[Way of the Wicked] Idle Threats...

If you can get that one guard to head up stairs, the rest of us could jump him. If he does scream, you could at least tell anyone that responds that he is beating down a prisoner that was getting too uppity. That should give you a good idea of how many would respond should our murderous abilities falter.
 
Well, the story says that our current jailer has used such in the past. Maybe the LG is willing to cure the person after said beat down has concluded.
 
I love that Alexi just bluffed the guard until he decided we needed a private moment xD . I would've at least been curious about the chimney, but apparently the site decided I could do without alerts for a little while -.-


Btw, nice little diagram Gatherer.
 
Can we just roll to hit, or do you want initiative rolls first? I mean, if we get a surprise round and he doesn't survive it seems a waste to take the time to organize initiative.
 
my thoughts exactly. You can roll initiative with your surprise round actions, just in case it goes to round 1, so we'll already have it. To prevent him sounding the signal horn, you only need to prevent him taking two move actions. Flatfooted, his AC is only 16, and don't forget several of you have flanking and/or charging options. I'll have Grumblejack move once at least one PC has done so.
 
solyr's luck with dice T_T "look two twenties in a row, too bad one was for initiative. Here, have a roll that's exactly ONE point short to confirm that crit :P "


After Grumblejack's action, the guy has one hp left before he passes out. It seems safe to assume he's done for. :D
 
Yes ... Well ... You asked for initiative. In my tabletop group it will take me months to get more than one 20 in a night. But every night I get a few 1s except last night. But I only made 5 rolls between 2 bouts of unconsciousness.


Then the party left me to pursue the thugs and when they got back I had been arrested.


So I don't have good luck in tabletop. At least it seems a little better online.
 
well I'm fairly sure I hit, and I'm gonna do at least 2 damage.... should I roll it anyway to see if we full on killed him?
 
Roll damage. Part of ours was subdual, so if he is still alive we will pull him away and disrobe him before we kill him off.
 
I'm sorry, I've been completely neglecting this in light of some personal stuff. I'll get caught up, I swear!
 
no worries, you only missed a little stabbity-stab-stab, and he's still lying there if you want to "catch up" on that ^_^
 
gatherer818 said:
Each guard is carrying: chain shirt, heavy steel shield, longsword, leather club, longbow with 20 arrows, key
In addition, one of these is carrying a lantern and a second key; Basq recognizes it as the one they unlocked the cell block door with when he was being escorted back from his visit; the other carries a small horn, no doubt used to alert other guards in case of emergency.
I assume that this guy is carrying normal equipment, and the small horn. Maybe a lantern. I suggest we keep dividing the gear as follows.


Alexi - clothes, chain shirt, longsword, and shield, the warning horn - bow and arrows


Akane - clothes, longsword, chain shirt, dagger, lantern - warning horn


Tyrne - bows and arrows, dagger - clothes, chain shirt, longsword


Basq - club and shield, holy symbol - lantern


Ingenio, component pouch, bow and arrows - club


Ogre - club - shield
 
gatherer818 said:
Shall we advance then, since no one appears enthused about the possible alternate route? I kinda hoped one of the more roguish types would volunteer to stick their heads in, but perhaps the knowledge that there's only one cure spell in the party has them a little worried....
You know... We do have a window. Nothing says we couldn't get inside that room very quickly. I was just hoping that we would use it to get through a tough locked or trapped door.
 
hehe ^_^ I'm very surprised the AP doesn't think to mention that option, but I'd thought of it. But, as the room is accessible from the first floor as well, it would be a waste.


This guard carried a signal horn, but no lantern. Most of the guards in lit parts of the prison won't have a lantern - but since the cell block wasn't lit, those guards needed one to peer in to your cells menacingly and be able to see you. Most of the party likely didn't need the light to peer back, I think three out of five have darkvision :D
 
View attachment 2746 A quick reference of the downstairs area so far, with the doors circled since they're not always immediately obvious when zoomed in.<p><a href="<fileStore.core_Attachment>/monthly_2013_11/57a8bfe0e6b73_downstairsquickmap.jpg.1cfc3c82873020521be52694063b20ff.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="24448" src="<fileStore.core_Attachment>/monthly_2013_11/57a8bfe0e6b73_downstairsquickmap.jpg.1cfc3c82873020521be52694063b20ff.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

 

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If someone can listen to the door to the north of the room, we can try to determine if someone is in there. Since it is likely to be the room to the west just farther along the corridor we could conceivably cover two rooms and maybe sneak farther down the hallway if we need to.


We could also listen to the west door in that room before we get Grumblejack to move in there.


Also, you might need to search for some sort of watch list and possibly a roster of guards employeed at the prison, so we know how many we are dealing with.
 
Well Solyr. Taking ten worked- and if you take a note, Dhamphir's do have a +2, and other than that it's all my wisdom score.
 
I'm at work at the moment, but to give you the basic rundown...


there is one room that dominates the west-most part of the prison. East of that are three rooms, including the one you're in at the south side, the one connected to it, and the north-most room which is connected to the main hallway. East of that is the main hallway which runs the length of the prison, save for the room with the stairs. East of that is another set of three rooms, the center room of which is the one connected to the hallway (the other two rooms connect to that center room). A large fireplace is set into the south-east-most room.

_______________dd_________


|.........|_____D.............|__d____|


|.........|___d__|............D___d__|


|____D___x__D___d__|__F___|


........................|S_____|


Assuming my formatting holds even a little.... if it changes formatting at all, though, except my terrible map to shatter entirely :tongue:


d=north/south door in the south wall


D=east/west door


|=north/south wall


_=east/west wall


...=empty space


F and S = fireplace and staircase
 
SephirothSage said:
Well Solyr. Taking ten worked- and if you take a note, Dhamphir's do have a +2, and other than that it's all my wisdom score.
Yes, taking 10 worked fine. I just know the GMs I play with you have to state what you are doing for each roll. So if you want to look for one thing, you say so, and roll. Looking for something else, you need to say so. Listen at the door, you say so. I just want to make sure we don't miss anything. I am too used to checking locks and hinges, and door frames as a rogue, because if I forget one, my GM will nail me.
 
I try not to be too finicky, especially in a play-by-post situation. He said he quickly searched the desk, and the written description for the room says "someone who takes a minute to search the papers and succeeds on a DC 12 Perception check finds a map" and describes it, so he didn't need to specifically search for a map. Technically, Perception says it can be used on a 5x5 dungeon square, so if you say you search a door, I'm going to assume that includes the frame, hinges, lock, etc. Only in rather specific cases would I require you to be extra specific. "The door", "the desk", and "the chest" are good enough for me in most cases.
 

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