The Way of the Wicked (Inactive)

Game Master HighonHolyWater

You, some of the worst criminals of Talinguarde, await your sentence. Shall you meet your end? Or does Asmodeus have other plans, to use you to burn down Talinguarde perhaps...

Map of Branderscar
The Nine Lessons


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Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

"I concur heartily, Kaath. Once we have overwhelmed those who guard us, it will perhaps be beneficial for one or two of us to scout ahead and see what awaits us. While we all would enjoy painting the walls of Branderscar in blood, charging forward without foreknowledge will result in failure."

Kelvar flexed his wrists in his chains, eagerly awaiting freedom.


Male Dwarf

Feeling invigorated by Kaath's unnervingly warm touch, Iscar makes light work of both sets of Kelvar's manacles. He hands Mylan the holy symbol and the bag of clothes to mind whilst he gets to work on the door locks.

" Once we are freed from the cells, it may be possible to lure the guards in and ambush them like you said. From there, we may also have the avenue to hide in the meeting room, await the rotation of guard and thus repeat the same tactic on a second, smaller set of guards." The father pauses for thought. "Perhaps we need someone to serve as a scout when we head lower down, someone with particular skills at sneaking to check just ahead of the rest of us at each interval so we can best prepare for what's to come. Of course, this is all academic until we are all freed of these cells.

Given I have the guidance +1 from Kaath, I take 10 on the first manacles for Kevlar and just to keep this rolling, i'll assuming we repeat that before I do the second set of locks. I'll have to roll for the door though, due to the lack of Circumstantial bonus.

Dice:

Door: 1d20 + 8 ⇒ (1) + 8 = 9
Door: 1d20 + 8 ⇒ (8) + 8 = 16
Door: 1d20 + 8 ⇒ (4) + 8 = 12
Door: 1d20 + 8 ⇒ (7) + 8 = 15
Door: 1d20 + 8 ⇒ (4) + 8 = 12
Door: 1d20 + 8 ⇒ (11) + 8 = 19
Door: 1d20 + 8 ⇒ (3) + 8 = 11
Door: 1d20 + 8 ⇒ (9) + 8 = 17
Door: 1d20 + 8 ⇒ (19) + 8 = 27

F*#+ that, if you'll pardon my french


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Kelvar put the unholy symbol around his neck, then pulled a set of clothes from the bag. As he put them on, he noticed that they fit surprisingly well. As he watched Iscar work on the cell door lock, he said, "Once you open the lock, I will see about pulling some weapons from that veil. I recall two dagger-shaped patches upon it."


Your Narrator

rolls:

Guard Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Guard Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Guard Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Guard Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Yzera Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Caprin Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Rosemary Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Kaath Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Kelvar Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Iscar Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Carnadine Perception: 1d20 ⇒ 1
Kord Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Rodgers Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Red Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Kelvar, Iscar, Kord and Red:

"Now I know I ain't just hearing things. Them's causing trouble I think. I'll check it out."
You have 1 round before the guard will enter the room, Iscar this round you can use your 27 to unlock the door but you will be seen. You could all try to rush back to manacles and pretend to be locked up but Kelvar already has changed clothes so that won't work as soon as the light gets close enough. And of course you can warn the others that didn't make the perception check for this spoiler. what to do what to do

A rat comes scuttling across the room heading for a corner.


Your Narrator

Kord:

Wis check DC 15: 1d20 + 3 ⇒ (15) + 3 = 18
Desperate to escape from your cell you realise that the one across from you down the end said he was good with locks and that it is possible to craft a common lockpick with you Ferrous Growth ability.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Hearing the guard say he was coming in, Kelvar called upon the magic Asmodeus had blessed him with to make the new clothes he'd donned appear to be rags. He kicked the bag to the darkest corner of the cell as he placed his hands back in the chains and pretended to yet be restrained, whispering to Kaath, "The guard is coming in. Pretend to be restrained still."

I'm casting Disguise Self to make my clothes appear to still be rags. What checks do you want me to make?


Male Dwarf

Hearing the guards coming, Iscar finishes the lock and quickly throws the Lockpick and the veil into the cell floor. Time to play to my strengths, and hope that these guards are like most: dumb as a sack of Goblin turd.

Stepping out through the open cell, Iscar spreads his arms wide. "All glory and praise to Mitra, for though she is just, she also had mercy on the humble and the repentant. Though I am here for my trespasses against her people, Mitra has called me home.
I have begged her forgiveness and she has liberated me from my bondage!"
Iscars voice booms through the cells, projected so that the entering guards and the cell mates alike can hear. Although Iscar is initially craning his stout neck heavenward, he lowers it now to regard the guards. "Humble servants of Mitra, thank you for your care in holding these sinners like myself in wait for our Blessed Lady's judgement. Heavenly reward surely awaits you. I pray, please, take me out of this room that I may spend time in adoration and prayer to my loved Mitra."

Bluff: 1d20 + 20 ⇒ (16) + 20 = 36

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Seeing Iscar appear in the hallway and getting more and more confused by the moment, Yzera calls out.

Shut up you worthless piece of dwarven crap. Take you damn sun god and shove it where the sun doesn't shine.

Bluff(aid another): 1d20 + 5 ⇒ (8) + 5 = 13


Your Narrator

I'm going to have to say that kind of lie is of the impossible to believe kind and will take a -20 from the bluff chart. Which gives you an 18(thanks to Yzera). Still quite good compared to any low level guard's sense motive but let's see.

rolls:

Guard Sense Motive: 1d20 + 2 ⇒ (13) + 2 = 15
Guard Sense Motive: 1d20 + 2 ⇒ (20) + 2 = 22
Guard Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Guard Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Kelvar Disguise: 1d20 - 1 + 10 ⇒ (16) - 1 + 10 = 25

Kelvar disguises himself and both him and Kaath put their hands and feet back in the cuffs pretending that they are locked up. The guards burst in, clubs in hand looking around wondering what is going on, they cannot yet see the dark corners of the cell where incriminating items lie and their gaze passes over all and fixes on Iscar. Their eyes go wide "How did you get out of your cell?" The first stops and listens to Iscar, believing what he hears. The second doesn't. "Prisoner is escaping. Get back in your cell prisoner before I beat you into it." The first one responds, "Wait, he might be telling the truth. Would you beat someone blessed by Mitra? How else would he escape from his cell on his own?" He puts his club away. "We can't just let you out, please step back inside your cell and we'll signal Blackerly." The second guard responds again, "Are you insane! You can't believe a word they say, have you forgotten why they are here. Signal Blackerly if you like but I'm putting this one back in his chains." He advances towards Iscar handing the signal horn to the first guard. Then brandishing his club he smacks it into his palm, threatening Iscar with pain if he resists. These leather wrapped clubs do non lethal damage.
The first guard with the signal horn tells Iscar, "I'm sure Blackerly will sort this out, maybe appeal to reduce your sentence if you don't resist." He seems intent to blow on the horn before any violence has to happen.

I'm going to put up an initiative order of sorts if **** does happen to go down. Iscar, Kelvar and Kaath would have the 'surprise round' as it were.
Initiative
1 Iscar, Kelvar, Kaath
2 Guard 1 and 2
Other prisoners


Anti-Paladin 2//Magus 2 | HP 20/23 | AC 14/10/14 | Fort +7 | Ref +3 | Will +5 |

The dwarf had guts to attempt so blatant a lie. Rose chuckled to herself at his performance, You can stop the liar, you can't stop the killer. If only she had a way to escape her bonds, the guards backs were turned, and even armed there were enough prisoners to rush them.


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

A terrible sound comes from Kaath as he clears his throat of all the saliva and phlegm. He steadies his unholy sights on the nearest guard and lets loose a massive wad of discharge at him.

"You mitran sheep really are a bunch of gutless cowards. If you truly plan to put us to death, make haste! It seems you'd rather have us here for your entertainment. C'mon, cowards! Give me a little taste of what Mitra's got comin' for me!!"
Intimidate: 1d20 + 6 ⇒ (2) + 6 = 8

Hoping to have the guards come in here and kick my ass.
Edit: Well, the roll certainly gave me that ass kicking I was looking for.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Seeing the manner that the guards react, Yzera knows that something needs to be done quickly. Thus, she turns to Kord.
I would love that weapon about now, but some lockpicks would be better to get us all free. Who knows what the dwarf did with his.


Male Oread Tetori monk/ Blight Druid 1 Sheet.

Kord shoots Yzera a glare.

What is She doing!?! If the guards her her peeping we will lose our only hope of getting out of these Chains!Chains!Chains!Chain-

Kord catches himself getting frustrated, and immediately shuts the emotion down.

"Mice don't Squeak in the presence of cats"

Stealth to whisper unnoticed: 1d20 + 6 ⇒ (3) + 6 = 9

That looks bad. If a guard says something to me I retort with:

" If you give me a fair fight i'm sure you would lose"

Intimidate: 1d20 - 2 ⇒ (6) - 2 = 4

Remember unless its some zen nature metaphor, kord is not good with social situations and is going to sound lame. His job is Biting, not Barking.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Kord, Yzera would have said that quietly, while others were talking. Also, don't forget that we are in the dark outside of the range of the light, I think.


Your Narrator

That is right. Kord and Yzera are in darkness for now.

Sovereign Court

Male Damphir Male Damphir | Investigator(empiricist)-1 Slayer(cleaner)-1 | Health: 9/9 | AC-14; T-14; FF-10 | Init: +4 | PerC: +7 | CMB: -1, CMD: 13| Will:+2, Ref: +6, Fort: +1

Red is getting frustrated now. Free me free me free me free me. I need Free! A flash of angst flashes across his face.
Come now, is all of this necessary? We're prisoners. We're not going anywhere. What harm is there in having a little entertainment?
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
Worth a shot


Your Narrator

Remember if they are hostile pretty much no requests are going to be accepted. Changing their attitude is DC 25 but takes at least a minute of interaction. Basically diplomacy here is kinda useless.

"Quiet you animals or my club will be saying hello to your face." the guard advancing on Iscar says.

Kinda just waiting to see what Iscar does here.


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

"Oh, c'mon you blubbering idiot! You wouldn't know the first thing of using that stick! Well, I'll tell you where you can shove it."


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Kelvar studied the guard who apparently wasn't buying Iscar's story. If Kaath makes a move to take him out when he enters, Iscar and I will need to back him to take that guard out. The other will probably raise the alarm, but the three of us can hopefully take him out before he gets reinforced.

Kelvar carefully studied how the guard moved, how he walked, and where his weapons were, making sure to leave no detail unnoticed.

I'm declaring the guard closest to Iscar my Studied Target.

Studied Target:
A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.


Male Dwarf

Damnations, I clearly can't win over this idiot. Such a pity, the other one seemed amicable to my needs.

Turning to the fooled guard, Iscar raises his hands to signal that they are empty. "Thank you for your faith in me my son, and for trying to keep me from harm. I'll of course happily return to my cell if it will put you both at ease. Mitra is the Godess of the meek after all, and I certainly am not trying to cause any trouble."

Full round action to Feign Harmlessness

Just in case DM wants it: 1d20 + 15 ⇒ (8) + 15 = 23


Your Narrator

no chance of him beating a 23. So now he thinks you are harmless. Does that do anything special that I don't know of?

"Well move it old man. Back in there you go." He moves next to you and if you don't resist moves you back to your place. "Forget Blackerly right now. Come guard the door in case these other idiots try anything. I need some light here." He calls to the other guard who also move to be just outside your cell door.

Perception: 1d20 + 2 ⇒ (6) + 2 = 8
Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Kelvar Stealth (kick or shove to corner/hide sack etc): 1d20 + 5 ⇒ (15) + 5 = 20

By some stroke of luck or perhaps divine providence they do not see the sack and other items in the darkest corner of the cell.

Next round he will lock you up again. Both have clubs out. Signal horn on guard 1's belt.


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

The Oni-Spawn breaks out into a dead sprint. His typically orange-ish red, clay colored skin cracks into a deathly pale grey as his hair streaks into a white flame-like tangle and his eyes glow a ghastly bright white.
He rushes towards the guard by the door with his fists raised ready to strike.
Bloodraging, +4 str, +4 con, +2HP, -2 AC.
Also,

Question:
Unholy Strike (minor): At 1st level, you can touch one weapon and give it an evil blessing. For 1 minute, this weapon takes on a black, orange, or violet cast and deals an additional 1d6 points of damage against good creatures. During this time, it's treated as evil for the purposes of overcoming damage reduction. This additional damage doesn't stack with the additional damage from the unholy weapon special ability.
Is this a free action? Can I add this to my fists?

Unarmed Destined Strike: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Add in Unholy Strike Damage if applicable


Your Narrator

Blessings are a standard action to activate unless stated otherwise. Since you have Improved Unarmed Strike your unarmed strikes are treated as weapons so yes I will say it works. With 1 fist only though. So if you flurry only 1 attack gets the unholy strike benefits.
Remember you must also stand up as a move action.
So standing up(surprise round), activate and move(first round). No attack.
I will let you charge if you want to. From sitting down if you can make an Acrobatics DC 10 check to get up/push off the wall as part of the charge (because it's cool and the rules don't say you have to start standing and i'm the GM).
So, Activate(surprise round), charge(first round). If you go with that keep your previous rolls but add blessing damage and whatever charge does to your attack and AC.


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

whoops. Let's go with that then. Surprise: Activate, Round: Charge
The attack would improve by +2 to 15, ac would drop down to 10 (Asmodeus help me)Unholy Strike Damage: 1d6 ⇒ 1 (grrrrreat)
If successful, total damage will be 13.

Edit:
Forgot to include the acrobatics check
jumping up: 1d20 + 5 ⇒ (2) + 5 = 7


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Kelvar grabbed the veil and ripped a dagger patch off, then lunged towards the guard chaining up Iscar, dropping the veil near him as he did.

Attack roll on Studied Target and damage: 1d20 + 6 ⇒ (15) + 6 = 211d6 + 5 ⇒ (1) + 5 = 6


Male Oread Tetori monk/ Blight Druid 1 Sheet.

The time is now.

Kord uses ferrous growth to turn his wrist Chains into a set of lock-picks. He then reaches over to hand them to Yzera.

"Come little mouse, act swiftly and don't squeak"

Kord grins and whispers with a childish tone, almost giddy.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Hearing the whole escape plan about to go into the cess pit, Carnadine loudly squeaks and chirps to the rat across the room. Find the metal sticks half your size on the ground next to the fighting humans and quickly bring them to me!


Male Dwarf

Grabbing the veil from Mylan, Iscar also tears a dagger from the veil and quickly brings it up sharply towards the guard's ribs. As he does so, he yells to the other guard "I'm sorry it has had to come to this, young friend." His voice has an old atonal element to it, as though 3 different voices are fighting to talk over the top of each other.

Turn:

Swift: Judgement (justice) on the guard not in front of me = +1 to attack rolls
Move: take the patch and get weapon
Standard attack: Target is flatfooted as they haven't acted in combat.

Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Damage (Plus Sneak): 1d4 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10

Initiative (in case you need it later): 1d20 + 1 ⇒ (6) + 1 = 7


Your Narrator

Kelvar 20% Miss Chance: 1d100 ⇒ 91 HIT
The guards are taken unawares by their prisoners, seemingly out of nowhere they were free AND armed. Two quick hits in unprotected areas had the second guard heavily wounded while the other watched Kaath charge at him. With his heavy wounds the second guard could see behind him the door blocked but as he did not wish to die he ran anyway to withdraw. "Help! Blow that horn now!"
Kaath can use an AoO against the fleeing guard if he wants.
The first guard nods and backpedals a few feet, fumbling for the horn on his belt. Finally he brought it to his lips and blew on it. Now more guards would be on their way, but how long would they take?
Kord frees his hands and gives Yzera the tools to free herself.
The rat hears Carnadine and running out from the hiding spot it scurries along the edge of the room at a run as fast as it can, panicked from all the violent noise.

Round 2
All can act except Kord and Carnadine.

Secret Roll go away:

1d8 ⇒ 5

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Yzera catches the lockpicks and immediately begins to work at her shackles.

Quietly: Thanks, lets see if these work.

Disable Device: 1d20 + 8 ⇒ (19) + 8 = 27 <-- should easily make it, how many rolls do I need to get free, and to free the others in the cell? Does Yzera also get +2 on future rolls from knowledge of the locks?


Your Narrator

Yes you get +2 on all cuffs but not doors. Simple locks take a full round. There is feet and hands to unlock for the others except Kord.
1) 6 more rounds to unlock everyone, then 1 round for the door.
2) 2 rounds to free yourself and Kord, 1 for the door, toss lockpick to Red and join the fight letting him do some of the freeing.
3) Someone getting a key off the guards could cut this time.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Can I take 10 for a 20? If so, I will unlock everything.


Your Narrator

Yes I will say you are not in immediate danger here so take 10. If you get Red out and if he aids you then the door is take 10 too.


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

AoO: 1d20 + 8 ⇒ (4) + 8 = 12
damage: 1d6 + 7 ⇒ (5) + 7 = 12
Unholy: 1d6 ⇒ 3

These attack rolls don't seem to be in my favor.


Male Dwarf

For whenever Iscar's turn rolls around again.

Iscar sprints after the guards, hoping to at least catch up to the guard he'd injured and land a finishing blow. As he runs, he pulls another patch of at random hoping it will contain something of use.

Move: Move closer to guard.
Standard: Move closer to guard,seeking to cut him off if possible.
Swift: Pull another patch from the guard.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Can I use Hand of the Acolyte to throw the dagger through the cell bars?

Hand of the Acolyte:

Hand of the Acolyte (Su): You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Wisdom modifier to the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Kelvar looked at the fleeing guard. He knew he wouldn't be able to catch and kill him, but Asmodeus had given him some gifts that he might be able to use. The bars will make hurling the dagger more difficult. I must be careful with my aim. Suddenly a thought occurred. Why hurt one when I can get both. With a chuckle he strode closer to both guards, saying, "Kaath, Iscar, I apologize. This might sting." Focusing on the symbol of Asmodeus, he let loose a rippling wave of negative energy, engulfing both guards as well as Kaath and Iscar.

Move: Move 2 spaces diagonally closer to both guards.
Free: Warn Kaath and Iscar.
Standard: Channel Energy, DC 10.

Channel Damage: 1d6 ⇒ 3

EDIT: Well, that was exceedingly average.


Your Narrator

Guard 1 will: 1d20 + 2 ⇒ (2) + 2 = 4
Guard 2 will: 1d20 + 2 ⇒ (2) + 2 = 4
Rat will save: 1d20 + 1 ⇒ (15) + 1 = 16 takes 1 damage
The dice had to go your way some time or other.
Still waiting on Kaath to act in round 2.
Kaath and Iscar need to make a will save for half damage DC 10 or take 3 dmg.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Huh. That was actually mildly effective. I'm rather surprised by that. Also, good on the rat for making its save.


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

Will: 1d20 + 3 ⇒ (17) + 3 = 20
A wave of negative energy washes over Kaath, but the sting reinvigorates him.
He slides forward and unleashes a barrage of elbows and knees.
5-foot step, Flurry of Blows on guard 1.
Attack 1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 7 ⇒ (2) + 7 = 9
Unholy Strike: 1d6 ⇒ 5

Attack 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 7 ⇒ (3) + 7 = 10


Your Narrator

In the darkness Kord helps Yzera to begin freeing their cell mates.

Iscar chases the fleeing guard when a wave of negative energy pulses through them all. The guard cries out in pain and falls, dying. The other guard also is hurt and 2 hits from the Bastard crushes his wind pipe and he falls without a sound.

The rat scurries away into the darkness, the pain from the negative energy causing it to abandon its previous task. sorry Carnadine

Now the battle is over and you can breathe. But for how long till reinforcements arrive?

-----Spoils of Battle-----
2 x Longsword.
2 x Leather wrapped Club(non-lethal only)
2 x Chain Shirt (5 rounds to remove with help, same to don. 10 rounds without help)
2 x prison cell and door keyring
2 x unique small chest keys
-----------------------------

Round 3
Everyone can act again. We will still go round by round (sped up if possible) because there will be more guards on the way.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Calling out, Kelvar said, "Iscar, take that guard's keys and close and lock the door. Kaath, begin freeing the cell across from you with the other guard's." Kelvar moved to the sack, drawing it into the light, and began pulling out the component pouches.

How many of each type of component pouch are there?


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

With the crunch of the guard's wind pipe, Kaath releases the pent-up energy and reverts to his former state.
Acting quickly, he begins to search the guard for the keys and tosses them towards Carnadine and his cellmates, and then starts stripping the guard of his chain shirt.
"Beautiful. Two clubs, longswords, chain shirts. From the veil we've been given two daggers. I do not require any sort of weaponry, as Asmodeus has blessed me plenty. We will go by necessity. Who needs?"


Anti-Paladin 2//Magus 2 | HP 20/23 | AC 14/10/14 | Fort +7 | Ref +3 | Will +5 |

The excitement of the battle over with, keys clatter into her cell. Rose calls out "A blade and armor for me." she responds to the puncher.

"Is anyone in this cell better at picking locks? I am unskilled in that area unfortunately." she adds to those in her immediate cell.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

"Not me. I wouldn't know lockpicks from tool files." Carnadine replies waiting as fast as he can having lost his rat friend to chat with.


Male Dwarf

Like Kelvar asked, Iscar grabs up the guards door keys and heads straight for the main cellroom door. He secures and locks the door, then removing the key and jamming the tip of his dagger in, he throws his full bodyweight downwards. With an audible "Oof" Iscar feels part of the lock mechanism go. "Kelvar, I've dealt with the door and that should have bought us enough time to get everyone equipped, but we may need to find another way out of here."

Dice:

Will: 1d20 + 7 ⇒ (18) + 7 = 25
Disable Lock: 1d20 + 5 ⇒ (16) + 5 = 21 beats DC 10, door lock is now locked and jammed.


Your Narrator

There is one pouch for everyone that would need one for their class.

Rosemary/Carnadine: Kaath tossed in a key. No disable device needed. You can free 1 person per round with that.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Carnadine grabs the key and starts unlocking his arms, then his feet, then Rosemary in the same order.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Yzera finishes unlocking the shackles of those in her cell, and then moves to the door, if it is not already unlocked.

I would like a sword, and the armor would work well as well.

Personally, I prefer something with more bite, but I doubt these guards, or this foolish land, has a lot of serrated sabre's sitting around.

Action - unlock until everyone is free, then get the armor and sword, if they have not already been claimed.


Your Narrator

Round 3 actions
Kelvar: emptying sack.
Kaath: Finding Key, throwing key.
Iscar: Moving and locking door. (jamming is a 1 round action which will happen in round 4)
Carnadine: Frees himself (free rosemary in round 4)
Yzera: Frees feet. (future actions noted)
Others: (im)Patiently waiting to be free.

Round 4
Kaath: 1/10 rounds to removing armour from guard. (help will halve remaining rounds)
Iscar: Jams lock.
Carnadine: Frees Rosemary.
Yzera: Frees Kord's feet. (door is locked and you would need to roll if no one can aid)
Kord?
Kelvar?
Rosemary?
Caprin/Rodgers/Red: Waiting.

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