Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Male Hobgoblin Cavalier 1 (Fell Rider)

You may be overthinking this, human. But i'll give it a shot. I'd like someone to have eyes on me, in case it goes wrong... Up to it, Johan?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

No. Wait here. Without further explanation Johan turns around and jogs back to the stairs to the manor. Nobody tells me I can't leave a ruddy basement whenever I want.

Johan heads upstairs, and assuming no one more menacing than him tries to stop him, he grabs the first slave he sees by the arm. You, come with me. Now. He drags her back down the basement,and to the others.

intimidate check to gain the slave's compliance if necessary: 1d20 + 12 ⇒ (1) + 12 = 13
str check to drag her along anyway:: 1d20 + 5 ⇒ (6) + 5 = 11
Aww man! Invoking the rule of cool!: 1d1 ⇒ 1

The three other men look at Johan and the new addition to their party with a mix of curiousity and shock. Finally, Damien speaks. Well, hello, and who is this?

Before the frightened girl can reply, Johan answers for her. This, he says as he kicks the girl bodily into the mist room, is bait.

He flexes his grip on his spear, preparing to charge. Be ready as soon as it shows itself...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Way to go Johan. You have just been granted a villain point! (Almost the same thing as a hero point). I'll wait for the others, if they are posting prepared actions too.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred seems content for this use of servants and knocks an arrow.

Well so much for sticking to the 'rules', he thinks, grinning to himself.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

I'm not overly fond of being used as a mouthpiece, but I'll let this one go.

"Hah. I like the way you think."

Damien laughs, working to light a torch of his own. I have no idea what kind of action lighting a torch is. Any insight?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You can find it here. It's a standard with a tindertwig, or a full round otherwise. If you have a tindertwig, you can do that, if not, you will begin this action as a surprise and ends it with a standard in your turn.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

Ah, thanks. Then yeah, lighting up.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan is tensed and ready to charge the mist when it appears. If it doesn't rise up to attack the slave right away, he yells to her, Girl, pick up that stone and smash it on the ground.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim will delay.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The slaves enters the room, and some instants later, you see it coming out of the fissures, near the slave.

Malgrim is only watching, Damien is lighting up a torch. Eldred and Johan can make their atk actions.

Damien: 1d20 + 7 ⇒ (3) + 7 = 10
Eldred: 1d20 + 5 ⇒ (12) + 5 = 17
Johan: 1d20 + 3 ⇒ (6) + 3 = 9
Malgrin: 1d20 + 5 ⇒ (6) + 5 = 11
Mist: 1d20 + 8 ⇒ (2) + 8 = 10

After the surprise actions, Eldred and Malgrim will act before the mist.


Male Hobgoblin Cavalier 1 (Fell Rider)

Delay until after the mist.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred will shoot the mist again, experimenting.

1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan's initiative went up to +6 at level 2 due to the cunning initiative ability which allows him to add Wis mod to init. That brings his init score to 12 - before the mist, getting him two attacks while the thing is flat footed yes?

Rarrgh! Johan charges headlong into the mist, peeling off to the side and using his weapon's reach to give Eldred enough space for another bow shot. Positioning so there is 5' between it and Johan, and that if the thing moves at all, it provokes an AoO

Surpise action
Longspear: 1d20 + 7 ⇒ (1) + 7 = 8
damage: 1d8 + 8 ⇒ (4) + 8 = 12

Round 1
Longspear: 1d20 + 7 ⇒ (3) + 7 = 10
damage: 1d8 + 8 ⇒ (5) + 8 = 13

Attack of Opportunity if needed
Longspear: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d8 + 8 ⇒ (8) + 8 = 16


Human Hero Killer1 / Holy Assassin1 / Deceiver2

You hit the mist and slave alike, you know it resisted some of your damage, but even then, you got it, after some powerful blows from Eldred and Johan, the mists fades, leaving in the ground only the dead slave body.

Intentions?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred:
Both doors are unlocked.
You hear nothing from then.
And they are untraped.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Mmm, that was...easy. Johan remarks. He pokes around the holes in the floor with the butt of his spear, trying to discern their purpose, and if the room holds any other hidden threats.

He looks on the walls and doors for any other inscriptions. He picks up the darkness stone, wraps it in a cloth (assume covering it stops the darkness?), and offers it to Damien. He looks down at the dead slave, knowing he should feel some remorse, but all he can muster is mild concern at how Tiadora will react at being short one minion.

Once Eldred gives the all clear for traps, Johan throws open both doors and peers beyond.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred opens the door opposite to the one they came in.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

A passage connects with the fissures to this other room. Upon the door is an inscription: “The chosen are revealed by their might. The weak deserve no sympathy.”

Eldred:
You hear nothing. No traps. Unloked.

This chamber is lit by an oil lantern hanging from its center.
South is a barred door. The bar is heavy but easily lifted.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I'll overstep and post the other room description.

A short passage leads north from room with the fissues.
At the end of the passage is another wooden door. Unsurprisingly the door is inscribed with yet another platitude: “Cruelty is a tool not a pastime. Be ruthless to thy enemy but reward those who serve thee well.”

Eldred:
You hear nothing. No traps. Unloked.

There is only one thing in this room – a torturer’s rack.
This cruel implement is functional and ready for use but currently empty. The chamber is lit by an oil lantern that hangs from the center of the room.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan heads to the north room. He runs his hand experimentally over the controls of the rack. then starts to methodically search the walls or hidden doors - they had already found two such in the first room, there were likely more. And it seemed odd that this 'lesson' contained no challenge.

perception check


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan, you search the room and do not find anything out of the usual.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Given they are all in the rack room, Eldred opens the door here.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

At a risk of being a broken record, detect magic.

"Oh hey," Damien smirks as the torture rack comes into view. "We had one of these at the club. The head guy used it when someone chickened out and wouldn't pay up on his wagers. This brings back memories."


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred:
You look in the room, and you know there's a secred door there. When you open it you see a young boy in squire clothes.

Eldred looks in the room and after some time, he opens a secret door. When he does that, you all hear someone yelling
"Oh, for Mitra, don't kill me!"


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Sure - you're in no danger. Come on out.

Bluff 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Ahh, now the rack makes sense Johan thinks to himself.

He steps back to block the only exit from the room, in case their new friend tries to make a run for it, and stays quietly observing.

Using sense motive while the others interact with the boy


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"Mitra be Praised! I thoug..." he began to say leaving his hiding place, then he sees Johan, and the guard armor.
"I'm saved! Mitra heard my prai..." then he sees Malgrim.
"Why that foul moster is here?" he screams in fear.
He sees Damien, smiling, but he appears to not have recognized the Symbol of Asmodeus Damien is using.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

He's in disguise. We used this to bluff our way through to this point, but we may need your help if we are to win free yet!, Says Eldred earnestly.

1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"Who? Me? Please, don't flatt- Oh! You meant the hob. Hah. My bad."

"So," Damien says, approaching the boy. "What do you guys think he's in here for?"


Human Hero Killer1 / Holy Assassin1 / Deceiver2

He turn to Malgrim then to Eldred again."You are lying! He is a real monster!... But..." he look at the situation "I've heard a man and a woman talkin', you are a servant too, you know how they treat'em! Will you really help me escape?"


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

For sure, kid, we need to get out too... I didn't want you freaking out over the monster so I fibbed a little but he wants out too, Mitra knows we need all the help we can get,

He reaches out a hand with a gentle smile.

How about you start with who you are and why are you here.

Bluff 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28

May as well add a casual blasphemy lie in there for fun and to sound authentic. Interesting that he recognised the face I am using as one of the servants - raises a few more questions than it answers


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"My name is Timeon of Balentyne. Sir Balin’s squire. They fell upon us at the same time. That horrible woman! Have you seen him? Sir Balin?" he takes a deep breath and continues "When I awaked up, I was not in this room, but somewhere else. A man attacked me, hurted me, but I was able to flee and hide in this room. I heard him searching for me, talking to a woman. But Mitra be praised, he did not found where I was hiding."

Johan:
He belives in everything he says.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Where did they fall upon you and what were you up to?, he asks, all concern.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"I don't know where I am now. But I was near the watchtower of Balentyne. My famile has a state there. We were hunting in celebration of Sir Balin choosing me as his squire."

K:Local Dc 10:

The watchtower of Balentyne is a fortress that separets the good people land from the savage north. And it's really far away from where you are now. Some weeks of travel.

Edit: Changed some words. Same meaning.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

A-HA!, says Eldred.

Local 1d20 + 6 ⇒ (17) + 6 = 23

Well done squire... you may save your Lord and family yet. I think I have unraveled their fiendish plan. Tell me, what changes in troop disposition has Sir Balin made lately - its critical! We need that information if we are to get ahead of these dastards!

Bluff 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14

I Knew it - I was thinking... 'Bet I ace the insubstantial and meaningless knowledge roll and f*&$ up my critical bluff roll... and LO! so it has come to pass


Male Hobgoblin Cavalier 1 (Fell Rider)

Might be ok, its still opposed... Maybe the lad is gullible :P.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I just have to keep telling myself that the rolls will come back the other way in time and its just one of those things. I had a few decent rolls in the mist combat

Looks like we may need to use the rack after all


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"So, kid, did anyone tell you what this room is all about?"

Considering the hint to the room, I'd rather not use the rack until we don't really have a choice. Surely four grown men can intimidate a squire without having to tear him apart. I'm all for evil, but gratuitous violence strikes me as more chaotic.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”Plans? What plans?” he yells in fear ”Sir Balin commands no army. It’s Lord Thomas that commands the watch Tower. I know nothing about troop dispositions.”

Johan:
He speaks the truth.

Oh well, you guys were doing good, but now…

The squire looks again to Damien, then to the room, and to Damien again. His eyes wide in fear. Then he sees the symbol in Damien neck, the hated Asmodeus.
”Ahh! Mitra forgive me! You are a servant of the Enemy!” he yells, crys and piss his pants at the same time.

Eldred, you’ll need to beat a bluff with some pen now, if you still want to continue in talking to him.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Some Penalty? Got ya

Eldred gives the boy a little slap.

Snap out of it! He's in disguise you fool, look at our clothes, we all are except our friend the Guard here! - Now pull it together lad, or we will never get out of here and save the Kingdom

He then rests his arm paternally around him after the hit.

C'mon lad, man up now... we've helping you out of here and you need to help us but I am at sixes and sevens about what our next move should be in order to foil their insidious plan... and we need you to be the Knight that one day you aspire to be and calm down and think, and tell us what we need to ensure that the Kingdom is saved.

Here goes nothing...

Bluff 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

As an ex-inquisitor of Mitra maybe Johan has something that may add credibility to my BS.


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

"Sorry, kid," Damien smiles, tucking the symbol away into his vest. "Didn't mean to scare you with that. 's all part of the disguise. C'mon, you gotta be smarter than this!"

Bluff: 1d20 + 7 ⇒ (2) + 7 = 9

I think I've missed something, because I have no idea what information we're trying to extract out of the kid.


Male Hobgoblin Cavalier 1 (Fell Rider)

We... We'll need to know what else is down here, if we are to save Talingarde.

Bluff (Assist DC10 for +2 to Eldred): 1d20 - 1 ⇒ (15) - 1 = 14


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

I frankly have no ideas either but if the kid is half way accurate in him hiding here and the hint of the rack being a tool, extracting military information as well as hints as to what is down here seems to be the best course of action


Male Human Witch 3 | HP 22/22 | AC 13 ( T13 / FF10 ) | CMB +1; CMD 14 | Saves Fort +2, Ref +5, Will +2 | Initiative +9, Perception -1, Sense Motive -1, Bluff +7 | Magic

The rack could be bait just like the door in the front room, though. Remember the hint: "Cruelty is a tool, not a pasttime"


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Does Johan recognize any of the names being thrown about? Who is Sir Balin? What does he do? Can I give the kid some sort of secret inquisitor hand shake?

Johan listens to the earnestness in the boy's voice and remembers his own time as a new squire. How proud he was, how gullible.

I don't think we're meant to extract long term info out of him - a new squire probably doesn't know much of strategic value. More likely he knows something that can help us with the other tests down here

Johan looks over his shoulder, pretending to be nervous about being caught. Trying to make it look like he's guarding the doorway from anything getting in rather than the kid getting out. This man and woman you heard...what were they talking about? Could you take us back to where you woke up?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan:
You were just to focused on your martial training to pay attention to those little things as history, local and nobility.
You don't have local or nobility or history.

"I'll tell you everything I know! But you have to promisse you'll save the Kingdom!" says the squire.
"Let me see..." he thinks for a bit then says "Sir Thomas is angry because the mad old fool don't leave the rookery, he is afraid if needed, it will not be in good condidition to use it." after some more moments "I know that Captain Eddarly is having an affair with Captain Mott’s wife and I can drawn a map from the tower. I've been to the place and talked with Lord Thomas. There's about a hundred soldiers in the watch tower, guarding it all times." he seens lost in thought, then he hears Johan question "Ah, they said there are vicious metal cobras in a nearby room and a secret door across from the stairs hides the way out. They said a shrieker screams when there is light or movement nearby too and that four drowned men rise when the shrieker cries. I don't know where Sir Balin is kept. I hope he escaped this terrible mad house!" he says lastly.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

"Why has Mitra deserted me?"
"Why Am I made to suffer so?" he pleads.


Male Hobgoblin Cavalier 1 (Fell Rider)

I'd like to make a roll on Sir Balin etc. along the same lines as Johan.

Knowledge (Local): 1d20 + 6 ⇒ (16) + 6 = 22
Profession (Soldier): 1d20 + 7 ⇒ (6) + 7 = 13


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Malgrim:
Sir Balin you do not know. But Lord Thomas is a different matter.

For decades the savage north is trying to enter the good folk land, but the watch Tower is in the way. And it has been harder in those last years. Ever since Lord Thomas Havelyn has been set as commander, every attempt has met a gruesome end. His name is both a curse and a bad name to scare little monsters in the savage north.


Male Hobgoblin Cavalier 1 (Fell Rider)

Malgrim spoke quietly to his companions while the young one despaired. Thomas Havelyn is the commander of the watchtower; this Balentyne the boy speaks of. It is the main obstacle preventing the savage north, my people, from entering Talingarde and laying waste to it. The man is... formidable. I know nothing of this Sir Balin, though. Or any of the others.

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