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Thread: Machines of War

  1. - Top - End - #901
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    Default Re: Machines of War

    @ jaster
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    the rat man returns with four thugs in tow. "where did your friend go?"

    @keiji
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    make a spot check

    Dm
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    (1d20+2)[22]hide for the follower.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  2. - Top - End - #902
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    Spot (1d20+6)[12]

  3. - Top - End - #903
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    "Something urgent came up that he had to take care of. You must have a lot of info for me if it takes 4 others to deliver it."

  4. - Top - End - #904
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    Default Re: Machines of War

    DM only
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    hide - (1d20+2)[5]spot - (1d20+6)[7]Keiji gets another chance to spot his tail.


    @Keiji
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    You don't see anyone outside the HQ, but when you're waiting at the pub you notice you have a tail. It's a beggar, probably in his thirties He's dirty and pock-marked, but moves after you with surprising agility.


    @Jaster
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    Indeed. Well, if you wish to know about Vicciano, we must ask you to be our guest. These gentlemen are here simply to ensure that you accept our hospitality. You are escorted through the doorway and to the right, then through a door into a room with iron holding cells. Leave your gear here, indicating a medium sized chest. One of the thugs searches you [roll]1d20+8[/roll], and you are locked up.
    Last edited by madtinker; 2012-06-01 at 09:37 AM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  5. - Top - End - #905
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    @Jaster
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    redo that search roll(1d20+8)[15] So he finds the alchemists fire and confiscates it, but leaves you with the dagger.
    Last edited by madtinker; 2012-06-01 at 09:40 AM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  6. - Top - End - #906
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    Cooperate for now. Start looking for things I can use in the event of a fight so that I can get to the chest. Then take twenty on the cell to see if it has any weaknesses. Is there a window anywhere in the room?
    Also: Is gear defined as weapons, or my entire inventory?

  7. - Top - End - #907
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    @Jaster
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    Your gear is your backpack and any of your equipment that is in a bag or belt and all your weapons. Your cell is a five by ten enclosure with iron bars. The iron bars go floor to ceiling, with a single door. There is a window, but it is in the wall, without an opening for the bars. The back wall is about two feet from the walls, and there are three other holding cells. You have a chamber pot and two small cots hanging from the wall. The floor is solid oak planks and the ceiling is slats and stucco. The door to the cell is locked, and the door to the room is heavy oak and locked as well, but your hosts leave you alone in the room.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  8. - Top - End - #908
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    I leave the pub and try to locate a building with a flat roof, preferably 2 stories with an alleyway. If I can locate one, I jump-tumble-climb my way to the top.

    Jump (1d20+9)[10]
    Tumble (1d20+12)[13]
    Climb (1d20+3)[20]

  9. - Top - End - #909
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    So my inventory available is armor, cloak, ring, and concealed dagger?
    Start searching for loose floorboards and then for loose ceiling slats. I want to know what my options are. Also, search the cots for something I could use to help me pick the lock. Leave anything I might find where it is. Take twenty on all searches, I won't have much else to do for awhile. Once that is done, and if my hosts have not returned, take the ends of my cloak and use them as cloak puppets and retell the story of Argough as best I can remember it.

  10. - Top - End - #910
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    @Keiji
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    You are able to locate an alleyway with flat roofs. Your jump doesn't get you very far, but your climb gets you about halfway up the building. DM
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    climb for tail(1d20+3)[10]
    Your tail hangs out at the entrance to the alley, waiting.


    @Jaster
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    You find a stiff piece of wire, and a loose nail in the ceiling slats where the stucco has flaked away. Otherwise your cell feels pretty solid.


    @Curf
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    It's been a while since your com-padres left, much longer than it would take to simply go to HQ and come back.
    Last edited by madtinker; 2012-06-02 at 12:03 PM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  11. - Top - End - #911
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    I get dressed. Grab a quick bite to eat downstairs. Leave a note with the inn keeper to give to Jaster if he comes back before I do.

    Note Says:
    Jaster

    Went looking for you.
    If I'm not back by dusk, I'll try and make it to the inn for breakfast.
    If that fails, then you can find me where we first met.

    If I'm not there, well I'm pretty sure you can figure out what happened to me.

    Curf
    End Note

    I pull my hood over my head, and walk out into the streets. I head over in the general direction of Red Raven HQ blending in with the crowds. When I'm a block away from the HQ I slip into the back alleys and I attempt to climb to the roof of an adjacent building to Red raven HQ then hide at the top while keeping watch on the building.

    Climb[roll0]
    Hide[roll1]

  12. - Top - End - #912
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    Wait and see what happens. This may be a simple detainment. On the other hand it could be serious. Now that I know my options are escape, release, or rescue I will wait on the release or rescue options. Hopefully it will be an information and release situation.

  13. - Top - End - #913
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    @Curf
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    Your rolls didn't come out, make sure you don't try to preview your post. The roofs in this area aren't terribly difficult to climb, so after a little clambering you get up on a roof not far from the headquarters. The buildings in this part of town are single story affairs and built close together. You recall that when Red Raven holds bounties they have a room with several holding cells on the east side of the building, and there is a window that opens into the room (the holding cells are essentially large iron cages). In the rear of HQ is the barracks, Brutus's office is in the center with one window, and Trevor sits at a desk in the foyer.


    @Jaster
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    You wait a while. Once in a while one of the thugs peaks in at you, but it seems no one is worried about you going anywhere.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  14. - Top - End - #914
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    Wait patiently for them to make up their minds what they will do. If night comes and I haven't had a visitor to tell me what is going on I am busting out and burning the place down, after I look through their records and take everything light that isn't nailed down.

  15. - Top - End - #915
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    @Jaster
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    About midday, Trevor (the rat man) stops by to deliver a meager meal. "After tomorrow morning you'll have no more questions." he grins wickedly as he passes you a small tin plate with bread and gravy."
    Last edited by madtinker; 2012-06-03 at 08:46 AM.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  16. - Top - End - #916
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    Attempt to pick the lock and get some food from my own gear. I don't trust them at all. When night comes I am taking all the gold that isn't nailed down and as many documents that are as I can. Then torching the place.
    open lock (1d20+4)[22]

  17. - Top - End - #917
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    @jaster
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    even using the wire and nail as tools, you are unable to open the lock.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  18. - Top - End - #918
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    Looks like I am going to have to cut my way out in the morning. eat half of the bread and gravy, then if I feel okay after about an hour, eat the other half. Then, scratch the following message on the plate with the nail and try to throw it out the window. Message: Held in cell. Think bad stuff in morning. J.

  19. - Top - End - #919
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    Another few climb checks:
    (1d20+3)[23]
    (1d20+3)[20]
    (1d20+3)[12]
    Once on the rooftop, I creep over to the corner of the roof where the beggar was waiting and listen.
    Move Silently (1d20+7)[27]
    Listen (1d20+6)[20]
    If it sounds like he is still waiting down there, I will sneak back toward the middle of the roof, and see if I can find a good route of roofs to get back to the inn or close to the inn.
    Move Silently (1d20+7)[10]

  20. - Top - End - #920
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    @jaster
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    you don't detect any poison, the food actually tastes good. You hear the plate message ping on the cobbles outside.


    @keiji
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    the tail tries to climb the wall, but soon gives up. He scampers away, presumably going to fetch more muscle.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  21. - Top - End - #921
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    Wait until rescue, or until morning and then cut myself out through masses of Red Ravens if I have to.

  22. - Top - End - #922
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    I Climb to roof of an adjacent building on the East side of the RR HQ, so that I can get a good view through the window of the cells for bounties.

    Climb
    (1d20+9)[10]

    Hide
    (1d20+11)[26]

  23. - Top - End - #923
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    @Curf
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    make a spot check


    @Jaster
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    What are you doing while you wait?
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  24. - Top - End - #924
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    DM
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    Spot
    (1d20+9)[27]

  25. - Top - End - #925
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    Pacing, listening to the sounds around me, once it gets dark I will trance, but it will be light if I can.

  26. - Top - End - #926
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    @Curf
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    You see Jaster in the cell, pacing. Also, among the garbage in the street you notice a tin plate with something scratched in its surface.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  27. - Top - End - #927
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    I climb down the the building into the alley way with the tin plate. I read read what is written on the plate.

    Climb
    (1d20+9)[16]
    Move Silently
    (1d20+11)[25]
    Hide
    (1d20+11)[19]

  28. - Top - End - #928
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    @Curf
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    The message reads: Held in cell. Think bad stuff in morning. J.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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  29. - Top - End - #929
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    I take advantage of the absence by beginning to run/jump roof to roof to get to the inn where Curf is waiting.
    Jump Jump Jump
    (1d20+9)[15]
    (1d20+9)[21]
    (1d20+9)[11]

  30. - Top - End - #930
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    @Keiji
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    It is fairly easy to find gaps of ten feet or less, and with your mad skills roof hopping poses no challenge. You surprise a few people airing out their laundry, but otherwise your escape is clean.
    Quote Originally Posted by The Giant
    An entertaining defeat is better than a boring victory...
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