The Way of the Wicked (Inactive)

Game Master HighonHolyWater

You, some of the worst criminals of Talinguarde, await your sentence. Shall you meet your end? Or does Asmodeus have other plans, to use you to burn down Talinguarde perhaps...

Map of Branderscar
The Nine Lessons


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Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

You three better win, or we'll have to restart the campaign. ;D


Your Narrator

2 well equipped guards vs 3 unarmed prisoners? Let's hope the dice are on your side or that you guys can reinforce them soon.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

It is unclear to me how there will be any reinforcements. But I've seen crazier things happen.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Well, that roll ought to help, and the veil should be close enough to Iscar that he can grab a dagger and start stabbing.

Worst case scenario, the three of us die and they ignore the rest of you, since you're all still locked up.


Your Narrator

There are 7 of you still locked up. The lockpicks are at the other end of the room. If only there were a way to get them to you, Caprin is also trained in disable device.

And Kord can make a lockpick from his cuffs, pretty sweet.

There is more than 1 person or path for you guys to be free.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Red Ledger and Yzera both have Disable Device as well, and since Kord is in the cell with them, he can free himself, then give one of them the lockpick to start getting people free.

Like I said, the three of us may be screwed, but everyone else stands a reasonable chance of survival.


Your Narrator

Kelvar if you moved into the square next to Iscar I would say you can just pass the veil without him even needing to pick it up.


Human Swashbuckler/Psychopath-1| Init +5| PerC +3| HP:11/11| AC:15 (FF:10 TCH:15)|Fort/Ref/Will:0/7/0

Well it might take a while, but if you three can do some dancing, then you might stand a chance of surviving long enough for us to come and help in the fight. When that happens I'd say we have a pretty good chance, especially if the guard isn't able to raise the alarm.


Male Dwarf
Captian Woodes Rodgers wrote:
When that happens I'd say we have a pretty good chance, especially if the guard isn't able to raise the alarm.

Alarm has already been raised, so we really have to incapacitate these two guys and get you all out as soon as possible, because otherwise we'll get ganged-up on by everyone in the prison.


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

I think we've got some good room to tango in here. Once the two guards are down, we'll have enough equipment for everyone who needs to have SOMETHING to fight with.
Let's just hope my bad luck on the d20 roll doesn't transfer elsewhere.


Male Dwarf
Kaath the Bastard wrote:

I think we've got some good room to tango in here. Once the two guards are down, we'll have enough equipment for everyone who needs to have SOMETHING to fight with.

Let's just hope my bad luck on the d20 roll doesn't transfer elsewhere.

I don't know that we can physically catch up to guard #1, unless there is some item in the veil that magically stops time. We might have to just KO Guard 2, then try to break everyone and leg it.


A man, a big strong man Twin Has No Life-1
Father Iscar wrote:
Captian Woodes Rodgers wrote: When that happens I'd say we have a pretty good chance, especially if the guard isn't able to raise the alarm. Alarm has already been raised, so we really have to incapacitate these two guys and get you all out as soon as possible, because otherwise we'll get ganged-up on by everyone in the prison.

Sorry I guess I looked over that somehow. Well that certainly adds pressure to the situation. Let's get the bad roll mojo out quickly!

-Posted with Wayfinder


Your Narrator

This could get rather interesting.


Male Dwarf

So, feel free to disregard this question and not answer at all but...

Without tipping your hand and ruining the surprise, is there anything in our handy veil that could give us a leg up in this situation GM? Because otherwise, I think this is going to end poorly for us (which is still going to be pretty darn interesting).


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

If my Hand of the Acolyte works, I might be able to hit and do enough damage to kill him. Otherwise I don't think I can catch up to the one we wounded. And if I can, I definitely won't be able to attack this turn because I'd have to double move after him, and it's not a straight line so no charge.


Your Narrator

Ok so in case anyone forgot I did describe the patches on the veil in a gameplay post on the bottom of page 1. Here it is again with a bit extra information. Strikethrough is stuff already taken off.

Taken
A bag or sack. (bag of clothes and component pouches)
A dagger or knife. (common dagger)
What looks to be a depiction of a lockpick. (masterwork thieve's tools)
Another dagger or knife. (common dagger)
A pentagram of Asmodeus. (silver unholy symbol)

Remaining on Veil
A potion. (actually 2, i added one because more pc's than usual).
A window. (creates a window where you place the patch, surface can't be too thick.)
A lit lantern.
A pile of gold. (100gp)
A coiled rope.


Your Narrator

Kelvar, Hand of the Acolyte would work but I would say the bars between you and him would function like partial cover (+2 to guards AC). You also have channel negative energy which would reach BOTH guards automatically but risks hurting allies(evil mwahah). Go with whichever you want.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Got it. My Will save on Channel Energy is low, but it does half damage on a successful save, which might take the injured guard down if it's high enough.

Eh, I'm Evil. I'll apologize later.

Question: Studied Target says it increases the DCs of Slayer abilities by 1 for the target. Will that increase apply to channel energy for my character as a gestalt?


Your Narrator

Slayer abilities not Cleric abilities.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Okay. I figured that was the case, but I didn't know if Gestalt would modify that. Got it. Well, here goes.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

Man the dice hate you guys :P
Keep up the bad work :P


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Well, we got those two. Hopefully we can bottleneck the door on the rest of the guards, and maybe, somehow, all make it out of here to steal, maim, and murder to our little black hearts' content.


Male Dwarf

Jammed the lock to buy us time. If this doesn't enable us to bottle neck them, we also have the option of using the Window from the veil that the GM mentioned to go via Cell 6 into the meeting room, and then attack them from behind/sneak out past them.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Good thinking on jamming the lock. I hadn't even thought of it.


Your Narrator

Soon everyone will b free and able to take actions in the game. YAY!
Hope you are all still here with me and excited to proceed.


Your Narrator

Updated again. Wondering if people are just having a busy weekend since not everyone has posted. Will keep it moving along regardless. At least everyone is free now.


Male Dwarf

Yeah, I just had a hectic weekend, don't know about everyone else.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

I've been waiting for other people to post, since I'm stripping the armor off of a guard.

People in the US might still be busy, since it's Martin Luther King, Jr Day, and a lot of people are off work and might be doing things with family.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Yzera has been unlocking everyone's hands with the picks that were created.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Was that supposed to be in the Gameplay thread?

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Na, just a general statement. This is why I have not been posting quickly. Figured that she was just concentrating on unlocking everyone in her cell. Now that she is done, she will chime in on things.


Your Narrator

It's going to get hectic soon.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Fairly certain none of us will be surprised by that.

On a related note, I know Kaath said Rosemary gets one set of chain shirt, but seeing as she has the Mage Armor cast on her and they don't stack, perhaps we should give it to Yzera instead?


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Is it worth doing an inventory? I've lost count.


Your Narrator

Here is what I have tracked based on posts.

Iscar - Dagger, Veil, cell keys1
Kelvar - common clothes, Asmodean Silver Unholy Symbol, Chain Shirt, Dagger
Yzera - Longsword, (soon to have other Chain shirt)
Rodgers - Longsword
Carnadine - Club, cell keys2

Lying on ground - Sack of clothes, spell component pouches, Masterwork Thieves Tools, Club, 2 smaller unique keys


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

We should probably pick up the thieves tools, and those who need a spell component pouch should probably grab one. We might need the support.


Male Oni-Spawn Blood Conduit/Sacred Fist Gestalt 2 HP: 22/22 Bloodrage: 14/14 Blessings: 4/4
Stats:
AC 14 TAC 13 FF 13 CMD 20| Fort +6 Ref +1 Will +4| Init +1|Perception +7 Sense Motive +7| Darkvision

Yzera gets the armor then. Kaath wouldn't have noticed Rosemary getting mage armored.


Your Narrator

I'll give until my morning(about 12 hrs) for Caprin, Rodgers and Red to post any other actions if they want to then I will update.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Updated my stats to reflect the chain shirt and dagger. Figured it was about time.


Male Human Sorcerer (Arcane [Sage])/ Alchemist (Vivisectionist) 1 Gestalt | HP 13/13 | AC 13, touch 13, Flat-footed 10 | CMB -1 | CMD 12 | Fort +3 Ref +5 Will +2 | Init. +3 | Perception +4

Updated to have an alchemy pouch.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

No spell component pouch?


Male Human Sorcerer (Arcane [Sage])/ Alchemist (Vivisectionist) 1 Gestalt | HP 13/13 | AC 13, touch 13, Flat-footed 10 | CMB -1 | CMD 12 | Fort +3 Ref +5 Will +2 | Init. +3 | Perception +4

Added.


Your Narrator

Kord
I want to make sure I have got this right. Is there some way you are not having the grappled condition applied to you? Grappled gives a -4 dex penalty bringing your AC from 16 down to 14 then up to 18 for the corner which i took into account.

Also I can't find anything about AoO's and Readied actions. I thought you couldn't take an AoO while you were 'holding' an action waiting to be triggered. If you did something else, wouldn't your readied action be lost? That's how I saw it anyway. Are there rules that say I'm wrong?


Your Narrator

I think everyone has posted except Red but I have waited too long to update.

From now I will try to update everyday. I hope do people keep up with once a day when a post is appropriate from your character. In out of combat not posting I will take it to mean your character is silent on a subject and unless your character is being addressed by someone I will just move on.
In combat though is where I am less forgiving and will have to DMPC you in the interest of keeping the fun going for everyone else in the group. I will try not to use your resources and mostly do basic tactical things(attack, flank...).

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Agreed - we all agreed to the once-a-day posting, people should expect to be DMPCed if they don't post once a day, especially during combat.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Ugh, that CLW roll. I mean, I know I'm evil and all, but still...

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

Yzera would have healed him, but is much more interested in the kill, and stopping the guard from further alerting the prison.

As long as Grumblejack is up, I can cast Infernal Healing to pretty much get him back up quite a bit.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

Yeah, I forgot about Infernal Healing when I did initial spell prep, or I'd have prepared that instead.

Shadow Lodge

Female Human Slayer/1 -- Rogue(unchained)/1 -- Arcanist(Blade Adept)(Gestalt)/2 -- (HP: 18/19; AC17; FF14; T13; F+2, R+6, W+5; Perc: +7, Init +3)

CLW is better in combat, Infernal Healing is better after combat, at least until level 5+ when CLW will average slightly better.


Male Human Cleric 3/Slayer 4/Gestalt 4 | AC 21, touch 12, flat-footed 19 | Fort +6, Ref+5, Will +6 | HP 52/52 | CMB +8, CMD 19 | Init +1 | Perception +9 | Condition: None |
Spells:
1st 4/4, 2nd 3/3
| Alias: Andrel

True. I've never worked out the numbers - most of the healing I do comes from a wand so I don't have to prep any healing spells.

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