FairyGM's Way of the Wicked

Game Master Therenger

Are you evil? Yes you are. From a humble prison cell you will rise thru the ranks of evil to conquer the whole island of Talingarde. Thru murder and mayhem you will throw off the shackles of Mitra and raise Asmodeus in its place.


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Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Moving racks of weapons to in front of the main door, Dargon pauses and glances towards the horrible noise. What in the Nine Hells was that? His Rapier is in his hand and he stands waiting for something coming out of the dining hall


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Posh strides back into the main hall, cookies still in one hand, the crinkled map fluttering in the other. He pauses, squints at it, then slowly rotates it a half turn with an exaggerated flourish.

“Ah, well that explains the sudden urge to walk into a broom closet.”

He pivots on one heel to orient himself properly, the map now correctly aligned with north at the top. His gaze finds the double doors that Dargon appears to be barricading with commendable but misguided intent.

“A bold strategy, sealing off our literal path to freedom.” He raises his voice just enough to make sure everyone hears. “But unless we are launching an ambitious campaign to retake the prison from the inside out, might I suggest we not block the doors that lead directly to the courtyard, and beyond it, the gatehouse, and beyond that, the sweet, lawless embrace of the countryside?”

He gives the map a gentle pat, then tucks it under one arm like an indignant herald.

“Unless someone’s drawn a secret tunnel full of gnome-sized ladders on the back of this thing, I say we go out the front like proper villains.”


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Dargon sees Posh come out, studying the map. But glancing that way. By the look on his face, there was no danger...per se. So he sheaths the rapier....and then...[b]you want me to get the racks out of the way I take it[b]

And with confirmation from the Gnome he begins to push the racks back into the armory so they wouldn't impede movement.


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

Rendylyn staggers back, coughing and gagging. "Nine hells, Grumblejack! I-can-smell-your-sin was meant as a metaphor, not an invitation. You could have just told us why you're in Branderscar, instead of committing Flatulence in the First Degree."

Rendylyn starts to give a little chuckle at her little joke, but breathes in too much and chokes instead. She dashes into the hall for a breath of fresh air.

She squints down over Posh's head as he studies the map. "That courtyard looks like a deathtrap to me. Since the servant has almost certainly alerted the guards, this door (the one north into 3b) and one or both of these (the north and south ones in 3a) will be barred from the other side. All the guards have longbows. I expect at least six archers to try and feather us from the safety of the battlements the moment we exit those front doors."

"Let's discuss this after we secure the prisoners," she says as he folds the map away, and returns to the mess, holding her breath as she rounds up the prisoners and herds them toward the stairs.


Branderscar Prison Map - Roll20

The guards allow themselves to be imprisoned and do nothing that would provoke retribution.


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

After the cell is locked Treesa nods to the guards. "Be sure to inform the higher ups that Blackerly was skimming funds. Add that as the reason for our escape. He should hang. If we see him on our way out we'll fix that.... You see, we're not law breakers. We only break laws that are not valid."

She heads downstairs with the others.

"Rendylyn? Do you have the spell prepared for a cloud of fog? That would make archers less effective. Otherwise I think our best option would be to open the doors with everyone holding shields and just run across. If the door is barred we can use the window to get through."


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Hearing the discussion Dargon adds. if both gates are shut the only way to open them would be from above on the 2nd or 3rd floor. Maybe we go up a tower and across the wall....


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

"Grumblejack is the only one with the ability to create a fog cloud, and I doubt he could do it on command. I've no such spell prepared. Asmodeus could grant me the power to raise a mist, but I'd need to beseech Him for it after midnight. If we were to wait that long, we might as well just go under the cover of darkness, and perhaps make a tortoise of a table. But what do we do if they release the dogs?"

"I prefer Dargon's idea of approaching the gatehouse on the walls. As he says, if we use the window at ground level, we might be stuck on the gatehouse's ground floor, staring up at a hatch with the ladder pulled up. So, we go out the servants' door and follow the building's south side to this tower door (the one to 21), which might not be barred. If it is, we've lost nothing and can still try a frontal assault. If it isn't, we can get to the walls, where the dogs can't reach us and we'll be less conspicuous as we approach the gatehouse."


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

"And maybe they won't expect us to go out that way? If we can gain the top of the wall, even if it's blocked we can go down with rope. Maybe grab a couple so they're strong enough for Grumblejack."

Not sure but the dark areas around the walls kind of indicate that we have to go out the north end to get to the road/bridge?


Male Human Antipaladin (Tyrant)
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33

Raising an eyebrow after the "explosion", Morthos asks the ogre in a rhetorical nonchalant manner, "Feel better? Get up, Grumblejack, we are leaving. Help Dargon clear the barricade."

Dargon Lake wrote:
Moving racks of weapons to in front of the main door, Dargon pauses and glances towards the horrible noise. What in the Nine Hells was that? His Rapier is in his hand and he stands waiting for something coming out of the dining hall

"I do not believe that is a question you want answered, Dargon," he answers flatly.

--------------------------------------------------------------------------

Listening to all the various takes on escaping, "While your plan has merit, Rendylyn, we are still relegated to exiting the front door. There is no other way out, except through here," he points at the door(Room 11) where Grumblejack locked himself in. "Which may very well be our best option, unless, the hounds reside in that area."

"But it matters not. Those are our only options and we must choose one. The north doors or the eastern door. And Treesa's idea of us all bearing shields as cover may very well be a prudent one."


Branderscar Prison Map - Roll20

The cloud in the kitchen begins to thin. Grumblejack lumbers to his feet and approaches Morthos, who he seems to like for some reason.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

"Well then!" Posh folds the map with a practiced snap and tucks it back into his coat. "Let it never be said I am too proud to defer to the judgment of my military betters. My field is cartography, not cavalry charges."

He gestures loosely toward the doors. "If the consensus is to sneak along the walls like shadows at a masquerade, I am perfectly content to follow—provided someone else volunteers to carry the ogre’s boots if he trips on the way up."

"Still..." he murmurs as he begins trailing after the others, "the most direct route is often the most overlooked. Ah well. No one ever wrote an epic about the shortest distance between two points."


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

"Then we're agreed. Best to move quickly." Rendylyn immediately heads for the servants' door, and sneaks a peek outside to see if any enemy forces await.

Stealth, if needed: 1d20 + 1 ⇒ (17) + 1 = 18
Perception, if needed: 1d20 + 6 ⇒ (2) + 6 = 8

Our plan is to head out the door from 11 to 5, turn south, and go past 6a to the door of 21.


Branderscar Prison Map - Roll20

GM Stuff:
1d20 ⇒ 7

Rendylyn wades through the kitchen haze, still extremely unpleasant but no longer lethal, and pokes her head out the servant's door to the garden and the fortress wall immediately beyond. Perhaps her eyes betray her but she does not see anyone else outside. As far as she can tell, her presence is also unnoticed.

Perception for others once you go outside, DC15:
There is a guard crouching up on the wall above, directly across from the kitchen access door. It is a trick of shadow that he does not see Rendylyn.


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

Treesa grabs a shield and waits for others to lead the way.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Posh sidled out into the daylight like a shadow that had somewhere important to be, slipping behind the broader backs of his more martial comrades. "Do go first," he whispered sweetly, "You are all such natural arrow magnets."

His sharp eyes scanned the courtyard, adjusting to the brightness—and then narrowed. He lifted one finger subtly and pointed, his voice low and urgent.

"Guard. On the wall, across from the kitchen door. Poor soul thinks the shadows hide him, but he does not see Rendylyn. Someone get her a medal. Or a dagger."

Perception: 1d20 + 5 ⇒ (19) + 5 = 24


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

"Or a shield? Does she have one? Without proficiency you take negatives for attack and skills but still get the AC. But a cleric is proficient. Right ??


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Dargon peaks outside where Posh indicated the Guard is and nods, seeing him. and waits for him to look around or wipe sweat from his forehead, or yawn, or scratch his face and then slips out and around the corner quickly and crouches behind the chimney looking around.

perception: 1d20 + 5 ⇒ (13) + 5 = 18
stealth: 1d20 + 8 ⇒ (20) + 8 = 28


Male Human Antipaladin (Tyrant)
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33
Posh Stemtimple wrote:

"Well then!" Posh folds the map with a practiced snap and tucks it back into his coat. "Let it never be said I am too proud to defer to the judgment of my military betters. My field is cartography, not cavalry charges."

He gestures loosely toward the doors. "If the consensus is to sneak along the walls like shadows at a masquerade, I am perfectly content to follow—provided someone else volunteers to carry the ogre’s boots if he trips on the way up."

"Still..." he murmurs as he begins trailing after the others, "the most direct route is often the most overlooked. Ah well. No one ever wrote an epic about the shortest distance between two points."

Morthos narrows his eyes, pondering the gnome's words.

As they make their way to the side door, "Posh has a point. We should have checked the exit gate. I will not put it past these fools to forget to lock it. Although it is possible that they may have done something intelligent for once in their pathetic existence."


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

"In legends, the villains always seem to fail because they underestimate the heroes. Let's not get into a habit of that."

Rendylyn squints into the daylight, trying to spot the guard Posh warned about. "He's there? That's too far for me to blast without exposing myself to archers at the gatehouse. Bows and crossbows would reach from here, but with the cover of the parapet he might win an archery duel, or he might flee to report our actions.

"I think we'd better just run after Dargon. In fact, I'm going to. We should all go together, quickly, to reduce how many shots he can take.

"Following Dargon in five...four...three...two..."


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

"Grumblejack. Take the big sword! It's a better fit for a big warrior like you!"

Following the group out with the shield in front of me....


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Posh will run with Rendylytn when the time comes, keeping a big between him and the archer guard.


Branderscar Prison Map - Roll20

feeling worse today. Please forgive the lack of effort in these posts.

The guard crouching on the wall may not have seen Rendylyn or Dargon, but he's not blind, and as soon as Morthos and Kid and Grumblejack emerge from the servant's doorway he jumps to his feet and prepares to blow his signal horn.

Initiative:
Dargon Lake: 1d20 + 4 ⇒ (1) + 4 = 5
Grumblejack: 1d20 - 1 ⇒ (17) - 1 = 16
Kid Vicious: 1d20 + 5 ⇒ (9) + 5 = 14
Morthos the Malevolent: 1d20 + 3 ⇒ (15) + 3 = 18
Posh Stemtimple: 1d20 + 2 ⇒ (4) + 2 = 6
Rendydlyn the Red Waif: 1d20 + 3 ⇒ (1) + 3 = 4
Treesa Lore: 1d20 + 4 ⇒ (18) + 4 = 22
Enemy NPCs
Blue, Guard: 1d20 + 1 ⇒ (4) + 1 = 5

Everyone except Rendylyn may act. If you don't kill this guard he will blow his signal horn. Please keep the map current.


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

We should start with a pre-initiative map update, placing characters where they would be when the guard notices our activity.


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

Seeing the one guard raising a signal horn Treesa drops the shield and raises the crossbow. She figures they only have time for one shot…. She steps out for a clear shot.

attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage if that hits?: 1d8 ⇒ 6


Male Human Antipaladin (Tyrant)
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33
Rendylyn the Red Waif wrote:
"In legends, the villains always seem to fail because they underestimate the heroes. Let's not get into a habit of that."

"Now, dear Rendylyn, that depends on who you would characterize as villains and who as heroes. But it matters little, legends are nothing more than an embellishment of myth."

Morthos waits for the 'shot heard 'round the Talingarde', to see what fate awaits them.


Branderscar Prison Map - Roll20

Tressa's crossbow bolt comes within a whisker of piercing the guard's face, but it misses nonetheless, sailing harmlessly over the wall and into the violent churn of the ocean, far below.

Anyone else?


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

"Oh dear, this is all very messy..." Posh muttered, pressing two fingers together as he began his spellwork. His voice dropped to a singsong whisper, intoning soft syllables of power that slithered into the wind and vanished.

With a twitch of his fingers and a flick of his ear, he pointed discreetly toward the guard on the wall casting message.

Then he raised a hand to his mouth, and spoke—his voice now a rumble of divine authority, carried only to the guard’s ear.

"You stand on sacred ground, child of Talingarde, and I am watching you. This is Mitra. The horn you raise will doom not just your garrison, but your soul. This is your moment of judgment. Will you protect the innocent... or damn them all in flame? Choose."

He lowered his hand, then turned to the others with a wink.

"Let us see what sort of theological education this one received, shall we?"


Branderscar Prison Map - Roll20

I like your creativity. Roll Bluff


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Huzzah!

Bluff: 1d20 + 9 ⇒ (11) + 9 = 20


Branderscar Prison Map - Roll20

Sense Motive: 1d20 + 2 ⇒ (16) + 2 = 18

With the guard raising the horn to his lips, Posh whispers a message that confidently portrays deific projection. At first the man is merely confused, and swivels his head to find the source. But this is no mere messenger, this is Mitra, the Sun!

He looks upward while receiving Posh's words, and once the question is asked he answers promptly, "I will protect them, Lord!

The guard releases the horn to his hip and runs north along the wall.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Three cheers for Team Asmodeus!

"It is quite possible that I have converted that one to our team."


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

Since the guard has acted...

"...one!"

Rendylyn rushes around the corner, past the chimney, and takes cover by the tower, peering to see if there are any more threats ahead.

Perception, if necessary: 1d20 + 6 ⇒ (7) + 6 = 13


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Dargon sees the Guard race off grins. He doesn't know what happened, but he's not blowing his horn, so they gained a few more seconds . He spins and goes to the door to the tower and checks the lock. If it's locked He goes to work.. sneezing he almost drops his picks.he glances sheepishly at Rendylyn. Finally he nods satisfactorily and stands up, waiting for the others to join them.

tower door: 1d20 + 10 ⇒ (8) + 10 = 18
need at least 20: 1d20 + 10 ⇒ (1) + 10 = 11
still picking: 1d20 + 10 ⇒ (6) + 10 = 16
and still: 1d20 + 10 ⇒ (20) + 10 = 30


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

Treesa follows the group around the corner. When she remembers the shield she shrugs and keeps moving, trying to reload the crossbow while she moves....

Not sure if there's a roll for that?


Branderscar Prison Map - Roll20
Treesa Lore wrote:

Treesa follows the group around the corner. When she remembers the shield she shrugs and keeps moving, trying to reload the crossbow while she moves....

Not sure if there's a roll for that?

If you're referring to reloading the crossbow, it is a move action but you have time to stop.

After a few tries, Dargon feels the subtle twists of the tools pop through the series of tumblers and release the lock to the tower door. The Veil of Useful Items has had one useful item, at least. One wonders wither the mysterious woman who smuggled it in might have been more frugal and instead just slipped Rendylyn a set of picks in a bar of soap or a small cake.

Upon entry you quickly ascertain the tower is the residence of the Warden. This entire first floor 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." There is a central spiral column stairway leading up.

Appraise DC15:
The tapestry is worth 150 gp.


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

"Ah!" Posh exclaims softly as he steps into the chamber, eyes flicking across dusty banners and brittle plaques like a miser appraising a vault. He comes to a stop before the brocade tapestry, tilting his head.

"Now this—this is quality work. old-century threadcraft, I would wager, back when the textile guilds still cared about stitching over sermonizing. And the phrase—'His Judgment Cometh and that Right Soon'—how perfectly ominous. Truly, a collector’s item."

He rests a hand on his hip and lets out a sigh.

"But at a hundred and fifty gold, it is not worth the sweat it would take to haul it over these walls. I value my delightful, endangered life rather more than a heavy symbol of penal history, thank you very much."

He turns away, muttering as he glances again at the map folded under his arm.

"Also—can we talk about how heading 'north' currently requires us to go south? I realize cartography is an art, but the universe is just being spiteful at this point."

He makes a gesture vaguely toward the stairwell.

"Up we go, I suppose. May the next floor contain something more useful than aristocratic embroidery and cardinal irony."

Appraise: 1d20 + 6 ⇒ (16) + 6 = 22


Branderscar Prison Map - Roll20

Posh bravely leads the party up the spiral stair. The entire second floor of the tower is covered by 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 gnome maidens in grave peril. The value of this collection is in the eye of the beholder.

In the more scholarly section, there are fifty-five books on subjects ranging from magical theory, history and astronomy. Fifty-two of these are common books and tomes worth an average of 3 gp and each weighing a pound. A perusal of the tomes reveals three of particular interest:

K Arcana DC15 or Appraise DC20:
“Astra Mysterii” A rare treatise on astrology written by the mad monk Clivarus. The book is worth 75 gp.

K Geography DC15 or Appraise DC20:
“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 DC15 or Appraise DC20:
“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.


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Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

Posh steps off the spiral stair with a theatrical flair, eyes alight as they sweep across the room. He inhales sharply, as if the very scent of musty parchment were a balm to his soul.

“A library... at last. My native element.”

He takes a few steps in, reverent—until he squints at the nearest shelf and freezes.

“...Oh no.”

He pulls a luridly illustrated booklet from the stack with two fingers, like it might bite him.

“Gnimphs of the Gallows: Volume Six. Of course. There are more pages in this tower dedicated to gnomish heaving bosoms than to magical theory.”

A second pause. Then, grudging admiration.

“...the binding work is actually quite solid.”

He lays the volume aside and turns toward the next section—his tone shifting from dismay to delight as he lays eyes on the scholarly tomes.

“Ah! Civilization returns.” He traces a line of spines with his fingers, pausing when one stands out. He extracts it reverently.

“The Travels of Titus the Mendicant. First edition. Vellor before his celebrity phase. This—this is *real* literature.”

He slides the book into his satchel like a holy relic, then turns, eyes landing on the looming figure of Grumblejack.

“Grumblejack, my mountainous friend, you now serve a higher calling. Kindly collect as many of the... ahem... ‘gnomographic novellas’ as your mighty arms can carry. Posterity may require them. For reasons.”

A final, exasperated glance at the room.

“I, of course, shall bear the Titus. One of us needs to walk upright into history.”

-----------------------

Appraise: 1d20 + 6 ⇒ (9) + 6 = 15 Fail

Knowledge (geography): 1d20 + 7 ⇒ (18) + 7 = 25 Success

Appraise: 1d20 + 6 ⇒ (7) + 6 = 13 Fail


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Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

When Treesa reaches the library she strides in. "Posh? Wasting time reading while the guards are gathering at the gates to stop our departure? Ignore him Grumblejack. Your strength is needed to kill guards, not to carry gnome porn!"

Looking for the stairs up, or an exit to the wall?


Branderscar Prison Map - Roll20

Moving up
The spiral staircase upward ends at a stone landing. The stairway appears to have once continued up to the roof of this tower but now the roof is closed off. This small 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!"

The Warden’s office is tastefully adorned in hard wood. The office is dominated by a massive oak desk. Inside the desk is a neatly folded map of the
surrounding area. The map shows the quickest route through the moors and Old Moor Road.

Desable Device DC25:
You find the warden's spellbook. I'll let you know what's in it when someone claims it.

The warden is not here, meaning he is not in the tower. His private bed chamber is well-appointed and includes a fine four poster bed, a full length mirror, and an oaken wardrobe. Though the furniture here is of high quality, there is no easy way to get it out. More portable is the Warden’s wardrobe including no less than five noble outfits. This collection of noble finery is mostly elegant silk robes and could fit most anyone.

Appraise DC20:
Collectively the outfits are worth 375 gp.

There is also a sturdy oak chest pushed into one corner of the Warden’s private chambers. It is a well packed alchemist’s lab stocked with sufficient chemicals and reagents.
Craft: Alchemy DC15 or Appraise DC20:
The alchemy lab and materials are worth 200 gp.


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

Quick RP before leaving the library for the 3rd floor of the tower:

Rendylyn runs her nails lightly along the spines of the academic books. "Some of these histories I saw in the library of Stoker House. Trinitarian lies...ashes, now. I've thought about what you said, Morthos, about legends mattering little, and I can't say I agree. Legends and histories are written by the victors. Heroes are those who triumph, and villains those who falter. Myths and legends are maps to glory, for those with the wisdom to interpret them properly."

She shrugs and moves on to a shelf of penny dreadfuls. "One of my tutors said you could see the shape of a man's mind in his library. This warden is either a gnome or a very peculiar human. Posh, there's no need to sort through this for valuables now. We can come back once we've eliminated the guards."

Rendylyn is about to start for the stairs when she catches sight of a title: Pauline in Peril, Part Four: Enslaved in the Vampire Crypts of Livgrace. She discreetly tips it into the loot bag, along with Part Five: Vampire Rebellion Below Karcau: the Ensparkling. "Ahem. Let's move on."


Loot Male Gnomographer 2 (AC: 18 [T: 13 FF: 16] CMD 14 (+4 vs disarm) | HP: 17/21(0NL) | F+5*, R+6*, W+3* | Init: +2 |Perc: +6)

“Hmph!” Posh makes an exaggerated gesture of dusting his hands. “The street value of such gnomish literature is not to be underestimated, dear Treesa. You would be amazed what lonely men will pay for these back-alley tales of 'ample adventure.' And besides—Grumblejack wants to help, do not you, lad?”

He gives the ogre a fond pat and points at the nearest stack of lurid covers. “He understands the cultural significance.”

As the group moves upward, Posh peeks into the warden’s chambers, fingers twitching at the sight of silk robes and fine oaken furniture.

“Ah. The man lived better than his station warranted.” He points to the wardrobe. “Those are noble outfits—five of them, well-cut, could fit most bodies with flair. Someone should grab those.”

Then his eyes light upon the alchemist’s kit in the chest and his voice grows slightly more reverent. “Now that… that is worth something. Well-packed, well-preserved… Easily two hundred gold, perhaps more with the right desperate buyer.”

He tugs the folded map from the desk and carefully shakes it open. “Varyston, the moors, the Old Moor Road—it is all here. This is what a proper prison would guard with lock and key. Not some sad tapestry downstairs, but this. Information.”

He taps the route with one finger, eyes flicking toward the windows.

“I shall carry this. I know maps, if nothing else.”

Better this in my hands than left to burn when the castle falls, anyway. Let the others swing their blades—I am drawing the way out.

Appraise: 1d20 + 6 ⇒ (9) + 6 = 15

Appraise: 1d20 + 6 ⇒ (20) + 6 = 26


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Dargon followed the group up the stairs, rapier at the ready. When he reached the 2nd floor and they began to talk of books He, like the others, begins reading titles...he pauses on 'magical theory'...he looks at the others. Could the Warden be a wizard? Magical theory? and not one but several books....we must be wary of this.

then up to the 3rd floor. He goes to the desk. He first looks the locked drawer over if he finds a trap he attempts to disarm it and then unlocks the drawer. opening it he see's a large tome....He picks it up saying, I believe we found something very important.

perception: 1d20 + 5 ⇒ (17) + 5 = 22
disarm traps: 1d20 + 10 ⇒ (17) + 10 = 27
unlock drawer: 1d20 + 10 ⇒ (11) + 10 = 21
still working: 1d20 + 10 ⇒ (16) + 10 = 26


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

When Dargon finds the spellbook Treesa smiles. "The warden a wizard? Not likely. But one of his lackeys might be." She lifts it, not liking the load. "I wish we'd found some backpacks. But I'll carry this. I might be able to charm a wizard later...."


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Dargon looks at Treesa. The Wardens desk has a spell book. Why would it be there if it wasnt the Wardens? But yeah keep it.[/B]

Dargon begins to look for a door to the wall.


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

"'You can see the shape of a man's mind in his library.' Treesa, I suppose you can't use a wizard's spellbook, but can you recognize the spells within it? Knowing what kind of magic this man knows would be helpful."


Witch (Time) | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 13/13 |Attack: +3(d6+3 plus trip) | AC 14/18, T 12/16, FF 12/16 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 0/4 | Mage Armor on myself for 2 hours, +2 bonus to Knowledge checks for the remainder of your stay in the manor

Treesa considers the question and looks at the book. "Not easily. I don't prepare spells from written words like a wizard. My patron grants the spells to my familiar and I meditate with it to prepare my spells. I believe I could study the spells here and probably decipher what they are. But it would take more time than I think it would be worth. And I won't be able to learn any of these spells and teach them to my familiar.... When I regain him."

I can't find anything specific in the rules that says yes or no. But I did find a post that said an arcane caster can use Spellcraft to study arcane writing to possibly determine what spells are recorded. However, it also stated that some casters encode their spellbooks so even that is not an option. Makes the books less valuable since the only way to read them is with the Read Magic spell.


LE Female Changeling (Ash Hag) Cleric (Theologian) 2 | HP: 13/13 | AC: 19 (13 Tch, 14 Ff) | CMB: 0, CMD: 13 | F:+2, R:+3, W:+8 | Init: +3 | Perc: +7, SM: +10 | Speed 30 ft | Active conditions: none

"Pity. Well, I don't see a point in looting the tower any further--the real treasure would have been to catch the warden or some other guards. We can always come back after we've killed the rest of them.

"Let's continue with Dargon's plan, and head northwest along the wall to the gatehouse. If we were to crawl from tower to tower, the parapet would hide us from the gatehouse, so they wouldn't know which way we were coming until we were right on top of them."


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Dargon goes to the door outside ((Presuming its on the 2nd floor, which is where it would be logically)). He cracks the door and looks outside and then creeps out keeping low and looking around, waving the others forward.

perception: 1d20 + 5 ⇒ (18) + 5 = 23
stealth: 1d20 + 8 ⇒ (12) + 8 = 20

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