The Way of the Wicked (Inactive)

Game Master spinningdice

Spinningdice's rendition of Way of the Wicked, by Fire Mountain Games
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Female Human Rogue 1; 7/7 HP; +4 Init, +5 Percpt.; AC 14; -1 Fort, +6 Ref, +0 Will

Good to know about the tools, I'll mark that down.

Rei takes the dagger from Angelica and immediately hides it behind her in the waistband of her pants.

Will Take 10 on Sleight of Hand for an 18 to hide it.

Speaking quickly and quietly, Rei comments on the situation. "I'll unlock the door, but we need someone to pay close attention to the guards and alert us if they sound like they're coming. I would suggest most of us arrange ourselves so we appear as if we're still in manacles until we're ready to make a move. Ideally we'd have an illusion to replace those who are looking about, but I'm unsure if anyone here is able to work such magic."

Question: Does the door into the cell block open inwards or outwards? If inwards, does it open towards 18c or 18d?


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5
Angelica Rothfel wrote:
Angelica flashed another smile at the handsome bard. "Aren't you the charmer? What did they lock you up for again, lady-killer?"

I see what you did there.

"Angelica. A name that befits your beauty... and deliciously ironic given the faith you serve." He smiles widely. "Assuming we get out of here alive, I would love to share some wine with you at an inn somewhere." He smiles and winks back.

"As for my crime," he rolls his eyes as he says the word 'crime,' "like I said, I had a disagreement with some church officials regarding the appropriateness of some songs I'd been performing. The disagreement got a bit heated and blood was shed. Quite a lot of blood, actually. I was convicted for murder."

Not precisely a lie, but let's not get ahead of myself. I need these people to feel that they can trust me, and if I confess to what I've actually done, I'll surely never see this woman's other assets... at least not without magical assistance, and that rather takes the fun out of it.

Bluff: 1d20 + 7 ⇒ (10) + 7 = 17


Male Human Infernal blooded Sorcerer / 1 HP:7/7 AC: 12 Fort:+1 Ref +2 Will +3 CMD: 11 Init: +2

Rubbing his wrists now that he was free, Lukasz respond to Jericho's question with, "Though I have an impressive understanding of the workings of Talingarde's legal system, it wasn't able to save my hide as the magic in my blood and my consorting with dark powers is what brought me here." Ignoring Zed's unprofessional comments, for the moment, Lukasz listens to the whispered words of the other inmates before whispering, "As mentioned, I can probably keep the guard from sounding his horn, but I would need to get to within 25 feet of him for my magic to have any effect. If we can determine when the guard change occurs, that would be the best time to make any escape." As Lukasz speaks, he makes sure to stay close to his place on the wall so that he could put on the show of still be shackled if need be.


Female Human Cleric of Asmodeus 1 / HP:11/11 AC: 10 Fort:+4 Ref +1 Will +6 CMD: 11

Sense Motive: 1d20 + 8 ⇒ (13) + 8 = 21

Angelica didn't trust the bard's reasoning for being in Branderscar, but she wasn't about to question him. Right now, they needed to work together if they were going to escape.

"I'm with Rei. We should act like we're shackled until the trap is sprung. Whatever happens, we must make sure the man with the horn is silenced." Angelica whispered. She peeled the Asmodean holy symbol patch off and raised up the newly formed pentagram up and clutched it tight before sliding it down her tunic.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

sense: 1d20 + 3 ⇒ (5) + 3 = 8

Lets study the guards shifts to better plan for our escape, he whispers to the others, should we talk to the ogre, perhaps he can help with the escape. Angelica, you seem the persuasive type with the right anatomy. Care for a try

Upon seeing the holy symbol, Elijah grins from ear to eat. I told you Asmodeus took care of his children, unlike Mitra. Let this symbol and cloth be a reminder to all, he whispers.

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Sorry been felling a bit under the weather over the last few days, bear with me if my posting is a bit slow while I recover

Rei: The door opens into the cellblock, towards 18c, also your clothing is little more than just a sackcloth dress, you can probably find somewhere to hide a dagger, but your Sleight of hand check is at -4.

There are no real windows in the block, it looks like this was once a real fortress, and there are arrow slits that have been mostly filled in, enough to let in a little light, but you can't get a view to see what time of day it is, or mark the passing of time.

That said, some of you at least are beginning to feel pangs of hunger and can smell some sort of meal cooking somewhere in the fortress, maybe someone will fetch you some food soon?


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5

With a gesture, the fiddle and bow Zed conjured a moment ago grow insubstantial and disappear. He returns to his position at the cell wall, loosely wrapping chains about his wrists.

"Okay. I'll play along." Noticing the scent of food, he adds, "You know you're hungry when prison food seems appealing."

A look crosses the bard's face as if he just thought of something. "Hey-- I wonder if we can use our friend in there," indicating the ogre's cell with a nod, "to cause a distraction on our behalf... We'd need to neutralize the guy with the signal horn first, of course..."


"Aye, we need to make sure that horn-guard is silenced. Maybe one of use can sneak and hide behind that door, snap his neck from behind once they open. I could try to go there, but I'm neither the most silent, nor the smallest type to hide that easily. But if I hit him, he will not be getting up. The rest of us stay here, pretending that we're still shackled. Makes sense to you?" - Jericho is quick, maybe too quick to form some kind pf a plan and propose to others.


Female Human Rogue 1; 7/7 HP; +4 Init, +5 Percpt.; AC 14; -1 Fort, +6 Ref, +0 Will

Listening to the suggestions from the others, Rei thinks for a few moments and responds.

"Yes, Elijah, getting a feel for when the guards come and go is essential. We have the tools now, but moving without information is too risky. We still have time, we must be patient."

Looking over at the cell, she continues, "Our neighbor is likely an asset, although we'll need to speak to him to really see if and when he'll be useful. He might also be useful as a diversion after we've incapacitated our two guards."

She turns back towards the door which exits the cell block, half expecting it to open at any moment. After a moment she continues speaking. "If we had some sort of illusion, setting an ambush behind the door would be quite effective. Generally it's the sort of trap that my clan-mates would've set, and an excellent observation Jericho. If we lack illusions, however, we're risking our success on the hope that the first guard is not attentive enough to notice our cell is down one occupant."

"Ideally, I would say we need to convince one of the guards to come in here without his partner. If we can overpower one without alerting the other we gain two benefits: Firstly, we can have the knocked-out guard stand place for one of us in the cell, allowing us an opportunity to ambush and kill the second. Secondly, as Elijah has demonstrated, allowing your guard-mates to be killed due to dereliction of duty carries a high price. When the first guard awakens we can use that fact as leverage to gain his cooperation. A man faced with three unsavory options--namely death, execution for dereliction, or aiding us--is much more likely to turn."

She crosses her arms and leans back, resting her head against the wall. "That, however, is much more easily said than done. Seduction is likely the most effective route to achieve it, but that's never been my forte."


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5

While listening to the others speak, Zed looks at the chains. What had been restraints could be weapons if we can detach them from the wall...

Is it possible to free up lengths of chain that could be used as improvised weapons?


Female Human Cleric of Asmodeus 1 / HP:11/11 AC: 10 Fort:+4 Ref +1 Will +6 CMD: 11

"If we require an illusion, I may be of some use. The Dark Prince has given me the ability to change my appearance (And by that, I mean Disguise Self). That could prove useful."[/b]

Angelica yanked on her tunic to reveal ample cleavage. "And you can leave the seduction to me."

She moved over to where the ogre was shackled. "Hello, friend. Do you speak the Common tongue?"

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Yes Zed, you can use the chain as either an improvised weapon with 1d8 damage, 20/x2 crit, and the Trip quality, you are always nonproficient with improvised weapons for -4, but if anyone has any similar exotic proficiencies (spiked chain?) I'll let you qualify as proficient). the chains are actually quite easy to remove once unlocked.

The Ogre looks up at you "I speak your tongue, little one"

The Ogre is unchained but the cell appears a little more robust than the one you were in, something is off about the Ogre, he seems to be having difficulty focussing on you - you suspect he is being kept sedated in some way.

Sense Motive: 1d20 + 8 ⇒ (20) + 8 = 28
Perception: 1d20 + 4 ⇒ (2) + 4 = 6


"Good thinking little one" - Jericho responds to Rei - "...but as much as our friend here seem attractive..." - and here Jericho motions towards Angelica's ample cleavage, with a grin on his face - "I do not think that they will succumb to temptation. They are trained too well, and they fear Mitra too much. We should not rely on that."

"So then, let's wait to see change of shifts, or if a better opportunity will present itself when they come to feed us. Was that a rope I saw on that veil? Maybe we could use it to set a simple trip-trap to one of the guards? Is someone proficient with that?"


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Sorry bud, not me. At least the ogre can speak common, that is a good sign. So, what have you found out Angelica?, hoping the ogre can prove useful in escaping.


Female Human Cleric of Asmodeus 1 / HP:11/11 AC: 10 Fort:+4 Ref +1 Will +6 CMD: 11

Angelica put on a face of concern for the ogre. "You do not seem well. Have they been drugging you?

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"Guards keep Grumblejack weak, Grumblejack still stronger than little 'uns. Get me out and we show guards they should kill me when have me in the cage."
The ogre's speech is a little broken, but he's surprisingly well spoken for what you know of Ogres.


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5

Zed removes a length of chain, holds it up, and says, "These chains come off the wall pretty easily. They'd make halfway-decent weapons, don't ya think?"

To Rei, he adds, "Illusions? Well, I know a trick that can make people hear things that aren't really there, but I haven't yet learned how to make people see things that aren't there. I think that my ghostly sound trick could at least cause a distraction."


Female Human Rogue 1; 7/7 HP; +4 Init, +5 Percpt.; AC 14; -1 Fort, +6 Ref, +0 Will

"It's certainly possible that they won't fall for it, and something we need to be prepared for," said Rei, responding to Jericho.

"Another possibility is to use Grumblejack to get the guards in here and focused on him, and use the distraction to jump them. In fact, the ability to conjure sounds might be quite helpful in getting them to investigate Grumblejack's more closely than they would otherwise."

"Also, having chains available as additional weapons definitely won't hurt, Zed."


Female Human Cleric of Asmodeus 1 / HP:11/11 AC: 10 Fort:+4 Ref +1 Will +6 CMD: 11

"We can certainly get you out, as long as you're willing to play your part. We can get them inside of this cell and then corner them. When we spring our trap, be sure to smash the one with the signal horn." The cleric smiled at the ogre. "Can you do that for me, Grumblejack?"

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"I can break the guards one by one, if'n you can tell me which ones to break to get out, we have a deal."


Female Human Rogue 1; 7/7 HP; +4 Init, +5 Percpt.; AC 14; -1 Fort, +6 Ref, +0 Will

Rei positions herself back in her shackles and leans back against the wall, whiling away the time by thinking about notoriety they'll gain if they succeed in escaping Branderscar.

So at this point I think we're all interested in waiting for a while to see if/when they change guards, yes?


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5

"They're going to have to feed us eventually, right? I bet the reason we're smelling food is that they are getting ready to give us some gruel. We could make our move the next time the guards bring us our meals. They won't be expecting us to be free. Maybe Grimblejack can rush the guards, then while the guards are concentrating on the ogre, we can join the fray. It will be most important to keep the guy from blowing the signal horn. I might be able to distract him with my magical music."


Female Human Cleric of Asmodeus 1 / HP:11/11 AC: 10 Fort:+4 Ref +1 Will +6 CMD: 11

Angelica turns to Zed. "That sounds like as good a plan as any. We will need to strike fast and hard. If we fail to stop the horn from being blown, I'm afraid we won't get another chance.


"Ok then, seems that we are agreed. We wait for them to come and give us the grub, and then that's when we try to overpower them. If both (or more) of them enter inside, then excellent. If the guy with the horn remains outside, let us hope that ogre can reach him on time. I'd even risk throwing a knife at him, just to make sure we get him on time, before he sounds the alarm. Speaking of that..."

Jericho looks around trying to spot if there's maybe an adequate rock, or something else he might throw as improvised weapon, at the guard. Perception: 1d20 - 1 ⇒ (11) - 1 = 10

"Since we have no illusions available, we've agreed that no one will try and hide behind the guard door (door 17), right?"


Male Human Infernal blooded Sorcerer / 1 HP:7/7 AC: 12 Fort:+1 Ref +2 Will +3 CMD: 11 Init: +2

Smiling as he listened to the plan that was forming, Lukasz adds with a whisper, "Then it would be a good idea to make sure our ogre comrade here is free and able to reach any guards that might get close to his door, don't you agree? It looks like there are two guards present on shift at any one time. That means half of use can focus on the guard with the horn while the others focus on the other guard. If I can get to within 25 feet of the horn wielder, I have magics that can prevent him from using his horn." Scratching his chin as he stood in his now show manacles, Lukasz continues at a whisper with, "If we can find a way of drawing the horn bearer into our cell without sounding the horn, that would work to our advantage."

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Rei and Zed hear a slight commotion in the guard-room, perhaps it's dinner arriving?

Where are you all waiting, all of you back in your cell?
if you want to unlock the Ogre's cell you'll have to do it now, you think you have time for one attempt.

NB: The Ogre is not shackled, but is in a more secure looking cell.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Elijah will be waiting in the cell "shackled" up


Female Human Rogue 1; 7/7 HP; +4 Init, +5 Percpt.; AC 14; -1 Fort, +6 Ref, +0 Will

"Hmm, very well, I'll unlock Grumblejack's cell. Zed, you might want to whip up some sound to get them to approach his cell when they enter." she says quietly.

Moving quickly and quietly, she slips out of the cell and works to unlock the Ogre's cell.

I'm assuming I can't take 10 in this situation since the pressure's on. I've added the +2 from the masterwork tools, but no familiarity bonus.

Pick Locks: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

Success:

Rei deftly unlocks the cell and whispers to the ogre to get near the door in preparation. "Wait for the signal, we'll call out your name when it's time to move"

Failure:

Rei tries for a few moments to get the door open, but can't quite seem to get it to click. She whispers to Grumblejack, "It's not open, but when we call your name, hit the door as hard as you can."

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28

After finishing up with the lock, Rei heads quickly back into the cell making sure the cell door appears properly closed. Taking her place on the wall, she wraps the unlocked manacles around her ankles and wrists, doing her best to appear restrained.


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5

"Here we go..."

Zed casts the spell that summons a fiddle and bow again. He then hides it behind his back such that the guards are less likely to see it, sitting back down and pretending that his loose length of chain is still securing his wrists to the wall.

Slight of hand: 1d20 + 6 ⇒ (8) + 6 = 14 ...not great, but not terrible.

He then whispers, "I'll try to ensorcell the guy with the horn. If he stares off into space, get him!"


Female Human Rogue 1; 7/7 HP; +4 Init, +5 Percpt.; AC 14; -1 Fort, +6 Ref, +0 Will

Rei notices the bow for Zed's fiddle sticking out a bit too far. "Psst, Zed, adjust your bow's position a bit to the left," she whispers.

Aid Another(Sleight of Hand): 1d20 + 8 ⇒ (13) + 8 = 21


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Elijah will attempt to hide the dagger, even though he is not the best at stealthy endeavors.

Take 10: 10 + 2 = 12

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You make yourselves look "presentable" as the the heavy door opens. The two guards walk slowly over to your cell, one carrying a tray with bowls, the other with a signal horn hanging on his belt. They peer inside the cell, don't appear to spot anything unusual, and try to unlock the door.

After a bit of trouble they get into your cell and start handing out bowls, the one with the horn remaining outside your cell.

Map

Rei didn't manage to unlock Grumblejack's cell this time.


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5

Zed leans forward, catching everyone's eyes. He nods.

I think we have a surprise round...

Zed lowers his arms, keeping a length of chain in his right hand, looped once around his wrist. The rest of the length dangles menacingly. He then casts a spell, humming a droning tune. He points his left hand at the guard with the horn still in the corridor.

Casts daze at the guard with the horn. Will save DC 15.


I am assuming that the one handing out the bowls of food will not be able to do an AoO, so...

Ah, excellent, just what I need

Seeing that Zed started, Jericho's lips curl upwards showing a wicked smile. "Welcome to your nightmare boys!"

He springs into action, moving around the confused guard handling food, and goes straight for the one with the horn. He swings mightily for a very crude, but (hopefully) effective round-about punch, aimed straight at the guards throat.

Unarmed strike: 1d20 + 6 ⇒ (17) + 6 = 23 Aiming guard with the horn
Potential dmg: 1d3 + 7 ⇒ (2) + 7 = 9


Female Human Rogue 1; 7/7 HP; +4 Init, +5 Percpt.; AC 14; -1 Fort, +6 Ref, +0 Will

As Zed and Jericho spring into action, Rei chimes in almost cheerfully, "Did you guards know that the ogre's name here is Grumblejack?" She places additional emphasis on the ogre's name, hoping the noise of the ogre crashing against the door will help keep the guards off-balance.

Taking hold of the dagger she was given, she sidesteps the guard with the food and decides to aid Jericho on eliminating the guard with the horn.

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7

Reaching between the bars, she attempts to plunge her dagger into the guard's side.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Elijah, seeing his cell mates go forth and surround and swarm the guard with the horn he smiles a wicked smile.

May your death be painful and bring us much joy

He draws his hidden dagger, attempting to sheathe it in the blood if the guard carrying the gruel.

dagger: 1d20 + 5 ⇒ (3) + 5 = 8
dam if hit: 1d4 + 4 ⇒ (1) + 4 = 5

But his nerves get the best if him and his thoughts of dealing out maximum pain make him swing high, missing the guard by a wide margin.


Male Human Infernal blooded Sorcerer / 1 HP:7/7 AC: 12 Fort:+1 Ref +2 Will +3 CMD: 11 Init: +2

Not liking the fact that the guard serving the gruel was directly in front of him, he cast his spell none-the-less, his hands slipping from his manacles, mush to the guard's surprise. Seeing Zed work some magic on the horn wielder and watching Jericho and Rei move in to attack, Lukasz focuses his attention on the guard in front of him, tapping into the magic in his blood as he chanted, "May your fears hamper your movements and your doubt cloud your aim."

Corrupting touch on guard. Touch attack to cause him to be shaken for one round.

Touch attack: 1d20 - 1 ⇒ (12) - 1 = 11


Female Human Cleric of Asmodeus 1 / HP:11/11 AC: 10 Fort:+4 Ref +1 Will +6 CMD: 11

Angelica springs to action as soon as her companions do. She stays behind Elijah, using the warrior to shield her from the guard. Calling mentally on the divine order of Asmodeus,she places her hand on his back and focuses her iron will to aid him.

I used my Domain Power "Touch of Law". It allows Elijah to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. I'm not sure if this will help, but I'm not sure what else to do. XD


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

I will take all the help I can get lol

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You spring into action
Initiative
Angelica: 1d20 + 1 ⇒ (1) + 1 = 2
Elijah: 1d20 + 2 ⇒ (18) + 2 = 20
Jericho: 1d20 + 1 ⇒ (11) + 1 = 12
Lukasz: 1d20 + 1 ⇒ (1) + 1 = 2
Rei: 1d20 + 5 ⇒ (17) + 5 = 22
Zed: 1d20 + 2 ⇒ (17) + 2 = 19

Guards: 1d20 + 1 ⇒ (19) + 1 = 20
Grumblejack: 1d20 - 1 ⇒ (18) - 1 = 17

Rei Dashes forwards, neatly sliding her dagger into the guard, who looks down in confusion

Elijah Fumbles with his dagger swinging high and missing

The Guards Surprised are unprepared for the sudden onslaught and struggle to ready themselves, the thin stew clatters to the floor.

Zed with a quick hum and gesture the guard in the corridor is 1d20 ⇒ 16 shows a moment of willpower and resists his magic.

Grumblejack Hurls himself at the bars, they shake fearsomely but hold for now.

Jericho leaps forward, catching the horn-bearing guard in the throat, he crumples to the floor, his windpipe crushed.

Angelica calls upon Asmodeus to assist her allies.

Lukasz places his hand on the chest of the guard in front of him, who drops to his knees, fear clouding his eyes.

The remaining guard will surrender, he's surrounded, his ally with the signal horn is dead and he's not even drawn his sword yet. The weak fool is on his knees in the spilled stew fear and tears in his eyes.

What are you doing?


Almost unsatisfied that everything ended so quickly, his bloodlust still boiling, Jerich turns around and barely prevents himself from striking the second guard. A second or two later, his rage slowly winding, he speaks in a low voice.

"No one kills him...for now! Elijah, Zed, take their weapons."

Turning to the guard: "When is the next change of guard (shift)- how much time do we have? Is there anyone else in the guard room? Is anyone expecting to return the empty food bowls? Where and when?"

Slamming his fist into the palm of another hand in a very bullying way, tight in front of the face of the kneeling guard, Jericho adds: "And don't you think of lying!"

Intimidate: 1d20 + 11 ⇒ (3) + 11 = 14

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The guard looks at you in confusion for a moment before finding his voice.

"4 O'Clock, there are only two of us on duty in the guard room. We usually dump the bowls back when we finish the shift."

The guard seems terrified of you, you don't believe him to be lying.


Female Human Rogue 1; 7/7 HP; +4 Init, +5 Percpt.; AC 14; -1 Fort, +6 Ref, +0 Will

"Now now, Jericho, there's no reason to threaten to kill the poor man," emphasizing his implied threat. "He's cooperative, he wants to live in peace, just like we do. Isn't that right?" she says to the guard, placing reassuring hand on the guard's shoulder and looking down at him with a smile.

"Tell me, what's your name soldier? Do you have family?"

Diplomacy: 1d20 + 9 ⇒ (4) + 9 = 13

"There's no reason this can't end well for all of us. Keep helping us in our time of need, and perhaps we can return the favor in the future."

Rei pauses for a moment, and continues in a sterner tone. "Now, in order to avoid confrontations on the way out, we could use some information about the layout of the prison and the patrols. This is important, remember that your word here could save many lives."


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5

Wow-- that was easier than I thought!

Zed's leaves his conjured fiddle on the floor, and it fades out of existence again. He walks over to the surrendered guard and takes his weapons, as Jericho suggested. He then starts frisking the prisoner, looking to see what else he might have that we could use.

Perception, searching the guard: 1d20 + 5 ⇒ (11) + 5 = 16

"Nothing personal, you understand. I merely intend to keep my head attached to my shoulders for a bit longer."

Looking over his shoulder at Rei and Jericho, he adds, "We should take their uniforms, too. If we can pose as prison guards, we might be able to slip out without raising too much of a ruckus."

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The guards both have longswords and clubs, as well as chain shirts, one has the signal horn and the cell keys, both also have small keys (which do not match each other - though are similar).

The uniform of the dead guard is slightly damaged and bloodied from Rei's knifing, but provided you're not inspected too closely it should pass muster.

Will follow up with chatting to the guard later, I need to dash off


Male Human Infernal blooded Sorcerer / 1 HP:7/7 AC: 12 Fort:+1 Ref +2 Will +3 CMD: 11 Init: +2

Standing in front of the cowering guard, Jericho and Rei at his side, Lukasz incants, "May he find solace in his fear and friends in those who simply wish to be free." Once more tapping into the magic of his blood, Lukasz channels that magic into the cowering guard, attempting to ease his fear and make the man his friend. If he is able to do that, he says "Yes, my dear friend. Answer our questions truthfully, and I see no reason for us to leave as enemies. This has all been but a misunderstanding you see. Give us the information we need to know to walk freely as guards and we can meet up later for a game of cards. What do you say?"

Casting Charm Person (DC 17) on the shaken guard.


Female Human Cleric of Asmodeus 1 / HP:11/11 AC: 10 Fort:+4 Ref +1 Will +6 CMD: 11

Angelica picks up a club and a set of prison keys, no longer feeling completely vulnerable. She gestured towards the cell where the ogre was kept. "It will be difficult to sneak out with Grumblejack and I would be loathe to leave behind a potentially useful ally. Also, we have some armor now. Jericho? Elijah? I think you two would be best suited for some protection."

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1d20 ⇒ 6
He's still conflicted, his duty weighing against the charm and Rei's diplomatic efforts, but he answers your questions...

There's just the guard room and interrogation room on this floor, downstairs there's the door on the right leads to the mess hall, and from there the kitchens and barracks, to the left there's Tomas' office, his quarters and the stores.

You already know Brandescar is an island fortress, a barren rock with a fort built on it, a 100' long stone bridge connecting it to the mainland, it's got a tall outer wall and both a fortified gatehouse built into the wall as well as smaller guardhouse on the far side of the bridge.

His brow furrows a little as he thinks through. Tomas' will be either in his office, or gambling in the gatehouse I would've thought. There'll be 5 or 6 guards in the mess hall, or the barracks. 2 on watch in the main corridor, 4 guards on the wall, patrolling in pairs. 2 in the Guardhouse and 2 more across at the gatehouse. Then there's the old wizard... er Warden Richter who's usually up in his tower.

Examining their gear more closely, the swords and armour appear to have the shield of Brandescar stamped into them prominently. Not that it makes them any less effective, but they might raise questions if you use them outside...


LE Male Human Bard 1
stats:
hp 10/10; AC 12, touch 12, flat-foot 10; Fort +2, Ref +4, Will +1; Init +2; Perception +5

Pointing the prisoner's sword at the prisoner, Zed says, with a grin, "Now, take off your armor. And your clothes." With a grin, he adds, "I don't think I've ever asked a man to strip before!"

Assuming the cowering guard complies (and no other PCs object), Zed quickly changes into the guard's uniform and throws his own prisoners' rags to him. To the rest of the escapees, he asks, "I'd like to hang onto his sword and shield. Who wants the armor and club? Ditto for his departed friend out there." He points to the dead guard with his thumb.

After a moment, a thought appears to have crossed the bard's mind. "Are there any other prisoners in Brandescar, or is it just us?" he asks of the guard.


Human Ranger (Tactician) 2 | HP: | AC FF TCH | F/R/W: | Init +

Elijah, will smile at the decimation of the guard, pleased with the outcome. Letting a guard live, should it mean an easier escape is fine by him. There will be plent of Mitra worshiping scum to cut down along the way.

When posed with the question of armor, he speaks up.

I shall take the deceased mans armor and longsword. I feel they will suit me well while in this place. The dagger I will give to Angelica, she needs a weapon so she can cut down a Talingarde peon should she get cornered. Onto a more pressing matter, shall we let the big man out of his confibes, motioning towards Grumblejack's cell.

With that, he will undress and equip to dead mans armor, and longsword and shield. And prepare for the eventual escape.

stat update to come

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