TGZ Presents: The Sellswords of Punjar


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Male Human Expert 1
Dagobert the Luckless wrote:
What sort of check to try and identify the strange smoke coming from the tower?

Perception DC 20:

Spoiler:
The smoke is not smoke at all and more closely resembles the flight patterns of small birds. From this vantage, however, they are too far away to identify. You would need to get on the roof for a better spot.

Male Dwarf Invoker 2

Perception on weird cloud (DC20) (1d20+4=15)

"Probably something odd about it, but I can't put my finger on what."


M Human (Prescient) Bard/Cutthroat 1

Kenneth elbows Dannad In the shoulder, I suppose. "You any good with locks?" he whispers.

Failed perception


Male Human

1d20+3=19

Damn.


Male Human Expert 1
Vandis wrote:

1d20+3=19

Damn.

Vandis, since you're trained in Nature, I'm going to go ahead and give you a boost to your perception. Go ahead and read the spoiler if you want.


Male Human

"That's not smoke..." the big barbarian mutters, "More like birds... can't tell what sort."


Male Dwarf Invoker 2

"Not rodents then." Dagobert loses interest.


Male Human

"Shut up about rats or you'll tied down for them to gnaw on you!" Vandis fumes.


Male Dwarf Invoker 2

"I can tell you're not interested in them, Vincent. What about this gate then - that might be more appealing."


Male Halfling Rogue 2

"Am I good with locks, 'e says...."

Grinning, Dannad produces a rolled up felt pad held closed with a leather belt. After kneeling by the gate he unrolls the felt, revealing a kit of well maintained tools.

"Let's see...."

He looks intently at the lock before he begins picking up tools, the first thing he goes for being a small oil spritzer. Oiling up the cylinder to ease his job, he returns the oil to his kit and picks up a tool with an flattened, elongated L-shaped head. After sliding a torsion wrench into the cylinder he picks up a half-diamond pick and a medium hook with his left hand.

"Seems to me like this is a Bramah that's not seen so much as a lick of maintenance in a score o' years. They were a good lock in their time, and can still be pretty considerable now. Not as good as a Zoref or a Yale, but still better'n I would've expected. Now, that's considering it'd been maintained as it should have been."

He slides the hook in and begins to tease the pins one at a time to get them to their shear line, leaning close to listen to the lock while feeling the individual pins through the tools.

Thievery 25 to open the lock.

Listening closely, he hears a click after a couple of minutes of work.

"Can I pick a lock. Can ye tune a lute, Gil?"


Male Human Expert 1

Dannad puts his small hands into the demon's mouth and finds the lock to be extremely difficult. He barely manages to lift the last tumbler and avoid the deadly poison trap located inside. The gate swings open allowing easy access to the rest of the alley.

Peering down its length, you see a set of wooden double doors on the left hand side. Slightly further down you see that the alley takes a slight bend to the left. That is all you can see from the gate.

500 easy XP from the bypassed traps + 15% PBP bonus for 575XP. Anticlimactic perhaps, but experience none the less. Current individual total is 229XP.


Male Dwarf Invoker 2

"Well done, Fred."

Dagobert heads through the gate, eyes bright at the prospect of new and exciting rats.


Male Human

Vandis grabs Dagobert by the collar in his (by-now) familiar style, "Listen, dwarf. From here on out, don't use any names at all. Do you understand? You don't have to call us by your ridiculous aliases all the time. Or at all." he says with an air of finality.


Male Dwarf Invoker 2

"No names. Right."

Unperturbed, Dagobert looks around.

Perception (1d20+4=19)


M Human (Prescient) Bard/Cutthroat 1

"Enough talk," Kenneth says tersely, peering through the gloom.

Perception (1d20+3=17)


Male Human Expert 1

Grime and mud suck at your boots. A foul green miasma hangs in the night air, swirling about your feet. Large rats, covered in boils and weeping sores, hiss and retreat deeper into the alley.


Male Human

Vandis sneers at the rats.

"Time for action." he says.


Male Dwarf Invoker 2

Dagobert tuts at the sight of the miserable rodents. "I'm doubtful I can do much for them really. Put them out of their misery, maybe. I call that pitiful. Now then. Where next? I've a thing or to do say to this Beggar King when we meet."

He stays unobtrusively out of Vandis' long reach, having no mind to have his clothing pulled about again.


Male Human Expert 1

Wherever the miasma droplets pool on your skin or clothing, a dark stain is left in its place. Small holes also start to appear in any untreated cloth. It is very slow, however, and does not cause any discomfort other than a small itch

Where is everyone moving to? Refer to the map I posted earlier, but the gate is no longer closed. Also keep in mind that the light is VERY dim right now.


Male Human

I'm starting in CC4.

"Anyone got some light?" Vandis asks.


Male Dwarf Invoker 2

Z8

"I have a sunrod in my bag." Dagobert rootles furtively.


M Human (Prescient) Bard/Cutthroat 1

Kenneth, sensibly to his mind, stays behind Vandis for now. CC3


Male Human Expert 1

From his vantage, Dagobert just sees more of the same. Foul smelling water flows past his feet and out the gate. The strange miasma seems to react with the alchemical components of the sunrod, causing it to flicker on and off. It still manages to remain lit and bright.

Those staying behind see nothing other than the shadows cast up ahead by Dagobert's sunrod.

Updated Map


Male Human

Move to Y7


Male Halfling Rogue 2

Dannad packs up his tools fastidiously while keeping an eye half on his surroundings.

Still in one of the squares by the gate, will keep a square behind the group as they go.


Male Human Expert 1

What's the plan? You pretty much have three places to go. You can explore the alley further, check out the double doors, or scale the roof if you so desire.


Male Human Expert 1

Samael, are you still with us? Haven't heard from you since Friday.


Male Dwarf Invoker 2

"I'm not good on heights," comments Dagobert realistically.


Male Human

I say explore the alley further


Male Human Expert 1

Because everyone other than Dagobert has pretty much committed to following Vandis, I'll be moving you all down the alley in a few hours if there aren't any other ideas or objections.


Male Dwarf Invoker 2

Dagobert is happy to go with the group. He just wants to stay out of Vandis's way, since the big lunk seems to be unaccountably impatient with him and he's slightly fed up with being picked up and yelled at :)


Male Human

Yes, I wonder why Dagobert could be so irritating? ;D


Male Dwarf Invoker 2

He's just doing his best to please :D


M Human (Prescient) Bard/Cutthroat 1

Still following Vandis


Male Human Expert 1

As you reach the bend in the alley you see several things of interest. The wall to the right of you is covered with jagged, rusty nails. (The one next to the brown rooftop area) At the end of the alley is a fountain where the miasma seems to be coming from. There is also another wooden door across from it on the left. There are also two sets of windows; one straight ahead, and another on the left. Both sets of windows are about 10-15 feet up.

Zoomed In Map

I also need perception checks from everyone.

Still waiting for word from Samael. Sent him an e-mail this morning but haven't heard back yet.


M Human (Prescient) Bard/Cutthroat 1

Perception 6!


Male Human

Perception 21. :D


Male Dwarf Invoker 2

Perception 9

"Oozing fountains. Very contaminating," whispers Dagobert.


Male Human

Vandis smacks Dagobert on the back of the head.


Male Dwarf Invoker 2

"I know you're a foreigner, so I'm making allowances, but you're getting me a bit tense."

Easing past Vandis to M18.


Male Human Expert 1

Perception DC 18:

Spoiler:
Out of the corner of your eye you see several humanoid forms scuffling about on a ledge atop the wall with the nails in it. You will get to act in the surprise round.

I'm going to give Dannad and Samael a few more hours then I'll be rolling their perceptions for them and moving on. Still no reply from Samael via e-mail.


Male Halfling Rogue 2

Dannad keeps checking the alley behind them, trying to make sure no one's following them.

As IC is down, got an 18 on my perception.


Male Human Expert 1

Dagobert:

Spoiler:
A decaying fountain stands at the end of the alley. Topped by a mold-covered figure, the basin overflows with rust-red water. Filth slithers down the side of the stained fountain, where it collects in a pool before worming its way down the alley.


Male Dwarf Invoker 2

Dagobert looks askance at the fountain, finding it even less appetising close too. He has a little think.

1d20+7 = 18 Religion
1d20+7 = 14 Arcana
1d20+4 = 14 Nature


Male Human Expert 1
Dagobert the Luckless wrote:
1d20+7 = 18 Religion

Dagobert:

Spoiler:
The statue very likely has some religious significance but with the mold covering the details of the statue, you can't quite make it out.

Male Human

Vandis tenses, and his eyes narrow at the anticipation of combat.


Male Dwarf Invoker 2

"Errm,"

Dagobert draws the group's attention to the fountain.

"I'm not a chap to cause needless alarm and despondency, but this fountain is very unpleasant. Well, obviously, really. But maybe more unpleasant than raw sewage is making it. The smell's putting me off a bit. Can one of you take a look?"


Male Human Expert 1

Samael's Perception 1d20+9=11
Samael's Initiative 1d20+3=10

Just as Dagobert begins speaking, a handful of humans wearing leather armor and carrying large, weighted nets pop up on top of the ledge. They look as disheveled and unkempt as anyone in Smoke, though their eyes are alight with fervor.

"You ain't fences and you ain't beggars!" shouts one.

"Truss 'em up for the Beggar-King!" shouts another.

UPDATED MAP (Refresh browser to load updates)
Updated Hit Points

Initiative please! Those who made the perception check will get to act in the surprise round.

The sentries are 10 feet up on a ledge overlooking the alley. It is a DC10 Athletics check and 4 squares of movement to climb up on the ledge, but the nails do 1d6 damage to anyone attempting to do so. This damage can be avoided with a DC10 Acrobatics check. Standing in a half-square counts as squeezing. Ranged attacks against them take a -2 penalty due to partial cover from the ledge.

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