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 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

Even Baolo knows the clock has started to tick, so, seeing the guard go down, he moves into the room and takes up post near the stairs craning his head to catch any noise that might be coming up from the level below as he says, "How much time you think we got? Better move fast as I don't think it'll take long for them to come back in force."

Perception: 1d20 + 4 ⇒ (20) + 4 = 24


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:

Casius's mind races as he tries to come up a plan. "We could shut and lock the main cell block door - maybe use one of the clubs as a bar. Then, we could put the window on the floor, creating a hole we can use to get down to the level below. That might get us past the guards who come to stop us, which will help us avoid a fight. What do you think?"

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

Lucia moves to the body of the unconscious guard. She tilts her head to the side and looks curiously at him. "While someone covers the door we should shackle and torture this Mitran dog for information on the security here. Also he might know the best way out." With that she draws her dagger and says "Anyone want to help?"


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

Venn tries to think of a way to jam the lock on the door but mechanical devices were never a forte of his. He shrugs. "We can lock it, but I'm sure they have keys. Is there anyway we can bar or block the door?" Venn looks at the chains and manacles to see if they could be wrapped around the door handle and the bars of a cell tightly enough to keep the door from opening very far. It may not seal the door, but perhaps slow the guards down.

At Casius's suggestion, he nods. "That's a good idea. On problem is we won't know where we're coming out, but... better than sitting here waiting for Mitran justice. Maybe we can do it in the ogre's cell? Less obvious and a little more time?"

He glances at Lucia. "I'm not sure we have time. One of them ran down the stairs and is surely calling for reinforcements. But, if you can be quick about it..."


Baolo hears the voice of the guard from down the stairs. "The ogre escape from his cell, I knew we should have killed that thing when I had the chance! Go get the guards in the barracks, I'll go get the Sergeant."


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

Heading back to the others, Baolo hisses, "Sounds like they're emptying the barracks to stop the ogre. We need to move quickly before they corner us here with the Sergeant organizing them. If we can hold the door long enough to use that window or find some other way downstairs, we can drop down behind them. At the very least, we can catch them from both sides!"


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:

"Take one of the clubs and wedge it through the door handle and the wall. That should provide a brace for the door while we get away. Lucia, I don't think we'll have time to interrogate him - we need to run as fast as we can."


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

Venn grabs a club and does what he can to jam the door. GM: Can the chains/manacles from the cells be used to further impede entry into the cell block? For example, maybe loop a chain around the handle and tie it around a cell bar to keep the door from opening all the way?

Then, to Casius, "Agreed. If we stay here, we're dead. See what you can do with that window. Anyone got some grease for Grumblejack?"


I'm not sure how you're trying to use the club to jam the door, I guess you could wedge it between the door handle and the floor, but otherwise I don't see how you're doing that.

As for the chains... well first you have to actually get them and there's already a picture showing you exactly why that's not going to happen before the guards show up.

I've also given you the dimensions for the window twice and Grumblejack is an ogre.


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 forget the window - I don't think we'll be able to jam the door closed. We need to get out of here. Open the door. Grumblejack, Baolo, you go first. Venn, Lucia, and I will be right behind."

Casius grabs the downed guard's arrows and hands them to Venn. "I have a feeling you're going to need a lot of these."


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

A grin spreading on his face in response to casius' words, the big man looks at Grumblejack, blade and shield out as he says, "Let's go big guy."

Taking point, he headed towards the stairs leading down, keeping his eyes alert and shield up as the group advanced.


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, on the size of the window, Venn has never been handed the veil, been able to inspect it, or been told the size. So, I'm asking in character. Sounds like we've decided to go down the stairs, so it's a non-issue, but wanted to explain. Thx.

Fellow PCs, have all the swords, chain shirts, bows and daggers been accounted for? I recall the chain shirts being claimed by Balao, Casius and... Lucia? I could use a longsword and/or dagger, but Grumblejack should IMO definitely have something, even if it's mis-sized and at a penalty.

Venn looks at the door and the club in his hand, then shrugs and tosses it to the ground. "I think you're right, mindbender. Everyone have what they need?" He grabs either a longsword or a dagger, depending on what's available, and follows the 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

Venn also goes to quickly pat down the third guard the group killed.


I do hope you're all keeping track of everything you pick up in your inventory, these are list of what you find, not what you grab.

As Venn searches the unconscious and dying guard he finds only a signal horns differents compared to the last.

• Chain shirt
• Heavy steel shield
• Longsword
• Leather club
• Longbow with 20 arrows
• A key
• A signal horn

As Venn does his search Grumblejack smiles at Casius's suggestion, going to the door on the other side of the wall and opens it, he looks inside and then walks in before closing it behind him.

As Baolo moves to stand near the stairs he hears the sound of heavy footsteps and barking orders. The guards are comeing.


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:

Casius gathers up all 3 of the clubs, then gestures to the other two prisoners (Aviaun and the cleric). "Carry what equipment of this you can - we may be able to arrange disguises for ourselves to get out of here. Leave nothing from the veil behind - we likely will need all of it."

Casius closes his eyes a moment and focuses, setting up a little trick for later.

Using a Mesmerist Trick to set up False Flanker.


Sorry this took so long guys but you should be able to move your portraits now.

GM notes:
Guard's 1 initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Guard's 2 initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Guard's 3 initiative: 1d20 + 1 ⇒ (14) + 1 = 15
Guard's 4 initiative: 1d20 + 1 ⇒ (15) + 1 = 16
Guard's 5 initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Tomas Blackerly's initiative: 1d20 + 0 ⇒ (11) + 0 = 11

PC initiative:
Casius Flann's initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Baolo Tizden's initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Venn D'or's initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Lucia Dakara's initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Grumblejack's initiative: 1d20 - 1 ⇒ (7) - 1 = 6

As the other two begin working on removing the arrow from the still dying guard two other guards rush up the stairs and spot Baolo.

Initiative order:
Lucia Dakara
Guard 2
Venn D'or
Casius Flann
Guard 1
Grumblejack
Baolo


Okay I'm assuming Lucia's not taking her turn.

Guard 2 longsword: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 2 ⇒ (1) + 2 = 3

When the first guard come up the stairs he was stunned to see a prisoner that had escaped. The second guard however wastes no time drawing his sword and charg at the escaped convict. Unfortunately the overhead swing not only missed the escapee but it wasn't even close enough to make contact.


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:

Round 1

As the two guards come up the stairs, Casius decides Baolo can handle the one in front of him, and that the other will get past his hesitation quickly enough. He fixes the one at the top of the stairs with a stare and attempts to mentally overwhelm his senses.

Hypnotic Stare on Guard 1 for a -2 Will save, then cast Daze (DC 14 Will).


Guard 1 will save: 1d20 - 3 ⇒ (20) - 3 = 17

The guard doesn't even seem fazed by Casius's magic.

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