Way of the Wicked #2

Game Master Been-jammin

Map of Talingarde
Prison Map

The Veil


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The guard leaves, ignoring the further outburst from Zova as it cuts off. They close the door behind them. The prison is one again silent.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

perception of object in guard's hand: 1d20 + 5 ⇒ (6) + 5 = 11
sense motive of whether guards were eager, resigned or reluctant to mess with us: 1d20 + 5 ⇒ (15) + 5 = 20

alright, so what have we learned? it looks like there's probably always going to be someone outside the door to shut and lock it if we try something, so we can't just rush the gate.

she looks around to see if the guards are back at their station and out of sight. provided they are, she'll retrieve the veil and tools and immediately begins work on her own manacles
1d20 + 8 + 2 - 2 ⇒ (14) + 8 + 2 - 2 = 22

if I can open these I can probably open the door as well, in which case we may be able to rush and overwhelm them at their post before they can raise an alarm.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Zova nods and then whispers, "Unlock either Tenoch or me next. If the guards come back either of us could try and hold the gate closed or fight them off while you get everyone else free."

This is of course, assuming they are out of sight and Andra gets to act how she described


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

hold your horses. even if I can get mine off, I wanna see how convincing they look closed but unlocked before I get anyone else out; if they do, great, so much the better, we can hide in plain sight. if not, well, one way or another we've still got planning to do and we still don't know what time of day it is or when the next shift starts...

continuously listening for guards
perception: 1d20 + 5 ⇒ (19) + 5 = 24


Ardra:
The guards seemed resigned to deal with the prisoners. As you watched carefully, you saw that the guard by the door had been holding a signal horn, ready in case of trouble it would appear.

Ardra or DC 15 Perception:
As you listen to the guards beyond the door, you hear the inane conversation of the comfortable. But some of it catches your ears:

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

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

“The beer’s passable.”

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

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

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

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

More laughter is heard.

Ardra is able to unlock her manacles with ease. Placing her hands back in, she can see that if a close inspection is not done, she can still pass for being locked up.


Male qlippoth-spawn Divine Verminous Hunter 1 | HP 12/12 {effects: VF1:Worm} | AC 17 (T11 FF16) | F+5 R+3 W+4 | Init +1 | perception +8, sense motive +4
Dailies:
VF1: unlimited, VF2: 0/1 min
Spells:
1st: 0/2

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Tenoch cocks his head as he listens should the guards approach. One of his eyebrow ridges rises as he seems to ovehear something. "Apparently this prison is not what it used to be. Blackerly seems to run a gambling den in the gatehouse and allows drinking on duty. It seems the new warden, a wizard with an owl, stays in his tower... We may have a better chance at this than initially expected."

The monstrous tiefling watches as Ardra unlocks herself and replaces her hands to hide their freedom. "That could work."

He glances back to the door. "There does seem to be a blind spot to one side of the door. One person may be able to hide there and strike the one within while the other is over here checking on the prisoners...," he frowns. "Of course, we would then need some way of making darkning the area so they would not be able to notice the absence...," he continues looking around at the sources of light in the area, "or make it look as if that person was still here and perhaps create some distraction to be sure they weren't looking in this cell too closely...," his sunken baleful eyes move over to the ogre as he finishes.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

Ardra can barely contain herself as she stretches her shoulders and neck, she barely suppresses a groan of relief and pleasure. She wastes no time, however, and, once she verifies the manacles look passable when closed, begins working on the others while still keeping an ear out and stops at the first hint of trouble. be on the look out, everyone. now, who's first?

perc: 1d20 + 5 ⇒ (8) + 5 = 13
DD: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15
DD: 1d20 + 8 + 4 ⇒ (3) + 8 + 4 = 15
DD: 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25
DD: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29
DD: 1d20 + 8 + 4 ⇒ (12) + 8 + 4 = 24


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Well assuming that you went down the line, you might have to retry the locks for Nera and Tenoch. As for me, if a 24 makes it, that means a 25 should get me free ;)


1d20 ⇒ 9

Conversation outside the door stops briefly, but continues after a moment or two. As Ardra works her way down the line, she is able to free three more of her new companions.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

In that case I would like to borrow the veil from the person holding it, and try to pick out one of the weaponlike symbols. I really hope it's something I can weild in two hands.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

in case I have to say it, everyone keep your manacles on. I think we just had a close call.
dd1d20 + 8 + 4 ⇒ (20) + 8 + 4 = 32

[b]that should do it. I think it's probably safe to check on the rest of our resources. I am beginnkng to believe our mysterious benefactor might actually have our best interests at heart, at least for the short term. I don't think he or she put anything in the veil too dangerous to have in the cell. I'd like to find out what these mystery items, maybe not the pile, it scares me.
and with that she takes the sack and warily peaks inside. she also takes the bottle and sniffs and very carefully tastes the smallest amount of its contents trying to identify them. she then offers the veil to Zova.

alchemy: 1d20 + 10 ⇒ (11) + 10 = 21


Female Human Wizard 1 HP 8/8 Init+4 AC/14Touch/14FF/10 Fort+1; Ref+5; Will+3Perception (Senses)+1; Sense Motive+1 Augment 8/8
Ardra wrote:
in case I have to say it, everyone keep your manacles on. I think we just had a close call.

"Good,tell me once it's safe. I want to speak with the big one over there. Tiadora specifically said that she want all of us, and i guess that includes him ,he is prisoner too."

When its safe to go near the ogre cage i will go and try to talk.
Coral approach the next cell and asks with cautious voice.
"Hey ,you want to be free? Do what we ask and we can get you out agreed?"


Inside the sack you find a stylized symbol of a bull silver holy symbol of moloch, a couple small pouches with strange items inside spell components for 1 days worth of spells for each spellcaster, a few small vials of strange and volatile chemicals enough alchemical supplies to create one days worth of bombs and extracts as well as one mutagen and five sets of common clothing in each prisoner's size.

The potion is a potion of cure light wounds.

Grumblejack makes a rumbling noise in his throat, Grumblejack want free. Grumblejack want to kill little'uns. You free Grumblejack, Grumblejack help.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Are there no weapons at all? My next post depends on the answer.
EDIT Sweeeeeeeet

Zova looks at the two daggers, shrugs, and quickly hands one dagger to Tenoch. "I was not trained to fight with two weapons. Perhaps you could make better use of this than I can. Stain it red with the blood of a Mitran for me."


Oops sorry. Picking out the weapon like symbols. Forgot that.

Two daggers come out in Zova's hands, leaving a blank spot in the veil.


Female Human Warpriest (Divine Commander) 1 | HP 11/11 | AC 14 T 14 FF 10 | F +5 R +4 W +5 | Ini +4 | Perc +3

"And, what's in there?" Nera appears very curious about what's inside the sack. So far the veil provided quite a bit so perhaps the sack could provide even more.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

Ardra's eyes grow wide and she stuffs the tuft of her tail into her mouth to keep from squealing. She quickly remembers where her tail has been and what it's been through for the past several days and tries to discretely spit before triumphantly whispering,

so pretty one, what do you think of you 'wheat haired hussy' now?

and she doles out the prizes along with firm warnings about keeping this stuff under the bench, behind their legs, where she also begins laying out an interesting affair of makeshift alchemical tools as she hisses,

I need two or three hours, I could do it in less time but not if I want to keep this stuff quiet, and yes if we want to get out of here you definitely want me to have this stuff.

she gives a redundant warning to keep an eye out before she's completely engrossed.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Zova will take a place guarding the door, just in case one of the Mitrans decide to come in.

And on andra's suggestion, she goes back to her spot.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

Ardra stops what she's doing as she notices for the first time that Coral and Zova have left there places and whispers frantically,

what are you two doing!? if the guards look around the corner and see you two, they'll blow that signal horn for sure and we'll never get out of here. Stretch you legs and chat with ogres from here... please

somehow, rather than sounding plaintive, her 'please' sounds more like it's taking the place of a thrown pot full of boiling soup


Zova begins pulling things out of the veil. A large rope comes out first, coiling near her ankles. Next she pulls out a bullseye lantern full of oil. A silver unholy symbol of Asmodeus comes next. Finally she pulls out a window, it attaches itself to the cell wall near her, creating a magical hole in the wall framed in wood.


Out the window, you can see that you are on the second story of the keep. About 60 feet from the base of the building you are in, there is a gatehouse, looks like the exit is that way. On to of the gatehouse are two guards. They look up and see the window. They begin pointing and yelling, finally one of them puts something to their mouth and a horn sounds out over the grounds.

Perception: 1d20 + 2 ⇒ (17) + 2 = 19


Female Human Wizard 1 HP 8/8 Init+4 AC/14Touch/14FF/10 Fort+1; Ref+5; Will+3Perception (Senses)+1; Sense Motive+1 Augment 8/8
Ardra wrote:
what are you two doing!? if the guards look around the corner and see you two, they'll blow that signal horn for sure and we'll never get out of here. Stretch you legs and chat with ogres from here... please

"You don't expect me to yell our plans across the room do you?"

Coral examines the pouch,demonstratively ignoring the mention of Tiadora, and her face brightens.
"Now that's more like it!"
she says with a smug smile,while playing with some strange bright colored powder.


Male qlippoth-spawn Divine Verminous Hunter 1 | HP 12/12 {effects: VF1:Worm} | AC 17 (T11 FF16) | F+5 R+3 W+4 | Init +1 | perception +8, sense motive +4
Dailies:
VF1: unlimited, VF2: 0/1 min
Spells:
1st: 0/2

Tenoch's gives a snort of surprise as Ardra shows the contents of the sack. "It seems that woman knows more about us than we do of her," he says, taking the symbol showing an image of a red and black wasp, the symbol of the Swarm Lord Graffiacane. After looking at it for a moment, he hides it in his rags.

The beast accepts the dagger from Zova, turning it over in his hand. "It's better than nothing, I suppose, although something a little more sizeable would have been more welcome... but, in my experience, a beggar cannot choose their gift."

The monstrous tiefling nods at Ardra's assertion of keeping back in order to maintain a low profile and turns to Coral on her reply. "True. But let us all keep an ear open for the guards should they decide to patrol. If we tell you to get back, so it quickly so we can maintain our ruse."

"That being said, now that we are free of our manacles, I do not think we have a couple of hours in order to mix liquids, as a simple visit will allow them to see the truth... That minature laboratory does not look easy to hide. We may wish to begin our escape as soon as we have a plan."


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

on the contrary, I demonstrated earlier that the manacles look good enough while closed but unlocked we should be fine for now, keep them on whenever possible. this is not to say we shouldn't continue planning.


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Zova will get back in her place, pretending to be shackled. She had the sudden fantasy of what it would be like to pull out every single item from the veil... quickly shaking that terrible idea from her head. She places the dagger between her shirt and her pants behind her, and turns to Tenoch. "I agree. When we escape, we ought to make sure to grab the weapons of our captors."

For the record... that window still looks like a shield.


You wait three hours as Ardra prepares her items.

DC 15 Perception:
Just as she finishes, conversation cuts off on the other side of the door. "Well, I guess we ought to check on the filth."

"Sure. You go, I'll hold the horn."

"Fine, but your going next time."


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6
Tenoch wrote:
That miniature laboratory does not look easy to hide.

I misunderstood, and you're not wrong. I'm working as fast as I can and still remain discrete. Otherwise, so long as we keep it and all our other contraband either in our clothes or behind the bench and behind our legs I'm hoping we can stave off suspicion.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

perception1d20 + 5 ⇒ (20) + 5 = 25

I've been getting a lot of these on skill rolls in my other games, scares me to think what's gonna happen once combat starts somewhere

everyone, hide everything and make sure your manacles look good, they're coming

Ardra scrambles to hide her equipment as best she can behind the group 1d20 + 8 ⇒ (13) + 8 = 21


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Does it look like the laboratory could be hidden anywhere besides our legs? Either ways (since there is no time to actually move it), she stays exactly where she is, pretending to be chained.

Next action (This is after the GMs post. I just don't want to clutter up the messageboard)

After the guards leave, Zova breaths easier, but continues listening to see if they stay in the hallway, or move away.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16


It's not a full laboratory, just some prepared reagents that she could mix. So yes, the leftover vials are easy to store.

One fo the guards comes in, much as before, though his club isn't at the ready this time. He steps to the intersection of the hallway, looks over everyone, then turns around and walks back. Can't stand the smell-- his voice cuts off as the guards close the door behind them.


Female Human Wizard 1 HP 8/8 Init+4 AC/14Touch/14FF/10 Fort+1; Ref+5; Will+3Perception (Senses)+1; Sense Motive+1 Augment 8/8

When everything and everyone is ready: :

"Grumblejack that's your name right?
Now is the time ,bash your chain until the guards come and when they do, roar in their faces. We will surprise them from behind."

in case i need diplomacy roll: 1d20 + 7 ⇒ (16) + 7 = 23


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

alright, I'm done, and I have an idea. there's two of them, and one always stays outside the cell ready to blow his horn and sound the alarm, so we can't wait for them to come to us and still expect to keep him from signaling, right?
so instead, we need to be waiting right outside the guard room door when they come check on us and get them both at once.

I can get us out of the cell, and then free Grumblejack.

The majority of us will sneak up to the door while two remain behind in the cell and pretend to have a loud, violent argument.

They'll come out and check on the problem.

The rest of us who are waiting just to the side of the door and out of sight will jump them the moment they're both beyond the door.

We'll take them out together before they have a chance to raise the alarm. What do we think?


Female Human Wizard 1 HP 8/8 Init+4 AC/14Touch/14FF/10 Fort+1; Ref+5; Will+3Perception (Senses)+1; Sense Motive+1 Augment 8/8

Coral nods.
"Good ,lets do it. This cell is sickening me, i cant even think clear."


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

very well, make sure Grumblejack knows his part and knows to be quiet until the attack

She waits until the first time they see a new set of guard check on them giving anyone who may object or have questions plenty of time to halt the project or ask.


Male qlippoth-spawn Divine Verminous Hunter 1 | HP 12/12 {effects: VF1:Worm} | AC 17 (T11 FF16) | F+5 R+3 W+4 | Init +1 | perception +8, sense motive +4
Dailies:
VF1: unlimited, VF2: 0/1 min
Spells:
1st: 0/2

Tenoch shakes his head. "I do not think that we could all stand in that blind spot and not be seen. One... perhaps two of us could ensconce ourselves there. Some will need to remain behind in the cell at their positions... Even so, if their attention is drawn to this cell, it will be obvious to them that some are missing, without them having to leave their post. We could use the clothes in the sack to at least mimic the shape of those missing but their attention would still need to be elsewhere or the lighting dealt with in some fashion."

"If Grumblejack were the distraction, as Coral had suggested, their attention may be off of us enough that they could be fooled. At least for a short time. He would have to still seem as if he were imprisoned, however. A loose ogre is a good reason to sound the alarm."


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

you're right, I hadn't seen just how small a space it is, I think your adaptation just might work, though.

Two of us hide by the door while Grumblejack makes some noise from his cage and the remaining three stay still until the both guards are out and the attack is made, I would suggest you Tenoch and Zova, maybe you could wear the manacles over your fists to give your blows more force.

Are we in agreement? Nera, you've been quiet for a while. What do you think?


Female Human Warpriest (Divine Commander) 1 | HP 11/11 | AC 14 T 14 FF 10 | F +5 R +4 W +5 | Ini +4 | Perc +3

"It could work." She nodded, then looked at the ogre. "Grumblejack, can you reach through the bar and strangle one of them if given the chance?"

They needed options, way to force the plan to work.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

Ardra waits 15 minutes after the next time they see fresh faces check on them before attempting to open the door. she stops and rushes back to her seat at the first sign that guards are stirring

dd: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

she tries again

1d20 + 2 + 8 ⇒ (12) + 2 + 8 = 22

???

Grumblejack, if you can keep quiet right and help us escape we can take you with us. you said you'd like that wouldn't you?


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

If Andra is going along with this, Zova walks up to the door and waits, dagger in hand, ready to strike.


It is nearly five hours before a new set of guards takes over the watch. Your first attempt at the cell fails. For a moment it seems they must have heard the noise of your attempt, but no one comes. As you try again to unlock the cell door, you succeed. Grumblejack rumbles, Take Grumblejack with. Yes. Yes.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

alright pretty one, whenever you're ready take Tenoch and madam half-orc with you and blst those bastards. Blondie, back them up, will you? I'm going to work on the ogre's door once everyone's in position to minimize thr noise


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Zova steps just outside the cell and once everyone else moves outside as well, will get into a charge lane with the door the guards would have gone through.


Female Human Wizard 1 HP 8/8 Init+4 AC/14Touch/14FF/10 Fort+1; Ref+5; Will+3Perception (Senses)+1; Sense Motive+1 Augment 8/8

Coral tries to calm down the ogre.
"Hush big one. I will get you free i promise , just be quiet do what you are told."

Ardra wrote:
"alright pretty one, whenever you're ready take Tenoch and madam half-orc with you and blst those bastards. Blondie, back them up, will you? I'm going to work on the ogre's door once everyone's in position to minimize thr noise"

The wizard nods and moves towards the prison exit.

Once in front of the door, she looks at the others ,then carefully tries to see if its locked.

if the door is not locked i kick it open


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

starts to work on the ogre's door

1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28

out you come. you really are big boy, aren't you…


Female Human Inquisitor 2 | HP: 18 / 18 | Perception +7, Sense Motive +8 | Diplomacy +7, Intimidate +8, Bluff +7 | Heal +7 | Stealth +7 | Survival +6 (+1 to track) | Know (Arc/Dun/Nat/Rel) +3 (+3 to identify monsters) | Fort/Refl/Will : +5/+4/+6 | Init +7

Can we assume we all get into position before the door is kicked down (since everyone may not have had time to post. If the squishy looking caster was going up to the door, I don't think I'd let her go alone.


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6
Cоrаl wrote:


Ardra wrote:
"alright pretty one, whenever you're ready take Tenoch and madam half-orc with you and blst those bastards. Blondie, back them up, will you? I'm going to work on the ogre's door once everyone's in position to minimize thr noise"

The wizard nods and moves towards the prison exit.

Once in front of the door, she looks at the others ,then carefully tries to see if its locked.

if the door is not locked i kick it open

from the look of her post, she assumes you're already with her, Zova


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

approaches the group at the door with Grumblejack in tow and whispers

you can burst through the doors any time now...


Make sure you are all on the map where you want to be.

Coral bursts through the door, stepping through. The guards jump looking around surprised. They sit in a chair, each on one side of the door. The one on the right sits, horn on the table near him.

GM Dice:
Ardra: 1d20 + 4 ⇒ (1) + 4 = 5
Zova: 1d20 + 1 ⇒ (19) + 1 = 20
Coral: 1d20 + 4 ⇒ (6) + 4 = 10
Nera: 1d20 + 4 ⇒ (1) + 4 = 5
Tenoch: 1d20 + 1 ⇒ (7) + 1 = 8
Grumblejack: 1d20 - 1 ⇒ (2) - 1 = 1
Guards: 1d20 + 1 ⇒ (12) + 1 = 13

Surprise round. You each get an action now, then we'll start Round 1 initiative as below.

Block A(Zova)->Guards->Block B(Ardra, Coral, Nera, Tenoch, Grumblejack)


Female Tiefling Alchemist: Preservationist/1 (hp:11/11 | AC:17 T:13 FF:14 CMD:13 | Resistances: Cold, Electricity, Fire/5 | F:4 R:5 W:2 | Initiative:3 | Perception:6 {Darkvision 60', Scent} Bombs: 4/6

seeing the horn unattended and no good way to ensure the guards stay close enough together for Coral's spell, she runs into the room and grabs for the horn.


Ardra moves into the room and begins reaching for the horn.

Sorry, just a move or standard for now. Though you are poised over the horn. Zova, Coral, Tenoch and Nera need to take their surprise round action. I know Tenoch's out of town, I'll do his once everyone else had gone.

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