Talgoren

The 'Old' Warden Richter's page

40 posts. Alias of Kate Case.


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This is a buffer because the avatar above me is mighty scary!

Everyone can read the spoilers, I just placed them under the tags because of their length.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

... I've had 39 as this old drag queen.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

They are firing at me? DM I am still disguised as the 'Warden'.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Like his beloved Prison, the 'Warden' now broken and tarnished, limps as fast as he can away from the bastion of correction.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)
Cуровую зиму wrote:
I rolled perception is there anything of note or interest here, such as how best to get away, bobbie traps, and possible cover?

The 'Warden' rolled an 18 perception, anything of note or would be useful for our escape?

Cуровую will attempt to climb over.

Climb 1d20 - 1 ⇒ (1) - 1 = 0

Cуровую is taking the role of an old curmudgeon to heart and is still acting like the 'Warden' and refuses to leave his beloved Brandascar.

Can I make a second attempt on the same round?


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

How many guards? Anything of note?

Do I arrive before the rest of the party? Very important!

Perception 1d20 + 6 ⇒ (12) + 6 = 18

Bluff 1d20 + 8 ⇒ (15) + 8 = 23

"Hesterfield!"

"Stand DOWN! Stand Down!" The 'Warden' is giving direct and forceful orders.

"I have cast a Confusion spell on these bastards, they will fight amongst themselves but if you strike at them they will strike YOU! They already struck down guards because that jackanape Blackerly gave stupid drunk order! I'll punish him later! By my order stand down!"


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

I was asking if the party wanted to bluff that the 'Warden' would be put to death, and would remain only if that were the case. And I would have told those who could lift it about the metal rack to prop against the door but I don't think it would have helped at natural 20, maybe make some difficult terrain would be the best result after that.

OTHERWISE, the 'Warden' will already be in motion if we are not using bluff, I have repeatedly said lets get out of this area so unless they want me as a 'hostage' all my movement from last round was used to get as far as possible from where combat is, past the Judge by 60 ft. unless the party wants me closer to them. I intend to bluff the guards at the checkpoint.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)
Douglas Muir 406 wrote:
Do they still believe your poison gas bluff? d20+4 Nope -- either they no longer do, or they're willing to take the chance in order to rescue the Warden and any survivors.

DM please note that I rolled a natural 20 and had a 28 on Bluff for that one.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

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Something in Grumblejack's disposition reminds Cуровую of the frost giants her kin keep as slaves. Brutes and ravagers each, they still were subservient when properly cowed. That and maybe he can hold and jam the door the guards are trying to get in

Escape artist 1d20 + 3 ⇒ (10) + 3 = 13 to assist Grumblejack.

Then move to gate THIS round, looking like I am fleeing poison and prisoners.

If the guards still try and come in we need to Bluff that 'Warden' life will be forfeit and I need your assists guys.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

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With the two remaining guards focused on the the escape convicts in front of them, the 'Warden' sees an opportunity, waiting for one of them to fall before acting from behind them.

Delay action, will act as soon as one guard falls

Force Missile to remaining guard Dependable Drunk Don 1d4 + 1 ⇒ (2) + 1 = 3

Bluff 1d20 + 8 ⇒ (15) + 8 = 23

'Wait what's that? Poison gas?! The prisoners have POISON GAS - ! Foul magery! "Coff" "COFF" - Withdraw! BY MITRA WITHDRAW!"

The 'Warden' starts to retreat towards team locksmith and what may be freedom.

Trying to post from phone is horrible how do you guys do it?


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

-

Next round:

Daze most threatening to the party non drunk Guard DC 15

Bluff 20 + 8 = 28

'Guards behind the door, HOLD! we will funnel the prisoners through the door! ... ' At this point I would like to shout and pretend I was captured if there is a chance we could pull it off.

Players PLEASE read. I won't be able to Bluff forever, should I say that I am hostage and I want the guards to stand down at this moment? I would do that now if you guys think it would work, BUT at least one of you needs to be near me though.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

I am lost.

Morsum why not take down one of the guards now, one of those with us and still a threat?


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

I said I put a ward on the door, maybe it was to strengthen it.

Daze to sober guard that is most threatening the party please.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Which guard can I cast Force Missile on without others noticing? Don is my first choice Don.

Bluff 1d20 + 8 ⇒ (18) + 8 = 26

'Soldiers at the door HOLD! I will open it from the inside, I put a magical ward on it, by the King's justice stand by and cut down any who try to flee!'


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Round 5 next? The potion that the Judge administered to Edmin is ...

DM I enjoy all the backstories of these NPC's they seem like real believable characters. That want to kill us.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

How many guards are still fighting please? And who is the most threatening?

I will cast Daze to the one that is most threatening, and shout to distract

Bluff 1d20 + 8 ⇒ (17) + 8 = 25

'Pull back NOW so I can cast my FIRE spell! How can I cast my spell with all of you next to me? Didn't any of you learn the most basics of the Art of Arcana? Kids today!'


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)
The 'Old' Warden Richter wrote:

Either Sleep or Daze as a standard action then as a free action or move action

Bluff 1d20 + 8 ⇒ (14) + 8 = 22

'Blackerly is dead! Guards withdraw ! Run! I will cast a huge FIREBALL to get these accursed prisoners!'

Did this get anything accomplished? It was a good bluff.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

If I can not cast Sleep

Perception 1d20 + 6 ⇒ (10) + 6 = 16 who is the most unhurt/not drunk guard, then

Daze DC 15 I am assuming the guards were still blinded because I got to go before them, even if not they don't know who is casting what in a melee.

Either Sleep or Daze as a standard action then as a free action or move action

Bluff 1d20 + 8 ⇒ (14) + 8 = 22

'Blackerly is dead! Guards withdraw ! Run! I will cast a huge FIREBALL to get these accursed prisoners!'


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

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DM Cуровую is at the top of the round, she will lose the blind condition before Blackerly does correct? She can cast 1 spell while he is unaware that she is casting correct?

One last spell guys, Charm on Blackerly or Sleep on the guards? I had no idea there is a chance I could affect my fellow players. Any suggestions?


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

It's a good thing we kept that window or I would be really worried right now.

:(


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

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"LOWER YOUR WEAPONS ALL OF YOU! THEY WILL KILL ME IF YOU KEEP RESISTING! AND IF I DIE MY FAMILY WILL HAVE ALL YOUR HEADS! LOWER THEM NOW MEN OF BRADASCAR! OR HANG THE GALLOWS!"

Any bonuses because they are blind and they don't know who is winning or who is at an advantage?

Bluff 1d20 + 8 ⇒ (18) + 8 = 26

"BLACKERLY IF YOU COUNTERMAND MY ORDERS YOU WILL BE THE FIRST TO HANG!"

Moving 10 ft to where the sound of combat is.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

O_o I can't believe our luck that Edmin went down on round one from a drunk and blind guard!


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

No Color Spray for me so leaves -

Option 1: Cast Sleep and hope that it drops enough guards to stem the tide.

Option 2: Cast Charm Person on Blackerly so he will at least follow my orders for a brief time and we figure a way out.

Option 3: Recast Disguise Self to prolong the duration, call for them to bring my horse, ride out of here as the Warden shouting the passwords until I am blue in the face, and see all of you at Jade Regent.

:)


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

I was going to ask if I could go full defensive or take a move action for the past round. In any case am I still blind this round? I think we are done for healing, there was only the one healing potion in the viel, there was nothing on the guards and on the Warden and we lost Rosa.

What actions can I take?


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

DM The guard is shooting the 'Warden' who even Blackerly identified as the Warden, and who is quite blinded (just like all the other prison staff) and has been screaming to be protected?


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

May I take a move action this round? I am fine not doing so.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

free action
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Being deliberately vague as to confuse the guards,

'You there guard, the one in the armor and a weapon, there is a prisoner crawling beneath you! Right beneath you! What are you ... blind?!

The 'Old' Warden, blinded as (s)he is just trying to help he's companions as best (s)he can.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

O_o ? ok, may I use the Wardens Will save? (Kidding!)

1d20 + 3 + 4 ⇒ (8) + 3 + 4 = 15

So Jade Regent ...


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Sorry! I thought covering our eyes and the wall would be enough to mask the effect! Sorry Bref! (To be fair he did say he curled up into a ball!!) Happily Grumblejack made it! I think DM you are running the Judge temporarily, can we assume he shut his eyes, I would not like to penalize him for my actions.

The DM gives, and he taketh away.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

'A HUNDRED GOLD to any who can protect me!'

Sorry! I thought covering our eyes and the wall would be enough to mask the effect! Sorry Bref! (To be fair he did say he curled up into a ball!!) Happily Grumblejack made it! I think DM you are running the Judge temporarily, can we assume he shut his eyes, I would not like to penalize him for my actions.

Spoiler:
Does anyone have any eggs to go with this ham?


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)
Douglas Muir 406 wrote:
I assume this is the fireworks version?

Yes please. I was about to roll for duration but realized you may want to roll that.

DC 16 I believe.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

As the smoke sparks, 'Fifty gold coins of the realm and position of Sergeant of the Guard to any who brings me that oaf!' Voice carrying, 'Blackerly this is what happens to those who oppose ME! '


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Thanks for all the input!

-

In the Far North the brisk wind had turned into gale force and a herd of snow white elk run for shelter.

-

Whispers to the group, 'now would be a good time to shield your eyes ...'

'Blackerly you DARE oppose me! I will have your have your presumptuous hide flayed! GUARDS in the name of the King and his justice ARREST BLACKERLY!

Cast Pyrotechnics


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Thank you. That's quite fair. Guys any (hopefully not) last thoughts? Pyrotechnics to blind or cause smoke? Charm to try and get Blackerly or Color Spray as we exit? Lets get this Tpk started. Can't wait for Jade Regent.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

DM just read Pyrotechnics you are right its is a good spell, guys (link) what do you think of this cast before combat? DM, would you consider 'the Warden' getting off one action before because he is actually not considered hostile? And I rolled Perception above, with the group tracking.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Please read my last post, can other players 'assist' my bluff? Good luck I can't believe I have work now!


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

I always miss the fun, I have to run to work PLEASE don't rush I would like to join some of this! DM or Edmin please run Cуровую intelligently for a bit. If we encounter the Watch Sergeant 'The Old Warden' will be LIVID and shout and threaten that he will have the Sergeant flayed alive for getting security to fall and be this lax. Play it up!

Edit: Actually 'Richter' may insist that they take Blackerly instead! HA!


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

I'll have your slow witted head on the chopping block if they harm a hair on me! They already killed my dear owl! Lower your damn weapons!


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Casting Disguise Self then

Thanks for reminding me its 8! From last page before we entered, Bluff 1d20 + 8 ⇒ (16) + 8 = 24 +2 if outfit helps = 26

"Hesterfield! BLOODY Hesterfield man! Lower your weapons! These scum have me as prisoner! Lower them or they will maim me!"


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Initiative 1d20 + 3 ⇒ (15) + 3 = 18

Bluff 1d20 + 8 ⇒ (16) + 8 = 24 +2 if outfit helps = 26

IF and only if the jig is up with Bref (otherwise this will not occur)

"Lower your weapons! These scum have me as prisoner! Lower them or they will maim me!"