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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Human Hero Killer1 / Holy Assassin1 / Deceiver2

The noble warden heads lies now in the dirt, the sergeant, was killed without mercy. But that was not enough for you. Only killing ‘almost every’ guard was not enough. Fear had already gripped the guards heart, the rest was not a battle, but a slaughter. And even killing everyone was not enough, in fire they marked all of you. Let then the fire mark your escape. Let it then be the fast messenger telling everyone that the light had failed, that Mitra chosen could do nothing but die by the hands of the forsaken. And that night, Branderscar was the light through the night.
You did it. First one in history to escape Brandescar. Not only you escaped, but you also Butchered every guard and servant.

You are now in the moors. It's night, the Prison burns in the distance. No other sound can be heard. From the near city, you hear nothing. The good folk is to afraid to leave in the night, even now that the prison is burning. The map you got from the warden, is a really good one, it'll take about one hour to get where you want. But light may be a problem.

Tell me what you took from the prison. What valuables are you carrying? Just don't forget that to check if you are able to carry it all.Also you have to decide now what will you do about the ogre.


Ogre

"So un's here we are. Grumblejack have seen you fight. You are demon possessed, never saw a un' fight like that. What it will be now? Grumblejack helped you to escape. Is Grumblejack free to go?" says the ogre, gripping the club in one hand, but doing no mention of using 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

Come with us big fella - you are useful in a fight and I'd say you'd have a better chance of evading the headsman with us than on your own.

Just the couple of days worth of food, a wine bottle or two tied up in a makeshift bag made out of a table cloth and a water skin for my part along with whats on my sheet, however if ppl want me to carry a few books or valuables on their behalf, I am cool with that.

Havent recorded any gold etc as yet but am carrying my share of that.

Eldred looks up to the stars, trying to remember half forgotten dogrel about direction and comparing it to the map from the wardens office.

Trying to navigate us through to the first of the points for easiest crossing point of the marsh 1d20 + 1 ⇒ (18) + 1 = 19(Untrained)

I am pretty sure we need to... go... that way, he says pointing towards a point where the marsh meets the river.


Male Hobgoblin Cavalier 1 (Fell Rider)

Think Johan has all loot logged here. Think hes yet to update with the spellbook and noble outfits.


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

Correct. Hopefully Grumblejack can carry the alchemists kit. And I added in the rare books from the library assuming Damien pointed them out. I also assume Damien gets the spell book?

Johan takes out the ioun torch he took from the warden and sends it spinning about his head, lighting the way for the rest.

aid another/survival: 1d20 + 7 ⇒ (18) + 7 = 25


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The moors outside of Varyston are far from hospitable. These dark, brackish salt marshes team with mosquitos and other buzzing pests. The ever present shallow brine pools and streams will make tracking you difficult.


Ogre

"Need to be careful in the moors, lots of tricky paths, lots of tricky mosters.Keep Your eyes opens and your ears clean." Says the ogre.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You travel the moors, the pace is a slow one, but the map is accurate and there's no risk of getting lose.

Perception:

Damien: 1d20 - 1 ⇒ (19) - 1 = 18
Eldred: 1d20 + 5 ⇒ (18) + 5 = 23
Johan: 1d20 + 7 ⇒ (14) + 7 = 21
Malgrim: 1d20 + 6 ⇒ (13) + 6 = 19
Grumblejack: 1d20 + 2 ⇒ (13) + 2 = 15

You should not take long now, but even with Grumblejack warning, you were not able to see something that was hunting you in the moors.

Random Player:

1-Damien
2-Eldred
3-Johan
4-Malgrim

1d4 ⇒ 4

The swamps explode like a small bomb had just detonated there, a large and hideous frog, jumps in the party and atk the Malgrim.

Frog Atk: 1d20 + 5 ⇒ (17) + 5 = 22
Frog Dmg: 1d6 + 6 ⇒ (1) + 6 = 7

Frog Grapple: 1d20 + 11 ⇒ (10) + 11 = 21

The giant frog was able to bite Malgrim and he is still in the frog mouth.

Initiative:
Damien: 1d20 + 7 ⇒ (7) + 7 = 14
Eldred: 1d20 + 5 ⇒ (20) + 5 = 25
Johan: 1d20 + 3 ⇒ (14) + 3 = 17
Malgrin: 1d20 + 5 ⇒ (11) + 5 = 16
Grumblejack: 1d20 - 1 ⇒ (20) - 1 = 19
Frog: 1d20 + 1 ⇒ (17) + 1 = 18

Moors fight.

Round 1-

Ordered Initiative-

Eldred:= 25
Grumblejack:= 19
Frog:= 18
Johan:= 17
Malgrin:= 16
Damien:= 14

Active Effects-

Malgrim Grappled.

Map-

Map

Notes-

The place is treated as difficult terrain.

Action-

After Eldred post, I'll do the Grumble and the Frog, then you can all post again.


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Male Hobgoblin Cavalier 1 (Fell Rider)

Lol... This damn frog again! Would you believe it, this bloody animal put down my rogue as well (also left Branderscar with no hp damage, the frog critted him into heavy negatives in surprise round). Looks like this time I get to be swallowed...


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

On mobile device today - cant access map

His bow at the ready, Eldred closes to with 30 feet (if not there already) or takes a 5ft step back if too close and shoots the creature, cursing about the need to not hit Mal as he does so...

1d20 + 6 + 1 - 4 ⇒ (4) + 6 + 1 - 4 = 7
1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Setting up precise shot as a feat choice for later.... Assuming my rolls don't get us all killed... I was hoping I'd broken the curse with some recent good rolls


Male Hobgoblin Cavalier 1 (Fell Rider)

Won't post myself until I know if I survive the frog's action.


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

The spellbook is of no use to Damien. Wizard magic and Witch magic don't translate.

Tired and worn out from working so much magic over the escape and conscious that the frog doesn't think at a high enough level to be affected by his dazing magics, he does the only thing he can to assist the part: Damien moves back, putting a good thirty feet between him and the frog, (or whatever distance a move through difficult terrain can), and stares down the frog, attempting to scare the amphibian.

Evil Eye, targetting its AC. Will Save DC 16 reduces from 8 rounds to 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

I thought where the spell lists overlapped they could be used interchangeability, much like alchemists and wizards


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

Not according to my research. Unlike Alchemists, Witches do not have spellbooks. They have familliars who know their spells. A witch's familliar can be taught spells by having it learn from another Witch's familliar, or through a ritual involving a scroll. Spellbooks are not a solution, sadly. Speaking of which, DM, any chance my familliar might turn up soon?


Male Hobgoblin Cavalier 1 (Fell Rider)

Damien is correct. However, the spellbook is still of monetary value. And without his familiar, Damien is well and truly screwed.


Ogre

Damien he will, just after this combat.

"No! It's Lashtongue! Don't let it flee, he will eat the ugly one!" yell the ogre. Running to the frog and trying to grapple him.

Touch Atk: 1d20 + 6 ⇒ (12) + 6 = 18
Dmg: 1d6 + 3 ⇒ (3) + 3 = 6

Grapple CMB: 1d20 + 9 ⇒ (17) + 9 = 26

The frog, will after getting grappled by the ogre, will try to swallow Malgrim.

Dmg: 1d6 + 6 ⇒ (3) + 6 = 9
Swallow: 1d20 + 7 ⇒ (11) + 7 = 18 x DC 16

He ate the hobgoblim, but was not able to flee since Grumblejack is holding him.

You can post your actions.


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

Beat it from the inside!

"Oh boy, this doesn't look good."

Waiting for the frog's save against my last turn's action before I decide for this turn.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry, forgot about the save.

Frog will 1d20 ⇒ 20 x DC 16


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

Rrragh!

Johan drops his shield in the muck and runs forward with a guttural yell, trying to bash in the frog's skull before Malgrim is gone forever.

Dropping shield and moving to flank with Grumblejack. AC now 17. Also can never remember if you round up or down for 1 1\2 Str
Two handed heavy mace: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Damage: 1d8 + 8 ⇒ (1) + 8 = 9

uh oh...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred and Johan miss his atk, Damien hex did not work. After all that amazing skill killing the fort, have our villains found in a frog their match?

Moors fight.

Round 2-

Ordered Initiative-

Eldred:= 25
Grumblejack:= 19
Frog:= 18
Johan:= 17
Malgrin:= 16
Damien:= 14

Active Effects-

Grumblejack is grappling the frog. (-4 dex both)

Map-

Map

Notes-

The place is treated as difficult terrain.

Action-

Eldred, Johan and Damien post your actions.


Ogre

Perception:

Damien: 1d20 - 1 ⇒ (1) - 1 = 0
Eldred: 1d20 + 5 ⇒ (1) + 5 = 6
Johan: 1d20 + 7 ⇒ (10) + 7 = 17
Grumblejack: 1d20 + 2 ⇒ (10) + 2 = 12

Argh, Fast kill it! says the ogre.

Grumblejack will attempt to pin it down.

Pin CMB: 1d20 + 14 ⇒ (20) + 14 = 34 x DC 16(+5bonus since he is holding him since last turn.)

The frog will in his turn, try to escape:
Get Free CMB: 1d20 + 7 ⇒ (15) + 7 = 22 x DC 23
Malgrim dmg 1d4 ⇒ 1


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

When the frog doesn't seem too affected by his trickery, Damien decides there's only one logical course of action: Try harder.

Bursting into frightening laughter, Damien keeps staring.

Evil Eye: Targeting AC again. Again, Will Save DC16 reduces to one round.

Cackle: Extend Evil Eye by one round.[ooc]

[ooc]Frog's Oenalties: -2 to AC, 2 rounds remain, or 9 if the frog fails its save.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Frog will 1d20 ⇒ 11 x DC 16


Male Hobgoblin Cavalier 1 (Fell Rider)

You can just extend with cackle and do something else with your standard. Even a successful save on Evil Eye + Cackle lets you persist the condition (a successful save still equates to one round duration, which you can then extend). I'm not normally so crazy about efficiency but i'm actually into negatives. I won't be doing anything this combat except bleeding and/or dying.


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

His first blow glances off the frog's blubbery hide so Johan redoubles his efforts. His mind was still conflicted about calling a hobgoblin an ally, but he was damned if he'd let a comrade in arms be devoured by an oversized frog, even if that comrade was as ugly as Malgrim.

Two handed heavy mace: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Damage: 1d8 + 8 ⇒ (5) + 8 = 13

Oh for the love of...
edit: But didn't the first evil eye fail? so he has to spend his standard trying it again this turn.


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

Last turn, my evil eye was one round because of the frog's save. At the start of my turn, it expired, so I couldn't extend it. If I had cackled on the last turn after casting the hex, which I couldn't have done because I'd already stepped back. At least that's my understanding.


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

Wispering viperish recriminations against the frog and every other gods poxed mutant creature, he moves so that his shot is not blocked by the cover the flog may gain from his companions and tries another shot.

Attack 1d20 + 6 + 1 - 4 ⇒ (19) + 6 + 1 - 4 = 22
Damage 1d8 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Ha! Take that you slimy piece of ****, he howls as the arrow strikes, skidding along its shoulder. The arrow does not strike square but it does open a wound.


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

Between the pin and -2 to AC, you might actually hit the frog, Johan.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Grublejack has the frog pinned down, and the monster was not able to escape. Johan miss his atk, Eldred arrow hit the target, and Damien hex works this time. Poor Malgrim is still alive... for now.

Moors fight.

Round 3-

Ordered Initiative-

Eldred:= 25
Grumblejack:= 19
Frog:= 18
Johan:= 17
Malgrin:= 16
Damien:= 14

Active Effects-

The frog is pinned down.

Map-

Map

Notes-

The place is treated as difficult terrain.

Action-

Eldred, Johan and Damien post your actions.


Ogre

What are you doing, There's no problem to let the ugly one dies? Shoult the ogre.

Grumblejack will try to mantain his hold, and inflict damage while doing it.

Pin CMB: 1d20 + 14 ⇒ (11) + 14 = 25 x DC 16
Pin DMG: 1d6 + 3 ⇒ (4) + 3 = 7

The frog has 17 dmg with grumblejack atk. If Eldred hits and hits for more than 5 dmg, the frog died in Grumblejack atk and you can post your actions after combat. Else he will try to escape grumblejack.

If the frog is still alive:

The frog will in his turn try to flee.
Pin escape: 1d20 + 5 ⇒ (19) + 5 = 24 x DC 23
Malgrim Dmg: 1d4 ⇒ 3

The frog will then move, causing a AoO from Johan and Grumblejack
Grumblejack AoO: 1d20 + 6 ⇒ (1) + 6 = 7
DMG: 1d6 + 3 ⇒ (1) + 3 = 4


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 drops his bow and moves, drawing his sword, grinning.

Now you are f%~~ed!, he hisses.

He swings with both hands on the hilt.

1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Any flanking? Still can't do map. If not Mal may die due to PC incompetentance

I should qual for an AoO

AoO if my first attack misses Johan misses his AoO...

1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10


Ogre

No need this time. The Frog AC was 14, but without dex (-1) and -4 from pinned, and -2 from hex, it is now 7. you hit with your 9 and grumbly killed it in his pin.

After some instants, Eldred decide to no use his bow anymore and run with his sword in hand. The frog, already pinned, was not able to evate the powerful blow. Grumblejack used this oportunity to crush the frog head with this bare hands, and just after that, forcing the frog mouth open and removing an almost dead Malgrim from it's inside.

He is on -5 now, what will you do?

Fire eye's un, do your magik trik again, or he and fix him! says the ogre.

ogre fort: 1d20 + 6 ⇒ (20) + 6 = 26 x DC 14

The ogre seens a little dizzy, but he is fine.


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

The Frog slumps to the ground and Johan and Eldred pry open itso mouth and haul Malgrim out. They wipe away mucous, bile and other viscous fluids as they search for the healing potion the hobgoblin had acquired from Blackerly's office and pour it down his throat.

Potion of CLW: 1d8 + 1 ⇒ (5) + 1 = 6

As Malgrim rouses from the edge of death, Johan hurls the empty potion bottle into the swamp in frustration. He retrieves his shield then takes a running start and kicks the bloated carcass. Bah! We burn down the most notorious prison in the land and then almost become lunch for some dumb beast!

He pauses in his tirade, an idea forming. He turns to Grumblejack. You said this thing would have run off if we let it. That means it has a lair nearby? We can track it, kill its young, take some revenge, teach nature itself not to @@#$ with us!.

Not entirely rational, Johan begins searching the area for frog prints.

Survival/Follow Tracks: 1d20 + 7 ⇒ (10) + 7 = 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

"Hah, that was a close one." Damien chuckles. "I'd hate to be in his place."

By those numbers, DM, Johan's previous attack should have hit too, since the frog was already pinned and affected by Evil Eye. Don't forget, saving against Evil Eye doesn't reduce the effect, it only shortens it to one round.


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 but I think a natural 1 always misses. And the attack before that he was just grappled, not pinned.


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

Oooh. Didn't see it was a 1. Alright.


Male Hobgoblin Cavalier 1 (Fell Rider)

Barely concious, the tough Hobgoblin staggered back to his feet, just about able to move on his own power. Part-digested, his brutally scarred skin had an unhealthy shade of guts and bile to it.

I'd rather get to somewhere my wounds can heal, Human... he put in quietly, weakly.


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

You are talking my language Johan, vengence, he tries to aid the angry man in his tracking endeavors but unskilled as he is, his help is of dubious assistance.

Survival (Untrained) to aid another 1d20 + 1 ⇒ (9) + 1 = 10

On hearing Malgrims response he grins flippantly and tosses him his own potion of cure light wounds.

Try another belt of the good stuff.


Male Hobgoblin Cavalier 1 (Fell Rider)

Aye... You have my gratitude.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9


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

[ooc]Well, at least we all can roll high for healing potions[ooc]


Ogre

Only Johan has survival? I see...

The same way the moors covers your track, it also covers the frog's. It's really difficult to know where the track is leading, and you can't really know if that is a track at all...

To follow it, you need to beat a DC 22. Since no one else has survival, to aid you, they need to get an 15 on their checks.

"What you doing fire eyes un'? Can you walk here without a map? Grumblejack already spent days lost in the moors. Follow Lashtongue for petty revenge is pointless."


Male Hobgoblin Cavalier 1 (Fell Rider)
Johan Hale wrote:
Well, at least we all can roll high for healing potions

My rolling has been consistently good (I have a reputation for rolling insane amount's of 20's in the games I GM :D)... I just didn't get to roll a dice that encounter. That frog is my Bane, seriously. Thats 2/2 he has got me lol.


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

"Yeah, we need to find a place to hide out for a while. I don't know about you guys, but I'm drained, and I've got a little someone I need to find if I want to be useful again. Speaking of which..."

Again, Damien gives a loud whistle.


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

Lets look at this map for a decent camp site and get out head down, Eldred says after some time searching.

He'll help set up the site.


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

Can we make our destination without having to camp? Camping in the swamp seems like a bad idea, especially with most of our resources used up.

Hmph, now the ogre is the voice of reason. I gotta pull it together. Johan scolds himself for losing his temper.

At hearing the others talk of setting up camp, he consults the map again to see just how much farther their destination is. Spending the night sleeping in the cold muck is not appealing to him.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

As you prepare to leave the place, you hear a weasel call. A little one observe you from a distance. Damien recognizes the little rascal. But before any of you has the chance to get closer, he will run away, going in the same direction you were trying to go. He will lead you through the moors, and for the rest of the night, nothing will get in your way.

After escaping the prison, surviving the monstrous Lashtongue and crossing the moors , finding the house on the Old Moor Road pales beside your other accomplishments. As promised, a lonely lantern burns in the upper story. The place otherwise shows little sign of habitation. Old but well-appointed, the house is large, imposing and alone on its hill. Painted a dark green and surrounded by barbed wrought iron fencing, nothing about this place seems inviting or a sanctuary. Still, it is your destination. Where will you go if not here? You have an appointment to keep. Best not to keep your nameless benefactor waiting…

Welcome to level 2! :P you can change your character stats.


Human

At the door of the manor house, you are met by Tiadora. The only difference is her dress. She no longer looks like she is destined for a funeral. Instead she wears a diaphanous white gown that makes her look almost angelic. When she speaks, any illusions about her angelic character are quickly dispelled.

“Dearest, you took long enough,” she says pitilessly. “We were beginning to wonder if you’d ever make it. Oh, and you brought friends. The master commands all of you to appear before him but before that, you must be made presentable. Slaves!” She claps her hands. A dozen young attractive men and women all wearing very traditional servant’s livery appear quickly, their heads bowed. “These people are our guests,” she commands imperiously. “See them to their rooms. I want them cleaned, dressed and refreshed. Quickly.” There is something in that last word that sounds like a threat. Certainly the slaves take it that way, hustling to perform their duties.

Sense Motive DC 15:

The slaves are as addled and enchanted as the sergeant was.

Feel free to do something in meantime, I'm just posting what will happen after you go to your room.

You are led up to your rooms. The accommodations are comfortable and the slaves are silent and efficient. There are fresh clothes perfectly sized to each of you in your room and there is opportunity to wash up. If anyone mentions being hurt, their attendant will nod and come back with decanter full of velvety red wine. The wine is mixed with healing herbs and holds six glasses of wine each equivalent to a potion of cure light wounds. Each of you also receives a platter full of hot, delicious food and fresh water.

You can do as you please. Tell me what will be your actions.It is expected of each of you to go see the 'Master' before sleeping.


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 as the woman makes the fuss for him.

This is more like it!, he thinks. Servants and some one to make them dance to my tune.

He more or less ignores the others as they head to their rooms and who knows what fate. He is content merely to be fussed over. He bathes, eats and drinks well, including the wine and then asks for the servants to provide a female servant for 'entertainment' before his next meeting.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, the servant will nod and leave the room. Some minutes later, she will be back, still looking down, she will says "The mistress say if you already finished your preparation, you should go see the Master. I can lead you to where you should wait your companions."


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

It seems like business before pleasure... mores the pity, he grumbles.

He does a set of push ups and then a set of jack knife exercises, limbering up his already tired muscles and getting the blood flowing, then dresses.

He leaves off the mail shirt but he does make a point of wearing the longsword.

Ready, he leaves the room in tow of the servant.

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