X4-5: across the mountains - IC

Bevin "the Beguiler" Rockhammer, Beguiler 9

Father Fuller will call the others together again, and whisper "If the enemies are around here, the might have left us a trap or two, and she says she's good at searching for stuff. I don't mind having an extra pair of eyes till we get out of here. We can get her a bow from the armory and keep her out of the way" to the group.
To Father Fuller, Bevin says, "Very well, I agree with that course of action: we'll keep her out in front of the rest of us, scouting for traps and nasty surprises. But we can't let her get too far ahead, lest she give some of her confederates and advance warning of our presence."
Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14
Girgal uses mindspeak on Bevin: "The only warriors I know, specializing in rapier and shortbow, are rather prone for backstabbing. We should keep an eye on her, too."
Bevin, when he hears Girgal's words echo in his mind, looks at the halfling, nods, and points to his eyes.
 

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"Well, that's settled then." Father Fuller will say, going and grabbing a Maul from the armory and return hefting the massive hammer.

He'll try and knock the lock off the cell, looking to others to keep an eye for any incoming enemies.
 

Bevin "the Beguiler" Rockhammer, Beguiler9

Seeing what Father Fuller is just about to do, Bevin very quickly fires off a silence spell on Father Fuller's weapon. After he does so, he lays a finger across his lips in the universal sign language for "SHUT THE HECK UP, YOU DUMMY!"
 
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Aram leans against one wall, a wry smile on his face as he watches the others. He tosses his kit of lockpicks and probes into the air, and catches them effortlessly, over and over, while watching Father Fuller work on the lock with the heavy maul.
 

Bevin "the Beguiler" Rockhammer, Beguiler9

As amused as Bevin is by watching Father Fuller silently pound the lock futilely with his weapon, After a moment, Bevin will tap the good Father on the arm, and when Father Fuller looks up questioningly, Bev points at Aram playing his games with his lockpicks.
 

"..." Father Fuller will try to say, but realizes no words are coming out. He smiles sheepishly at the others and gestures for Aram to take a stab at the lock.
 

(Assuming Father Fuller hasn't mutilated the lock behind beyond manipulation) Aram checks the lock and door for any signs of traps, and then proceeds to picking the lock.


Search +15 (+16 for traps), Take 10 (25) or 20 (35) on Open Locks as needed.
 
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The lock is built into the sturdy iron door, and Father Fuller's silent pounding of it has little effect.

Aram finds no traps, and after a couple of minutes, he picks the lock and opens the door, letting the woman out. She says "...", finds the far corner without the silence, and says "Thank you very much. My name is Dressla."

She picks out a rapier, a shortbow, arrows, a dagger, and a sap from the hanging weapons. She also empties out some of the pouches and ties the empty bags to her ragged clothing, using a few as makeshift sheaths.

"Let's get out of here!"
 


Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14

Girgal looks at Aram effortlessly opening locks and says: "If we had someone with roguish ambitions, this one could sneak around and give us an overview about what is out there."

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Running Spells: Barkskin

Will use the Summon feat for flavor in out-of-combat situation, alternating between different elements.

Spot +17, Listen +18

Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, faery fire, cure light wounds - obscuring mist
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), stone shape, spirit jaws, blindsight – greater magic fang
4 (2) – (freedom of movement), blast of sand, enhance wildshape – SNA 4
5 (2) - (tree stride), SNA 5 - animal growth


Ripclaw has:
HP 57
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+15, Move Silently+10
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