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Thread: Machines of War

  1. - Top - End - #961
    Bugbear in the Playground
     
    Manwhoisthisman's Avatar

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    Default Re: Machines of War

    DM and Jaster
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    Ditto

  2. - Top - End - #962
    Barbarian in the Playground
     
    curf06's Avatar

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    DM
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    I wait until midnight then head back to RR HQ. I go the the window where I can see Keiji and Jaster. I look for guards that might be watching/awake/or otherwise see what I am about to do.

    Spot
    (1d20+9)[23]

    If no guards are on duty that can see what I about to do then I take a couple of pebbles and throw them at Keiji and Jaster alternatively until I get one of their attention. Once I get their attention I wave at them, then point at them, then using my thumb point towards outside, then give them the thumbs up. (I am trying to tell them that I'm going to bust them out.)

    If there is someone there who may spot me, then I simply go to the back door of the barracks and pick the lock with my Masterwork Thieves Tools. I then open the door a little bit and peer inside looking for people who might see me sneak in.

    Move Silently
    (1d20+11)[15]

    Spot
    (1d20+9)[28]

    Hide
    (1d20+11)[12]

  3. - Top - End - #963
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    madtinker's Avatar

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    Default Re: Machines of War

    Keiji and Jaster are awakened in the middle of the night by someone throwing pebbles through their window. They see it is Curf, who gestures with his thumbs towards the outside.

    @Curf
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    I know play by post games are slow, and as much as it would be nice to speed this along, we have to give your compadres a chance to react to your gestures.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
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  4. - Top - End - #964
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    Manwhoisthisman's Avatar

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    Default Re: Machines of War

    Keiji looks at Jaster and whispers "So whats the plan now?"

  5. - Top - End - #965
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    Default Re: Machines of War

    "The plan is I am going to sneak through the backdoor of the barracks and make my way to you guys. I'm going through the back door because the front door is likely guarded, the back door won't be because they figure going through the back door would be suicide, for the obvious reason that there are many sleeping people in one room. So I'm going through the back door, because it is the only one with the slightest chance of success.

    Then hopefully we find some way out of here with our necks intact."

  6. - Top - End - #966
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    INWranger's Avatar

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    Default Re: Machines of War

    In a whisper: "Curf, make sure you can snag the key. Now we see if Curf makes it here. If he gets caught, we wait until morning and when/if they open our cells we fight our way out."

  7. - Top - End - #967
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    Whilst whispering, "do you know where the key is?"

  8. - Top - End - #968
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    INWranger's Avatar

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    No clue. Trevor, the rat man might have it. Either that or you will have to pick the lock or burn through the bars, unless you can figure out a way to cut them quietly.

  9. - Top - End - #969
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    "Okay, I'll just pick the lock in that case. See you guys soon." I stalk off toward the backdoor to the barracks.

    DM
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    Using my Masterwork Thieves Tools, I pick the back door. I open the door a crack to peer inside and see if there is anyone who might see me come in.

    If not I make my way through the barracks and on towards the cells, whilst looking out for people who might see me.

    Spot
    (1d20+9)[14]

    Hide
    (1d20+11)[24]

    Move Silently
    (1d20+11)[14]

  10. - Top - End - #970
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    madtinker's Avatar

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    Default Re: Machines of War

    DM
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    there are four men play cards just inside the door.(1d20-2)[7](1d20-2)[0](1d20-2)[17](1d20-2)[-1]


    Curf
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    As you are mucking about getting your tools and fiddling with the lock, you hear grumbling on the other side of the door, chairs scraping against the floor, and then rough shuffling.
    Last edited by madtinker; 2012-06-20 at 11:39 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  11. - Top - End - #971
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    DM
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    I back away from the door and hide behind an adjacent corner. I wait for the sounds to stop, then wait an hour. I then pull out the tools I need for the job, and attempt my previous plan again.

    Move Silently
    (1d20+11)[16]

    Hide
    (1d20+11)[23]

    Spot
    (1d20+9)[29]

  12. - Top - End - #972
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    Default Re: Machines of War

    DM
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    Forgot listen check.

    Listen
    (1d20+5)[18]

  13. - Top - End - #973
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    madtinker's Avatar

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    @curf
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    There are definitely men still awake. It sounds as if they're playing a card game and talking quietly, but you can't make out the conversation.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  14. - Top - End - #974
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    DM
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    I got to the window that looks into the holding cells where Jaster and Keiji are then go to the first window to the left of the Jail cell window.

    I grease the hinges, then open them slightly and peer in.

    If all is in my favor I open and go through the window. Then make my way to the Jail cells.

    Move Silently
    (1d20+11)[17]

    Spot
    (1d20+9)[14]

  15. - Top - End - #975
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    madtinker's Avatar

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    Default Re: Machines of War

    @Curf
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    If you make an escape artist check of 15, you find yourself in the front room of the establishment. To your left is the door out to the street, in front of you is a desk, and then there is a doorway behind the desk that leads to the barracks, offices, and the holding cells.
    Last edited by madtinker; 2012-06-22 at 11:42 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  16. - Top - End - #976
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    DM
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    Escape Artist
    (1d20+8)[14]

  17. - Top - End - #977
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    madtinker's Avatar

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    @Curf
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    You're having some trouble with the window, it's a little high off the ground and fairly small.
    Last edited by madtinker; 2012-06-23 at 03:29 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
    Show

  18. - Top - End - #978
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    Default Re: Machines of War

    DM
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    I try again

    Escape Artist
    (1d20+8)[18]

  19. - Top - End - #979
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    madtinker's Avatar

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    Default Re: Machines of War

    @Curf
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    Okay, you're through the window, and it doesn't sound like anyone heard you. read the spoiler I left you earlier.


    @Keiji/Jaster
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    You hear Curf fumble his way through a window not far from your own.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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    Show

  20. - Top - End - #980
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    DM and Keiji
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    Wait for something else to happen. If that is the only sound made, then continue to wait. To Keiji in a whisper: "Curf might need some cover. If there are other noises then we might need to start arguing loudly to give him some time to hide, or at least mislead Red raven as to what is going on.

  21. - Top - End - #981
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    Manwhoisthisman's Avatar

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    Default Re: Machines of War

    DM and Jaster
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    Replying in whisper, "That sounds like it might work, but it might draw attention here, which may be undesirable. 'Tis better than a friend falling in danger though."

  22. - Top - End - #982
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    Default Re: Machines of War

    DM and Keiji
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    Better that we get them in here and a little angry than to have no one on the outside. Curf is our wildcard. We want to keep him out there.

  23. - Top - End - #983
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    DM
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    I make my way to the holding cells where Jaster and Keiji are.

  24. - Top - End - #984
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    Default Re: Machines of War

    The door to the holding cells is locked. Make an open lock check.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  25. - Top - End - #985
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    Default Re: Machines of War

    DM
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    Open Lock
    (1d20+6)[11]

  26. - Top - End - #986
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    madtinker's Avatar

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    Default Re: Machines of War

    You can't make the pins line up, it isn't opening.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  27. - Top - End - #987
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    Default Re: Machines of War

    DM
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    I try again

    Open Lock
    (1d20+6)[22]

  28. - Top - End - #988
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    madtinker's Avatar

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    Default Re: Machines of War

    The lock clicks, and you're in. Jaster and Keiji are still in their cell, and their gear is in a trunk by the door.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
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  29. - Top - End - #989
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    Default Re: Machines of War

    I look around for the key to their cell.

    If I don't find the key then I pick the lock.

    DM
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    Spot
    (1d20+9)[14]

    Open Lock
    (1d20+6)[10]

  30. - Top - End - #990
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    madtinker's Avatar

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    Default Re: Machines of War

    The key is nowhere in sight, and the lock is even more difficult than the last.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
    Spoiler: Current characters
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