Empire of Night: Way of the Wicked (Vampire Campaign)

Game Master Neil Mansell

In the noble land of Talingarde, the righteous deity Mitra has purged the land of evil cults and undead predators, yet the darkness is set to rise once more. a band of evil outcasts plot the destruction of the people who imprisoned them and a way to attain power for themselves, even if it costs them their humanity.
Power at any price.

Full map of Talingarde

Branderscar Prison - Full Map.


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Male Human Map of Balentyne
Dailies:
Redirection 4/4; Ki Pool 6/6
Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10
Donovan Gance wrote:

Just whipped up a quick list of what resources we have/what we know to aid us in our escape plans. All of this information has either been revealed during gameplay or by the GM in the discussion thread, so it shouldn't contain any meta-knowledge that not all of us already know (for instance, the individual abilities of each character that have not yet been revealed). Hopefully whatever new information Anton comes back with will allow us to begin the escape in full. Also, as a final note, before we set our plans in motion I think we should take some time to see if we can learn the rotation of the guard at the door.

Escaping the Shackles:

  • Through Force: possible but difficult, will create noise
  • Through Escape Artistry: very difficult, may not be possible
  • Through Lockpicking: no disable devicers, no tools, likely impossible
  • Through Key: possibly our best(or worst) bet, the guard who watches us does not carry the key however (probably in guardroom)

Weapons:

  • Chains, if we end up breaking them
  • Mordesel
  • Ogre tusks? or hands?

Other Possible Resources:

  • Longsword (on guard)
  • Club (on guard)
  • Chain shirt (on guard)
  • Shields (last seen in guardroom)
  • Longbows (last seen in guardroom)

Things We Know from Grumblejack:

  • The new warden isn't around much (not even at Branderscar?)
  • Blackerly is in charge and not entirely competent
  • Guards gamble and drink

Other Things We Know/Assume from the GM:

  • Spellcasting is possible while shackled but no components are available
  • Despite the drinking and gambling, the guards are all well-trained and professional (not likely to chat)
  • The guardroom is nextdoor and a handful of guards can be summoned quickly

Add

  • Two daggers
  • A rope
  • A sack(unknown contents)
  • A lantern
  • A potion(unknown)
  • Thieves tools
  • Asmodean symbol?
  • Window?
  • Bricks?


  • Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

    When somebody with the magicks gets back on this, we may want to see if we can't stick things back into the veil, otherwise I think our time table for escaping just moved up!


    I may as well say now, once the item is drawn from the veil it cannot be put back into the veil.
    You are now 'stuck' with a dagger. :)


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    Meh. Getting bored of these chains anyway. Lets escape.


    Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
    Dailies:
    Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

    Could Anton use Prestidigitation to have the oil coating him flow to his ankles, into the lamp, or on to other folks?


    Hmm... I'd have to say that transporting liquid from one person to the next or back into the lamp would be unfeasible for the spell.

    Fortunately, your hands and arms are soaked in oil. I think it's fair to use the excess on you ankle shackles.
    Still, that would be the last time you could reasonably use it.

    Shadow Lodge

    Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

    can you wait retroactively?

    in any case, I want to wish you all good luck with game

    I'm up for selection of a slot in a way of the wicked run by The Silver Prince, it's basically a gestalt version of this one, except you don't have to take feats for your abilities

    wish me luck :D


    I'm happy for Anton to be able to collect enough oil on his hands/wrists/arms to get an extra use on his feet/ankles.

    After that though, there isn't enough to share around to others. (I'm assuming some is lost through skin absorption, drips to the floor and lost, etc). Prestidigitation is a useful spell, but is still limited.

    Of course, there's still more in the lantern itself, don't forget.

    @Wade: Good luck to you then.


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    Sweet Anton is out. Still stuck n the cell though. How we gonna get keys? If you charm a guard, can you make him unlock the door and us?


    Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

    If we can break the manacles through sheer force, I'm pretty sure we can break down the door. Or when the guards attempt to stop us, we'll just fight our way out... or etc, something.


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    With two people about out, charm is iur best bet at getting keys without them sending up an alarm.


    Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

    True, it's more just a matter of whether or not we can succeed at not sending up an alarm.


    Male Human Sorcerer(Sanguine/Umbral) 1|HP 18/18| AC 12(T12/FF10)|CMB +2; CMD 14| Saves Fort +3, Ref +2, Will +0| Initiative +2, Perception +1 (darkvision 60'), Sense motive +1
    Abilities:
    Spells 5/5, Blood-Drinking 7/7

    Yikes! I'm gone a day and the escape is in full swing!

    Wait for me my villainous brethren!


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    Mobile browsers not supported for free account on roll20...

    Shadow Lodge

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

    I didn't make it in... sad face
    very much sad face...


    Sion wrote:
    Mobile browsers not supported for free account on roll20...

    That's a shame. Does that mean you can't use Rolld20 at all?


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    Not until I get internet on friday at my new place. Just moved last week.


    Okay. I was hoping to stay with Rolld20, but combat is (probably) going to occur before Friday.
    I've been studying Rolld20 for a few weeks but am still unfamiliar with google docs. Still, it might still work:
    Google Map


    HP: 10/10, AC: 12/12/10, SV: 3/2/4, INIT: +4, CMB: -1, CMD: 11, ATT: Hex - Slumber, Perception: +2

    Nikita's Memorized Spells

    Cantrips
    Daze
    Message
    Stabilize

    1st Level
    Charm Person
    Mount

    Hex
    Slumber

    I chose spells she would have been likely to memorize on a normal day outside rather than "get out of jail free" spells.


    @Nikita: No problem, spell selection looks good.


    Male Human Map of Balentyne
    Dailies:
    Redirection 4/4; Ki Pool 6/6
    Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

    I can't move my piece on the google map. That might be how you've intended it, and that's fine, just thought I should let you know.


    Male Human Male Human|Fighter|HP 24/24|AC 24(T 12/FF 19)|CMB +8;CMD 20|DR 2/Silver&Magic Fort+2 Ref +3 Wil +1| Initiative +4, Perception +4, Darkvision 60' Sense Motive +2

    Just sticking my head in to say that I am indeed here, just holding further action to allow Mordesel and Anton to get their groove on.


    Male Human Map of Balentyne
    Dailies:
    Redirection 4/4; Ki Pool 6/6
    Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

    And I'm just waiting for Anton to join me.


    No, I was hoping that you could edit your own icon on Google map. Damn.
    Okay, I've changed the Share settings.
    Let's try again.
    Guess we're just waiting for Anton then. I'll have to ghost him if he's too much longer though.


    Male Human Map of Balentyne
    Dailies:
    Redirection 4/4; Ki Pool 6/6
    Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

    That one worked.


    Male Human Map of Balentyne
    Dailies:
    Redirection 4/4; Ki Pool 6/6
    Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

    Woohoo! Let's get this party started.

    Shadow Lodge

    Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

    Mordesel, you da monk!


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    Mordesel you BOSS.


    Male Human Map of Balentyne
    Dailies:
    Redirection 4/4; Ki Pool 6/6
    Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

    Thanks, I had some great rolls there. Though I will admit, I was scared to think what would happen if he had gotten some great rolls. Luckily he didn't.

    Shadow Lodge

    Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)
    Sion wrote:
    Mordesel you BOSS.

    it seems we are in agreement


    Nicely done, Mordesel has certainly distinguished himself.

    Assuming you all move swiftly, you can be out of the shackles pretty fast (under a minute).


    Male Human Map of Balentyne
    Dailies:
    Redirection 4/4; Ki Pool 6/6
    Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

    So everyone is ready in the main room except for Anton, correct.


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    Yep. Time to move.


    I've set up a map for the downstairs. Link in usual place on top of page.


    Male Human Map of Balentyne
    Dailies:
    Redirection 4/4; Ki Pool 6/6
    Monk (Flowing Monk) 4 |HP 19/19| AC 22(T20/FF17) | DR 2/Silver, Magic |CMB +6 (+8 trip); CMD 25 (27 vs. Trip)| Saves Fort +1, Ref +9, Will +8 (+2 vs. enchantment) | Initiative +5, Perception +15 (Darkvision 60'), Sense motive +10

    I circled a portion on the map of the cells, is that a wall between the stairs and the room? or is it open to the bottom of the stairs?


    @Mordesel: Hmm, doesn't say in the book. I'm going to say it's a wall.


    Male Human Sorcerer(Sanguine/Umbral) 1|HP 18/18| AC 12(T12/FF10)|CMB +2; CMD 14| Saves Fort +3, Ref +2, Will +0| Initiative +2, Perception +1 (darkvision 60'), Sense motive +1
    Abilities:
    Spells 5/5, Blood-Drinking 7/7

    A happy Thanksgiving to those who are celebrating!

    (I know that you're in Australia GM, but I still hope you and anyone else had a fine non-thanksgiving!)


    Thanks Donovan. I just celebrate 'Eat until you regret it' day instead. Not quite as meaningful but end result is the same. :)


    HP: 10/10, AC: 12/12/10, SV: 3/2/4, INIT: +4, CMB: -1, CMD: 11, ATT: Hex - Slumber, Perception: +2

    I live in the Caribbean and we don't have Thanksgiving here. My Thanksgiving comes in 21 days when I board a plane at 8:00 in the morning and thank God I never have to come back. Woohoo!

    Yes, I really do live in the Caribbean.
    No, I really don't like it here.
    Yes, I really won't ever have to come back after Saturday as I'll be starting my third year of medical school.


    HP: 10/10, AC: 12/12/10, SV: 3/2/4, INIT: +4, CMB: -1, CMD: 11, ATT: Hex - Slumber, Perception: +2

    Perhaps this doesn't need to be said, but Nikita and I are not very alike, so please don't read her posts and think, "Man, this guy has some serious issues...." She has serious issues.

    Well, I probably do too, but I don't type those out on gaming forums. I save those for just my wife and I.

    I do try to write her posts somewhat realistically based on what I have determined her pathology to be, but that's about it. It probably helps that I have to read a lot of case studies, but it's really all just fiction.

    If my posts make you uncomfortable, please know that I only claim credit for the writing. The actual displacement and subversion issues are hers.


    That's something I should have mentioned a while back.

    If people are feeling uncomfortable (either with the plot or with other characters) for any reason, let me know. There are a few darker moments in the storyline, but I generally aim at a PG-13 rating.

    PG-13 Villainy (From WotW appendix) wrote:

    Every gaming group has norms of acceptable behavior whether they realize it or not. For example, graphic descriptions of torture are rarely welcome. Still, there may be a compelling reason why villains need to torture someone. And why shouldn’t they? They’re villains after all. But if this is allowed unchecked, it is very likely that lines will be crossed and that the campaign may degenerate into out-of-character arguments about what is acceptable. The solution is to allow the action but to keep the descriptions and details in the realm of a PG-13 movie.

    A great example of PG-13 villainy comes from the most famous space opera of all time. The black clad villain about to interrogate the princess strides into her cell. “And now, your highness,” he announces, “we will discuss the location of your hidden rebel base…” The movie then cuts away with a close up of a fearsome floating torture implement sporting a cruel hypodermic needle.

    The cut is the important lesson. Who knows what the villain did to the princess? Was she threatened, beaten, drugged or worse? Doubtless. But the movie doesn’t dwell on the specifics and neither should your game. Instead, roll an intimidation skill check and perhaps a will save. Then cut back to the villain emerging from the cell.


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    I'm fine with it so far, it's funny.

    Also I have internet at home now so can use roll20 now. from home only though.


    Okay, I think I prefer to use roll20 rather than googledocs. It seems easier to create grids and use large map tiles overall.
    Any problems with that, let me know.


    Male Human Sorcerer(Sanguine/Umbral) 1|HP 18/18| AC 12(T12/FF10)|CMB +2; CMD 14| Saves Fort +3, Ref +2, Will +0| Initiative +2, Perception +1 (darkvision 60'), Sense motive +1
    Abilities:
    Spells 5/5, Blood-Drinking 7/7

    Blast! I completely forgot about the signal horns, but at least the heading into our clutches now. And if I have doomed us all, feel free to feed Donovan to Grumblejack!


    Male Ogre

    Yes please! :D


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    i say charm the one going for his signal horn, charge the other one.

    Shadow Lodge

    Male (M) Aasimar (perikin) Oracle (bones, aboleth curse)

    if one of you die, can I join?


    Male Drow Anti Paladin 4 | HP 32/32 | AC 19(T10/FF19) | CMB +8 CMD 18 | Saves Fort +10, Ref +6, Will +12 | Initiative +0, Perception +5, Sense motive +9 | ACP: 5

    Dam my fail init roll...


    Male human Dirge Bard 4 | HP 19/19 {effects: none} | AC 20 (T15 FF15) DR 2 (silver&magic)| F -1, R +9, W +3 | Init +5 | darkvision 60', Perception +10, Sense Motive +8
    Dailies:
    Bardic Performance 14/14r, Spells: 1st: 3/4, 2nd: 2/2

    Hmm. It seems that I can't join the game in Roll20 while on IE at work. Guess I'll try to deal with things while at home on Chrome.

    Shadow Lodge

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

    if I recall statiscics right, the chances are somethinng like 2.3%

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