Pathfinder 1E [IC] Way of the Wicked

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Blackerly's Office:
The evidence only implicates Blackerly. It appears that he acted alone. All the more for the corrupt sergeant. It appears that he had no accomplices and thus no one to split the ill gotten gains with.

Backerly's Bedroom:
The wardrobe contains a variety of different clothes and a flask.
Under the bed you find an iron strong box that is locked.
The small table is just an ordinary table. No drawers and only a small glass on it.
 

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Vordahl ignored the flask, wanting to keep his head clear..but the box. That grabbed him. He pulled it out from underneath the bed and called to the other room.

"Bring the Sergeant's keys. We may have found ourselves a bounty on that criminal." He smiled at the box, no one saw, it wasn't exactly a pleasant smile.
 

Moving things along...

The others come into the bedroom and after a bit you find the right key on the ring opening up the iron strong box. Within you find a case with twelve bottles, four decks of cards, two dozen dice and a bag. Within the bag is a large sum of gold. you would guess the amount to be in excess of five hundred gold. It is hard to tell without counting it. The twelve bottles are marked the same containing a label that reads "Rotgut Whiskey". Silhouette guesses each bottle is worth about five gold. Armides spots the fact that one if the deck of cards is marked and determines that two pair of dice are loaded.
 

Armides Diat, human Inquisitor of Asmodeus

[section]
Armides' lip curls in obvious scorn.

"Got his men drunk and cheated them out of their pay. Why am I not surprised." He looks at the others. "So, what's the plan to get out of here? And are we paying the Warden a visit or not?"

[/section]

[sblock=Sheet]Armides Diat, Inquisitor 1
Init: +6; Perception: +6

AC 18 (14 Touch; 14 FF) Current AC: 18
HP: 8 Current HP: 8
CMB: +3 CMD: 17 Fort: +1 Ref: +4 Will: +4

In Hand: Longbow
Conditions:
Spells:
  • 1st level: (DC 13) 0/2 Remaining
    Bless, Cure Light Wounds
  • 0-level: (DC 12) Unlimited
    Detect Magic, Guidance, Light, Read Magic

Special: Judgement 1/1 Remaining
[/sblock]
 

"The plan hasn't changed," Silhouette says. "We finish clearing the prison...which would include the Warden, if he's here...then get a look at the courtyard. Then we'll take our 'prisoners' across to the gatehouse, kill everyone inside, and make our mad dash to freedom."

She frowns a little and looks away. "Or whatever it is that awaits us, given who we owe this to."

"So, lets regroup, go room by room. No more prisoners. Same formation as before."
 

Vordahl tucks away the bag of gold, considering nothing else worth the hassle. He looks once more at the map.

"Only the armory left in here. Getting to the warden's tower is a trip, and not getting spotted will be difficult with the ogre. The back door in the kitchen will be the best bet, and we may want to clear the wall of any guards on this side first before going for the warden."
 



Vordahl hangs onto the sack for the moment in hopes their next destination would have some packs. "We have to check the armory first. Then we would be delighted to smash things. How would you like to smash the warden, Grumblejack?"
 

Armides Diat, human Inquisitor of Asmodeus

[section]
Armides smiles at the bestial humanoid.

"Does Grumblejack want a smashing club? Maybe there is something for you in the armory." Turning to the others he continues, "We should thoroughly check out the storeroom and armory. Anything that might be useful on our trip out of here we should take, unless it overburdens us."

He shows Silhouette the map again. "The Warden's tower is a separate structure and we'll be exposed when we travel to it. Though we can use the same ploy more than once, I reckon."

[/section]

[sblock=Sheet]Armides Diat, Inquisitor 1
Init: +6; Perception: +6

AC 18 (14 Touch; 14 FF) Current AC: 18
HP: 8 Current HP: 8
CMB: +3 CMD: 17 Fort: +1 Ref: +4 Will: +4

In Hand: Longbow
Conditions:
Spells:
  • 1st level: (DC 13) 0/2 Remaining
    Bless, Cure Light Wounds
  • 0-level: (DC 12) Unlimited
    Detect Magic, Guidance, Light, Read Magic

Special: Judgement 1/1 Remaining
[/sblock]
 

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