Second chance - Way of the Wicked (Inactive)

Game Master Big OM

A second chance for everyone, and now with a map of Branderscar


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Welcome to the game. I try and get the game thread up tomorrow.

If you have any questions about your characters lets take them now. I have some nagging feeling I might have missed some question from one of you.


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

Looking forward to the game!


Male Human

Rogue reporting in.


Have everyone remembered the 2 extra skill points, favoured class at first level, oracles get cure light wounds for free etc.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Hi all, looking forward to the game.

I had forgotten the free cure light wounds until yesterday when I reread the Oracle info.

I didn't like any of the character pictures, does anyone know a way of importing a picture for the alias?


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

Unfortunately, only the pictures listed are available.

No way to upload images to the site here.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Stanislav reporting. Thank you OM for the vote of confidence. As I wrote my story I had to struggle some with what evil meant to me. In the end I decided that, personified in Stanislav, it was total selfishness and self-centeredness. Now the challenge will be to play well with others... :)

I guess the whole Asmodeous thing will help to bind us together.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Thomas I like your status in your header. Is that just a spoiler?


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

Your psycho Witch, checking in. I look forward to reading up on everyone.


I would like if everyone put essential data in either a spoiler like Thomas or open like Robert.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

OM, is there any restriction on 1st level spells I can choose for Nadine to have memorized?

I am rethinking touch spells given her extreme squishiness. Hopefully she will find some more fearsome individuals to hide her 5HP, 9AC, low save body behind.


If your former familiar (your character) knew the spell it is fine by me.


And we have a gameplay thread.


Vank don't we have something unresolved regarding your ancestral weapon, I seem to remember you asked a question in recruitment?


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

I switched it out for weapon professionacy so no issues anymore. thanks


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

I never considered what might happen if Nadine met another Robert...


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

Just a quick note. I'm moving house this saturday and the ISP says it'll take a week to connect at the new place. I'll have phone and internet at work for that time but posts are likely to be short.


Thanks for the heads up.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

I'm loving this already.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

It seems that our relative position to one another has become important. Can you let us know who is next to whom? Also let us know how much movement our chains will allow.


I have no preferences regarding you respective placement. If you can agree on yourself then it is okay with me if not then I'll make a ruling. In regards to movement you can move your hands app. a foot or so, you can not reach each other. Your legs have more movement along the line of the chain but not much away from it. Ok?


Let me know if anything below is wrong.

I think we need to clear up what happens with your disable device checks Thomas.

Your skill modifer: dex +4, class skill +3, rank +1 = 8
Your character sheet says 7, a typo?

Vank's guidance is +1

Master worked thieves' tools are +2

A total of 8+1+2-2 = +9 before your hands are free and +11 after your hands are free.

I am allowing you to take ten, which is only going to work once your hands are free.

Your checks:
1. 9+9 = 18
2. 2+9 = 11 First one is free
3. 2+9 = 11 Perception DC 20: 1d20 + 1 ⇒ (14) + 1 = 15
4. 10+9 = 19 So close
5. 3+9 = 12 Perception DC 15: 1d20 + 1 ⇒ (17) + 1 = 18
6. 4+9 = 13 Perception DC 10: 1d20 + 1 ⇒ (1) + 1 = 2
7. 12+9 = 21 Finally!

I am going to use your stealth check here to hide the tools. So you have a total of 20. The guard's perception: 1d20 + 2 ⇒ (16) + 2 = 18

Now all I need is your bluff to convince the guards nothing is wrong: Bluff the stupid guard: 1d20 + 3 ⇒ (5) + 3 = 8 and his Sense Motive: 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14


Male Human

You forgot Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

I have a +9 with standard tools. With MW Tools it's a +11.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

That would have meant #4 would have worked...

In any case, I thought that would go much worse than it did.


You are right, I missed that one, my bad. That mean that made it in the fourth try. We can retcon if you want, but I suggest we continue ahead if it is all right with you?.

No stealth roll needed to move around and release the others, but if you decide to move out of your cell and closer to the door I need one.


Male Human

I say trudge on.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

Ok, decent little plan going here. Thomas and Vank hide. Nadine's got an idea to draw them. With two of you, you can either flank and sneak attack or just engage them enough for the rest of us to come up. Then we need to try and figure out how many else are out there. Maybe do a listen before we draw them in.

Wouldn't mind the ogre freed if we do have to rush them, but I'm not sure he'll stay put if we do. At some point Robert put on the uniform and impersonate the guard.

Any other ideas?


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

Seems sound. Impersonation and chicanery is what I do best.

Especially when I have distractions to assist pulling attention away from me.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Just back from camping - quite a wonderful weekend here in Alabama, weather wise. Sorry for my absence from the game.

How were the guards armed and armored that we have seen so far? And how many have we seen?


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

My idea:

Stanislav & Thomas get a dagger each. If able, Thomas sneaks out of the cell, unlocks the ogre's cell, and comes back into the room.

I then cause a disturbance, attempting to bring Guard D-Bag back into the cell to give me another beating.

Stanislav & Thomas murderize him, with whatever assistance Nadine & I can provide, while the ogre comes from behind and smooshes his partner.

Any flaws anyone sees with this plan?


Male Human

Sounds good to me.


The last time the partner waited in the door into the room horn ready, what will you do if he does not follows his partner?


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Can I get an answer on the chains? Can any be freed from the wall and used as weapons?

Stanislav will not turn down a dagger. Due to his Power Attack feat his better with a heavier weapon.


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

If he doesn't come in, I cast murderous command on him.

Then, he swings on his buddy (hopefully), ogre busts out, we gank the horn-wielding guard and then his partner.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I can always try to grapple the horn guy, but even if I succeed I am not sure I can prevent him from blowing the horn in one round. I could try to disarm it but he could still call out.

This could go bad wrong - You guys sure we can't just use the window to get out without fighting the guards?


Male Human

We're also going off the premise that the guard comes in with a partner. There is the possiblity he comes in alone. I mean, as far as he is concerned, we're still chained.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

But when they came to get you Thomas, there were 7 of them... We do not have a lot of data points to draw conclusions from.


Male Human

What about the one that smacked Robert? I thought he was alone.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

GM said his partner was at the door with a horn. I think we have to plan on the same thing. One comes into the cell and one at the far door.

Either we figure out a way to incapacitate the guard at the door from where we are or we change where we are. Maybe we ambush them right when they walk in the door, rather than when they come into the cell. Or maybe we rush out and hope it's only two outside.


@ Stanislav Sorry I missed your question. You can free the chains and use as an improvised weapon.


Male Human

Perhaps I should try and scout to see how many there are.


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

I think a little recon would be fantastic.

Specifically, how many people are guarding the room, and where are they.

Also, unlocking cell 19 (ogre cell) & 18e/d would enable us to flank and surround the guards.


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

FYI, Nadine has Daze (DC15) and Command (DC16) at her disposal. Daze might be really useful here and she can use it over and over again, though not on the same person. If you boys can kill the first guard quickly, she can Daze the second to keep him from raising an alarm. Provided she's close enough though. And he doesn't roll a 20 on his Save.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Command could be used to get the guard to drop the horn too. Or just to sleep for a round. Its a higher DC, and if you command him to sleep and he is holding the horn he should drop it.

Just to review, the ogre is in room 19, correct? And no other prisoners are in any parts of room 18, correct? As we were brought in we were lead through room 17 I guess. Do those stairs go up? What else have we seen of the prison? Do we think we are under ground?


Female Human Gravewalker Witch 4 (HP: 28/21 | F+1, R+2, W+4 | AC 10/10/10 | Init: +2; Per: +1, SM: +1)

Can't make them sleep. I was actually thinking 'Approach' might be better. Gets him to us and he can't do anything but move. If he moves by you all, he will draw AOOs.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

I had to go back and read Command. Wow. It has changed a lot since 3.5 and gives little room for creativity now. Agree. Sleep is not an option and Approach is a great command.

Stanislav likely has the best to hit of the group, barring buffing, and with the Power Attack/Furious Focus combo will have the best damage output as well. He will position himself where Thomas recommends but maybe should be adjacent to the door?

Lets get a plan down and "execute" it.


Uses per day remaining:
Wisdom of the Ancestors 1/1; Blood of Heroes 2/2; Ancestral Weapon 6/6; 1st lv spells 7/7; 2nd lv spells 6/6, 3rd lv spells 3/3
Hobgoblin; Oracle 6 (Ancestor)
Status:
HP: 57/57; AC: 18/12/16; Saves: F +4, R +4, W +3; Init: +4; Per: +2 Darkvision;

True, Vank will punch the guards and take aoos until he can pick up a weapon.


Male Human (Chelaxian) Fighter (Lore Warden) 5,
Status:
Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

Or, there are the chains. -4 to hit though.

OM, Can I get a response from my questions above? I asked: Just to review, the ogre is in room 19, correct? And no other prisoners are in any parts of room 18, correct? As we were brought in we were lead through room 17 I guess. Do those stairs go up? What else have we seen of the prison? Do we think we are under ground?


Male Human AC 19, T 13, FF 16 | Fort +1, Ref +4, Will +4 | Init +3 | HP 26/26 | Perception +2 Darkvision 60 Oracle (Dark Tapestry) 4

Wielding improvised weapons still threatens, though.

Which sets up flank.

And we have a rogue.

So, basic plan:

  • Robert causes commotion, intent is to bring guards into cell with us.
  • Vank, Stanislav, Thomas hide with intent to ambush horn-wielding guard.
  • Robert casts murderous command on horn-wielding guard, hoping he retains his sword & shield, dropping horn.
  • Grumblejack busts out (his cell is unlocked now, yes?) and assists with the squishing of the guards.
  • Robert takes uniform (and armor/shield?) and we begin our infiltration of the rest of the prison, slaughtering guards as we go.
  • Effect escape after eliminating Blackerly & the Warden (a mage, apparently)

    Anything I missed?

    Any suggestions on changes?


  • Male Human (Chelaxian) Fighter (Lore Warden) 5,
    Status:
    Init:+8 | HP:62/62 | AC:23/25 | To 17 |FF:18/20 | Fort:+7 | Ref:+8 | Will:+2, Immune to mind effects | CMB +12/14 trip |CMD 29/31 trip Perc:+13\+15 Dim Light

    Despite Thomas' desire, encountering the wizard should be avoided unless necessary. He is likely much higher level and will only experiment upon us if given the chance... :)

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