan
Guards

Group 2
Etna
Tkaara
Hecate
Grumnblejack
Felrin
Doctor

OOC:

Guard #3 minus eight hitpoints
Tkaara minus 3 hitpoints 3 of 6 remaining.

Mechanics:

Attacks against Tkaara AC 17 (-2 for charging included.)
Guard#1: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Guard#2: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Tkaara AoO against prone guard +4 for target being prone.
Club: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5 non-lethal

Guard #4 Perform Wind Check DC 10
Perform Wind: 1d20 + 0 ⇒ (7) + 0 = 7

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)


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

Still off-balance from his wild swing, Felrin drops his club and steps into the corner of the hallway. He then lashes out with both clawed hands at the guard on the floor, desperate to keep him from blowing the horn.

Mechanics:

Free action to drop club, 5-foot step to D1, full attack with claws on prone guard.

Claw Attack vs prone: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Claw Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Claw Attack vs prone: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22
Claw Damage: 1d4 + 5 ⇒ (2) + 5 = 7

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 grits her teeth as the sword skims across her stomach in a gap caused by the ill fitting armor. Despite being hit, she knows that there is no turning back now. It is fight and risk dying here, or go back to the cell and guaranty dying later.

Ignoring the blood slowly seeping from her wound, she raises the club and swings it at the head of the guard who struck her.

The club lands with a sickening thud, leaving the guard swaying on his feat. And hopefully blacking out and falling.

Hit a girl will you. Let me show you how girls hit punk.

Mechanics:

Attack-club: 1d20 + 3 ⇒ (20) + 3 = 23
Damage(non-lethal): 1d6 + 3 ⇒ (1) + 3 = 4

Crit Confirm: 1d20 + 3 ⇒ (18) + 3 = 21
Damage(non-lethal): 1d6 + 3 ⇒ (4) + 3 = 7

OOC:

Sort of confused on the crit rules, does someone have the link to the original recruitment thread where they are posted? Or, DMA can you put them in a spoiler on the Campaign tab?


Male Ogre

As long as no one gets in his way Grumblejack will charge in a straight line to the closest guard and swing his new bone club in one hand while blocking with his shield with the other. If someone gets in his way he will just double move to get into an attack position.

"Grumblejack smash little 'uns! Grumblejack kill little 'uns that hurt the pretty lady!"

Grumblejack smashes the boneclub into the head of the guard! A loud cracking sound can be heard as the club makes the impact.

Mechanics:

Grumblejack Charge +2 to hit/-2 to AC
Club: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage: 1d6 + 3 ⇒ (5) + 3 = 8 lethal.


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

For the first time since their attempt at escape, Etna starts losing her calm attitude.Her heart almost skips a beat when their plan fails, and in second the guards and her cellmates are locked in a bloody melee.
Raising her hand to cast as spell, she realizes that she is way too far for any one of her skills to be of use.
So she starts to run.
Run, faster than she ever did, as the possibility that their escape wasn't a certainty slowly crepts into her mind.

Mechanics:
Double move to D 5.


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 has also realised that none of her remaining spells are effective at this distance; she follows Etna, stumbling slightly as she runs, but retaining her balance.

As she passes Erevan, she finds enough breath to pant "Good shot, Mystery Man..." before redoubling her efforts to get within spell range.

One day *puff* I'll have enough power *puff* to teleport this distance...

OOC:
Double move to D6


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)

So assured was he that the plan would work (considering that he had had a part in crafting it!), the Doctor is, for once, slow to react, his animalistic reflexes kicking in only after overcoming his disbelief at how thoroughly and quickly everything fell apart. After everyone else hustles and charges past him, he grits his teeth and prepares to make the enemy pay for ruining a perfectly good plan. If anyone were close enough, they may have heard him issue a bestial growl before charging forward...

Mechanics:

Okay, map has yet to be updated, but I place Felrin at C1, Etna at D5, Hecate at D6, and Grumblejack at AB45 (taking advantage of his reach. This placement conveniently leaves the entire C lane open for a maximum-distance charge...

Charge to C3 and attack adjacent guard, assuming he is still up after Grumblejack's swing. If not, simply double move to C3 and curse the fact that I chose proficiency in weapons I am probably not going to use much instead of extra movement when finalizing my race. :P

Dagger charge: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d4 + 4 ⇒ (2) + 4 = 6


Round 1 Results (Final)
These Results Cover Group #2 Only

Etna flings back her red locks and breaks out into a run, heading straight down the great hall toward her opponents, her heart pounding in her chest, the thought of failure creeping into her thoughts.

Ignoring the blood slowly seeping from her wound, Tkaara raises her club as high as she can manage and swings it downward toward the guard on the ground holding the signal horn. The leather club whistling through the air as it falls upon the head of the prone guard. The club designed to deal restraining damage normally comes down at a weird angle as the sheer force and angle of the blow snaps the neck of the prone guard, his head twisting backward in a awkward looking pose as it smashes against the stone floor. A visible crack can be seen in his skull with a slight bit of brain matter leaking forth in a reddish grayish pool on the stone floor.

Hecate runs toe for toe behind Etna down the great hall and like Etna she is desperate to get close enough to use her spells against their common enemy.

Grumblejack charges down the hall at a thunderous pace toward the guard that was both closest to him and threatened the pretty lady. Almost instinctively drawing the club back and striking out as he reached his destination. The bone club crunching into the guards skull with a loud crack as blood now covered the guards face but the guard stood firm under the giants blow and did not go down.

Felrin drops his club as he steps over the dead guard laying on the ground now leaking brain fluid and brings both his clawed hands to bare against the guard who had struck Tkaara earlier. His first strike was easily dodged by the guard who was prepared for the attack however Felrin's second claw came in unsuspected and tore into the left ribcage of the guard in a open spot in his armor as Felrin's claw dug deep into the wound. Blood now flowed freely from the guards side as Felrin withdrew his hand and prepared for another strike.

The doctor let out a beastly growl as he charged down the great hall at the closest guard that Grumblejack and Tkaara was next to. For a second it looked like the good doctor would take to all fours like an animal but instead his blade flashed in the torchlight, the blade headed directly for the guards throat. Finding its mark the jugular was cut and the guard went spiraling to the floor, a pinwheel of blood splaying across the Doctor, Grumblejack, Tkaara, Felrin and the remaining guard.

ROUND 2 BEGIN: GROUP #1 IS UP

Initiative Order
Group 1

Erevan
Guards

Group 2
Etna
Tkaara
Hecate
Grumnblejack
Felrin
Doctor

OOC:

Tkaara Critical Hit: Staggering Blow
Your critical does 11 points of lethal damage and 22 points of non-lethal damage. 33 total.
Guard #4 minus 11 hitpoints lethal and minus 22 hitpoints non-lethal.]Total 33 from Tkaara
Grumblejack minus 2 AC for charging for 1 round
Guard #2 minus 8 hitpoints lethal from Grumblejack
Guard #1 minus 7 hitpoints lethal from Felrin
Guard #2 minus 7 hitpoints lethal from Doctor
Doctor minus 2 AC for charging for 1 round

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)


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

Moving even closer in order to get a better shot, Erevan once again nocks an arrow and fires it at the remaining guard, taking care to avoid hitting any of his new allies engaged in close combat with him.

Mechanics:
Round 2

Hit Points 14/14
AC 19/T 14/FF 15, CMD 19
Fort +5/Ref +6/Will +1
Effects: Mage armor (+4 to AC)

Move Action: Move to C6.
Standard Action: Attack the guard at B1.
Ranged attack (longbow): 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14
Damage (piercing): 1d8 ⇒ 6


Round 2 Results (Partial)
These Results Cover Group #1 Only

Moving even closer in order to get a better shot, Erevan once again nocks an arrow and fires it at the remaining guard, taking care to avoid hitting any of his new allies engaged in close combat with him. The arrow sailing past the guards head and smashing to pieces against the corner wall.

The lone remaining guard, alone, outnumbered and afraid looks over at his dead companions and then back at the group of forsaken that has surrounded him. Knowing that his death was imminent he summoned all the courage he had left for one final stand. Screaming at the top of his lungs as it echoed through the great hall "PRISONERS HAVE ESCAPED, SOUND THE ALARM!" hoping someone, anyone would here is plea. Facing his opponents he drops his shield from his arm and now raises his longsword in both hands, looking over his enemies he chooses what probably will be his final target as he brings the sword down with full force at Felrin.

Felrin side stepped the blow easily and now the guard prepared for the worst as he backed into the corner.

ROUND 2: GROUP #2 IS UP

Initiative Order
Group 1 - Complete

Erevan
Guards

Group 2
Etna
Tkaara
Hecate
Grumnblejack
Felrin
Doctor

OOC:

Erevan minus 1 arrow 18 remaining.

Mechanics:

Attack Against Felrin AC 17
Lonsword: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 3 ⇒ (5) + 3 = 8

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]

Round 2
Hoping to end this before any more screaming is done, Tkaara steps forward and once more swings for the guard's head with her now bloodied club.

Big mistake. The more that are awake, the more we shall have to kill. You just condemned your friends.

Unfortunately, or perhaps fortunately if you are the guard, her chastising throws off her swing which passes harmlessly above his head.

Mechanics:

5' step to B2.

Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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 takes a quick step forward, desperate to silence the guard, and slashes into him brutally.

Mechanics :
5-foot step to B1, then full attack.

Claw Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Claw Damage: 1d4 + 5 ⇒ (1) + 5 = 6

Claw Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Claw Damage: 1d4 + 5 ⇒ (1) + 5 = 6


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 visibly jumps as the guard screams the alarm. Leaving him to the attentions of her companions, she readies a spell against anyone who comes out of the doors, threads of wool at the ready.

OOC:
Readied action: cast Daze on anyone who appears through the doors


Male Ogre

Grumblejack smiles through his toothy grin and takes a step forward toward the guard and says "Lil 'un hurt Grumblejack's ears. Grumblejack make you quiet now." as he brings the bone club down toward the guard, unfortunately Grumblejack misses completely striking the ground next to the guard with a loud thud as a piece of bone flies off the club.

Mechanics:

Club: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


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)

I assume it is more likely than not that Felrin downs the remaining guard, but if not:

The Doctor stalks over to further surround the frightened man, contemptuously ignoring any attempts at defense, and thrusts his dagger home.

Mechanics:

Move to A2 and attack.
Dagger: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Alternatively, if the fight is already over:

The Doctor kneels down and wipes the dagger's blade clean on the uniform of one of the downed guards. Some of the man's blood drips down his face and into Ottakar's mouth, which, he notes, tastes surprisingly good...


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 slightly smirks as the enemies falls one after the other, swiftly regaining her usual confidence. Aiming as best as she can, she throws an acid globe to the remaining foe.

OOC and Mechanics:
Standard action: Acid Splash on remaining guard.
Ranged touch attack against the guard: 1d20 + 1 ⇒ (9) + 1 = 10
As he flew into the corner, I figure I don't get the malus to shoot into melee as he isn't adjacent to anyone when my turn starts.


Round 2 Results (Final)
These Results Cover Group #2 Only

Etna slightly smirks as the enemies falls one after the other, swiftly regaining her usual confidence. Aiming as best as she can, she throws an acid globe to the remaining foe. The orb barely missing her target and sizzling into the stonework behind the guard.

Hoping to end this before any more screaming is done, Tkaara steps forward and once more swings for the guard's head with her now bloodied club. Unfortunately, or perhaps fortunately if you are the guard, her chastising throws off her swing which passes harmlessly above his head.

Hecate visibly jumps as the guard screams the alarm. Leaving him to the attentions of her companions, she readies a spell against anyone who comes out of the doors, threads of wool at the ready.

Grumblejack smiles through his toothy grin and takes a step forward toward the guard as he brings the bone club down toward his target, unfortunately Grumblejack misses completely striking the ground next to the guard with a loud thud as a piece of bone flies off the club.

Felrin takes a quick step forward, desperate to silence the guard, and slashes into him brutally. One claw imbededing itself to the hilt in the guards chest, while the other claw slashing open the guards lips and nose. The guard crumbles to the ground as the life leaves his body. Felrin still holding the guards heart in his hand.

The Doctor kneels down and wipes the dagger's blade clean on the uniform of one of the downed guards. Some of the man's blood drips down his face and into Ottakar's mouth, which, he notes, tastes surprisingly good... He notices that all the guards are dead except for the one that had been drunk and was the original holder of the signal horn, somehow he still breathed.

Everyone takes a few seconds to catch their breath.

COMBAT IS OVER

OOC:

Guard #1 minus 18 hitpoints from Felrin
Critical Hit: LIP CUT
Guard #1 takes 1 bleed damage (20% spell failure chance for spells with verbal components and 1 bleed per round until healed.)

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: 2:38 am (Day:One)


Experience Points Award:

133 Experience Points to each player.
Should put everyone at 433 XP each.

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]

Seeing the last guard fall, Tkaara's arm drops to her side, suddenly realizing that she is already exhausted. (Figuratively, not per RAW).

As her hand drops, she feels the blood slowly seeping from the wound in her midsection. Realizing the magnitude of her wound, she leans against the wall and slowly slips to the ground, turning even paler than before if that is possible.

I don't feel so good.

HP: 3/6(8) <-- max 6 hp due to Con damage


Male Ogre

Seeing Tkaara stagger and seeing the injury on her, Grumblejack hurries over to her and kneels down beside her, ripping some material from a guards uniform and wrapping it around her roughly. "Grumblejack not break. Grumblejack fix."

Everyone can't help but laugh when they look on at the haphazard makeshift bandage that Grumblejack has made. The cloth strips run more around her breast than her stomach and they are loose in places and tight in others, the bandage continues around her chest and across her shoulder.

"Sorry, Grumblejack not good fixer." he says as he looks to the others as he sees their snickers.

"HELP HER OR GRUMBLEJACK GET MAD" he growls angrily.

With that he sits beside Tkaara and holds her small hand in his and softens his tone.. "It be alright, they help, I think"

Mechanics:

Heal Check: 1d20 ⇒ 4

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:

Sort of in a bind. Seems a waste to cast CLW when I am only down 3 HP. But, if I take 7 damage, I may be dead. 4 Con is tough. Not sure whether I die at -4 or -8.

Tkaara smiles back at the ogre.
Thank you Grumblejack. I should be ok.

With that, she rather dizzily pulls herself back up and looks to the others.
We need to keep moving. Closest door first?

As she says this, she points to the door closest to where the party currently is.


Tkaara:

The -4 from the drugs is ability damage and not drain so it doesn't effect you actual con score, it just gives you -2 for what con effects. HP/Fortitude Saves etc. like you had a 4 con.

So you actually have a 8 con but the modifier is like you had a 4 so everything works like you had a 4 except your max negative before death. You would need to be at -8 to die, not -4.

But con drain or damage can kill you if it gets to 0.

Link to ability damage/drain and how they work


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 once again exults in the feel of killing with his hands, his breathing deepening and accelerating as the feeling rushes through him. When he sees the doctor lick a drop of blood from his lips, Felrin finds that he has lifted the dead guard's hot, dripping heart to his mouth and is on the verge of biting into it like a fleshy apple. He shakes his head and throws the heart disgustedly to the floor before turning to Tkaara. As he calms down, it occurs to him to wonder if the guard's last shout was heard, and he listens carefully for the sound of additional alarms or approaching footsteps.

As the ogre expresses his very strong feelings about the need to take care of the wounded barrister, Felrin extends a hand to help her up.
"We'd better get you healed, I think another stray blow would be the end of you," he says. "I can do some healing, but not much. Can you help yourself?"

As she suggests which way they go, a puzzled look crosses his face. "Do you want to check out the rooms off this hall, or keep going? We might find something of use to us in the other rooms, but the sooner we're out of this place the better. I'm not sure which makes more sense, preparing ourselves or moving as fast as we can."

As he speaks, he shakes the blood off his clawed fingers, then wipes them on a clean spot on a dead guard's tunic. He's clearly enjoyed taking out his anger towards Mitrans in general on these unfortunate guards, but he seems to be a bit shaken by the experience, as if he fears losing control of himself.

OOC:

Tkaara - I say go ahead and heal yourself. We don't want to risk you getting knocked out in one hit in the next fight. Using a CLW to prevent that is worth it.

Also, I'm not sure which door you have in mind to check out. We're standing next to two doors - the big one at the end of the hall (at B1 and C1) and a smaller one next to Grumblejack (at A3). Which did you mean to point at and suggest we investigate?

Mechanics:

Perception: 1d20 + 7 ⇒ (12) + 7 = 19


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 concerned at the extent of Tkaara's injury. There's nothing she can do about it, annoyingly, so she occupies herself with staying alert to see if anyone comes through any of the doors.

In answer to Felrin's question, she bites her lip before replying slowly: "I just want to get out of here - but it's obvious that they'll come after us. If we can kill" (she stumbles over the word, but refuses to euphemise it) "as many of them as we can now, while they're off guard, that's better than trying to outrun their arrows. Also..." She falls silent. The depth of hatred that she feels toward the sergeant who branded her isn't something she's entirely comfortable with admitting. But revenge is certainly a motivating factor.


Felrin calls for everyone to be quiet for a moment as he listens intently for any sounds coming from anywhere else but all is quiet almost to quiet. All he can hear are the hissing and popping of the torches along the wall as they burn. They would go out in about 20 minutes unless someone came to replace them and looking at the guards it would not be them. Then suddenly he hears the sound as if something metal was dropped onto stone, it was in the distance and with the echo of the great hall he could not tell from which door but sounded farther away than the two doors they were standing near.

OOC:

I am not going to update the map unless someone gives me grid coordinates they are moving to, so for now everyone is in the same square they ended combat in.

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: 2:38 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

OOC:

Was the sound Felrin heard back down the hall the way we've just come (i.e., behind one of the doors we passed) or did it come from beyond the double doors we're standing near?


OOC:

Back down the hall, not from the double doors.

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]

Suddenly, Tkaara's eyes fade to black and full of sparkles as though one were looking at a perfectly clear night sky. Then her voice once more speaks in the strange whispering tongue as though wind were blowing through a cave or dead trees.

Necril:

Power of night heal this servant.

As with the healing of Grumblejack, Tkaara is suddenly surrounded by a thin cloud of sparkling darkness which quickly coalesces into her injured midsection, knotting the wound back together and leaving a thin streak of sparkling darkness which slowly fades away leaving a wound, but a much smaller one than before.

Mechanics:

CLW: 1d8 + 1 ⇒ (1) + 1 = 2 <-- well, that's a crappy roll.

As Tkaara once more comes out of her haze, she looks to the others.
What happened? Did I black out again?

Before she allows anyone to answer, she looks at Grumblejack.
We need to search this place for anything to aid us getting out. Can you stand here by this door and make sure the nobody gets out, and that anyone who comes in does not say anything? This is very important so that we can make sure there are no guards to follow us and attack us from behind.

OOC:

Lets start with the door next to Grumblejack. Then move to the other door on that side. Then go across the hallway.

We can leave Grumblejack to guard the doors and make sure that nobody comes at us from behind.


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 quickly averts her gaze when Felrin rips the heart out of the guards chest. As the guard collapses to the floor, Etna re-focus her attention on her companions. She isn't surprised by Tkaara's abilities, having learned that all of her cellmates weren't what they seemed. Instead, she nods to the other barrister's proposal "Yes, let's search for the storehouse. If the guards had to pass from here to retrieve the torches, it should be nearby.". She smiles faintly, turning to the ogre "Maybe we could even find the drugs they were using on you and give them a taste of their own medicine, Grumblejack."

OOC:
Yes, let's start searching the siderooms in the order Tkaara proposed. Finding some gear will help.


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

"Good thinking, Tkaara, having your new friend wait to surprise anyone that comes this way," offers Felrin, giving the drug-addicted barrister an appraising look. She's got a strategic mind to her. Must have learned it in court, but she can apply it elsewhere. Good to know.

As Grumblejack moves to stand by the double doors on the north end of the hall, Felrin approaches the single door nearby. He listens carefully at the door, then looks over his shoulder to be sure his companions are ready. He then tries the handle and, if he can't open it, gets out the ring of keys and quietly works his way through them.

Mechanics:

That approach works for me, time to execute!

Move to A4 (assuming Grumblejack moves to B1 or so), listen at door, then open it. If others in the party want to do things before I open the door, I'll wait.

Perception at door: 1d20 + 7 ⇒ (4) + 7 = 11


As Grumblejack moves to stand by the double doors on the north end of the hall, Felrin approaches the single door nearby. He listens carefully at the door, then looks over his shoulder to be sure his companions are ready. He hears nothing coming from the other side. He then tries the handle only to find that the door is locked. getting out the ring of keys and quietly works his way through them. Over the next minute he tries every key on the ring and the single key with the number nine on it but none of them will fit the lock on the door.

OOC:

Tkaara plus 2 hitpoints 5 of 6 remaining
Tkaara minus level 1 spell slot 3 level 1 spell slots remaining

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: 2:39 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 frowns in frustration a moment, then mutters, "Why am I relying on keys? Never have before." He tucks the keyring back in his belt and pulls out the thieves' tools. He calls on his Master to guide his hands, then sets himself to opening the lock, humming quietly and tunelessly as he works.

Mechanics:

Disable Device, MW tools, Guidance: 1d20 + 6 + 2 + 1 ⇒ (16) + 6 + 2 + 1 = 25

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]

Missed this before, slight Retcon.

Tkaara watches as Felrin rips out the guard's heart with an odd fascination. She knows that she should be repulsed by this, but for some reason feels nothing.

------

Still holding her hand on her midriff despite most of the bleeding having stopped, Tkaara watches as Felrin as trouble with the keys.

Might as well try to pick it. Have to wonder what is kept within that they do not give the keys to the guards.

As she says this, she looks down at the dead guards.
Lets search these, perhaps one has other keys.

With that she begins to turn out the dead guards' pockets seeing if anything is within.

Mechanics:

Perception: 1d20 + 8 ⇒ (7) + 8 = 15 <-- generally searching the guards


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

"Here, let me...help you." the Ifriit says to Tkaara, trying to hold back is disgust for the guards's grievous wounds. Kneeling on the floor, she too searches the guards pockets, as she tries to keep her hair from getting dirty or in the way.

Mechanics:
Aid another; Perception: 1d20 ⇒ 13


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

"Well, if you're not using them..." Hecate uses magic to lift the keys from Felrin, before trying one of the other doors. "Cover me, Mystery Man?" she asks Erevan.

OOC:
Mage Hand to retrieve keyring, move to D11, try the door (hope like hell someone is ready to protect her from whatever is on the other side).


Felrin tucks the keyring back in his belt and pulls out the thieves' tools. He calls on his Master to guide his hands, then sets himself to opening the lock, humming quietly and tunelessly as he works. He makes a few deep sighs trying to get the lock open, it was just a little better quality than the ones back in the cellblock but it finally pops free and he opens the door as light from the hall spills into the otherwise dark room.

Inside are weapon and armor racks that line three of the four walls with a table in the middle of the room. You can clearly see that there are six spare sets of gear for guards: 6 x chain shirts, 6 x heavy steel shields, 6 x long swords and 6 x longbows. There is also a rack holding a dozen more leather 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, just like the ones you took from the guards upstairs. (Which would make them unsellable to normal merchants.)

There is also an assortment of weaponry that the guards have confiscated over the years laying on the center table. 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. There is also a few alchemical components on the table, basic supplies at best. There is also a book and a bandolier laying next to the chemicals.

Tkaara and Etna proceed to search the guards, they find just normal guard equipment. 4 x chain shirts, 4 x longswords, 4 x leather clubs, 4 x longbows and 80 arrows. None of the guards are carrying anything else. No keys or no coin. However you do again notice the one guard that is still breathing.

Hecate meanwhile magically lifts the keys from Felrin's belt to her hand and walks over to the other door. Surprisingly she finds the door unlocked and peeks inside.

This is a rather large office. It is a plain affair with a single cluttered desk that is cluttered with all kinds of paperwork and a couple of rather plush looking chairs. One would probably assume that this office belongs to none other than Sergeant Blackerly.

This room is lit by a pair of sconces holding torches.

OOC:

Felrin minus Ring of Keys and Key Number Nine
Hecate plus Ring of Keys and Key Number Nine

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: 2:40 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 points to the guard that's still alive "So, what do we do with him? We dispose of him as we did with the guard from the upper floor?"

--------------------

Etna peeks in the armory, scanning the room "Can any of you point me to something simple to use for someone that never handled a weapon before? As much as I loathe to resort to something as crude as this, dire situations calls for dire measures, and you saw that when I'm not casting spells I'm rather useless."

She quickly glances at the chemicals on the table "Doctor, are any of this the drugs that they used to stun Grumblejack?

-------------------

Moving down the hall, Etna looks over Erevan and Hecate's shoulders into Blakcerly office. "Isn't it strange that the door was open? Maybe he's inside? The guards did say that he called off the game..." she stops for a second, and then shakes her head. "No, if that were the case we would have seen him pass from here: obviously that would be a moot point if there were other ways into the room."

Etna throws a last glance around the room before entering, moving to the desk. She throws a casual read to the paperworks and searches the desk for anything useful.
Ah, the sound of shuffling paper...After staying in a dank prison for months and then having to fight my way trough escape, it's comforting to hear something as familiar as this. Even if it's an unorganized mess.

OOC and Mechanics:
After someone points it out, I guess Etna will take the shiv.
Perception: 1d20 ⇒ 7


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

As Felrin opens the door to what appears to be where the guards store weapons and armor, Erevan takes a step inside, inspecting the various armaments. It takes a moment or two, but he finally settles on the spear. Taking it in his hands, he feels its weight and balance before raising it with his right hand as if getting ready to throw it. He smiles and then lowers it again, letting its blunt end touch the floor. Using his free left hand, he unbuckles his sword belt and takes it off, no longer all that interested in it and the blade accompanying it.

"This... dagger," he says answering Etna, indicating the comb-turned-shiv before pointing at the quarterstaff next, "and this staff should be easy for you to use. The other weapons in here I believe you will find a little unwieldy, to say the least. And now if you will excuse me?"

With those words and a bow of his head, he moves to join Hecate, the spear in hand, ready to be used, even though it is ultimately not needed, as the room the young wizardess opens appears to be an office. Entering it, Erevan wastes no time and starts going through it thoroughly, taking his time on the one hand but leaving no nook or cranny unsearched.

Mechanics:
Perception (Taking 20): 20 + 4 = 24


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)

"Do what you will with him; I am sure he is of little use to us. As for this equipment..." The Doctor examines the alechemical components, book, and bandolier with interest.


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's eyes gleam at the sight of the paperwork. "Amazing! With any luck, this will give us the prison layout, shifts, number of guards... Endless possibilities."

She quickly divides the work up between herself, Etna and Erevan. She enviously admires the shiv-comb that Etna has acquired. "Trade you something for it?" Her hair is getting tangled again, she can feel it.

Mechanics:

Can I use Int instead of Perception to check the papers? My bonus is better. If not, just take 4 from the result below.

Int check: 1d20 + 5 ⇒ (20) + 5 = 25

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]

Seeing that one of the guards is still breathing, Tkaara brings the padded club down on his skull hoping to keep him out until the party is long gone. Although she for some reason does not feel any sorrow for the blood spilled this night, she also does not wish to be a cold hearted killer, unlike some of her new companions.
-----

Following Felrin into the weapon room and noticing the large mace, Tkaara ties the leather wrapped club to her side and takes the mace.
Can't say I have used one of these, but it cannot be that difficult, and better than that leather bat the guards had.

With that, she heads to the Sergeant's room.
Interesting.

Noticing Erevan moving very slowly about the room as though to search every inch, she shakes her head.
We do not have time for that. Undoubtedly the next guard change of some sort will happen before long. We have no clue when any guards outside will arrive, and I would like to be done here when they arrive.

She then begins to also look about the room for anything of note.


Etna searches the desk in the Sergeant’s office but the mess is in to much disarray to make heads or tails from it. Etna thought to herself that it would take about 10 minutes to go through all the papers to try and determine what all this mess of paperwork is.

Erevan... It will take about 14 minutes to search the entire office thoroughly and taking 20. Is this acceptable?

Doctor Ottakar Wilken begins to examine the chemical components on the table and the bandolier and the book. He gets lost in thought for a moment.....

These chemicals would allow me to formulate one day’s worth of extracts and mutagens. Lets see, It takes one minute per extract made. I can have up to three per day but I would need a formula book. A Mutagen takes 1 hour to make. The formula book on the table contains 7 1st level formula's (Blend, Cure Light Wounds, Disguise Self, Identify, Jump, Shield and True Strike) However there is no backpack here or anyway to safely carry the chemicals from the room but the bandolier can hold extracts and mutagens once made.

Hecate It would take about 10 minutes on the paperwork, is that acceptable?

OOC:

Etna plus Shiv (Dagger)
Erevan minus longsword
Erevan plus spear
Tkaara plus heavy mace

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: 2:40 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 nods in satisfaction as he gets the locked door open, and is quite pleased by what it reveals. Walking into the armory, he scans the room, though his attention is briefly distracted by the wet, smashing sound of Tkaara giving the unconscious guard one final blow.

As he considers whether he wants to take any of the weapons or other items stored here, he sees Tkaara pick up the heavy mace and give it a tentative swing. Tkaara turns to leave the room and Felrin walks along with her, a fervent light in his eye. ”Tkaara,” he entreats her, ”it would mean a great deal to me to carry that weapon. As I understand it, the mace is the chosen weapon of the Dark Prince. What say you?”

As they enter the office, Felrin gives Tkaara a moment to consider his request, joining the others in scanning the office. ”I agree with the barrister, Erevan,” he says, ”we don’t have time to study this room so carefully. Let us see what useful information we can find quickly and be gone from this place.”

Mechanics:

Perception: 1d20 + 7 ⇒ (6) + 7 = 13


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

"A valid point," Erevan agrees as he starts to move about the room more quickly, albeit with less cautiousness than originally intended.

Mechanics:
Perception: 1d20 + 4 ⇒ (7) + 4 = 11


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

10 minutes fine, if the others agree; would be worth it in my view if we get information on the prison layout etc.

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 frowns for a moment at Felrin's request, thinking as she does.
I have no problem with you using the weapon that is favored by your Lord. But, it is the only weapon that I can effectively use. I could easily use the staff or spear as well, but both of them would require both of my hands, which means I could not use my shield. I could also use the daggers, but even the club probably does more damage than the daggers. Unfortunately, the rest of the weapons are too complicated and unwieldy for me to use effectively.

Perhaps I could use it while we escape, and once out, or once we find a replacement weapon, you can take it?

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 the others begin to paw through the Sergeant's papers, Tkaara looks warily at the other two doors leading from the Sergeant's office.
We need to see what is beyond before we make too much noise and notify anyone within.

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