A Road Home pbp


Play-by-Post

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Male Gnome Illusionist Wizard 13

Do we have any possessions, or are they visible?

Rennik examines the craftsmanship of the cells. Dungeoneering 1d20 + 11 ⇒ (18) + 11 = 29


Typhus awakes with a start, touching his dragonmark to ensure it yet exists. He looks around, hears Ferdinand and laughs out loud, collapsing back upon the ground with a wheeze as he finds himself unable to draw breath due to laughter.


You are dressed in simple woolen clothing and leather sandles. Your equipment is absent.

The cells are well made and show centuries of wear. The stone is granite covered with molds and algaes. the bars are well worn but keept free from rust. The sleeping mat is relatively fresh, free from most parasites.
Aside from the dim light of torchs you can't see much else but for a prison it is unusually quite. The only sounds you hear are the voices of the rest of the group.


male human Resourceful Warlord/Commando Captain 13

"We really have talents. It's just amazing. How the hell do we keep doing this and why are we still alive?"

Malick looks at his impromptu clothing with disfavour.

"Not my style at all. Never been a sandals man."


Typhus, once he stops laughing like a madman, will move over to the cell door and try to open it. If it doesn't open, he'll attempt to Eldritch Blast it into submission.


Male Gnome Illusionist Wizard 13

Wizard's Escape - Encounter Power, Immediate Interrupt, Personal. Trigger: An enemy hits you with a melee attack
Effect: You teleport 5 squares to a space that is not adjacent to an enemy.

Is there some way I can use that without having someone punch me in the face? What do you think, GM?


Human Artificer/Battle Engineer 11

"Would it kill them to leave a sliver of metal sitting around? This straw isn't even strong enough to bother trying to pick the lock. At least I bothered learning how to do this without a rod..." The sound of crackling electricity soon comes from Ferdinand's cell.

Attempting to use Static Shock as an impromptu plasma cutter. Does 1d8+5 Lightning damage per use.


male human Resourceful Warlord/Commando Captain 13

"Could just try opening it the simple way. Uriel, get over here and help out."

Malick ambles over to the door and leans on it.
1d20 + 11 ⇒ (19) + 11 = 30 - strength check[/ooc]


Rennik, Typhus and Ferdinand: You can use your power but you woun't be able to use them again for half an hour.

Malick and Uriel: You're going to need 3 strength checks DC30 to open the door. You will take 1d8 damage for each failed attempt (bruises, cuts, dislocated shoulders, etc.)

Flint: A thievery check of DC 35 is needed because of a lack of tools.

Ragna:
You recognize the prison because this is the place that Oddjob 101 broke in and kidnapped the former High Inquisitor. Your tabard is that of ecclesiastical guard, a sub-order of the Order of Sliver Flame. You are armed and posses the keys to the cells on this floor.


Sorry about that, my internet went down yesterday afternoon.

Ragna stands up and walks down the first hall of cells.

If I see one of my companions, I will let them out, and continue to the next set of cells. Do I know where equipment is usually held, and is it accessible to us?


Ragna wrote:

Sorry about that, my internet went down yesterday afternoon.

Ragna stands up and walks down the first hall of cells.

If I see one of my companions, I will let them out, and continue to the next set of cells. Do I know where equipment is usually held, and is it accessible to us?

Ragna:
Confiscated items are kept in the barrels by the desk.

I will tell anyone I let out where their equipment is. Once I have let everyone go, I will come back and see if all of my equipment is there. I am assuming some of it might be since I am wearing different cloths.


Male Gnome Illusionist Wizard 13

"Ahh, well having the door opened for me is even easier than teleporting through. Thank you, Ragna."


I'll wait patiently for Ragna to let me out of my cell.


Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path)

Thievery Check, 1d20+15=31
Flint fiddles with the lock on his cell and just as he is about to break free, he sees Ragna approaching with keys in hand.


Human Artificer/Battle Engineer 11

Do you mean I have to wait 30 minutes to use any powers, or I'd have to wait 30 minutes before using another power?

"Well, that's certainly easier. So, any idea why you're not in a cell?"


"This looks like I am reliving my life as a one of the Temple Guards. I wonder if this is part of the test, or is the test already over? Do you all remember what you did, when you broke in the last time?"


male human Resourceful Warlord/Commando Captain 13

"Ragna, you're a sight for sore eyes. That break in was a while ago, the details are kind of blurry."

DM

Spoiler:
So, what do we remember?

Malick re-equips himself. "If we're reliving past events, there's a couple of places I really don't want to visit. There's a few that might be fun, but I'm betting we won't get those."


Human Artificer/Battle Engineer 11

Ferdinand puts his armor back on and begins making sure all his gear remains intact. "I hope we're not literally back at the tower. I for one don't remember breaking myself out of prison."


male human Resourceful Warlord/Commando Captain 13

"Me neither. And I'm pretty sure that's a detail I'd remember, particularly if it included sandals."


When I'm released I'll put on my armor and draw my sword, heading to P-3 and I'll make a Perception Check:1d20 + 15 ⇒ (8) + 15 = 23


The gear in the barrels is and isn't your equipment, everything is there but isn't of the same make. It's like everything you own has been replaced by a duplicate. The items seem to be a mix of Karnathi weapons and armor, Aundaian wands and staves and Cyrian potions and reagents. (in game terms you have all your stuff and it will work as normal).

When you kidnapped the High Inquisitor before you came in on a small air ship and broke in from the top tower made your way down to his cell and the fought your way back up to the ship.

Ragna from what you remember for the prison the cells you're in are in the cellars and the cell where the High Inquisitor was keep is about four floors above you.

All of you notice that the feel of the place is off. The other people in the cells are mummified and wrapped in webs and the air smells sickly sweet like rotting fruit.

Once you have gathered your gear together a few of the bodies in the cells explode in a swarm of spiders and insects.

Initiative and placement please.

DeviantArt is down, I will have the map up latter.


Human Artificer/Battle Engineer 11

"The hell? I made that spear myself! I swear if I get my hands on those snakes I'll- Oh, can't we have a gods-damned minute of peace here!"

Initiative: 1d20 + 8 ⇒ (2) + 8 = 10


Initiative:1d20 + 10 ⇒ (3) + 10 = 13


male human Resourceful Warlord/Commando Captain 13

"Details, Ferdinand. I'm calling it good we've got some kind of weaponry. Got to take any breaks we can."

1d20 + 8 ⇒ (7) + 8 = 15 - Init. Add +2 if you're within 10 squares of Malick.


1d20 + 14 ⇒ (19) + 14 = 33


Init 1d20 + 8 ⇒ (7) + 8 = 15


Male Gnome Illusionist Wizard 13

1d20 + 8 ⇒ (7) + 8 = 15


Ragna 33
Rennik 15
Typhus 15
Malick 15
Uriel 13
Ferdinand 10
Flint ?
Zombies 1 thru 16

MAP


Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path)

Initiative Check, 1d20+10=23


male human Resourceful Warlord/Commando Captain 13

"Well, that's just lovely. Zombies. My all time favourite."


Move to J6, Divine Challenge Zombie 10
Bolstering Strike 1d20 + 18 ⇒ (20) + 18 = 38 vs AC, 1d8 + 8 ⇒ (8) + 8 = 16 and I gain 3 temporary hps[/dice]

"I could not agree more Malick."

Ragna lashes out at the zombie.


Male Gnome Illusionist Wizard 13

I'll try walling off the row of cells furthest to the left/west. Divide and conquer and all that. So don't go down that corridor before my turn comes up :)


"Ahhhh, it's time fer' some good ole' fashioned zombie-killing..." says Uriel with a broad grin on his weather-beaten face.


Male Gnome Illusionist Wizard 13

Oh hey, I'm up after Ragna, aren't I?

Rennik conjures an illusory wall to cut off some of the zombies.

Illusory Wall: D1, D2, D3, D4, D5, E5, F5 (a big L shape).

Effect: You create the illusion of a contiguous wall of solid material (stone or metal, for example). The wall can be up to 8 squares long and 4 squares high. The wall blocks line of sight for all enemies (but not your allies). When any enemy moves adjacent to the wall, you can make an attack (Intelligence vs. Will) against that target; if successful, the target cannot move through the wall on its current turn, but it can try again on later turns. On a miss, the wall no longer blocks line of sight or movement for that creature.

Xabulba: The attack roll is +16 vs Will. If one of the zombies approaches the wall and you need to resolve their disbelief, feel free to roll the attack for me to keep things moving.


Ragna steps up to Z10 and smite’s it with her divine challenge. The zombie looks back at her with hungry dead eyes and says, “For King and country.”

Ragna
Flint
Rennik5
Typhus
Malick
Uriel
Ferdinand
Z1
Z2
Z3
Z4
Z5
Z6
Z7
Z8
Z9
Z10 (under Ragna’s divine challange)
Z11
Z12
Z13
Z14
Z15
Z16

MAP

Flint is up.


Male Gnome Illusionist Wizard 13

Oops! Sorry for jumping the gun. Assuming Flint doesn't go sprinting down that left corridor, just resolve my actions after he posts.


Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path)

Delay until after Ferdinand


With a wave of his hands and a few mystic words Rennik constructs a new wall for the prison.

<+16 vs Will for zombies to go through wall>

Ragna
Rennik
Typhus
Malick
Uriel
Ferdinand
Flint
Z1
Z2
Z3
Z4
Z5
Z6
Z7
Z8
Z9
Z10 (under Ragna’s divine challange)
Z11
Z12
Z13
Z14
Z15
Z16

MAP

Typhus is up.


"Zombies. All the death, none of the guilt."

Eldritch Blast and CURSE at #10: 1d20 + 15 ⇒ (11) + 15 = 26
Damage: 1d10 + 9 + 2d6 ⇒ (5) + 9 + (1, 6) = 21


The room fils with the smell of burning meat as typhus hits the zombie whit greenish flame.

<+16 vs Will for zombies to go through wall>

Ragna
Rennik
Typhus
Malick
Uriel
Ferdinand
Flint
Z1
Z2
Z3
Z4
Z5
Z6
Z7
Z8
Z9
Z10 (under Ragna’s divine challange)
Z11
Z12
Z13
Z14
Z15
Z16

MAP

Malick is up.


male human Resourceful Warlord/Commando Captain 13

"Reckon you're right, Ferdinand. This doesn't feel like my halberd."

Move to I5
Viper's Strike (AC) on Z10. If it shifts before the end of Malick's next turn, Ragna gets an OA on it.
1d20 + 17 ⇒ (16) + 17 = 33
1d10 + 10 ⇒ (8) + 10 = 18

"Still works, though. Good enough for me."


Uriel moves into a defensive position; his sword drawn and his stance ready...
"I'll cover your flanks!" shouts Uriel.

Move Action: Move to K-2
Standard Action: Ready Action for when an enemy enters into area O-5 and P-5. Readied Action:Charge using Howling Strike on enemy.


Malick bloodies Z10 as Uriel readys himself for the zombie onslaught.

<+16 vs Will for zombies to go through wall>

Ragna
Rennik
Typhus
Malick
Uriel
Ferdinand
Flint
Z1
Z2
Z3
Z4
Z5
Z6
Z7
Z8
Z9
Z10 (under Ragna’s divine challange, bloodied)
Z11
Z12
Z13
Z14
Z15
Z16

MAP

Ferdinand is up.


Human Artificer/Battle Engineer 11

Ferdinand steps forward and hurls his spear at the undead.

Move to I4, Resistive Formula on Ragna, then throw a Magic Weapon at Z10(adjacent allies get +1 attack, +3 damage): 1d20 + 18 ⇒ (16) + 18 = 341d8 + 8 ⇒ (4) + 8 = 12


Ferdinands spear plunges deep into the zombies leathery hide.

<+16 vs Will for zombies to go through wall>

Ragna
Rennik
Typhus
Malick
Uriel
Ferdinand
Flint
Z1
Z2
Z3
Z4
Z5
Z6
Z7
Z8
Z9
Z10 (under Ragna’s divine challange, bloodied)
Z11
Z12
Z13
Z14
Z15
Z16

MAP

Flint is up.


Male Razrclaw Shifter / Dhampyr (Half Vampire) Trickster Rogue / 12 (Shadow Assassin Paragon Path)

Move to P6
Move to O8 as part of Deft Strike(s. sword) with CA due to acting prior to zombies in encounter, 1d20+18=22 vs Z13 AC, 1d6+10+3d8+2d6=2+10+10+10=32 damage.

Flint rounds the corner and swipes at the first zombie he sees.


Flint charges Z13 and before the zombie can react cuts it open neck to groin spilling rotting organs. Then the zombies attack in mass.

Z1 and Z4 save vs illusion = Z1 1d20 + 16 ⇒ (20) + 16 = 36, Z2 1d20 + 16 ⇒ (7) + 16 = 23, both fail

Zombies 7 -10 attack and attempt to overwhelm Ragna.
Z7 attack vs ac, 1d20 + 16 ⇒ (13) + 16 = 29, damage = 2d10 + 5 ⇒ (6, 6) + 5 = 17
Z8 attack vs ac, 1d20 + 14 ⇒ (11) + 14 = 25, damage = 2d10 + 5 ⇒ (9, 8) + 5 = 22
Z9 attack vs ac, 1d20 + 16 ⇒ (17) + 16 = 33, damage = 2d10 + 5 ⇒ (6, 5) + 5 = 16
Z10 attack vs ac, 1d20 + 14 ⇒ (8) + 14 = 22, damage = 2d10 + 5 ⇒ (10, 4) + 5 = 19
Z11 attack vs ac, 1d20 + 14 ⇒ (5) + 14 = 19, damage = 2d10 + 5 ⇒ (5, 10) + 5 = 20

Zombies 13 – 15 swarm Flint
Z13 attack vs ac, 1d20 + 14 ⇒ (11) + 14 = 25, damage = 2d10 + 5 ⇒ (3, 3) + 5 = 11
Z14 attack vs ac, 1d20 + 14 ⇒ (8) + 14 = 22, damage = 2d10 + 5 ⇒ (10, 9) + 5 = 24
Z15 attack vs ac, 1d20 + 14 ⇒ (10) + 14 = 24, damage = 2d10 + 5 ⇒ (6, 7) + 5 = 18

<+16 vs Will for zombies to go through wall>

Ragna
Rennik
Typhus
Malick
Uriel
Ferdinand
Flint
Z1
Z2
Z3
Z4
Z5
Z6
Z7
Z8
Z9
Z10 (under Ragna’s divine challange, bloodied)
Z11
Z12
Z13
Z14
Z15
Z16

MAP

Ragna is up.


male human Resourceful Warlord/Commando Captain 13

"Thinking you'd be better off backed up a step, Ragna. Pinning them in the doorway works for me."

If you're horribly damaged after that lot, tell me. Healing can be arranged.

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