DM Delmoth's Planescape

Game Master Delmoth

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Adventure stage: 3


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Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

"If Eighttoes is bobbing me, I want to know. Let's go have another chat with him, and if we catch a whiff of the cutters bringing him bodies on the way, we can have a word with them too. Now what's all this?"

She waves a hand over the possible garbage that Brendan handed her.


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He winks at Rinika, "Call it a bonus for a job well done."

Rinika can see the faint outlines of a magical aura on the items.

Dirty rat charm - When consumed grants a +5 competence bonus to disable device and stealth for 1 hour. The user also becomes filthy and smells like the charm, 1d4 charisma damage.

Maggot charm - Cure light wounds CL 1, when placed on a wound the maggot animates and starts consuming dead flesh. It excretes a healing agent. The maggot will burrow into the user and a day later a fly will escape.

Charcoal charm - Resist Elements (fire) CL 3, when crushed and sprinkled over someone this charred bone will protect the user from fire.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

"Thanks Brendan. I could make some good use out of this rat charm, who wants the others?"


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

The druid examines the proffered items.
These do emit a magical aura. Quite useful. You hold on to them and we shall use them when warranted, yes.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht looks over the group before speaking, "as much as I am intregued by this mystery, I don't work for free and," he looks around for Evie, "my primary employer seems to have vanished."

Looking once again from Rinilka to Jek to Akrynn, "if you require another blade, my curiosity would lead me to offer a steep discount to my normal rates."

being unable to work for free does produce one minor challenge to investigating a mystery gratis


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

"Do you work for loot?"

She extends a paw holding the grubs and charcoal.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Casting a quick cantrip and looking over the loot, Vaascht selects the maggots from the catgirls paws.

"Yes, this will work fine."

I don't need the spell to work the charm right? I'll just hold it until we need it then.


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charm = potion, anyone can use


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Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

just way grosser, in this case :)


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

"Back to the mortuary then? All in?"

Geographically, does it make more sense to go to the mortuary or the armory first? Is one on the way to the other?


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn nods.
A mystery is entirely entertaining; I'm in.


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Not too much they're both on the other side of Sigil and since Sigil is on the inside of something shaped like a tire which you visited first would determine which wards you went through. I tried uploading an image with the major points of interest but it wasn't working. Here's a rough idea:

Market and Guildhall Ward (current location) <-> Clerks Ward <-> Hive Ward (Mortuary) <-> Lower (Armory) <-> Lady's Ward <-> Market and Guildhall Ward

The Lady's Ward is the only one I haven't described is where the wealthy and powerful high up's live and conduct business (for the most part). It's also where the lawful factions hold the most sway.


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The smoggy sky starts turning dark as you trudge your way back to the Hive ward on your way back to the mortuary. Heading down a dreary street a half-elf in black leather armor jumps down from a soggy thatch roof. Six bashers rush from the mouth of the street on the opposite end hands on their weapons to form a defensive line around him. One whispers under his breath, "Piking dramatic entrance."

The half-elf says in a high pitched voice that makes it hard to take him seriously, "You berks have been poking your brain-box in places you shouldn't. Time to pay the music."

Initiative
Arkrynn: 1d20 + 2 ⇒ (7) + 2 = 9
Jek: 1d20 + 2 ⇒ (20) + 2 = 22
Rinika: 1d20 + 3 ⇒ (20) + 3 = 23
Vaascht: 1d20 + 5 ⇒ (6) + 5 = 11
Shadowknave: 1d20 + 2 ⇒ (18) + 2 = 20
Bashers: 1d20 ⇒ 13

Round 1
Rinika <---------
Jek <---------
Shadowknave
Bashers
Vaascht
Arkynn


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Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

That was quite the dramatic entrance.

The druid looks around at the surroundings.
I swear that this alley is the same alley we got jumped last time. I suggest--after we whip these fools--that we avoid any more alleys.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika moves up to the corner and shrouds herself in shadow, activating her cloak of darkness ability.

"I reserve my judgement until after we leave this lot bleeding on the cobblestones."


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

Jek unshoulders his lance and firms up his grip. He moves forward slightly and prepares to skewer their approaching ambushers.

Five foot step.
Readied action: Attack

"Care to introduce yourself?"


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I was a little lazy in this combat map but it's not exactly the same as last time. Also good luck avoiding narrow alley's in Sigil.

The half-elf turns his nose up at the party and doesn't; answer he begins casting a spell.

Spellcraft DC 17:

Jek Readied attack: 1d20 + 6 ⇒ (10) + 6 = 16
Piercing: 2d6 + 5 ⇒ (2, 1) + 5 = 8

Longsword vs Jek: 1d20 + 3 ⇒ (4) + 3 = 7
Piercing: 1d8 + 1 ⇒ (6) + 1 = 7

One brave basher runs up to Jek sword in hand. But the bariaur is ready and the lance pierces the warrior's lungs. He falls over gasping and bleeding out.

Light Crossbow vs Jek: 1d20 + 1 ⇒ (15) + 1 = 16
Piercing: 1d8 ⇒ 1

Light Crossbow vs Jek: 1d20 + 1 ⇒ (8) + 1 = 9
Piercing: 1d8 ⇒ 2

Light Crossbow vs Jek: 1d20 + 1 ⇒ (11) + 1 = 12
Piercing: 1d8 ⇒ 2

Light Crossbow vs Jek: 1d20 + 1 ⇒ (4) + 1 = 5
Piercing: 1d8 ⇒ 1

Light Crossbow vs Jek: 1d20 + 1 ⇒ (9) + 1 = 10
Piercing: 1d8 ⇒ 7

The rest of the warriors think better of approaching Jek so quickly. They draw crossbows and let loose a volley against the Bariaur. Some go wide wedging into the sides of nearby buildings others fall short completely. One manages to strike his shield.


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I was a little lazy in this combat map but it's not exactly the same as last time. Also good luck avoiding narrow alley's in Sigil.

The half-elf turns his nose up at the party and doesn't; answer he begins casting a spell.

Spellcraft DC 17:

Jek Readied attack: 1d20 + 6 ⇒ (11) + 6 = 17
Piercing: 2d6 + 5 ⇒ (1, 2) + 5 = 8

Longsword vs Jek: 1d20 + 3 ⇒ (9) + 3 = 12
Piercing: 1d8 + 1 ⇒ (7) + 1 = 8

One brave basher runs up to Jek sword in hand. But the bariaur is ready and the lance pierces the warrior's lungs. He falls over gasping and bleeding out.

Light Crossbow vs Jek: 1d20 + 1 ⇒ (4) + 1 = 5
Piercing: 1d8 ⇒ 1

Light Crossbow vs Jek: 1d20 + 1 ⇒ (2) + 1 = 3
Piercing: 1d8 ⇒ 1

Light Crossbow vs Jek: 1d20 + 1 ⇒ (4) + 1 = 5
Piercing: 1d8 ⇒ 2

Light Crossbow vs Jek: 1d20 + 1 ⇒ (3) + 1 = 4
Piercing: 1d8 ⇒ 2

Light Crossbow vs Jek: 1d20 + 1 ⇒ (16) + 1 = 17
Piercing: 1d8 ⇒ 6

The rest of the warriors think better of approaching Jek so quickly. They draw crossbows and let loose a volley against the Bariaur. Some go wide wedging into the sides of nearby buildings others fall short completely. One manages to strike his shield.

Round 1
Rinika
Jek
Shadowknave
Bashers
Vaascht <---------
Arkynn <---------

Round 2
Rinika <---------
Jek <---------
Shadowknave
Bashers
Vaascht
Arkynn


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht, unable to get around their large companion in this narrow alley (right?) digs a scroll from his case and starts casting it.

draw and cast shield scroll, AC 20 10/10 rounds

Spellcraft: 1d20 + 7 ⇒ (16) + 7 = 23

not sure if I need an action to ID the spell, but if I don't I'll call out what he's casting


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It's not an action.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Deciphering the chant and gestures of the enemy spellcaster, Vaascht realizes what is about to be cast.

"The dramatic one is casting sleep!"


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

It was a deadpool 4th wall joke; apologies, you're awesome!

Spellcraft (Int): 1d20 + 4 ⇒ (4) + 4 = 8

Luckily, they have an arcane caster in the group. The druid moves forward 40'. He then draws runes in the air.

I wouldn't finish that spell, if I was you!

Prohibition (Su): 30': 1d6 + 1 ⇒ (4) + 1 = 5


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

Startled at not getting hit by an entire volley of crossbow bolts, Jek pushes forward to meet the enemies.

"Do I even look like Gilly? He's the one hunting for you."

Double Move


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Jek and Arkynn maneuver down the alley pressing their ambushers while an invisible field of force snaps into place in front of Vaascht with a static crackle. Arkynn prohibits the Shadowknave from finishing his spell but he continues to cast.

Round 2
Rinika <---------
Jek
Shadowknave
Bashers
Vaascht
Arkynn


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika scampers into the next corner and pops a shot off at the nearest thug.

Crossbow attack (cover), damage: 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 171d8 ⇒ 6


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Rinika's bolt gets caught in the warrior's larynx and he falls to the ground gasping for air.

Will vs sleep DC 16
Arkrynn: 1d20 + 8 ⇒ (6) + 8 = 14
Jek: 1d20 - 1 ⇒ (6) - 1 = 5

The Shadowknave finishes his spell and winces in pain in punishment for breaking the prohibition. Both Arkynn and Jek yawn loudly as their eyes droop downward uncontrollably. They lazily lay down in the noisome alley asleep. Jek has nightmares of giants pelting him with rocks on one of the earth bergs of Ysgard and Arkynn has not dreams at all.

Vaascht sees the Shadowknave starts casting sleep again.

Warrior Longsword vs Rinika: 1d20 + 3 ⇒ (18) + 3 = 21
Slashing: 1d8 + 1 ⇒ (1) + 1 = 2

Warrior Longsword vs Rinika: 1d20 + 3 ⇒ (20) + 3 = 23
Slashing: 1d8 + 1 ⇒ (2) + 1 = 3
Warrior Longsword vs Rinika, confirm: 1d20 + 3 ⇒ (13) + 3 = 16
Slashing: 1d8 + 1 ⇒ (7) + 1 = 8

Warrior Crossbow vs Vaascht: 1d20 + 1 ⇒ (9) + 1 = 10
Piercing: 1d8 ⇒ 8

Warrior Crossbow vs Vaascht: 1d20 + 1 ⇒ (18) + 1 = 19
Piercing: 1d8 ⇒ 5

The warriors are emboldened by how effective the spell is and two advance with their longswords trampling over Jek and nicking the catgirl through her protective shadows. The other two take aim at Vaascht but their shots are deflected by his magic shield.

Round 2
Rinika (5)
Jek (asleep)
Shadowknave (5)
Bashers
Vaascht <---------
Arkynn (asleep)

Round 3
Rinika (5) <---------
Jek (asleep)
Shadowknave (5)
Bashers
Vaascht
Arkynn (asleep)


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Charging forward, drawing his sword, Vaascht roars out a challenge to the spellcaster.

"Once I cut down your pawns, you will bleed!"

Demoralize: 1d20 + 5 ⇒ (14) + 5 = 19

Nearly reaching the conflict, the Gith briefly pauses and chants out a simple spell, sending a flashing Ray of blue light from an outstretched finger at the spellcaster.

Ray of Frost: 1d20 + 4 ⇒ (4) + 4 = 8
Damage, Cold: 1d3 ⇒ 1

move 30', swift to use Omens Demoralize on shadowknave, cast ray of Frost. AC 20 9/10


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika drops her crossbow and starts to claw at the thugs.

Claw 1: 1d20 + 4 ⇒ (1) + 4 = 51d4 ⇒ 1
Claw 2: 1d20 + 4 ⇒ (2) + 4 = 61d4 ⇒ 1

Wow, that is impressively bad.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Zzzzzzz.....no school today!


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Rinika Will vs Sleep DC 16, mind affecting: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15

Shadowknave vs Vaascht Spell Resistance: 1d20 + 5 ⇒ (14) + 5 = 19
Vaascht Will vs Sleep, DC 16: 1d20 + 2 ⇒ (12) + 2 = 14

The Shadowknave's spell cuts through Vaasch's innate resistance to magic and past the undead spot in Rinika's brain. They both drift to sleep but right before they close their eyes they hear, "Stand back while I do the ritual, starting with the Gith." Wow the dice just hate you guys. Not a TPK though.

Later

You wake up slowly and agonizingly, as if you had slept for 12 hours and still want more. Your surroundings are dark and it takes a moment or two for it to come into focus. You're bound with heavy hemp rope and gagged. Chains rattle attached to a vaulted ceiling above and to the platform that is carrying you. The pungent smell of embalming fluid assaults your nose. You're moving and then suddenly there is a bright light and roar of flame. The leathery face of a zombie with the number 223 stitched into it's forehead gives you one final push into the fire. Looking back as you enter the portal to the Elemental Plane of Fire, you see Eighttoes smile and he gives you a wink.

You find yourselves stumbling onto a wide flagstone terrace, a low curb rings it. Behind and above you, a wall of sheer rock bars the way. A set of stone stairs ascends away from the terrace along the cliff face. The platform looks out over the Elemental Plane of Fire, a raging inferno that surrounds the rocky island entirely. A bottomless gulf of flame lies beneath the platform. A single guard is snoring loudly lazing on a chair.

DC to break from your bonds is 22


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Is there any way that Rinika could use her claws to slice at the rope binding her?


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

Jek blinks his eyes a few times to clear up his vision.

What happened? How long were we out? Hemp? Why are we not on fire?

He begins to strain against the ropes.

Taking 20 to burst ropes, DC 22: 20 + 5 ⇒ 25

The ropes fall as Jek splits them in several places. Feeling a bit hungry, he picks up a small frayed piece and begins chewing on it.


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Rinika wrote:
Is there any way that Rinika could use her claws to slice at the rope binding her?

Works for me. Map is updated, unfortunately it is one of those that's 10ft to a square.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

well, he was a caster level 5. Not the easiest to combat with a couple level 2s. Then again for all the use I've been in combat this far I might as well go ahead and jump in that pit of flame. I had been hoping that demoralize would have disrupted the spell though, ah well

Breakout: 1d20 + 4 ⇒ (11) + 4 = 15

Vaascht regains consciousness in a blind panic, struggling futilely against the heavy bonds without thought, just an animal need for escape.

In a short moment he begins to regain control of his faculties, realizing where he was and starting to trade panic for red rage. Just as he finally begins to control his mind, he notices that a few of his companions had better luck against their bonds than he did, and he holds is own out helpfully should they decide to help free him.

a weapon. And revenge. Maybe even in that order he thinks darkly, eying the sleeping guard.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika works at the ropes for a few moments with her claws before they fall away, then she'll quietly start to work on Akrynn's ropes and then Vasscht's in that order, trying to keep an eye on the sleeping guard while she works.

stealth: 1d20 + 9 ⇒ (16) + 9 = 25


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

So is all of our stuff gone? The party treasure sheet has been cleared out.

Jek glances around the terrace to see if their stuff was sent through the portal as well. Then he focuses on the guard to see if he's carrying anything useful.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Post incoming....i love a challenge...lol.


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Guard perception: 1d20 + 1 ⇒ (3) + 1 = 4

While Jek noisily struggles with his bonds and Rinika is just freeing herself from hers the guard snorts and smacks his lips. You think he’s about to wake up but then shifts his position and lays his head back.

Jek does not see his or his companion’s equipment. There are numerous bodies around you that appear to be dead. The guard is carrying a short sword, a short spear, a sling, a light steel shield, and wearing scale mail.

Soon everyone is free of their bonds.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

So, a funny thing happened...

Akrynn's blue eyes study their surroundings immediately. The Patryn takes note of the stairs, the guard and the fiery state of their environment.

He looks to his companions. He points at himself and the catgirl while miming sneaking over to the sleeping guard; positioning a finger across his throat.

if approved stealth: 1d20 + 6 ⇒ (7) + 6 = 13


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika gives Akrynn an annoyed look and pointedly holds up a handful of the hemp rope and one of the gags before walking over as quietly as possible.

stealth: 1d20 + 9 ⇒ (3) + 9 = 12


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Both Arkynn and Rinika creep toward the guard, he mumbles, "Piking deaders... I'll... your... Imogen." You're adjacent.


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

Jek picks up another small piece of hemp rope and throws it high and towards the flames to see if and when it ignites.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Smiling at Rinika and nodding, Akrynn readies to grapple the sleeping guard; awaiting hrlp from Jek.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika very gingerly tries to slip the gag into the guard's mouth as he snores.
Can I make a sleight of hand for this?

sleight of hand: 1d20 + 5 ⇒ (11) + 5 = 16


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Freed from his bonds, Vaascht nods at the pair as they sneak up at the guard, frowning slightly at their apparent intent to take him alive, vengeance riding a red tide through his brain to the point he was seeing red.

or maybe that's just the plane of fire...

With an effort the Gith forces down his emotions and brings to mind a chat spell, should the assault on the sleeping guard go poorly.

hmm, my game thread stopped updating for some reason. Sorry for the delay


Wrath Maps Wrath Loot PS Loot PS Maps

When Jek tosses the piece of rope over the side it bursts into flames almost immediately after leaving the stone terrace.

It would be a grapple check similar to pinning but its vs someone who's helpless so with everyone helping I think you can get him bound and gagged in a surprise round.

As you quickly tie your prisoner up a look of fear washes over him. He tries to yell through the gag, "Havvvpf!"

DM dice:

Hobgoblin, distance, through door, unfavorable conditions, DC -10: 1d20 + 2 - 4 - 5 - 2 ⇒ (3) + 2 - 4 - 5 - 2 = -6


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

After helping to secure the guard, Jek starts looking over the other bodies. Are they tied up? Were they wounded? Are they similar in some way? Has rigor mortis set in? Jek starts moving them into restful positions away from the ledge just in case.


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Rinika crouches down in front of the guard to get down to eye level and whispers to him.

"Quiet down and tell us what's going on here. You've clearly messed up once today already, but if you do what we ask then you can get out of this without making it worse."

She tilts her head and pointedly glances over the edge at the inferno, then looks back at the guard.

diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Drawing a single rune, the druid speaks with Guidance.
We need you to concentrate, my good guard. What are you guarding exactly? And, from whom?

diplomacy: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Intimidate: 1d20 + 5 ⇒ (18) + 5 = 23

Vaascht glowers at the guard, "He was going to sit there snoozing while we were tossed living into the flames. I say we return the favor."

Leaning down to look at the guard closer, "Unless you behave and tell us what we need to know. Then you might make it out of this just fine."

Standing back up, the Gith appropriates the guards shortsword, looking at the group. "Anyone mind?"

geared towards melee, but I can also use the sling OK if need be (+4) if someone is better off with the sword.

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