Way of the Wicked by GM SnowHeart (Inactive)

Game Master SnowHeart

Link to Maps and Handouts
Loot Chart - Google Docs Spreadsheet

INIT Rolls:

[dice=Affyria]1d20+1[/dice]
[dice=Timo]1d20+1[/dice]
[dice=Daidalos]1d20+4[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+7[/dice]
-------------------
[dice=Enemy]1d20+1[/dice]
[dice=Enemy]1d20+1[/dice]
Perception Checks:

[dice=Affyria]1d20+9[/dice]
[dice=Timo]1d20+2[/dice]
[dice=Daidalos]1d20+2[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+11[/dice]


301 to 350 of 1,133 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Sorry if I'm a bit slow, had a busy week at work and am a little under the weather atm.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Hey, bud, get to feeling better. Hard to do anything when you're feeling like crud.

Per the potion: Crap! I really didn't know that. I guess it works just like invisibility. Dang that stinks. That puts a wrench in the ol' machine.

I'm thinking we should probably take out the kennel dogs first then. 'Cause if one of us takes out the lone one, then that leaves only 1 of us to take out 1 of the 2 kennel dogs.

Unless there's a better option out there, and if there is, please let it be known because I got nothing else. *Shrugs*


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Personally, I would take out the roaming dog first, to silence it, before taking out the kenneled dogs. Perhaps Luke (in bat form) could be of use here as well?

Also, even though there's no rules (that I could find) about knowing what spells do, a roll to back up Daidalos' knowledge.
Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31
Well, I guess that hits basically any reasonable DC.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki can go with you and offer an extra attack or two to help take them out... they're not gonna notice a little bat flying around before you guys become visible.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Daidalos: Probably a good idea. At least the kenneled dogs can't chase us down.

@Inelukii: Works for me. That's true, they won't pay much attention to a bat.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

So do we put the potion on the meat? Or how exactly should we go about giving it to them? The meat is my best guess.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

I would take three of the sausages from earlier, put them in a bowl, and soak them in the sleeping potion.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Soak the meat in a bowl. Works for me.


Belial's Maps; Dispater's Maps

Seems like y'all have a plan. Just put it into action. I've got a F2F game today and then a dinner guest is coming over, so I probably won't be able to post today, but if done one has time feel free to write in the gameplay thread what you're doing to put this into action.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Out of curiosity, did Grumblejack manage to break the chain loose?

I gave him the task for twofold reason; one, we could discuss his lack of stealth without him overhearing, and two, a magical chain left chained to the wall is just a wasted resource. You never know when you might need to keep a shapechanger prisoner.


Belial's Maps; Dispater's Maps

Nah. Forgot about him. DC was 24; highest he could roll is a 23


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Sorry ... Weekends are pretty busy for me. The sleeping drug is nice. So the plan is one of us takes the hide from animals and feed drug induced meat to the 3 dogs? At that point we disguise up and head for the gate?


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Since we have 2 doses, I'd suggest Timo and Morthos both take doses and go. It only makes you invisible to the dogs. If you run into guards, better there are two of you.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Price wrote:
Since we have 2 doses, I'd suggest Timo and Morthos both take doses and go. It only makes you invisible to the dogs. If you run into guards, better there are two of you.

That's a good idea. Will roll with that.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Diadalos going as Blackerly? So was it determined you can look like him or no?

Or is this for a different part of the plan?

Trying to get some kind of order here so I know what we're doing and when. I don't want to screw this up. Well, beyond the dice rolls that is. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh wait! Okay, I got it. He comes in after we've dealt with the dogs seeing how they won't see us but they would him. And odds are, they would bark at him.

Because they can smell a Terminator with no problem. ;)

Edit: Unless he just wants to go. It doesn't matter to me really.


Belial's Maps; Dispater's Maps

What has Grumblejack been told to do? Wait inside for a signal?


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Yes. Let's say the signal is the sound of battle and someone yelling his name.


Belial's Maps; Dispater's Maps

I should be able to post something during my commute this morning. Just updated the map with images of each level of the gatehouse.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

What do the Fs and Cs on the map represent?


Belial's Maps; Dispater's Maps

F = Floor Trap Door
C = Ceiling Trap Door

If you superimposed them, they would line up. I assume there are ladders between the levels. It's the only way up and down in the gatehouse; no stairs.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal
Morthos "the Malevolent" wrote:
Wait a minute, we can reach the inside of the gates(3a) from where we're at(3b), can't we? I'm actually not sure.

We would have to go up to the second story, and then back down again, but we can get there.

I would suggest that we perhaps try something similar to here; I go ahead with 2-3 others, to simulate a relief watch, and take down the last guards while the others smuggle Grumblejack into the gatehouse and search for supplies.

Or not. It just might be odd if Blackerly is accompanied by a half-dozen guards to relieve two currently on duty.


Belial's Maps; Dispater's Maps

So, you can tell from your walk in the courtyard and the vantage through the arrowslits that both gates are barred on the side closest to the courtyard. For the passageway, the hole in the ceiling is actually murderholes rather than intended for passage, though a medium sized creature could probably fit through.

Does that help clarify?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, just so I'm clear, the inner door, possibly the murderholes, and/or as Diadalos just said, up to the second story and then back down. Basically we've got 3 possible ways to get to 3a, correct?

And for instance: Where we are now, if we could walk straight through walls, would that put us about 10' off the ground into 3a?


Belial's Maps; Dispater's Maps

When I worked at a hotel in college, sometimes when folks would call and ask for directions, I'd ask where they were, and then say "Oh...you can't get here from there." Anyway...

To get to 3a, which is the passage from the bridge into the courtyard, you have only two obvious choices:

1. Go back into the courtyard, open the gate, and step in
2. Go up to 3D and then back down through the murderhole (also the only way to get to 3e)

Luke could probably fly in as a bat through the arrowslits, but that's not going to work for the rest of you.

Like most castle gatehouses, 3a is purposefully designed to now allow ready access into the rest of the gatehouse since it's design is to thwart invaders. It's not barred against you being on the inside. As a prison, it's a design flaw, but Branderscar wasn't originally built as a prison.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

My vote would be on through the murderhole, but that's obviously not going to work for GJ.

Also, was it just standard guard gear we found on these last two? Or anything special?


Belial's Maps; Dispater's Maps

lol. Y'all are going to keep me on my toes; I cannot predict what you're going to do. As soon as I think you're ready to leave, now you're talking about making a clean sweep. I'm heading to bed. I should be able to post a few brief things tomorrow once you decide what you want to do.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Hey, I was just speculating. Given Price's objectives and the situation (assymetric warfare), slate-wiping these guys is the right move.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

I can go either way. Once again, I'll go with the group's decision, but IC, Daidalos' hope of getting the warden's spellbook hasn't changed. No need for a vote, he'll go along with whatever, but that's why he's backing Price's suggestion. Just to share the thoughts of Daidalos.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm with Asturu and Affyria. Plus, I'm sooo ready to get the heck out of dodge. I think this prison is starting to wear on me. :P

And I also agree with Timo's plan. We open the gates, pretend to be relief along with D as Blackerly and see how far that carries us.

As far as Grumblejack goes, we may have to leave him behind. I really don't know how to get him out without it tearing this whole thing down.

And thanks for the clarification, Snowheart. I appreciate it. :)


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

I strongly vote against leaving Grumblejack behind. Worst-case scenario, we have to fight the three guards on the walls, but gain a friendly ogre to hit stuff. As to how we get him out, that's easy enough. We just open the gates and let him out. Remember, the map is a 10-foot scale, and it seems... wasteful to leave a strong ally behind, and ungrateful in any case.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

That's cool too. If nothing else, we could just open both gates, tell him to come out and point him in the right direction and just bull rush our way to freedom with the Hulk leading the way.

It's all good to me.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Once we get the gate open, Grumblejack will have no problem getting out. The guards are human, so their nightvision sucks. If GJ follows 30' behind the 'fake guards', it should be fine. And if we have any problems at the gate at the far end of the bridge, GJ will be a nice addition.

Personally, I'd like to hear if everyone is still in 'get outta town' mode or in the mood for mayhem.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Who said anything about mayhem? If it all goes to plan, the guards (all three of them on the walls) will be taken out one at a time, by just one or two of us, while the others clear the bridge. Honestly, it might be worth it just to give people other than just 3-4 of us something to do while 'changing shifts.'


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

I'm all for taking GJ with us, just opening the gates and going... I am also ready to get the flock outta Dodge. I think GJ might be a good ally ... who knows what the future might bring? He might be great to have along...


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

We definitely want to bring the ogre along, I propose. Also, I vote for just getting out of here now.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm with Inëlûkii and Affyria. Probably goes without saying.

Besides, running around slaughtering these dudes just sounds like chaos to me. And that's just not Morthos.

Get the ogre, open the gates, and roll out. Sounds good to me.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

As much as I was originally in the kill everyone mood, I think at this point with us at the gate, its time to just leave. Its not like we can blow up the building.


Belial's Maps; Dispater's Maps

K. I think that's a solid majority in favor of "leave". Go for it. :-)


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image
Timo wrote:
Its not like we can blow up the building.

Blow it up, no. Wreck it - quite possibly. It depends on SnowHeart's enjoyment of historical accuracy. If there were upper level stone floors in real castles, they were supported by thick wooden joists. Assuming that is true of the prison (since we didn't see stone vaulting - the other realistic alternative) that means there are wooden joists. And SnowHeart mentioned there is at least one large barrel of lamp oil and lots of rope... That's a fuse and a nice source for a large fire that would torch the joists and collapse the floors which might also topple some walls.

Morthos wrote:
Besides, running around slaughtering these dudes just sounds like chaos to me. And that's just not Morthos.

I assume by chaos you mean 'random violence'. FWIW, Price is never random. Practically everything she does (aside from possibly bedding Timo ;P) has a purpose that leads to a perceived short-term or long-term gain. So here's Price's perspective and what is driving her recommendations. Our characters are in a David vs Goliath war against the current Mitran regime. To knock this regime on its ass, we need to erode their military forces (by killing or crippling every combatant we can) and we need to erode faith in the regime itself to eventually bring the 'little people' into a mental state where they will accept a new regime... otherwise, we are leaving ground for a resistance movement. Brandescar is a symbol of the King's 'unassailable' power and the righteousness of the Mitran cause. A few prisoners escaping their vaunted prison will cause a stir. But a few prisoners sauntering out of their vaunted prison after butchering the entire garrison (except those they choose to let live), wrecking the prison itself, and (hopefully) gutting the wizard-warden too... that is a hard kick to the King's balls and a loud message about the weakness of the regime overall. It will hopefully make the common folks ask "how could righteous Mitra allow such an affront to happen?" And we are leaving a couple people alive to ensure the spreading of the story. Price was nice to Margary for two reasons - (1) To keep her calm and helpful (2) So some of us seem kind and reasonable... to set up an alternate narrative (traveling via rumor) that defies the systemic demonization of Forsaken and other religions that the Mitrans are engaged in. Like I said, Price always has a reason. :)

Anyhow, play on!


Belial's Maps; Dispater's Maps

Yup. Lots of castles that wound up as hollow shells due to fires; could even collapse the upper walls due to wooden floors/joists/supports getting burned up.

Regardless... whether here or later, there will be other castles you can "torch" (or blow up, spells and resources depending).

And, just as a reminder, I don't know if Morthos has yet shared this with the party, but your benefactor, through Tiadora, did give instructions for what to do once you're out of the prison.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

As I recall, Morthos did say we have a meeting point but he wasn't specific. I assume he did that so we had to keep him alive. :) And, I wasn't planning on loitering in the area regardless. Price is putting on her track shoes as soon as we're past the final guards.

Again, not trying to get people to change their minds, just laying out my thinking. I'm pushing ahead with the escape plan and chalking off the 'torch the keep' plan as a lost opportunity.


Belial's Maps; Dispater's Maps

Go ahead and level up!

For hit points, go ahead and roll here. If you roll below average +1, then give yourself the average +1, plus your Con modifier.

E.g., 1d6 = minimum 4; 1d8 = min 5 ; 1d10 = min 6

Spells and other daily use abilities won't kick in until you've had a night's rest, but that will come soon enough.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Woot! Level up!


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Yeah yeah! Level up coming tonight.
HP: 1d6 + 1 ⇒ (1) + 1 = 2

Well... guess I'm going with the 4+1.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

1d10 ⇒ 6


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price Shiny and New Edition!
Inquisitor L2
HP: 1d8 ⇒ 4 [min: 5]

SnowHeart, have you considered doing the "1/2 Die Roll + other 1/2 of the Die", HP method? It achieves your same HP range on level up but doesn't need an If/Then. So it basically works like this:
d6 = 1d3+3
d8 = 1d4+4
d10 = 1d5+5

CL 2
Concentration +6
Cast 3 Spells/Day
+1 0 Lv Spell - Sift
+1 1st Lv Spell - Shield of Faith

BAB +1
CMB +1
CMD +1
Fort +1
Will +1

New! Cunning Initiative (Init +6)
New! Detect Alignment (@ Will)
Necessary Lies (+2)

Skills (8 - includes Fav Class Bonus)
+1 Stealth
+1 Disable Device
+1 Bluff
+1 Perception
+1 Climb
+1 Spellcraft
+1 Survival
+1 K:Nature

Now I need to update my character sheet


Belial's Maps; Dispater's Maps

Yeah, the range is the same but that moves the average still further up. With one scenario on a d6, 4 numbers now equal 4, but in the other only 1 does. probably not a huge difference in the long run, you might be right, but I'm just a little more comfortable with it; people don't get handicapped by a couple of bad rolls but the average doesn't seem too escalated to me, either.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Fair enough.

And Price is all updated.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Having some internet issues, so my changes likely won't be up tonight. They are done, though, and I'm ready to press on.

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