The Way of the Wicked-Evil Ascends! (Inactive)

Game Master Yuugasa


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AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

While keeping the dagger at his crotch, Angelica comes to stand in front of the guard so she can look at him. A wicked smile appears on her face as she strokes the face of the guard with her other hand and gives it a gentle pat.

"There's a good boy. Now tell us exactly how many guards are in this place and what kind of gear you have hold up in here. We seem to have misplaced ours. Also, if you could tell us what the best way to exit is, that would be lovely. Why, we might just...let..you...go." She says and to accentuate her last sentence she pokes his forehead and nose.


"There...there are around fifty of us here. The armory has a lot of weapons in it, I don't know what exactly..." The guard says, clearly terrified. "We are on an island, the only exit is through the front gate and across the bridge to the mainland!"


to avoid confusion, Annie totally broke form and just hid until now...if that is ok. Tibbers is somewhere in the cell I guess

Annie had remained hidden until now...we showed them huh? she looks at the guard rather sternly.

Now tell me, where is my stuffed bear. she looks like she means business.


Yep that's cool.

"Your stuffed bear?" The guard asks, confused. "Your...bear?"

He seems on the border of a nervous breakdown. Pretty sad for a guard in the most hardcore prison in the nation.


The guard keeps glancing at his downed companion with the horrible chest wound. Sweat runs down his face, despite the fact it is rather cold in the prison.


Annie looks at him even more sternly. you he looks like...well kinda... she turns to the cell Tibbers!

Tibbers comes out and gives the guard a growl.

Annie points looks like him but a little smaller.

she really means business

tibbers intimidate: 1d20 + 2 ⇒ (16) + 2 = 18


"I-I don't know specifically about your bear." He says, trembling. "But all items brought in by prisoners are destroyed, sundered and burned, in case the items are cursed."


Male Human Infernal Binder 4
Quick Reference:
[ HP 32/32 | AC 13/12/11, CMD 13, Fort +3, Ref +4, Will +6 | Init +2; Perception +7 ]

Johann steps away from the guard.


Female L/E Changeling Witch 3; HP 20; Initi(+3) Percep(+2); FORT= 1 REF= 4 WILL= 4 ; SR 9; AC 14 Touch 13 Flat 11

A snake? Have you see a small viper?
Imogene's eyes become wide with concern.


Male Human Cleric (Unholy Barrister) 3
Quick Reference:
HP 30/30 | AC 20/12/18 | CMD 16, Fort +5, Ref +4, Will +8 | Init +2, Perception +6, Channel Energy 9/9

Scratching his chin, Damien glances over at Johann and Angelika "Fifty guards, that could be a problem. We should see if we can't get to the armory, in the event we need to fight our way out."


AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

"And where exactly is the armory? Howmany guards stand between us and it. Come on boy out with it. Or my dagger might slip." Angelica threatens, though her voice is still playful, the threat is quite real as she pushes the tip of the dagger against the guards genital area.


"Snake? Viper?" The guard questions before Angelica presses him again. "The armory is on the first floor behind the barracks, you'll have to go through some patrols and whomever is in the barracks right now to get to it!"


AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

"Right thank you love." Angelica says and gives him a peck of a kiss on the cheek.

"Anyone else have a question?"


Angelica Isley wrote:

"Right thank you love." Angelica says and gives him a peck of a kiss on the cheek.

"Anyone else have a question?"

Annie raises her hand oh, oh, I got one, Are you guys fire proof?


Female L/E Changeling Witch 3; HP 20; Initi(+3) Percep(+2); FORT= 1 REF= 4 WILL= 4 ; SR 9; AC 14 Touch 13 Flat 11

Imogene slips her hands around Varmints shoulder standing on her tip-toes and whispers in his ear " ... pop goes the weasel..."


Male Human Cleric (Unholy Barrister) 3
Quick Reference:
HP 30/30 | AC 20/12/18 | CMD 16, Fort +5, Ref +4, Will +8 | Init +2, Perception +6, Channel Energy 9/9

Rolling his eyes, Damién shakes his head and mutters in the infernal tongue "If you're done with him, then put him out of his misery... quickly. I think some of you relish unnecessary violence a little too much, which might explain your presence here."


AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

Angelica looks into the eyes of the poor guard a few moments longer then quickly slits his throat with the dagger, pushing him forward as she does.
"Well I did say "might"...
She unceremoniously removes his armor and clothing as well, hoping to get as little blood on them as possible.
"We now have sets of uniforms and equipment. I could try and disguise us properly and say we are escorting prisoners for whatever reason. It might give us the element of surprise should we encounter a larger group."
She pulls the chain shirt over her head and tries the weight of the longsword.
"Anyone able to quickly remove the blood from the clothes with one of those cantrips?"


Male Human Infernal Binder 4
Quick Reference:
[ HP 32/32 | AC 13/12/11, CMD 13, Fort +3, Ref +4, Will +6 | Init +2; Perception +7 ]

Johann says nothing but again directs for the bodies to be placed in the cell. "Well, we now have another hour at least until another patrol comes by or someone checks up on why this one never reported. I'll leave the disguises to you. Going up, then?"


AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

disguise: 1d20 + 10 ⇒ (19) + 10 = 29
Angelica fiddles around with the uniform for herself.
"This will hold up from a distance, but as soon as they look closer they will probably see through the ruse. I can fix up two others, but they should be quick of wit and tongue or they will give us away as soon as they speak. The others should have some unlocked manacles around their wrists."

disguise: 1d20 + 10 ⇒ (15) + 10 = 25
disguise: 1d20 + 10 ⇒ (18) + 10 = 28


The guard falls to the floor and lies in an expanding pool of blood. Three down, forty seven at very most between you and escape.


Annie looks around then at Tibbers, she give him a hug, You are gonna have to go bye-bye for a little bit ok? I'll be alright, don't you worry, I have Barky to help in a pinch.

she then dismisses her Eidolon for now.

Annie will go along with the plan looking like a prisoner, doubt there will be any guard uniforms she could use anyway.


Female Aasimar Conjurer2/Cleric1

Sibylla smiles cruelly, "Why run? They may have numbers, but no doubt they are divided and as pathetic as this one." She gestures to the charred corpse. "Wouldn't it be more fun to make a statement?"


Male Human Infernal Binder 4
Quick Reference:
[ HP 32/32 | AC 13/12/11, CMD 13, Fort +3, Ref +4, Will +6 | Init +2; Perception +7 ]

"Fun, perhaps, but not wise. Don't confuse a few for the whole, and even weak and numerous they have this entire fortification to aid them. Perhaps enough to delay our escape while they call for aid. Which is why I'm suggesting we go higher to take a view of what we have to work with."


Battle or subterfuge? Either way you choose it won't be long until the patrol's absence is noticed...


AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

I assume I dress up the half-orc, because he would like to be armed. Who else wishes to wear some armor and look like a guard?


Male Human Infernal Binder 4
Quick Reference:
[ HP 32/32 | AC 13/12/11, CMD 13, Fort +3, Ref +4, Will +6 | Init +2; Perception +7 ]

Johann votes for subterfuge. Also, he's not the battle type but Varmint and Yanev look like good choices.


Male Human Cleric (Unholy Barrister) 3
Quick Reference:
HP 30/30 | AC 20/12/18 | CMD 16, Fort +5, Ref +4, Will +8 | Init +2, Perception +6, Channel Energy 9/9

Ditto; voting for subterfuge... keep the guards in the dark as long as possible.


AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

In that case I assume the rest is following my suggestion on the shackles and dress up (who that is we can decide later), and we continue to higher levers. Hopefully the armory.


I vote for anything that involves fire (eventually) but subterfuge then we burn the place up after.


Male Half Orc Barbarian (Hateful-Rager) 3 | 45/45 HP | +5 Init. +7 Percpt. | AC 15, Touch 11, FF 14 | +6 Fort, +2 Ref, +3 Will | Rage: 11/11 Rounds

While Varmint is eager to start ripping into the prison guard, he is aware he is no strategist and is willing to comply with the subterfuge plan . He defers to Angelica while donning the guardsmen's armor and looks to her for instruction.


Sounds like the subterfuge route has been chosen, now, up or down first? The passage leading up you don't know to where it goes but down is the armory and barracks at the very least.


AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

armory definitely, thought that was up though...

-Posted with Wayfinder


Yuugasa wrote:
"Snake? Viper?" The guard questions before Angelica presses him again. "The armory is on the first floor behind the barracks, you'll have to go through some patrols and whomever is in the barracks right now to get to it!"

And as previously stated you are on the second or third floor. So, down is where the armory is.


Everyone ok with going down then?


Male Human Infernal Binder 4
Quick Reference:
[ HP 32/32 | AC 13/12/11, CMD 13, Fort +3, Ref +4, Will +6 | Init +2; Perception +7 ]

I'm fine with it if the group is.


Female L/E Changeling Witch 3; HP 20; Initi(+3) Percep(+2); FORT= 1 REF= 4 WILL= 4 ; SR 9; AC 14 Touch 13 Flat 11

i support going down to the armory


Down to the Armory wheeee


Yes,lets go down


As you head down through the prison the brick tunnels get wider and the spaces appear more lived in, still, it is obvious that this prison hasn't received even basic maintenance in a long time. Water drips from cracks in the ceiling and the floors are simply filthy.

You come into another manned area, two guards sit at a table to your left, drinking and playing cards, and in a cell to your right a massive ogre stands chained to a wall, with heavy manacles on his hands and feet and large strips of leather binding him across his body so that he can't move at all. A strip of leather is also fitted into his mouth so that he cannot speak, still he has inquisitive eyes that watch you as you approach.

The guards at the table however, don't even look up as you enter.

You can continue on through the far arch on the other side of the room and head further down or you can stop here and play with the guards and their prisoner, what would you like to do?


AC 20 (T 11, FF 19). HP 28, Fort +9, Ref +7, Will +8. Init +1, CMD/CMD 7/18, Speed 20ft
Attacks:
Mwk Nodachi +7 (1d10+9) 18-20/x2 [PA], Touch of corruption 1d6 neg energy 9x (also command fort dc 17)
Skills:
Bluff +11, Diplomacy +10, Disguise +10, Intimidate +16, Knowledge (nobility) +5, Knowledge (religion) +6, Perception +3, Sense Motive +5, Stealth +6

As Angelica passes she takes a glancing look at the Ogre.
Might be useful as a distraction. Or some more brute force... And we could use the armor and weaponry.
She nods to her companions towards the two guards and in a fluid step she unsheathes her sword and chops at the nearest guard.
attack+PA: 1d20 + 6 ⇒ (12) + 6 = 18
dmg: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10


The guard goes down in a spray of blood and the other nearly falls backward out of his chair in surprise. He stumbles to his feet with an alarmed yell and makes to draw his weapons.


Male Human Infernal Binder 4
Quick Reference:
[ HP 32/32 | AC 13/12/11, CMD 13, Fort +3, Ref +4, Will +6 | Init +2; Perception +7 ]

Johann ignores the spectacle and approaches the ogre directly. He could guess Angelica's intentions well enough from her attack.

"Hello there," he says, removing the strip of leather in the ogre's mouth. "I don't suppose you speak Common?"


The Ogre coughs to clear his throat. "I do." He responds in Common. He doesn't sound like the dumb beast you'd typically expect an Ogre to be.


Male Human Infernal Binder 4
Quick Reference:
[ HP 32/32 | AC 13/12/11, CMD 13, Fort +3, Ref +4, Will +6 | Init +2; Perception +7 ]

Johann is pleasantly surprised. It does make sense for this Ogre to be out of the norm if they're keeping it prisoner. Ordinary ogres would have been killed to avoid wasting the resources needed to imprison them. Still, he's bargained with devils. This ogre might be easier, if different.

"We're breaking out of prison," Johann explains, gesturing to his party currently killing the two guards. "Would you be interested in joining us?"


"Set me free and I'll join you, at least until we get out of here." The Ogre replies.


Male Human Infernal Binder 4
Quick Reference:
[ HP 32/32 | AC 13/12/11, CMD 13, Fort +3, Ref +4, Will +6 | Init +2; Perception +7 ]

Johann nods his agreement. "Do one of these guards have the key to your bindings?"

Knowledge (nature): 1d20 + 9 ⇒ (10) + 9 = 19
Sense Motive: 1d20 + 4 ⇒ (15) + 4 = 19

Oh, and knowledge for what I know about ogres plus sense motive!


Knowledge (nature) DC 8:
Stories are told of ogres—horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth.

An ogre revels in the misery of others. When smaller races aren't available to crush between meaty fists or defile in blood-red lusts of violence, they turn to each other for entertainment. Nothing is taboo in ogre society. One would think that, left to themselves, an ogre tribe would quickly tear itself apart, with only the strongest surviving in the end—yet if there is one thing ogres respect, it is family.

Ogre tribes are known as families, and many of their deformities and hideous features arise from the common practice of incest. The leader of a tribe is most often the father of the tribe, although in some cases a particularly violent or domineering ogress claims the title of mother. Ogre tribes bicker among themselves, a trait that thankfully keeps them busy and turned against each other rather than neighboring races. Yet time and again, a particularly violent and feared patriarch rises among the ogres, one capable of gathering multiple families under his command.

Regions inhabited by ogres are dreary, ugly places, for these giants dwell in squalor and see little need to live in harmony with their environment. The borderland between civilization and ogre territory is a desperate realm of outcasts and despair, for here dwell the ogrekin, the deformed offspring and results of frequent ogre raids against the lands of the smaller folk.

Ogre games are violent and cruel, and victims they use for entertainment are lucky if they die the first day. Ogres' cruel senses of humor are the only way their crude minds show any spark of creativity, and the tools and methods of torture ogres devise are always nightmarish.

An ogre's great strength and lack of imagination makes it particularly suited for heavy labor, such as mining, forging, and clearing land, and more powerful giants (particularly hill giants and stone giants) often subjugate ogre families to serve them in such regards.

A typical adult ogre stands 10 feet tall and weighs roughly 650 pounds.

Sense Motive DC 15:
This Ogre, at least, seems to be on the up and up, and will likely keep its word as long as a pressing reason to betray doesn't present itself.


"Not sure, I assume so." The Ogre replies. "They beat me pretty good before putting me in here, wasn't too conscious at the time. They were pretty upset that I killed a pair of their fellows."


With one guard down the second guard is still distracted. Annie simply smiles at the remaining guard, and suddenly her hand bursts into flames and a jet of fire flies out toward the guard.

ranged touch: 1d20 + 4 ⇒ (11) + 4 = 15
fire damage: 1d6 + 1 ⇒ (5) + 1 = 6


The second guard is immolated and collapses with a cry.

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