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

Is there only one horn about? If so, someone smash it!

Damien bursts out laughing as Malgrim takes care of the guard. "You're welcome." He retorts to the guard's limp form.

Damien moves further into the mess hall to get a clear line of sight to Guard 6 and smirks as he attempts to cloud the man's mine once more.

Starts with D and ends in "aze".


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Guard6 Will: 1d20 - 1 ⇒ (13) - 1 = 12 x DC 16

"I will take you to the grave with me moster!" says the guard4 as he atks the ogre.

Atk: 1d20 + 5 ⇒ (16) + 5 = 21
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3


Ogre

This punny knife the can uses cannot hurt Grumblejack. Die! yell the ogre.
Atk: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg: 1d6 + 3 ⇒ (3) + 3 = 6


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 will run at ANY guard grabbing for a horn and try to strike them down, otherwise, will take down the guard he hit earlier.

Attack 1d20 + 4 + 2 + 1 ⇒ (13) + 4 + 2 + 1 = 20
Damage1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8


Human Hero Killer1 / Holy Assassin1 / Deceiver2

In a really fast paced and coordenated action, the only guard standing now in the room is the guard 6, dazed and hurted from Johan atk.

Mess Hall Fight

Round 4-

Ordered Initiative-

Malgrin: = 18
Johan: = 18
Eldred:= 17
Damien:= 15
Grumblejack: = 15
Guard6:= 10

Active Effects-

Daze on Guard6

Map-

Link

Notes-

Finish him!.

Action-

Grumblejack will tear the head off the guard4, and then drink from his blood.


Ogre

The stupid un' think he can beat Grumblejack. The tin can paid for his stupididy. Now Grumblejack drink from his blood. Says the ogre.

Coup of grace: 1d6 + 3 ⇒ (6) + 3 = 9 x 2 = 18 Dmg

The ogre pick up the guard and bite his head off.


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

Part of Johan is horrified by Grumblejack's brutal display, but that part seemed to be growing smaller and more detached with every passing moment. He swings a crushing blow at the last guard's head...

Club: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 5 + 1 ⇒ (6) + 5 + 1 = 12

Someone secure that other door!, he shouts back over his shoulder to his companions.

Ouch! Assuming that finished off the last guard, Johan takes his move action to the door at the bottom of the mess hall. Map updated.


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

Apart from shouts did any one blow a horn or raise an alarm? If not we MAY be fine... I say lets head into that other door instead rather than blocking it - it just gives the guards time to arm up

Given that I move after Johan I'll see the results of the attack before running to the door at the bottom of room 10... the room I assume Johan is talking about


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

Yeah sorry, that's what I mean. Shouts could probably be heard from the other side so we should rush the next room immediately. Also, did Grumblejack take a hit? How's he looking HP-wise?


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 carefully to see if Johans heavy blow fells the guard before running to the other door set in the far wall of what seems to be the mess hall... and ready to cut down anyone opening the door and preparing to go through it next round.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The guard fell to Johan blow.

Eldred, Malgrim:
You can hear a woman crying from the other door and a male voice trying to make her stop.
"Did...did you... heard... that Gregor?"Ask the woman while crying.
"For Mitra sake shut up else they hear you and we get the same thing... Now fast, to the door" and then some seconds later "Stop crying and do as I say woman. Go!"


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Grumbly Grumbly took 3 dmg. He has 9 out of 30 now.


Male Hobgoblin Cavalier 1 (Fell Rider)

Survivors in the next room. Lets be quick about it...


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 tries the lock gently saying No one in here..., then shoves violently at the door to push it in and catch anyone behind the door off balance.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Tryting to leave through another door, there is a man and a woman, using kitchen like clothes. The woman scream when she sees you and the man pick up a meat cleave and assume a combat stance.
"I be warning you boy. I know how to use this better than you can swing that sword of yours."

Demoralize: 1d20 + 1 ⇒ (6) + 1 = 7 x DC 12 (10+ 1hd + 1wis) oh well, I tried but at this moment you are fearless and feeling like nothing can stop you.

Eldred: 1d20 + 5 ⇒ (10) + 5 = 15
Malgrim: 1d20 + 5 ⇒ (17) + 5 = 22
Johan: 1d20 + 3 ⇒ (10) + 3 = 13
Damien: 1d20 + 7 ⇒ (13) + 7 = 20
Grumblejack: 1d20 - 1 ⇒ (10) - 1 = 9
Gregor: 1d20 ⇒ 8
Irena: 1d20 + 1 ⇒ (17) + 1 = 18

Initiavive order:

Malgrim:= 22
Damien:= 20
Irena:= 18
Eldred:= 15
Johan:= 13
Grumblejack:= 9
Gregor:= 8


Male Hobgoblin Cavalier 1 (Fell Rider)

Is there a map? Am I close enough to full attack?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Its the same map.


Male Hobgoblin Cavalier 1 (Fell Rider)

Ah thanks.

If that is the case, better I take it for safe keeping then Malgrim retorted to the man's warning, stepping in with a feint and deftly snatching the blade.

Move and disarm.

Disarm VS Flat-Footed CMD (ACP): 1d20 + 5 + 1 - 2 ⇒ (15) + 5 + 1 - 2 = 19


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

"What do you say, fellas? Do we take some hostages now, or do we just continue the nasty work?"

Damien steps into the room and leans againts the wall, nonchalantly flicking another pinch of wool out, this time aiming for the lady.

Daze.


Male Hobgoblin Cavalier 1 (Fell Rider)

The Butchers of Branderscar That Also Took Hostages doesn't have the same dreadful tone to my mind, Human... Slaves can be sought later, no?

Apologises if i've overused my free action speech this round.


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 simply runs the woman through the throat while she is dazed, leaving the man to the others.


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 feels disappointment as the dark energy that infused his limbs as he struck down the guards drains away. He strides back through the mess hall, intent only on stopping anyone that would flee his wrath. He reaches the doorway to the kitchen just as the two servants attempt to flee. His bloodstained club snaps out of his has and flies across the room with malicious force as if guided by his will.

Move action gets him to the doorway, standard action hand of the acolyte to attack the man, who made the mistake of showing he's got some fight in him.
Hand of the Acolyte: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d6 + 5 ⇒ (3) + 5 = 8
Ah well, had to miss sometime..

The club whirls through the air around the man's head and flies back to Johan's grip. He looks down at the club quizzically. How did I just do that? And what was that power that came over me back there? Are these the gifts the dark whisperer I kept hearing in my cell promised- proof that I am on the true path? Never one for introspection, Johan shook his head to clear it of these thoughts, putting them aside for later.


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

For the record, a Dazed creature is not helpless. I think you'd better roll that attack, Eldred.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, Dazed do not count as helpless so you can't coup of grace her, instead I'll roll for your atk.

Eldred atk: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22
Dmg: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

The woman drops with a single blow of Eldred blade.
Gregor see her fall, scream in rage.
"I'll kill every one of you, bastards!" and then he grabs another meat cleave from behind him. Malgrim, that gives you a AoO, you once said you would try to trip anyone if you got a AoO, but in this case, for sake of time I'll post both actions and you decide if you want dmg or trip.

Trip:

Trip: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
He did not fall and are standing near you with rage in his eyes.

Atk with power atk:

Atk: 1d20 + 5 - 1 - 2 ⇒ (18) + 5 - 1 - 2 = 20
Dmg: 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6

He took your dmg, he is injuried but still able to fight.


Ogre

"Grumblejack hungry, Grumblejack eat!" says the ogre from the other room. He will do nothing besides eating this turn.


Male Hobgoblin Cavalier 1 (Fell Rider)

I can't help but metagame it when I see both rolls so i'll toss a coin. 1 is Trip, 2 is Damage. 1d2 ⇒ 1. I post often enough to resolve my AOO's in most instances.

Edit: So failed trip.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Irena fell to Eldred sword. Malgrim trip did not worked on Gregor.

Initiative Order:

Malgrim:= 22
Damien:= 20
Eldred:= 15
Johan:= 13
Grumblejack:= 9
Gregor:= 8

What will you guys do?


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

Assuming the others dont beat me too it?

Eldred gives the cleaver wielder a sadistic smile and tries to run him through as well.

Attack 1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10
Damage 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Heres hoping my rolls improve before it gets serious


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, looking on to the seen, utterly jaded to the violence ensuing, is content just keeping his spells going.

Guess what? Daze.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Gregor will 1d20 + 1 ⇒ (6) + 1 = 7 x DC 16 and he fails.


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

Oh shut up, sighs Johan to Gregor. He strides forward and clubs him until he stops yelling...or moving.

bloodstained beat stick of doom: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d6 + 5 ⇒ (1) + 5 = 6


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Really, there's no point in this... he is just a commoner2...

With Gregor dazed, he had not the opportunity to defend himself against all of your atks.

This room houses a well-stocked kitchen and pantry.
Besides, the usual collection of plates, bowls and other cooking paraphernalia, there are six large knives here (equivalent to a dagger) and a two long meat cleaver (equivalent to a short sword). There is also roughly fifty days’ worth of food stored here – forty days’ worth of perishable and ten days’ worth of iron rations.


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

thanks for moving things along

Johan smears spattered blood off his face with the back of his hand and addresses the others. There is one more door off the main hall. The sergeant mentioned an armory. Shall we check that first, or try to get to the Warden now?


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 grabs some cold meats and stuffs his mouth with it but nods at the reference to the warden.

Ooden, he mumbles around the food.

He then looks for something to wash it down with.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Room 9 description

Besides the guards, this simple room has a few cots and a dozen locked chests containing personal possessions of the guards.

Each of the guards killed here, has a small key.


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

"You'd think they'd feed these guys better stuff, considering who they're dealing with," Damien notes between a few bites of food himself. "Still, at least it hits the spot."

As they loot room 9

"What do you say we see what these guys hid away?" Damien declares, grabbing one of the guards' keys and taking it to what he assume is the guard's chest.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

There are twelve chests in the place, you dont have the key for all of then, but its a simple lock and Eldred can open then real easy.

1. Empty; this newly hired guard hasn’t stocked his chest yet.
2. A change of peasant clothes.
3. Ink, quill and a personal journal that reveals this week’s password “Hesterfield” – the Warden’s home town – and the details of Blackerly’s illicit gambling sessions including exactly when the next game will be (tonight!).
4. A small coin pouch with 1d6 gold in miscellaneous coinage.
5. A bottle of fine whiskey (smoky, peaty with just a hint of sweetness) without label worth 25 gp.
6. A bottle of absolute rot gut without label worth 5 gp.
7. A silver holy symbol of Mitra (worth 25 gp) and a Mitran holy book (worth 5 gp).
8. Hidden under peasant garb are two decks of cards (one regular, one marked) and bag of 12 gp worth of mixed coinage.
9. A surprisingly well written love letter ending in a proposal of marriage to someone named ‘Michelle’ and a sapphire engagement ring worth 100 gp.
10. A large collection of letters from home. Perhaps they are poignant but they are also worthless.
11. A small bottle with a hand written note “In case of trouble – Love, Mom!” (a potion of cure light wounds).
12. A small supply of absolutely delicious cookies carefully wrapped in wax paper labeled ‘From Lil.’

The other room (12) have the same lock as the other (the ring).

Inside are six spare sets of gear for guards: chain shirt, heavy steel shield, long sword and longbow. There is also a rack holding a dozen more leather-wrapped clubs.
Further, there is also a stock pile of 240 arrows in twelve quivers. These items (save for the arrows and the clubs) bear the mark of Talingarde somewhere on them.
There is also an assortment of weaponry that the guards have confiscated over the years. These weapons are jumbled together and obviously little cared for. They are also unmarked and thus resalable.
That assortment includes: a shiv made from a women’s metal comb (treat as a dagger), a heavy mace, spear, quarterstaff, battle axe, rapier, great sword, trident, composite bow (+1 str) and glaive.

Edit: map


Male Hobgoblin Cavalier 1 (Fell Rider)

Pouch Gold: 1d6 ⇒ 2


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 helps himself to the bow, testing it, and then a sheath of arrows in a quiver.


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 loads some of the smaller valuables into the strong box he is carrying. He takes a swig of the rot gut liquor then tosses the rest of the bottle to Grumblejack. While the ogre is distracted, Johan quickly inspects his wounds

cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9

Moving on to the armory, Johan picks up the heavy mace and gives it a few practice swings.

Finally, in a moment of sheer unvillianousness, Johan devours the yummy cookies.

Updated the loot and added a link in my character header. Who wants that clw potion? I can cast one more clw, Damien's got the first potion, so Eldred or Malgrim?


Ogre

"What...? Witchcraft... You will not buy Grumblejack with your petty tricks" says Grumblejack.

All:
You all know that he loved to have a not harmful spell casted on him. However he is just not going to admit it.


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

From the pile, Damien claims the two decks of cards, the quarterstaff (or a club if Malgrim wants the staff), the shiv, and his fair share of gold. He also makes sure to pick the dagger back up.


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 is also careful to claim his share of gold.

I'll be going switch hitter soon, so will be out of melee a lot of the time... give it to Mal


Ogre

"Grumblejack think it is best if we leave now. The cans are stupid, but one will find we escaped."


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

Just one big tin can left... Lets take care of him first.


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 as startled as Grumblejack as most of the ogre's wounds close over. He recovers quickly though. No witchcraft here ogre. It looks like the same dark divinity that has marked me has plans for you too.

After they ransack the barracks and armory and the others start talking about claiming their gold, Johan looks flatly at Eldred and Damien. Are you planning to carry three hundred loose coins in your prison issued britches? There will be time to divvy spoils after the warden is dead. They regard him solemnly but can't help thinking it would be easier to take him seriously if he wiped those damned cookie crumbs off his face...

Following the sergeant's directions, the group heads to the Warden's tower, trying to make it look like they are escorting the ogre prisoner. Assuming everyone's good with that of course


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 at the stern rebuke... or perhaps the crumbs. He

Lets be getting on with it, he says after making sure that the assorted valuable trinkets are stashed away.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The courtyard of the castle is adorned by a small fountain.
The fountain’s centerpiece is a statue of the Mitran pantheon’s patron saint of law and order -- St. Dothan the Just. In his outstretched hand is a sword that points to the Great Hall. At the base of his statue is an inscription: “Thus is justice done.” A stone path surrounds the fountain and leads around the Great Hall.(7)

You can see near the wall (7) a plain wooden kennel.

Following the sergeant directions, you go directly to the warden tower, you saw no one in the yard.

Eldred/Malgrim:
You saw two guards on the wall, but they don't appear to have seen you as you entered the tower.

This entire floor(21) is dedicated to the history of the Castle Branding and the subsequent history that led the castle to become Branderscar Prison. It consists of a series of mostly uninteresting plaques that tell of nobles and deeds hardly anyone remembers anymore. There are a number of banners and flags.
One of the wall hangings is an old brocade tapestry that depicts Castle Branding being turned into a prison with the motto “His Judgment Cometh and that Right Soon”.

Apraise DC 15:
The tapestry is worth 150 gp. It is however very heavy (50 lb.) and awkward (-2 to any Acrobatics, Climb, Jump, or Swim skill checks while carried).

There is a spiral stairway leading up to the second level. This room is lit by four sconces holding torches.

This is the warden’s pride and joy(room 22) – a large collection of books and scrolls across a wide range of subjects. The most common items in the library are the “penny dreadfuls”. These poorly printed compilations of lurid tales range across the whole gamut of adventure genres. However, the one genre over-represented is bawdy tales featuring amply endowed young maidens in grave peril. This collection is of no real value.
In the more scholarly section, there are fifty five books on subjects ranging from magical theory, history and astronomy.

Assuming you stop for some minutes to check the books:
You need another appraise test to check about the books.
If the appraise fails, you can try a K: check to learn about its value.

Apraise DC 15:
Fifty two of these are common books and tomes worth an average of 3 gp and each weighing a pound.

Appraise DC 20:

However, three of them are very valuable:
“Astra Mysterii” A rare treatise on astrology written by the mad monk Clivarus, worth 75 gp.
“The Travels of Titus the Mendicant” by Artus Vellor.
A valuable first edition of a popular title published before the author was well known, this book would fetch 120 gp amongst collectors.
“The Floralegium” by Branthus Hart. An imposing tome of no small age, this beautifully illustrated book of flowers is obviously something special.It is worth 250 gp to collectors.

K:Arcana DC 15:

“Astra Mysterii” A rare treatise on astrology written by the mad monk Clivarus, worth 75 gp.

K:Geography DC 15:

“The Travels of Titus the Mendicant” by Artus Vellor. A valuable first edition of a popular title published before the author was well known, this book would fetch 120 gp amongst collectors.

K:Nature DC 20:

“The Floralegium” by Branthus Hart. An imposing tome of no small age, this beautifully illustrated book of flowers is obviously something special.It is worth 250 gp to collectors.

The spiral staircase up ends here at this stone landing(room 23). The stairway once continued up to the roof of this tower but now the roof is closed off. This chamber is lit by a single torch on a sconce. To the north is a door bearing a plaque that reads “Office”. The southern door has a similar plaque that reads “Private: Keep Out!”. It is otherwise empty.

Edit: Area Map


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

Meh... , says Eldred dismissively looking at the collection of books. He moves on quiet feet up the staircase.

Wish I had some lockpicks, he complains to himself.

On reaching the landing he motions to the ogre that he should move to the office door, while the others move to the door marked 'Private'.

He listens at his door for any signs of movement.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, you do have a masterwork thief tools.

Eldred:
In the door marked as “Private: Keep
Out!” you hear what appears to be an owl.

Just as Eldred was listening for noises, in the soulth door, you all hear a clear and powerful horn call. Do what you will, your escape finally have was discovered.

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