Gamemaster Kobolum's Way of the Wicked (Inactive)

Game Master Kobolum

Guilty. You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days – everything ends.

What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…

No. No one has ever escaped from Branderscar Prison. This is where your story ends.

Images

Initiative:
[dice=Casius Flann's initiative]1d20 + 3[/dice]
[dice=Baolo Tizden's initiative]1d20 + 1[/dice]
[dice=Venn D'or's initiative]1d20 + 4[/dice]
[dice=Lucia Dakara's initiative]1d20 + 2[/dice]


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Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

I....am not sure. If they're both charmed, unlock someone? Or, at a minimu, not gag Casius so he can continue to dialogue with the one guard when the second leaves.


Male Human Cleric 1 | HP: 12/12 | AC: 13, t13, f10 | Fort +3 Ref +3 Will +5 | Init +3 | Perception +3 | CMB -1 CMD 12 (10) | Condition: N/A

We will need the second guard to leave before we can ask the remaining guard to unlock someone. Two is already challenging to convince since we need to make separate checks. Fail one or both, they might get suspicious. I am not sure if getting the second guard to leave requires a charisma check. I believe it shouldn't.


You've been sent to the worst prison, for crimes that you are guilty of, for the quickest execution the law can provide. Keep in mind that the sergeant brought in six guards to unshackle one of you.


Male Human Cleric 1 | HP: 12/12 | AC: 13, t13, f10 | Fort +3 Ref +3 Will +5 | Init +3 | Perception +3 | CMB -1 CMD 12 (10) | Condition: N/A

Of course, we will need to BS our way out of this one with a convincing lie. We can't just look into their eyes and say "Hey guards, mind freeing us from these chains?" unless there is a bluff tagged onto it. It would be ideal if we sell the BS to only one guard. If he buys it, maybe we will be free. If not, maybe steal the key, pray that one of us next to Venn can use aid another to boost Venn's escape artist check to help him slip out of his bonds and use the stolen key to free the rest of us.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

I am ill this weekend, but I was going to get info from them and get them to not gag me, then make the guards drowsy with Lullaby for a -5 Perception so the eat can steal the keys.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

Well, don’t forget, you can order a charmed person to do something they wouldn’t ordinarily do through an opposed charisma check:

d20pfsrd wrote:

Charm person makes a humanoid “friendly” to you, as per the rules found in the Diplomacy skill, but it also allows you to issue orders to the target, making an opposed Charisma check to convince the target to do something that it would not normally do. How does that work?

The charm person spell (and charm monster by extension) makes the target your friend. It will treat you kindly (although maybe not your allies) and will generally help you as long as your interests align. This is mostly in the purview of the GM. If you ask the creature to do something that it would not normally do (in relation to your friendship), that is when the opposed Charisma check comes into play. For example, if you use charm person to befriend an orc, the orc might share his grog with you and talk with you about the upcoming raid on a nearby settlement. If you asked him to help you fight some skeletons, he might very well lend a hand. If you asked him to help you till a field, however, you might need to make that check to convince him to do it.


Male Human Cleric 1 | HP: 12/12 | AC: 13, t13, f10 | Fort +3 Ref +3 Will +5 | Init +3 | Perception +3 | CMB -1 CMD 12 (10) | Condition: N/A

I am afraid I will have to withdraw. As much as I want to continue, I realized I cannot roleplay Taldran the way I initially imagined him. As such, I will be ceding up my spot to those who deserve to be in and wants to stay in this game in the long run. I wish all the other players luck in this game.


Okay guys when I said I knew players were going to drop I didn't mean that as an endorsement!


Meanwhile outside of the prison coyotes have appeared and eaten all of the gulls.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Yay, coyotes!

Also, I forgot that Taldran withdrew, so I guess I'll just look over the veil.

EDIT: I haven't seen a post from Aviaun in a couple weeks. He still around?


Okay so I just wanted to give a general update on the state of affairs.

We all know that Taldran dropped, Lucia sent me a PM saying they were in a car accident but I haven't heard back from them since, and I just sent a PM to Aviaun saying he needs to respond quick or I'm kicking him . If I have to kick him I'm going to have to open up recruitment


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

The scene forming in my head of Baolo and Venn attempting to hide is quite hilarious.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

I'm picturing...Abbot and Costello.

I'm going to give Aviaun a chance to respond before I push anything forward. I am, however, going to suggest Baolo try again.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

Yeah. I laughed.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Well, no Aviaun. I'll call the guard in.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

My only hope on the dice is that the guard rolls equally poorly on his perception check. I was rolled a nat 1 on a bluff (total of 8) against two guards; we all thought I was dead. They both rolled below that on their sense motive. Dice are fickle. (Fingers crossed.)


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Wow, seems my skills at using the forum's dice roller ar a little rusty, Not what I wanted to do at all. Rerolling here.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Posting crit rolls separately to ensure I don't mess up the rolls above.

Crit Confirm: 1d20 + 5 ⇒ (4) + 5 = 9
Crit Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Sorry guys, the weekend got away from me. Posting now.

EDIT: Or not, since it's not my turn.


Okay we've had one drop and two disappear. I'm going to assume that the two who left without explanation are AWOL and give them until I kill off their characters to come back. In the meantime I'm going to go back to the recruitment thread and see if any of the others who applied would still be interested in joining the game, if not I'll have to reopen recruitment.

Unless you just want me to run it with the three of you? I'm not against that, but I don't want to take the risk of having three turn to two or one.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

I'm a fan of four or five players. More personalities to play off for our RP. But, I'm flexible. Happy to go with the majority. Smaller group could be a fun switch.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

I think PbP tends to flow better with 4 or 5 people, as well. That way if someone has to step away for a bit, you aren't down to 2 or, as you said, 1. For instance, I'm taking a vacation to Scotland and Ireland in September, and will probably have difficulty posting while I'm there. I might be able to get in one or two, but not with any regularity.


Alright guys just to let you know I've sent out PMs to two of the people who applied to the game previously, now we need to wait and see what their response is.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Are we going to wait and see if they chime in, or should we press on? It's probably easiest to work them in if they are other prisoners in the cells, but we can find them elsewhere, I'm sure.


I want to wait because if we don't introduce new characters here then we'll have to wait until after you get out of the prison.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

Makes sense to me. Once we're out of the cell block, it could be quite a while in real time until we're in a good spot to meet others.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

A case of strep throat has been tearing through my house (first my toddler, then husband) and now me. Will try to keep up but just to explain why things may be slowing down this week.


Okay, good luck.

Dark Archive

Female Peri-Blodded Assimar Witch 1st lvl| Hp 10/10 | AC 12/12/10| BAB +0|CMB +0| CMD 12| F +3| R +2| W +3| Init +2 Per +2
Spells Memorized:
Burning Hands, Summon Monster 1, Web Bolt

I don't know if I'm still allowed to join but I can at any time. I'm not on pain meds anymore, so I can type again. Yay. It's up to you GM Kobolum.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Well, Lucia's back. GM, did you hear from the other two you reached out to, Aviaun's player?


Yes you can join back up at any time Lucia.

Now on to main matter of business I was going to bring up today anyway. I haven't heard back from either of the people I reached out to so now I bring the question up to you, do you want me to look for two more players to bring in? Because the game can be run easily with just four people.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

I'm fine running with 4 people. We're still a little weak in the lock picking/disable device department, unless Venn decides to take the Slayer talent for it, but I think this group can manage.

Amusingly, between myself and Lucia, we're actually in better shape from a healing standpoint than a typical evil party would be.


Evil has no good doctors, only bad ones!


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

Not really the direction I was planning but I could if it turns out we need it. Could also take a quick dip into rogue... or just do without the +3 from having it as a class ability (maybe that's what I'll do).

I'm fine with 4.

And, Lucia, I trust that means you're feeling better! Sorry to hear that wasn't the case.


Alright Baolo I'll be taking your silence on the matter as in okay on the four party team.


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A
GM Kobolum wrote:
Alright Baolo I'll be taking your silence on the matter as in okay on the four party team.

Yes. A four person team works for me. Apologies for not following up sooner.


New image.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

GM and fellow players: I had an emergency project on Friday which is why there was no post then and it has come back today, likely through tomorrow. I’ll try to keep posting as best I’m able but right now work is kicking me in the nads. Just want to apologize for not posting as often as I’d like.


Everyone you do understand that when one character asks the rest of your question it's up to you all to answer right?


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Yes, sorry.

I've got a friend going through a rough spot, so posting may be spotty. Bot me if needed, please.


My internet is having problems so I'm not sure how often I'll be able to post for the next few days.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

My mother in law is in town for Mothers' Day and is staying with us, so I may not be able to post this weekend. I will try, though.


I finally took the time to get your pictures so take your pictures and put them where you are on the map.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

I am unable to edit the slide to put my picture on the map. I believe I'm near the downed guard, who probably isn't too far into the cell block at this point.


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

Depending on how quickly something might be occurring, if at all, Baolo would be either in the cell block again or almost to the cellblock. If you give us Edit Permission, we might be able to move the pictures ourselves.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

I think the question for us is, do we:

A. Press forward and go down the stairs with the ogre before the guards can be summoned from the barracks, or
B. Use the window from the veil for an escape route, and probably have to leave the ogre behind (unless it's big enough for him to squeeze through, which would shock me).

Sorry if I'm being redundant; just thinking "out loud" which is helpful for me sometimes. I think we're leaning towards B, which is fine with me.


I've never had to give other people permission to edit before so I'm not actually sure how to do that, this is the first time I'm using portraits in google slides


Male Half-Orc Hateful Rager 1 | HP: 15/15 (nl) | AC: 11, t11, f10 | Fort +4 Ref +1 Will +0 | Init +1 | Perception +4 | CMB +5 CMD 16 Conditions: N/A

I say we just press forward. Have the ogre take the lead, or be in the second rank to take advantage of his reach and move forward. Better to save the window for a last ditch flight.


Male Tiefling Stygian Slayer (1) | HP: 11/11 | AC: 15, t14, f11 | Fort +2 Ref +6 Will +0 (+1 vs divine spells) | Init +4 | Perception +4 (darkvision) | CMB +4 CMD 18 Conditions: n/a

Works for me.


Male Human Fighter (Lore Warden) 1//Mesmerist 1 | AC 17, T 13, FF 14 | HP 10/10 | Fort +4, Ref +5, Will +3 | Init +3 | Perception +5 | Mesmerist Tricks 4/4 |
Spells:
1st - 2/2
| Conditions:

Okay. Let's do it, then.

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