Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim thought little of the insult he had been dealt. He had a few of his own for the hard-eyed, scarless man-flesh.

Perhaps I will... but not until I have, at the least, a hundred screaming Talingarde slaves at my beck and call. So, her terms are to follow later. Tis strategy in her actions... there is little point in her sharing any of her plans to potential escapee's, wouldn't you agree?

Malgrim gestured to his one good eye, still speaking in his quiet manner while Eldred worked on his lock.

She wouldn't want the guards to get anything out of us, were we to be tortured in a failed attempt. My curiosity is piqued; as is my survival instinct. We will slay these guards and put our old allegiances aside.

Malgrim hoisted his arm up with some difficulty; his oft-burnt, scarred skin had proven very resistant to the branding and to make the F stand out clearly amongst old burns it had been branded exceptionally deep and somewhat over-zealously applied to a brute such as a hobgoblin.

After all; we are all Forsaken. What better an alliance would any of us forge than with one another? We each have little to lose... and vengeance to enact.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Quiet and let me work, Eldred grumbles quietly as he frantically works at his locks.


Male Hobgoblin Cavalier 1 (Fell Rider)

The blind leading the blind... I was not the one beaten like an insolent child for the crude noise I was making... Malgrim hissed in contempt.

... please unlock my chains... :D.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
Malgrim Ironskin wrote:

The blind leading the blind... I was not the one beaten like an insolent child for the crude noise I was making... Malgrim hissed in contempt.

... please unlock my chains... :D.

*snigger snigger* I love this game


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"Hobbe has a point there." Damien chuckles, taking much amusement in the bickering of his cellmates.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldered, since you are bound, you get a -2 on your test, but the tools are masterwork, so you get a +2, The lock is simple (DC 20), but you could not beat it with your take 10. As you failed, you made some noise. The guard looked in your direction and you heard him say "Was that a rat?" but he does nothing more than that.
Remember you guys are chained your hands and feets. After you open the first lock, you can add a +2 bonus for the others, because they are identical to yours.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Question 1: I can cast vocal and somatic component spells even if I'm bound, going by that Detect Magic from earlier, right?

Question 2: With your permission, I'd like to prepare Sleep instead of Cause Fear in my spells. It just dawned on me that a spell to make someone run screaming may not be the best thing for a prison escape.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sure, no problem.For spells with somatic comp, you need a concentration check. (DC 12). About ooc, if you get to the other line (press enter) it will not have the ooc effect in the other line, just a tip :D

Sovereign Court

You have to open and close tags on every paragraph or just use one mega paragraph. Not the most efficient of systems but it is what it is. Oh by the way, something I only discovered recently; you can name your dice tags (something I do a lot) by using [dice"=] instead of ["dice] (ignore the "'s).


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Realised that sleep has a material component, so went with Web Bolt.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
DM Aku wrote:

Eldered, since you are bound, you get a -2 on your test, but the tools are masterwork, so you get a +2, The lock is simple (DC 20), but you could not beat it with your take 10. As you failed, you made some noise. The guard looked in your direction and you heard him say "Was that a rat?" but he does nothing more than that.

Remember you guys are chained your hands and feets. After you open the first lock, you can add a +2 bonus for the others, because they are identical to yours.

Eldred exhales slowly and tries again.

Disable Device 1d20 + 9 ⇒ (18) + 9 = 27

Ahhhhh, he sighs as he opens the cuffs on his hands. He carefully lays it down on the ground rather than letting it drop off.

His feet should prove easier now that his hands are free... and that he they seem to be the same make.

He bides his time to make sure there are no curious guards and then sets to work on his feet.

Take 10 should work now - tell me if you want Stealth rolls. Stealth is +9 if take 10 is possible

Again he is careful to avoid having any falling manacles alert the guards and leaves his legs in roughly the same location.

You can all see him pause to consider something... a gleam of desperation, a tightening of muscles as if he is preparing to leave without you but then some modicum of control returns and with deliberation he works on Damian's foot cuffs next... and then moves up to his hands if no guards come.

Run! Run... no. No.. Breathe. Think! You need these guys, if for nothing else, in order to keep them quiet and then? Then... I need allies - can't fight my way out of here alone., he thinks in rapidly, each thought coming in a fast, jolting succession.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Damien's eyes widen as Eldred makes to leave, but nods in approval as he returns.

"Scared us, for a second there."

Damien doesn't move, and waits patiently for the other two to be unchained. He gets ready to cast Command, if the guards attack.

What are the guards armed with, and what kind of armor do they wear?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Taking 10 now is suficient to open the locks. You are free, and the guards don't seen to have noticed it yet.

Damien:
The Sack in the veil has a little pouch with normal spell materials, no more than 1gp. After you get free, you can use any spell that requires material component. It has normal cloth for any of you too. Also, the window funcition as this: You put it in a wall, or anything like that, and I will create a window in that wall. After used, you can't remove it.

Each of then uses a chain mail, and a heavy shield for protection. They carry a long sword, a club and a long bow, with some arrows.

Edit: Added more info.


Male Hobgoblin Cavalier 1 (Fell Rider)

Now... did this veil contain any weaponry? I suggest we arm ourselves and the loud one can attract the guard's attention again...


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Yes! Weapons - I need a blade, or something..., he whispers urgently.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"Let's see what's in there... Aha!"

Damien produces a pair of daggers from the veil, passing them around. He claims the spell component pouch for himself. Though he's not prepared any such spells today, he can certainly tell they'll come in handy.

I sure hope Ace is fine out there... Damien wonders where his familliar went. He had the weasel flee so the courts wouldn't have it burned too. Hopefully the critter will be able to track him down.

"Okay, here's an idea. I'll lure him over here. You guys get the drop on him. We get rid of him without raising the alarm, and we swipe his keys and gear to help us on our way out. Everyone with me?"

He also quickly explains the various things present in the veil:

• 2 daggers (now out)
• Lantern
• Rope
• Sack (now out)
• Thieves Tools (now out)
• Window (can be placed on a wall to make a hole)
• Potion
• Gold pieces
• Symbol of Asmodeus


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred gleefully grabs one of the daggers, a dreadful gleam in his eyes.

Won't he notice if one or two of us aren't chained and missing if we hide against the wall and do it as he comes in or do we jump him from the ground so to speak? Maybe a leg sweep and then pile in?, he whispers.

He looks eager for anything.

Do we take his armour and try to bluff our way out? It would be pretty hard but we may be able to concoct a story that at least gets us away from this area and to a less frequented area... problem is that chainmail will take at least a minute to put on and will be sloppy or do we just attack the other guards? And then move as fast as our new keys will allow us?, he asks quietly.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"Wait... Before anything else... Anyone know if any of the walls in this room lead outside? That window will definitely come in handy if so."

Damien moves to the back wall of the cell. He places his ear against the stone, trying to figure out whether there's a room on the other side or if this is an outside wall.

Do we have an idea where this cellblock is, relative to the rest of the prison?


Male Hobgoblin Cavalier 1 (Fell Rider)

You are making this too complicated. The fat one lures them in, and we strike. Take the daggers- you likely need them more than I. We need their swords and armour.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred considers the offer of a second dagger for a moment but motions for the 2nd blade to go to Johan.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Tell me when you are ready to call the guards.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Damien borrows the second dagger for a moment, nicking his bottom lip open with surprisingly little hesitation, before handing the weapon over to Johan.

"Alright, act like you're still cuffed. Grab your chains if need be." Damien nods to the others. Once they're in place, he palms a small bit of wool from the pouch.

Once the party is ready, Damien lets some blood gather from the cut on his lip into his mouth, before pretending he's wracked by a sudden loud coughing and fit, letting the blood drip to the floor, feigning some sudden outbreak of an illness.

Bluff: 1d20 + 6 ⇒ (14) + 6 = 20

Readied action: As soon as the guard has unlocked the cell door, Damien drops the chains and casts Daze.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll assume each one of you prepared a readied action. Just post what it will be.

After coughing for some moments, the two guards aproach, club in hands.
The first one see the blood in the ground then you coughing. He smiles in a wicked way and says. "Hey Rodger, we have a lil'liar here. Mind the horn while I teach this fat one a lesson." And then he gives the horn to Rodger. He open up the door and...
Guard Will: 1d20 - 1 ⇒ (5) - 1 = 4 x DC 15 ...he fails his save.

you guys can post your surprise action, and then, what will you do in the next round.

Initiative:

Damien: 1d20 + 7 ⇒ (12) + 7 = 19
Eldred: 1d20 + 5 ⇒ (19) + 5 = 24
Johan: 1d20 + 3 ⇒ (17) + 3 = 20
Malgrin: 1d20 + 5 ⇒ (8) + 5 = 13
Guard1: 1d20 + 1 ⇒ (14) + 1 = 15
Rodger: 1d20 + 1 ⇒ (2) + 1 = 3

Order:

Eldred (24)
Johan (20)
Damien (19)
Guard1 (15)
Malgrin (13)
Rodger (1)

You guys can post you action even tho it's not your turn. Just do like this: I will atk x, but if x dies from y atk, I will dance instead.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Sense Motive over 20 with a Will save of -1... That's... curious. My surprise round action is obviously that daze spell. I'm going to delay and see what happens before I take my turn, but it will most likely involve stopping Rodger from sounding the alarm.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'm rolling with a real dice here in my desk, he got a 17, he has +3 bonus from skill graduation(1+ 3 from class skill -1 for wis), but he has a +5 bonus in sense motive beause you are forsaken and thus untrustworthy. Sorry I should have said it before.

Edit: Posting in discussion.

But you are luck, if he had failed the check, he would laught and say that your illness is just your due reward, and then walk away.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Heh. I see.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred actually waits a second before trying to rush beyond the guard entering the cell to the guard outside (presumably with the horn) and strike him down.

I'll leave him to the others! Got to get that damn horn!.

Acrobatics to avoid an AoO and hoping he doesn't have his sword out 1d20 + 6 ⇒ (18) + 6 = 24

Let me know if I can strike at anyone outside the door


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Nice results.
When the guard opened the door, he stoped, looking dazed, you ran as if you life depended on it (pun intended), getting closer to the dazed guard, you jumped using the him as support and fell already preparing to attack the second guard, Rodger, who was preparing to take the horn to his mouth.

Roll for you atk and for Asmodeus Sake, do not miss! (You will ruin my so cool scene.)


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Throat Stab!
Dagger with Weapon Finesse 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Damage 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Your aim was true and the dagger sunk deep, blood gushed from the wound, the guard surprised could only grunt in pain, but he is still alive.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3
ELDRED CROFTER wrote:

Throat Stab!

Dagger with Weapon Finesse 1d20 + 6 + 2
Damage 1d4 + 3 + 2

I was assuming Roger the Redshirt and also soon to be ex guard is a human and I built in the favoured class bonus to attack and damage... adjust down if he's something else

Here's hoping I beat the guard on initiative next round


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Initiative was already rolled. you can tell what will be your action for the next round and do it already.

Initiative:

Order:
Eldred (24)
Johan (20)
Damien (19)
Guard1 (15)
Malgrin (13)
Rodger (1)


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred follows up with another stab while the guard is still flat footed, trying to drive the blade through the gap under the guards arm and to his heart.

Dagger with Weapon Finesse 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Damage 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8

The blade skitters across his mail and the strike is foiled.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred follows up with another stab while the guard is still flat footed, trying to drive the blade through the gap under the guards arm and to his heart, but this time his aim was not so good and the dagger hit Rodger armor. The is wounded, bleeding but still able to fight.


Male Hobgoblin Cavalier 1 (Fell Rider)

Hate to be the party pooper but you can't move and attack in the surprise round. Suppose it could be a partial charge.

Tensing up as the ambush was about to commence, Malgrim strained his ears to hear footfalls or anything that would indicate the presence of reinforcements close by to their intended targets,

Perception: 1d20 + 6 ⇒ (2) + 6 = 8

Surprise Round Action-

Malgrim struck suddenly and without warning, rising to his feet in one smooth motion, spinning in close to the guard and then dancing out of reach with incredible agility- a mottled was placed upon on the man's sheathed sword as he pulled away, using his leverage to try and take the weapon...

Malgrim CMB (Disarm) VS Guard Flat-Footed CMD (No Dex, No AOO): 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16

Can post my round 1 action once I know if the disarm was successful.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

your disarm was succeful, the sword is in your hands.


Male Hobgoblin Cavalier 1 (Fell Rider)

I go after the guard in Round 1 so i'll hold off my action for now.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan steps forward and brings his dagger sweeping down at the guard that Eldred had sidestepped around

dagger: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d4 + 5 ⇒ (2) + 5 = 7


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Damien watches Eldred go around the dazed guard and attempt to take out the horn blower. Seeing the hit fail to down the man, he speaks out in a commanding voice.

"Drop that horn!"

Casting Command. Drop: On its turn, the subject drops whatever it is holding. It can't pick up any dropped item until its next turn. Will Save DC16 negates.

Sovereign Court

Bit lost on the initiative already. Surprise round over? Where are we init-wise?


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Since the entire party is in the same initiative block, we're playing it a little looser, I think. Everyone is presently posting their actions for the first round after the surprise round. Feel free to post your round 1 action now, or to wait and see if we've managed to make the guy drop his horn.


Male Hobgoblin Cavalier 1 (Fell Rider)

I'll wait for the guard's action as i'm not in the init block with you guys :). Edit: That being said i'm heading out later so I guess i'll hope Malgrim is still standing to take his action-

Round 1 Action-

Malgrim dropped the longsword and struck quickly and mercilessly with his incredibly dexterous hands; brushing aside the guard's defence in order to strike at his jugular. Half-crouched and keeping a low centre of gravity, it was obvious that the Hobgoblin had been thoroughly trained for such close quarters combat. While his blows were quick, they could have been quicker; Malgrim took the spare milliseconds to add extra weight and momentum to his blows.

Flurry #1 (Power Attack): 1d20 + 5 + 1 - 2 - 1 ⇒ (17) + 5 + 1 - 2 - 1 = 20
Damage: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6

Flurry #2 (Power Attack): 1d20 + 5 + 1 - 2 - 1 ⇒ (15) + 5 + 1 - 2 - 1 = 18
Damage: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Surprise Round Recap:

Eldred, jump over the guard1 and do his knife trik in Rodger(8 dmg)
Damien cast Daze and the Guard1 fails.
Johan Charges at the guard one and hits for 7 dmg.
Malgrim charges at the guard and steal his sword.

Order:

Eldred (24)
Johan (20)
Damien (19)
Guard1 (15)
Malgrim (13)
Rodger (1)

Round 1:

Eldred trying to finish his guard before he use the horn, atk with his knife but the armor deflects it.

Johan action - ??

Damien Uses command and order Rodger to drop the horn.
Rodger Will: 1d20 - 1 ⇒ (16) - 1 = 15 x DC 16. The guard fail his save and drop the horn.

Malgrim:
Guard1, seeing the prisioners free, yell to Rodger without looking back "Sound that f#&$ing horn or we are dead meat!"
And he will atack Malgrim, because he is the one that stole the sword.

Guard1 Atk: 1d20 + 4 ⇒ (20) + 4 = 24 x Ac 17

Guard1 Atk: 1d20 + 4 ⇒ (17) + 4 = 21 Confirming critital

Guard1 Dmg: 1d6 + 2 ⇒ (1) + 2 = 3 = 6dmg.

With divine fury, the guard screams as he hits: "You will feel the Mitra Wrath foul creature!"

But as Damien said, guard1 is dazed so nothing of this happened.

Guard1 does nothing while Malgrim punch in to de death.

Johan, I will assume you delayed and Malgrim action took place first.

After stealing the sword, Malgrim use his punchs to knock out the guard1.

We need only Johan action and round one is over.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Uh... Guard 1 is dazed from Damien's surprise round Daze spell. He can't take any actions this turn.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Thanks Dam :)

Sovereign Court

Also its Malgrim, not really a big deal but should get it familiar as early as possible :P.

There is something about me and this campaign and being critically hit the first time I am struck. It happened to my other character too :(. Good thing guard was dazed :D.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan is impressed with Malgrim's speed and efficiency. He steps past the slumping body of the guard and carries into the second guard, aiming his dagger straight for the mans heart, hoping his strength and momentum will smash the blade through the guard's chainmail.
dagger: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d4 + 5 ⇒ (3) + 5 = 8

The surviving guard is still flat footed because he hasn't taken his first turn yet yes? If so Johan will move into a flanking position with Eldred before attacking for the additional +2 to hit.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Your dagger hit the mark and Rodger fall with another grunt of pain, blood can be seen everywhere.

Well done! Very good!

The battle is over, the first part of your escape is complete. You reckon you have some hours until the next guard get up here.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim wasted no time in helping to strip the bodies of any and all of their possessions.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

With each of the guards, you find a long sword, a chain shirt, a heavy steel shield, a leather club and a longbow with 20 arrows. Rodger also has the signal horn and the keys to the cells. The other guard, has a smalll key, but it do not fit any keyhole you saw in this place.

Down the hall, the room that Rodger was is(room 17) a small guard room and the landing for the stairs from the first floor. It is lit by a sconce holding a torch. There are two doors – one leading the cellblock (room 18.) and the other connecting to the interrogation room (room 20.) Otherwise, this chamber is plain with little furnishings save for a small table and two chairs.
It has a fireplace almost comically large and a chimney too.

The Interrogation room is plain and featureless save for a single stout wooden table and four chairs. Closer inspection reveal that terrible
things have happened in this room – telltale bloodstains in the corners and the faint odor of burning flesh.

In the security room, chained to the wall, you se an ogre. He is awaken but seens to be drugged.

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