Way of the Wicked(custom gestalt)

Game Master Diamondust

The Villains have survived the dangerous voyage north and now only the gates of Balentyne stand in their way.
Victory Points: 0


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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

You do, indeed, have it right. Once I open the door, they go through and I go back to our rooms.


Male Human High Priest of Asmodeus

Oops. There is actually a door at the end of the tunnel not a ladder and trapdoor.

Talia listens for a few minutes to be certain but hears no sounds on the other side of the door. Opening it carefully you find yourselves in an underground storage area. In the center is a ladder leading up to a trapdoor. This vault like room holds a vast stockpile of durable, emergency rations. These rations sustain the garrison in times of siege. Several thousand days’ worth of iron rations fills this vault alongside barrels of potable water and other durable provisions.

Perception DC 15:

You can tell this vault is rarely entered. The only evidence of use is the recent disturbance in the dust by the Innkeeper. A case holding a dozen bottles of wine has been handled but every bottle is still full.

Map


She will observe the supplies and note them for later discussion. She'll go up the ladder (checking it first to see if it will hold her weight without noise), and listen at the door.

perception, observe room: 1d20 + 12 ⇒ (9) + 12 = 21
perception, ladder: 1d20 + 12 ⇒ (16) + 12 = 28
stealth: 1d20 + 12 ⇒ (13) + 12 = 25
perception, listen at trapdoor: 1d20 + 12 ⇒ (16) + 12 = 28


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose eyed the stockpile. Lots of possibilities here. She moved to the crate of wine that had been disturbed.

What were you doing, Inkeep? You didn't steal any wine? Were you hiding something?

Rose knew her eyes weren't very reliable, but her instincts were telling her something was here to find.

"Tessa," she whispered. "When you're done there, look this wine case over."


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Male Human
Trackables:
Bombs: 9/9 | 1/1 Mutagen | 1st: 1/1 Shield, 1/1 CLW, 2/3 ??, 2nd: 2/2 | Grit 1/1
"Nicholas" Alchemist 4 (Grenadier) | Gunslinger (Bolt Ace) 3 HP: 50/50 | AC 19 T 15 FF 14 | Fort +7 Ref +9 Will + 4 (+2 vs divination) | Init +6 | Perception +8

Back in their room, the Doctor and Kelvar undergo a bonding montage. They braid each other's long illusory hair. Paint each others' nails. Gossip about cute people and what the girls are up to. Try on each others' clothing (because for some reason it didn't occur to them to use their headbands for this). And, of course, have a slow motion pillow fight in their PJs.

With a jolt the Doctor comes awake, using his writing desk as a pillow. He quickly checks his nails to assure himself that they're paint-free. Phew, just a nightmare. He shakes his head, yawning. Clearly it was time to put away his crude maps and get some real sleep. They could catch up with their companions in the morning.


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 prays to his deity before turning in for the night. He briefly awakens as the Doctor jolts awake, grabbing his axe, before seeing nothing is wrong and laying back down. Please let that passage lead straight to Balentyne. A hidden way in and out will make our task so much easier.


Male Human High Priest of Asmodeus

There is nothing interesting about the room except for the secret door which, when closed, you would not be able to find if you did not already know exactly where it was. Likely no one besides the innkeeper and yourselves know of the secret tunnel.

Talia hears nothing on the other side of the trapdoor. All is silent tonight.


She turns her perceptions to the wine.

perception: 1d20 + 12 ⇒ (13) + 12 = 25


Male Human High Priest of Asmodeus

Nothing is missing, but the dust on the bottles doesn't match. The bottles seem too new, like the original bottles have been taken and replaced by these ones.


She mimes taking the bottle and putting a new one back to Rose.

She'll then quietly open the trapdoor and take a peek.

stealth: 1d20 + 12 ⇒ (17) + 12 = 29
perception: 1d20 + 12 ⇒ (9) + 12 = 21


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose nodded, a bit disappointed that there wasn't much more to this place than a glorified winecellar and an innkeep borrowing and replacing emergency rations to prop up his own stock.

She waited at the base of the ladder.


Male Human High Priest of Asmodeus

Talia peeks up into Balentyne's armoury and smithy. There is a fully functional forge here that vents its smoke through a crude chimney out over the River Tyburn. The vents are rather small so this room can get quite smoky with prolonged. This room is used to keep the garrison’s gear in top condition. On racks are twenty halberds, longswords, breastplates and heavy steel shields. All bear the marks of the Talirean military and are thus difficult to sell.

There are stairs going around the outside of the room to access higher levels of the tower which this room is also the base of.

Currently there are no guards stationed here at night, the room would only be worked during the day.

Balentyne Maps


She'll head up, nodding to Rose to follow. They need to find out where they are. She'll point Rose to the door, while she creeps up the stairs.

stealth: 1d20 + 12 ⇒ (19) + 12 = 31 +10 visual
perception: 1d20 + 12 ⇒ (7) + 12 = 19


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Stealth: 1d20 + 12 ⇒ (17) + 12 = 29

Rose followed quietly.


Male Human High Priest of Asmodeus

This large circular chamber is the second level of the tower. This open room is where the banners and honors of the garrison are kept. Six large flags hang on the wall and provide a fine place to hide. Grant a +5 to Stealth checks if someone hides behind a banner.

The stairs continue up to the next level of the tower. This level is a key archer’s strong point. Arrow slits adorn its entire outer wall. Wooden racks contain the watchtower’s store of arrows. Four thousand normal arrows neatly sorted into a 200 quivers of 20 arrows each hang on these racks. A fire started here by soaking the
quivers in oil or by magical flame would quickly consume the arrows. This would reduce the archers’ worth in a prolonged battle(worth 1 Victory Point). Save in times of siege, this chamber is unguarded. It is lit by two torches on sconces. Stairs continue up to a fourth level.

The fourth level of the tower is a small empty guardroom with double doors closing off access to the rest of the tower's level.

Balentyne Castle Maps


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Rose's head popped up from the trap door.

They're idiots. They can possibly be this stupid.

It was a struggle to keep from laughing.

She moved to the base of the stairs and waited for Talia to check the door for noise.


Talia nods and listens.

perception: 1d20 + 12 ⇒ (10) + 12 = 22

If everything is silent, she'll slip the door open.

stealth: 1d20 + 12 ⇒ (11) + 12 = 23

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