GM Phntm888's Way of the Wicked Campaign (Inactive)

Game Master Phntm888

The worst criminals in Talingarde have been thrown in Branderscar Prison. Can they escape, and if so, what will they do next?

Image Reference
The Pact of Thorns
Balentyne Exterior
Balentyne Map
Aldencross
Lord's Dalliance Inn

VP:

Loot


51 to 100 of 685 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Yep I planned for Combat Trick already and also have Weapon Focus already so that's not that useful.


The wall with the guards on the other side is stone - it is not bars.


HP = 11/11|AC=12|Ini+2|Per+3|For+2|Ref+2|Will+4|
Rigel Quicklingfay wrote:

OK, some of this is just going to be easier planned OOC.

Looking at the map, we have to get through our shackles, the door to our cell, and then another door (plus the door to whatever is in the cell that Rigel heard) before we can get to the guards - which gives them a lot of time to spot us and raise the alarm.

We could certainly attempt to lure them into the cell by pretending one of us is sick. I'm sure they like to come in and beat us for that, remember, they will think us to be shackled still. But we won't be and maybe we can at some brands of our own down.

We will have to stealth out to be sure, not enough weapons and spell for us to fight our way out of here.


I have added an Image Reference link at the top of the page that has a picture of the Veil.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Does that door open outwards, towards us, or inwards, towards them? If they're confident of nobody being able to pull it open, it'll open towards us, so that it can't be rammed open. Otherwise, it'll open into the guard room, and have a bar bracing it to boot.

But we're still going to want to wait a day, to get some sense of their rhythm.

And hopefully someone will listen in on the guards. ;)


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Hopefully a 22 is enough that's pretty solid.


I have a dentist apppointment later today, so I'm not sure how much I'll be posting from about 1:00 pm EST on. Probably no big updates after that until tomorrow.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Unfortunately I'm travelling with work for the next few days so posting will be intermittent.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Again, which way does the door open, into the cell block or into the guard room? If it opens inward, do they deliberately push it all the way to the wall, to make sure there's nobody behind it?


Into the cell block. They do push it all the way over to ensure no one is behind it.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Wesh: moving conversation to this thread. Agreed on conservation of resources - but the first fight is going to be one of the hardest.

Once the guards are dead, we have their armour and weapons, but right now we have exactly 2 daggers and no armour. You and Gallen are likely to get pretty bloodied!


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

That’s true. Definitely use your spells if you need to, I’m just afraid it has the potential to be a long day. I can swing a sword plenty of times, but spells aren’t as ubiquitous. We may need your cure spells later down the line.


If anyone has Daze, getting that off on the guy with or closest to the horn would be so great.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Still being mindful about which ones are registering under detect good, no point wasting that smite good.


So, not even 2 weeks in, I'm already starting to see several differences in how each group is going to approach obstacles. I'm really excited to see how each group handles the respective challenges going forward.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Given that (by RAW) only priests/paladins, undead and creatures with 5+ Hit Dice register under the detect good/evil/etc spell, I'm hoping that they don't register!


Yea I sure hope these guards don't have 5HD or more or aren't clerics or paladins lol.


I am not a cruel GM, and I would never plan an encounter for level 1 players armed only with a couple of daggers involving guards with 5+ HD, even if I were modifying the encounter to account for their being 6 of you.

Besides, it's a real buzzkill to have a TPK in the first fight.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Heh. Yeah, I was kind of being facetious, but tone of voice doesn't really transmit very well in this format :-)


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

That bit often slips my mind.


I will be traveling to visit family this weekend, and only on mobile. I may not be able to update until Monday, but I will try to.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

I'm going to be travelling Sunday and will be out of town for the next week as well. I should have my laptop, but posting could still be sketchy. Please bot me, if necessary.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Do we want to try and get the door open as well, hit the guards front and back? Flanking would give an extra +2 to hit, which is useful when they have armour and we don't.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Well, that was kind of my point, but doing it the other way has a rather good point - if they don't know we're coming, there'll (hopefully) be a surprise round for us, with all the merry mayhem that that can result in - including a lack of them being all 'I gots a weapon / horn ready'. To be honest, I think popping through the door and rushing them is probably the way to go.

Unless they're back-to-back and against a wall, we should be able to get flanking in with a move action - Hel can reach the far side of the left-side guard if she's in one of the spots right next to the door. ... hm. Some quick examination, and for Demlin to get flanking (OOCly, she really should be one of the armed ones, for Bonus Backstabby Damage, but Hel doesn't know enough about her yet) she'd have to be in the middle spot - which wouldn't be a bad idea, and would let her direct her attention at whichever target needed it.

To maximize flanking / attack potential, one of the heavies (Gallen or Wesh) is the one to open and rush through the door; he goes to the front of the left-side guard, which will box him in. Hel is on one side of the door, Demlin on the other; Hel goes to the far side of the left-side guard, while Demlin goes between them - a very risky position, but she provides flanking on both guards. The other heavy (Wesh or Gallen) is in one of the 'next one out' positions, and goes to the right side of the guard on the right, thus getting flanking with Demlin.

Our noble spellcasters can then come through the doorway and mess people up / assist people as chance would allow them.

Not knowing their exact locations will muddle this some, but I think that if they're anywhere in the room except between the stairs and the fireplace, the execution would be effectively the same.

I'm moderately confident of a disarm early on against my target (Deft Maneuvers for the win - I would have gone with that for Demlin, considering weapon finesse, but hey) and if we manage to gain surprise I think the fight will be a fait accompli, short and brutal.

-----------------------

Hey, if they're seated, are they considered prone? And does the door open in towards us, or out towards the guards?


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Flanking does seem like a good plan, if we can manage it. Assuming Demlin opens the door, Wesh should be able to do a standard charge on the surprise round, increasing his chance to hit a bit. His AC will be a bit weaker, but I think he has the health to take a couple hits.


Remember, a surprise round means only a standard or a move action. It will be a move action to open the door, so that will be the only action someone can take in the surprise round.

The door opens in towards you.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

On that point, a caster character who wants to conserve spells (being all low level) might find opening the door a useful turn so that the more melee focused characters can use the standard action to charge in.


Just want to remind people about their Villain Points. In case you feel it necessary to use one.

Uses are here in case you aren't sure of what you can do with them.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Point taken - I'm available for door opening services!


I'm moving the two-handed power attack discussion over here.

Power Attack Feat wrote:


You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
Weapon types wrote:


Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon's size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.

The wording of the feat specifically calls out the damage increase applying to the weapon categories two-handed weapons and one-handed weapons used in two hands. A dagger is a light weapon (renamed Finesse weapons via Feat Tax rules), and so does not receive the benefits of the power attack damage increase either.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

Alrighty, then. My apologies for you having to look that up. Maybe Wesh just desparately wants his great sword back. ; )


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Weak roll to hit my only hope is that this guy is good and is flat footed. A 13 might do it then as they may well just be lightly armoured. The damage is nice so if it hits this might drop him.

Time will tell...


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Hm. I'd always assumed that the dice gods were evil but apparently they don't like us, either!


I've done some movement tweaks to give you guys flanking. Hope no one minds.

Happy Thanksgiving (in the US)! Everyone else, happy Thursday!


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

It is a good Thursday.

I do hope the flanking bonus nets Gallen the hit.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

I hope the flanking bonus gives me the disarm!! ;) And I hope he hits the other guy that Wesh is dealing with, to finalize him.

Happy Thanksgiving, for those of you celebrating.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Advance warning: I have been called away with work and will be out from Sunday to Wednesday. Will post as I can which might not be much.


Sorry for the delay, guys. The holiday weekend proved busier than I though it would. Update tomorrow.


My fault for being too busy to post in all my games. Sorry guys.


It's okay. These things happen, I just didn't want us to get too bogged down. One of the players in the other game is currently unable to post at all, so I wasn't sure if similar happened with you or not.

Incidentally, if there is a default action anyone would like me to take in the event that they need to be botted, feel free to let me know.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

Ugh. Travel may broaden the mind but jet-lag sure as **** kills the will to live.

I'll review where we are and post once I'm awake.


aka "Torbin" | Human Fighter 4 | HP 52/52 | AC 17 T 11 FF 16 | CMD 19* | F +9 R +3 W +3* | Init +6 | Perc +0 | SP 7/7 | VP 0/3

GM, it looks like Wesh has only taken 12 points of non-lethal damage. I'm not entirely sure about the non-lethal damage rules, but it seems like he would still be up (albeit very injured).

Edit: Never mind, I spoke too soon. Wesh will just take a nap for a bit, I suppose.


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Good news everyone. Fairly certain Hel inspired Gallen to start killing in spectacular fashion. One guard is almost certainly dead from the AOO.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Hm. Can you Trip for the AoO, essentially keeping him down?

Edit: Then again, I don't think it's necessary - or rather, I'd be trying to trip a guard with two half-hearts instead of one whole one. Go Gallen!!


Male Human 'Jack Miller', HP:39/39, AC:17, Touch:12, FF:15,Fort+10,Ref:+8,Will:+9,CMB:+6,CMD:18,Initiative+7,Perception+11.Touch of Corruption3/5 Day.TimeonHP:10/10,AC:20,Touch11,FF19,F+2,R+2,W+1

Demlin threatened a crit now too with that 19!


oh yea forgot daggers are 19-20. I think I can still edit.


aka "Hel Thomas": LE F lsr pyure human zen archer monk 4/wizard (divination)* | HP: 28/28 | AC 20* (T 20, FF 16*) | CMB: +7, CMD: 25/21F; +2 Agi/Grap | F:+4 R:+7 W:+6 | INI: +3/+7 | PER +12 | MV 60' | VP: 3 | Perf. Stk: 4*2d20 | Atk: +5 sansetsukon (1d10+1/19,blk,d'rm); +7 dagger (1d4+1/19); hanbo(trip, 1d6+1), UnA (1d8+1); +10/+10 mwkCLBow (1d8+1/x3, 137) | lip reading | Faila
Spoiler:
Intim +12, SnsMot +12, Stlth +10, UMD +10; Cr (alc, bow) +9/11, Prf (sldr) +10; Azlanti, Celestial, Common, Old Talirean, Infernal

Pretty sure Gallen got the killshot on both guards. :)


Gallen does get the kill shot on the AoO, but due to action resolution order, Demlin gets her shank in on the other to drop him.

I’ll officially resolve things tomorrow, from computer instead of phone.


Half-Elf Female Cleric (Asmodean Advocate) 1 VMC Anti-Paladin I HP 8/8 I AC 12 [T 12 FF 10] I CMD 14 I F 1(2) R 2(3) W 6(9) I Init +2 I Percep +12 I SM + 10 I Low light vision, Darkvision 30 ft Copycat 7/day, LE Aura, Channel energy 5/day

If memory serves, getting lethal damage cured also cures all non-lethal damage. Could be wrong, I've played way too many rules systems to have them all memorized.


It cures an equal amount of non-lethal. so 9 lethal and 9 non-lethal are healed from that spell.

51 to 100 of 685 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Phntm888's Way of the Wicked Campaign Discussion All Messageboards

Want to post a reply? Sign in.