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 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 laughs, unfazed by the fallen guards, and follows along. "You'd think they'd have more competent guards watching people like us."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

On the first door at your right, you paused to listem, you heard little sounds. Scratching (Maybe someone writing?), the creak of wood (Maybe someone fat moving in his chair?) and a short laugh.
The other doors, you could not hear anything from then.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim did not share Damien's mirth, the ever-frowning Hobgoblin muttering- Their abilities are not so much in question as their numbers... like goblins, they will be more dangerous in numbers.

He shadowed Eldred, intending to continue to peek around doors as the man entered them.


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 drags the second guards body into the stairwell and closes the door behind him. Frowning, he tries ineffectually to clean up the spilled blood but curses and tries to catch up as he realizes the others are moving on already. As he realized Eldred intended to go poking his nose in every door they passed, he whisper angrily. Why are you checking those doors when we already know which one leads out?! He gestures down the hall.

Somebody is going to discover our mess anytime now and then this place will be a crawling hive. We need to leave. Now!


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

"Out sounds pretty good, right about now. I bet Ace is wondering why I'm taking so long." Damien replies, following Johan's sign.


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 moves past the doors, waving the group on to the exit.

Patience big one... just listening, he says in a low but much jauntier voice. He seems to be filled with confidence.

Now, we are about out... we make for the gate. We have two choices, he whispers. Run for the gate and throw up the window and hope we make it across the causeway or... if you, he says pointing to Johan, and I act like we are 'walking' the prisoners, we can get to the gate and get through before they have time to tell whats what.

He thinks.

Or we can clear another room and mayhow get a hostage and try that. I heard what I thought was writing in that other room and paper shuffling. Writing means 'officer', he continues to whisper.


Male Hobgoblin Cavalier 1 (Fell Rider)

You still think running across the main courtyard in broad daylight a better plan than eliminating opposition room to room? Better the "hive" be diminished when we do such a stupid thing to rouse it.

Let us take the officer- alive. We can at least determine their numbers and cease this... speculation.


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 grins.

Never did like the Officers, he says quietly. He goes back to the door where he heard the paper work being done.

Two or more, he hisses... We need to rush this room.

He looks quietly for the key that judges will best fit this lock and, as quietly as he can, slides into place.

Stealth 1d20 + 9 ⇒ (6) + 9 = 15

He holds up a hand then folds in his thumb, then his little finger, then his ring finger, counting down...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

None of the keys fit the lock, you have keys for cells and another small key.
The door don't seen to be lock anyway. As you began counting, your allies prepare to join you in the room.

You open the door and enter, Sergeant Tomas Blackerly is getting his fat as off the chair when you bust in, he look dumbfounded and has no reaction to your intrusion.

Eldred used his surprise action to open/enter the room, everyone else has a surprise action. Don't forget you need to enter the room before doing anything.

Initiative:

Damien: 1d20 + 7 ⇒ (11) + 7 = 18
Eldred: 1d20 + 5 ⇒ (19) + 5 = 24
Johan: 1d20 + 3 ⇒ (20) + 3 = 23
Malgrim: 1d20 + 5 ⇒ (15) + 5 = 20
Grumblejack: 1d20 - 1 ⇒ (5) - 1 = 4
Tomas: 1d20 ⇒ 18

The Corrupt Watch Sergeant

Round Surprise-

Ordered Initiative-
Eldred(24)
Johan(23)
Malgrin(20)
Damien(18)
Tomas(18)
Grumblejack(4)

Active Effects-

Map-

Link

Notes-

You can all post your surprise and round1 action.

Action-

Grumblejack used his surprise action to enter the room.


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 takes a five-foot step to line himself up with the door, then plants his gaze right into the Seargeant's own with a fierce, destabilizing scowl, sowing the seeds of doubt within the man's heart.

Evil Eye Hex; -2 to saves for 8 rounds, Will Save DC 16 reduces this to 1 round.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Tomas will: 1d20 + 3 ⇒ (15) + 3 = 18 x DC 16


Male Hobgoblin Cavalier 1 (Fell Rider)

Surprise Round-

Malgrim moved into the room and onto the far side of the watch captain with a quick surge of speed, setting up an ally to cut him off from the other side...

Round 1 Action-

And once in position, Malgrim's hand snaked out to take the sergeant's weapon from him; seeking to render his resistance futile...

Disarm VS FF CMD (Assumes Flank): 1d20 + 5 + 1 + 2 ⇒ (12) + 5 + 1 + 2 = 20


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

Would have liked the mind fog but lets see... gonna try something new myself

You don't make a SOUND!, Eldred grows. And we'll let you live!

Intimidate (Hoping for a circumstance bonus) 1d20 + 6 ⇒ (8) + 6 = 14

Quote:

Intimidate: Influence Action. You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.

Success: If successful, the opponent will:

- give you information you desire
- take actions that do not endanger it
- offer other limited assistance

After the intimidate expires, the target treats you as unfriendly and may report you to local authorities.

Fail: If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

And, great... :(


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

Watching the Seargeant falter just a little from his gaze, Damien decides he'd best put out the big game. He smirks and chuckles, though his laughter is no normal thing; the room's occupants can feel it slither up their spines like an uncomfortable shiver.

Damien's stare towards the captain remains frighteningly constant; the gambler barely blinks.

Move Action: Cackle Hex, extending Evil Eye Hex for 1 round.

Then, while he knows he still has the Seargeant a little off balance, Damien makes a few quick gestures with his hands, he takes a deep breath and motions as if to shout loudly towards the sergeant. Oddly enough, no sound comes from him.

That is, except for the Seargeant, whose eardums suddenly ring with a thunderous scream.

Standard Action: Ear Piercing Scream. Sonic Damage: 1d6 ⇒ 1, dazed for 1 round; Fort Save DC16 (Currently penalized for -2 by Evil Eye) halves damage and negates daze effect.

Hex Status:

-Seargeant Thomas: Evil Eye -2 Saves, 1 round left.


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

Round 1 action double move to man, putting dagger to his throat.

You unleash a powerful scream, inaudible to all but a single target. This is a GREAT spell


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

It's a good one, yeah. In hindsight, though, not the best choice for a prison escape. I figure Fort is the guards' best save. That's why I used Evil Eye first to soften the Sarge up.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Tomas Fort: 1d20 + 5 ⇒ (3) + 5 = 8... and he fails...

If someone atk the Sarge, Grumblejack will do the same.
Grumblejack Atk: 1d20 + 6 ⇒ (10) + 6 = 16
Grumblejack Dmg: 1d6 + 3 ⇒ (1) + 3 = 4

He is weaponless, dazed. The intimidate did not work.


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

No worries - dagger at throat, and Johan and Mal still has an attack


Male Hobgoblin Cavalier 1 (Fell Rider)

Putting dagger to throat not really an applicable action; he is Dazed, not Helpless. Will post tomorrow, night all.


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

Did I need a double or single move action to get to the sgt... the room looks big. If I needed only a single move action then I'll take an attack if its not an applicable action... and pray to Asmodeus that the other guys can land enough damage...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You need only one move, also you can't intimidate the way you are trying. Action: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action. You can use it to Demoralize as a standard action. And that Is what I'm assuming you did.

Intimidate.

Edit: From now on, I ask you guys that questions, comments and rule discussion to be posted in Discussion, just to keep a clean Gameplay thread.


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

In that case...

Stabby stabby.

1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10
1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9

When my dice are hot, they are hot but when they are not, they are not


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, you can keep that action or change it for round 2. You did your surprise action (opening the door and entering the room), then you did your round1 action: Demoralize and flank with Malgrim. I'm just waiting for Johan action to end Round one and start round2.


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

OK


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

Surprise round: Move adjacent to Blackerly, flanking if possible.
Round 1: Grapple Blackerly
grapple: 1d20 + 5 ⇒ (3) + 5 = 8

Round 2: Grapple/Pin Blackerly, hopefully with flank and assist from others :>
grapple/pin: 1d20 + 5 ⇒ (20) + 5 = 25
I haven't added any bonuses because based on positioning and others actions I'm not sure which will be applicable. We did want this guy alive right?

Johan marches into the room and grabs at the fat man, pinning one arm behind his back and trying to get a hand over his mouth.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

[cpoiler=Round1 recap]I round one, Malgrim disarmed Tomas and Damien left him Dazed, with his spell.
Eldred tryed to demoralize him but failed, and Johan tryed to grapple him and failed too. Grumblejack atked him for 4 dmg.[/spoiler]

The Corrupt Watch Sergeant

Round 2-

Ordered Initiative-
Eldred(24)
Johan(23)
Malgrin(20)
Damien(18)
Tomas(18)
Grumblejack(4)

Active Effects-

Daze on Tomas (Only round 2)
Evil Eye Hex (Ends round 3)

Map-

Link

Notes-

Malgrim, Damien and Grumblejack in round two will have 20% of hitting Johan since he is holding the sarge..

Action-
Johan will grab the sarge.
Time now for Eldred, Damien, Malgrim actions.


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

Anything I can do to knock him out OR stop him from speaking? I'd like to keep him alive enough to provide information, keys, passwords etc or act as an hostage


Male Hobgoblin Cavalier 1 (Fell Rider)

Help Johan pin him with a CMB check (at which point you can cover his mouth). He is grappled from initiative 23.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Things don't look good for him at this point. There's someone that keep smiling and cursing him from distance. An bad looking Ogre just waiting to smash his skull. A hobgoblin faster than anything he has already seen, A brute of a human with an not so friendly face and someone with the knife in his neck. You guys can try now another intimidate (Malgrim or Eldred) and got aid from everybody else in the room. If you pass this test, he will not resist.


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

Taking 10 on intimidate aid, for a total of 11.


Male Hobgoblin Cavalier 1 (Fell Rider)

Intimidate (Aid Another, Fail): 1d20 - 1 ⇒ (4) - 1 = 3

Malgrim's only used to being pit boss over goblins and runty hobgoblins :P.


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

Not risking his luck Eldred also attempt a grapple to stop him speaking... The others can threaten him weakly later...

Cmb 1d20 + 4 ⇒ (17) + 4 = 21


Male Hobgoblin Cavalier 1 (Fell Rider)

Well if there is no primary check to aid Malgrim will help in the grappling instead.

Grapple: 1d20 + 1 ⇒ (16) + 1 = 17


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

Well in that case...

As his unsettling laughter continues, Damien's stare intensifies even further.

Standard action: Evil Eye to Attack Rolls, just in case. Will save DC 16 (penalized by evil eye) to reduce to 1 round, which will then be extended by Cackle.

Hex Status:

Seargeant: -2 to saves, 2 rounds.
-2 to attack rolls, 2 or 9 rounds depending on save.)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Tomas Will: 1d20 + 1 ⇒ (3) + 1 = 4 x DC 16 and he fails...

Round2 Recap:
Johan grabbed the sergeant and Malgrim, Eldred are helping to hold him (It will increase the difficulty for him get free by 4). Damien used Evil Eye (-2 to attacks) and then immediately extended by 1 round. Grumblejack just stared.

The Corrupt Watch Sergeant

Round 3-

Ordered Initiative-
Eldred(24)
Johan(23)
Malgrin(20)
Damien(18)
Tomas(18)
Grumblejack(4)

Active Effects-

Evil Eye Hex (-2 Fortitude) (Ends round 3)
Evil Eye Hex (-2 Atk) (Ends round 12)

Map-

Link

Notes-

You guys are holding him, if no one scares him, he will try to get free.

Action-

Tomas will try to get free in his turn.

If No one scares him:
CMB 7 - 2 (evil hex): 1d20 + 5 ⇒ (10) + 5 = 15 x DC 20 (16 Johan + 4 aid other (Malgrim and Eldred))


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

Next Round

Quiet now my sweet... softly now or you'll be hurt, Eldred says with a quiet menace. And no one knows better how to hurt a guard than prisoners, yes?

Intimidate 1d20 + 6 ⇒ (16) + 6 = 22


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 adds a well timed torque on the sergeant's arm as Eldred talks about hurting guards.

aid another/intimidate: 1d20 + 11 ⇒ (1) + 11 = 12

He nods at Grumblejack. Cover the door..., then growls low in the sergeant's ear. Mind my friend's advice. He likes using that knife. Now, you will answer our questions quickly, quietly and truthfully. If I even suspect you are lying I will break bones.

How long until sunset? How many men are stationed here? How do we open the main gates? Do you have horses, dogs? And most importantly for you sergeant, will your men stand down if you order them to in order to save your life?

Johan watches every nuance of the sergeant's responses to his questions. If he thinks he is being lied to he carries through on his threat, having one of his companions gag Blackerly then breaking his sword hand with a disturbing lack of emotion.

Sense Motive: 1d20 + 8 ⇒ (13) + 8 = 21


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You can see pure terror in his eyes, he is trembling and not long after you can feel the warm stench of urine. He tries to speak, but you could not understand because there was several hands blocking his mouth.
Assuming you do let him speak
Oh please... for the love of Mitra, don't kill me, I'll talk, everything you wanna know, just don't hurt me, don't kill me, I have family, children, many mouths to feed...

Johan:
You know he is lying about family and children, but he is really afraid of you guys and seens to be telling the truth about answer your questions.

He don't seen to be drunk, but his breath has an alchool stench.

How long until sunset?
"I...I...don't know what time is it, two... maybe one and half bell until the sunset."

Johan:
True

How many men are stationed here?
"Oh god...twenty-five more reinforcements from the city...don't hurt me."
Johan:
True

How do we open the main gates?
"Ah password! a password, just say it and none will try to stop you from leavin... "
Johan:
True

Do you have horses, dogs?
"Horses? Gods...no, Dogs! yes! Several of then... I'm helping you please don't kill me."
Johan:
True

will your men stand down if you order them to in order to save your life?
"Stand...Yes! They will! The love me! They will not risk my life!"
Johan:
He really don't know. He wants to belive yes. And there's something more you could not discern.


Male Hobgoblin Cavalier 1 (Fell Rider)

25... Malgrim mused quietly. For perhaps the first time, he raised his voice and changed his pitch to a more guttural tone as he addressed the Sergeant-

These men are much more civilised than a monster like myself... he warned. How are your soldiers positioned throughout the place? Where do you keep your supplies, your armoury? he demanded.

We've killed four now... including the Sergeant, that is five. We cannot best twenty men at once.

Have we searched this room? Malgrim will do so once the Sergeant answers his questions, as well as appraise the gear the man has on himself.


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

Before Malgrim asks his questions:

Joahn and Blackerly wrote:

How many men are stationed here?

"Oh god...twenty-five more reinforcements from the city...don't hurt me."

Johan cuffs Blackerly on the back of the head. I didn't ask how many reinforcements could be mustered. I asked how many are stationed here now.

Johan and Blackerly wrote:

How do we open the main gates?

"Ah password! a password, just say it and none will try to stop you from leavin... "

Another swift smack to to the head. Now is not the time to play games drunkard. What is the password?


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 watches on grinning, eyes gleaming in admiration of Johans technique.

Catch him in a lie... Please.

Aid another Sense Motive (keeping the pressure on and keeping him rattled) 1d20 + 5 ⇒ (19) + 5 = 24


Human Hero Killer1 / Holy Assassin1 / Deceiver2

How are your soldiers positioned throughout the place?
"Ack.. They are spread, two of then into the guardhouse in the bridge, four of then into the Gate House, two of then in the walls, two more in the cells, more two in the hall, three more in the warden tower", two more patrolling the yard, one looking at the dogs, and the rest is probally sleeping in their chambers or eating near the kitchen.

Where do you keep your supplies, your armoury?
"By the door at the wallway entrance we keep the armory, the supplys are in the door to just behind him" looking at Johan direction.

I asked how many are stationed here now
"I told you fool! 25."

What is the password?
"Hesterfield"

"A sure way to leave this place is to capture the warden in his tower, man will not risk his life. I can help you guys get there, if you promisse to spare me."

Eldric and Johan:
He seens to be getting bolder as you hit him, but he is telling the truth about everything.


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

Ok. We promise. Where's the warden?

After Blackerly answers, Johan nods to Eldred and the two of them end the good sergeant.


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 giggles like a naughty child.


Male Hobgoblin Cavalier 1 (Fell Rider)

We should secure the supplies he mentioned before we make any attempt to kill the warden; or escape.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Malgrim:
As you look at the room, you see several papers in Blackerly desk, it may take some time to see all of it and decide if there's something worthy there. You found too on the desk a crude map of the region, with it, you reckon it will be a lot easier to pass the moors.
Tomas has a really well made sword, a different set of clothes and a chain mail, in one of his fingers he has a ring.

"Okay, don't need to hit me. I'll take you there. It's outside, the bigger tower in the wall, on the third floor." Says the sergeant.


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 takes a curious look around the room, looking for magic auras.

Casting detect magic.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Damien:
No magic auras.


Male Hobgoblin Cavalier 1 (Fell Rider)

You two... Malgrim said, gesturing to Johan and Eldred. His sword is a fine weapon, better than almost any blade i've seen beyond the wall. And i'm certain his chain-mail would be better served on you than on him... We can come back for his papers later and determine if they are of value...

Malgrim sneered at the sergeant as he took his ring.

DM I think Johan already killed him ("and the two of them end the good Sergeant") or at least made a coup de grace attempt.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

With the sergeant dead, you guys now are free to explore the room. There are 2 doors in there, the two of then locked, and the keyhole is different from anything you ever saw, is a horizontal cut with a little less than one inch tall. With the sergeant, you found too 30gp inside a little pouch.

Malgrim:
The ring is a strange one, the ring is different, it is not as smooth as the others, it has several brands as if it were widely used, worn.

Edit: Yeah, I was thinking the would want to rool for atks and such. Anyway, the deed is done.

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