Rise of the Wicked (Inactive)

Game Master DireMerc

MAPS:
Lastwall

loot sheet


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Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stanislav nods in both approval and encouragement then adds And we will let you kill all the guards you like.

Diplomacy Assist: 1d20 + 2 ⇒ (8) + 2 = 10

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Walking over to the guards room, Slid says to the group "You might want to try talking in the Giant language! It will probably have more effect."

Coming close to the room, he is extra careful to not be seen.

Stealth: 1d20 + 8 ⇒ (4) + 8 = 12


"No need...I speak the little'uns tongue good enough" says the ogre. "Let me loose and I'll crush skulls and smash doors for you. I'm gonna make them regret ever taking me alive when they had the chance to kill me"


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

Seeing Slid moving to the guards station to the east, she walks slowly to the western door where the undead being came from.

Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Good enough for me friend. Lets get you out of those chains. Might need Slid to unlock them?


For the moment the guard room seems empty.


Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

Cori listens to the tone of the ogre’s response, trying to gauge if it is hiding anything.

Motive: 1d20 + 4 ⇒ (7) + 4 = 11


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

do casters have their spells, or were they beat out of us? also, what do I need to roll for the scrolls I removed?

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid enters the guards room and looks for his belongings. After finding it, he looks for similar possessions which might belong to the others as well. He is ready to use the masterwork tools in case he needs to unlock any containment.

Disable device with masterwork tools: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23

Afterwards, as the others discuss arts and politics with the ogre, he looks for anything which might deserve attention in the guards room, such as documents or key to important doors.

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


@Vinnick So in this situation you have all your spell slots but no spells prepared. Now that you have the required components to prepare the spells you can spent 1 minute to prepare a spell up to your daily limit.

Slid does see some manacles (8 of them) hanging on a wall as well as the key ring with the keys for the cell doors.

A few extra saps are here as well.

Your equipment is not stored here however.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid takes all he can and goes back to the others offering them the key ring. "There, have a blast with the ogre's chains! Didn't find our stuff though."


Female Changeling (Green Widow) Bard / 1 ||HP: 8, AC: 13/11/13, Saves: W+2/R+4/F+0, CMB/CMD: +2/+14, Init: +2, Perc: +4

Arielle will take the offered key ring from Slid. "Thank you Slid. Hopefully we may yet find our things on our way out of this place, but I have little desire to take any side trips in this place to search for them. The sooner we are out of here, the better in my opinion."

First opening the cell door, Arielle then enters to unlock the chains on the ogre. I hope he remembers just whose skulls he is supposed to be crushing. Though I suppose trusting an ogre isn't any crazier than trusting a random group of criminals I was going to be executed with. In for a penny, in for a pound,right?


You try different keys and manage to unlock the locks keeping the chains in place and ogre rises up nearly.

He rises up to his impressive 9 feet nearly hitting his head on the ceiling and flexes cracking his bones. He is bruised and wounded all over (He has 12 hp out of 48)

"You have my thanks little'uns, I only killed four guards since they brought me here now I'm really gonna make em pay." he immediately start walking towards the door clearly intent to go looking for a fight.


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3
R'yzzntyg Valignatirnarod wrote:

Seeing Slid moving to the guards station to the east, she walks slowly to the western door where the undead being came from.

Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
Perception: 1d20 + 7 ⇒ (18) + 7 = 25

What of her checking out the west side?


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

OK, just wanted to be sure because spells usually stay prepared, but I figured we probably had something used on us. Can't prepare until I get my spellbook back.

Easy, easy big guy. I'm all for it, but lets do it in a way that we can surprise as many of the ignorant fools possible. That way, its more of you killing, and less of them hitting you. And us.


@I thought I posted a reply to that but guess I forgot to click submit post.

The west passage leads to circular room a stone tile was lifted up and tossed against the wall which leads to a staircase that goes down into a previously hidden basement. A staircase leads up to locked door.


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

Returning to the group, There is stairs leading up to a locked door. Yet, the floor at the bottom has been pushed up to reveal stairs going down to some hidden area.

She rubs her chin, Hidden area below. Could be some interesting items in there.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Approaching the ogre Stalislav says [b]Drink this my new friend. and hands him the potion of Cure Serious wounds. After he drinks it Stanislav continues I intend that you come out of this place in one piece. I really do want to be your friend. I am Stanislav. He offers the ogre his relatively small hand to shake.

I hope that is ok with everyone. Seems like a good investment and a cure serious could over-heal any one of us while no healing will go to waste on him. Assuming he drinks...

Cure Serious: 2d8 + 3 ⇒ (4, 6) + 3 = 13


The ogre stops and considers the small vial and then seems to decided what the hell.

He takes the potions and drinks it and blinks in surprise as his wounds heal.

He kneels down to be face level with Stanislav. He point to himself and says "Grumblejack"...He looks around and grumbles "Fine...Lead I follow but when there be fighting to be done don't get in my way"


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

cure serious is 3d8+5 stanly :)

Vinnick just gives the ogre a grin and says. Wouldn't think of it, I'd much rather enjoy the show from the back if I can anyway. Though, I ask, if we come across the Sargent, please leave him for us, or, at least, leave him in one piece for me. I have a plan for him.


You know I thought that looked off when I made my post but I didn't check to confirm and I should have. Yes it's 3d8+5

healing: 3d8 + 5 ⇒ (2, 3, 4) + 5 = 14

Well at least it's a little better lol


Female Changeling (Green Widow) Bard / 1 ||HP: 8, AC: 13/11/13, Saves: W+2/R+4/F+0, CMB/CMD: +2/+14, Init: +2, Perc: +4

I was thinking about that too. The ogre wouldn't be much use to us if he goes down in one hit.

Arielle point to herself, then Stansilav. "Arielle, Stanislav and don't worry. If we come across any guards, they are all yours."

When the little Kobold returns to tell them what she's found, Arielle thinks about what it could mean.

"It could be an emergency exit for the guards in case of, well, in case what just happened."


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

cough cough, could just add add 4 more to the original (rolled a 2 on a d8 with a +2) haha :3


Well at least with 26hp he can take a few hits


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Do we go up first or down? I am thinking down.


Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

"You go right ahead, we'll keep them off your flanks," Cori says to the ogre, holding up the halberd for emphasis.

"We should check'em both," she says, regarding the stairs and door. "I really want to live, but I also really want my possessions back. If there's a chance they're nearby, I wanna grab'em."

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid listens to everyone and says "I can check both ways. I'm good at hiding and have good eyes in the dark." Turning to the kobold, he says "Did you try to listen to the door to see if anyone's there?"

Looking at the ogre, he thinks that hidden passageways might turn out to be too tight for him, but keeps to himself. Then, he goes west and up the stairs and puts his ear to the locked door, attempting to listen to the other side.

Perception: 1d20 + 6 ⇒ (15) + 6 = 21


You don't hear any noise coming from around.

"At this time of night most of the guards go to a secret place, When they come back they smell of alcohol and complain about coins. There wont be many around until sunrise." says Grumblejack.

It's currently around 1 am that give you around 6 hours.


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

She walks with Slid back to the stairs, while he goes up to listen at the door she, takes a few steps down the stairs to see what she can see below, listening for any movement below.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid turns to Grumblejack and says "You're a smart ogre! Pleased to meet you!" and offers a genuine smile and a hand to be shaken. Slid, then, checks out the not-so-secret-anymore basement. He checks for traps first.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stanislav peers down the stairs before moving in that direction.

Perception: 1d20 + 7 ⇒ (18) + 7 = 25


Going down the stairs you get the feeling that nobody has been down here in a very long time.

At the bottom is a massive vault door covered in runes and along the walls are dozens of warning in different languages saying that this door should never ever be opened under any circumstance. Inside is contained the "devil of blood" the "ancestor of vampire kind"

The door is still closed but there is a massive crack in it and the runes on the door seem faded and it looks like the magic in them has worn off over time.


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

So it seems this is where our undead guest came from. Was entombed here.

As she looks at the faded ruins.

Must be a very powerful vampire if they could not destroy it, but only imprison it.

Pointing at the door, Slid, I will let you have the honours of opening it.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stanislav says nothing but those near him that are perceptive note a slight sheen of sweat breaking out on the man's face. This seems a dead end now. We go up.

Is there a map?

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid pauses watching the runed door for a while, even as he is prompted by R'yzzntyg. There is a smile on his face. He takes a peek in to see if anything valuable can be seen. If not, he moves up to the door and tries to unlock it.

Disable Device with masterwork tools: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16

If that is not enough, then take 10, as I'm not rushed nor under stress


The door is broken even if you could unlock it and Slid if pretty certain he cant (dc 30) it likely wouldn't open without a lot of effort.

Not really unfortunately but I will post a room map if combat occurs

Your options are up to the lock door up the stairs or out trough the guard room.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I think we should try the locked door at the top of the stairs first. We can't get through then we go the guard room.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Well, Slid does have +10 with the masterwork tools, so a take 20 would do it, but Slid doesn't care about it that much.

Slid moves up to the door confident that the others think that its not lack of skill that stopped him from opening the door. He moves to the top of the stairs and gives that door a go.

Disable device with masterwork tools: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21


The doors opens and you see a room 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 "Judgment Cometh and that Right Soon". 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 floor above, a door exits to balcony that overlooks the courtyard were the execution platform was being built and there is a path that leads to the castle outer wall (even at night there will be patrols on the wall). There are also windows that look out to the lake, below the windows is a sheer cliff that leads to the water.

The water forty feet below. The sea here is plagued with riptides and wave breaks – still a good climber and a strong swimmer could climb down and make it shore.

It's worth nothing that the stairway and door leading up here is too small for the ogre and he must remain below, the only way he can leave is out trough the guard room were Slid found the manacles and keys.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Appraise: 1d20 + 1 ⇒ (10) + 1 = 11

That e is nice. Might be worth a hundred gold coins or more. Looks heavy but we can drop it if needed. Stanislav will check it for traps before rolling it up and putting it on a shoulder.

Perception: 1d20 + 7 ⇒ (19) + 7 = 26


Female Changeling (Green Widow) Bard / 1 ||HP: 8, AC: 13/11/13, Saves: W+2/R+4/F+0, CMB/CMD: +2/+14, Init: +2, Perc: +4

Arielle looks about the room, noting all the banners and flags. "What do you all think of setting fire to this room right before we go over the balcony? It might give the guards another thing to focus on instead of just escaped prisoners."

Looking down at the water, Arielle asks, "Were there boat and rope patches on that robe? If so, that ogre is going to have to make his own way out of here."

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

Slid sees the sunlight and says "I'd rather avoid the sun and try the other way" , meaning the guards room.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I'd not leave before paying my respects top a certain guard captain. Stanislav says flatly.


Female Half-Elven Anti-Paladin of Calistria 5 l AC 25 T 14 FF 21 l HP 47/47 l F +10 R +7 W +7 l Init +3 l Perc +2 I CMB +8 I CMD 21 I Low-light Vision

”A fire might draw too much attention our way,” Cori says. ”We need to hit the guards while they’re still in small patrol groups and haven’t formed up.”


UTC +02:00 Female Kobold (Red) Legendary Druid (Wyrmkin) 5; HP: 37/37; AC: 18/13/16; CMB: +1; CMD: 13; Saves: +2/+3/+8; Init: +2; Perception: +12; Spells remain: 7/7, 5/5, 3/3

Slid, it is still night time with about 5 hours to dawn.

Seeing the hall, she speaks to herself in draconic, Oh this will burn well. Just need a way to set it alight.

Looking out the window to the water below, No hassle to get down, but it is going to be a long swim.

Seeing he stairs leading up, Perhaps the captain is up there. Keeping our stuff with him.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

We should certainly check up there before we head back down. Stanislav agrees. I was thinking it was likely only a balcony but we should be sure.


wizard HP: 36/36| AC: 13 T:13 FF:10|CMD:14 Fort: +4 Ref:+6 Will+6| Init: +7 Perception:+5 Lowlight, darkvision

As others point out the waters, Vinnick speaks up. boats no, but if I can get access to my book, wherever it is they put it, I could spend some time to prepare magic that would allow us to swim as easily as a fish. Well, some of us. He adds to the end looking around and counting their total tally.

As for burning, I'd rather we didn't history is history, and wanton destruction of knowledge is not something I oblige. Aside from that, if what our friend says is true about many guards being gone, that would likely only call them back. And as far as taking a tour of this place goes, as I said, I'd very much prefer to reacquire my belongings. I can but hope that one item still remains alongside my spellbook...


The patches do actually include a rowboat

Going up then?

You decided to make your way up and find another floor this time it looks like a study. Many bookshelves line the walls filled with tomes and scrolls and an alchemy bench has many alchemical ingredients and tomes on alchemy. This room is windowless but lit with several torches with continual flame cast on them.

Yet another staircase leads to another door to the floor above. You hear the shuffling of slow footsteps going back and forth above you.

Grand Lodge

M CE Dhampir URogue (Master of Disguise) 3 | HP: 17/17 | AC: 18, T: 14, FF: 14 | CMB: 2, CMD: 16 | F: +2 (+2 vs disease), R: +7 (+1 vs traps), W: +3 (+2 vs Mind-effecting) | Init: +4 | Perc: +9 (+1 in dim light), SM: +7 | Speed 30ft | Active conditions: none

My bad, didn't realize it was night time.

Before going up, Slid says "I'm not a fan of burning for the sake of burning, and it would attract the attention of guards. However, it may not be necessarily unwanted attention. We may want to keep as a backup plan to burn this room in the future if we want the guards to be here and not.... wherever."

As Vinnick explains the span of his magic, Slid says "I'm a terrible swimmer, by the way." and offers a smile. As they come to the library, Slid motions all to stay silent. He tries to count how many people are walking in the floor above.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

He motions to the alchemical items and whispers "Could this be of use? I don't know much about alchemy."


Female Changeling (Green Widow) Bard / 1 ||HP: 8, AC: 13/11/13, Saves: W+2/R+4/F+0, CMB/CMD: +2/+14, Init: +2, Perc: +4

While Slid is trying to count the footsteps in the room above them, Arielle chooses to cast Detect Magic as she looks over the tomes, scrolls and alchemy bench.

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