WotW: A Knot of Thorns The Second Parchment

Game Master Xzaral

Way of the Wicked by Fire Mountain Games

Roll20

Battlemat


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HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

I weep for the lack of sunder or steal checks :(


I agree. Had I known about the horns at the get-go, I would have made a steal attempt. :(


King of Talingarde
Cain... wrote:
I agree. Had I known about the horns at the get-go, I would have made a steal attempt. :(

This statement concerns me as I feel it means I have not done an adequate job listing what each guard has (which going back and looking appears to be true in some cases). For this I will of course fall on my sword, commit Seppuku, or whatever else you wanna call it (but later, like second Tuesday next week later).

From here on out, an FYI that all guards do have horns on them unless otherwise stated. Unless there's an overwhelming consensus to retcon the whole combat (which I will if you all want), I'll just continue on as is and remember that I owe you guys one.


No retcon needed.

It was only an issue because we've been so careful to stay covert. In every circumstance attempting stealth/subterfuge until we had advantage or were shown that stealth/subterfuge was blown.

I guess I simply wasn't aware that all the guards up until now have had horns. If I've simply overlooked it in the gear, then that's completely my bad.

I certainly don't mean to harp on it, and if I'm being abrasive, I apologize, Xzaral. I'm enjoying the game and appreciate the effort you're putting in and think you're doing a good job.

This one time (again, unless I had been simply missing the horns in the descriptions of the guards all along), I just felt like I had made an uninformed (and stupid) decision and it put my team in danger.

That's mostly it.

Again, sorry if tend to not let something go. It's a flaw of mine... just as Stormraven. :)


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

I say play through, push on, and forget about it. If this ends in a horrific TPK - then feel free to save our dumb butts. :)


Lol. Pretty much what Price said.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

It was bound to happen sooner or later.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Anyway, this is the reason we kept Grumblejack around. I say we let him loose on the guards that try and come in if they don't believe Cain while we we take care of Blackrly, if that's still on the table.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Cain, you're a pretty smart guy. :)

hope you aren't taking Xanos' moments of stubbornness personally. he's got a kind of odd personal creed.


I think we all know Cain's not the sharpest tack on the wall; he just has a certain animal cunning based on his ability to read others.

And honestly, you'd' be giving his player too much credit if you said the same of him. :)


HP: 38/38 AC 22/14/18: F+6, R +4, W+1*, Per:0, Init: +11

Hi folks,

I'm afraid the demands of life and work (not the least of which the current trip I'm on) find me with not enough time to devote to the playthrough. Rather than (unfairly to all of you) string things along with inconsistent posting, I'll be withdrawing from the game - I apologize if this leaves you in any sort of bind. Dispose of my character as you see fit! Good luck to you all, and thanks!

As an additional note, this is by far the finest quality group I've been in, in terms of style, and roleplay, and in consistent, interesting characters. Fantastic stuff, folks - keep it up!


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

Awww... I'm bummed! You'll be missed.

Thanks for letting us know; I appreciate that. Good luck and I hope to play with you again in the future.


King of Talingarde

I'm really sorry to hear that Kalina. As long as the others are okay with it, you will still have a post at this table (well forum) if things change. I hope everything works out for the best for you!

EDIT: As far as your character goes, do you have any problems if I continue on with it as an NPC until Act II? That way if you do return and would like to continue using her, there will still be options to bring her in?


King of Talingarde

With regards to Kalina leaving the group, that does reduce your group down to four, still a playable number for this AP. I would like the rest of your opinions on how to proceed with this? We can bring in another person (or two) to bring the group back up to 5 (or 6), or leave it at 4? I'm fine with either option. As far as working them in, I'm fine with handwaving another prisoner in (oh, they were always there), or could work them in later (at Act II).


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Kalina- Sorry to see you go. Hope at some point you can return to the game, either as this character or a new one. I agree with you about the quality of the group. Remember that you're a part of that too.

Mark- I'd prefer not to handwaive people in. That always irks me (I'm too much of a narrativist). It could be that a new person is locked up elsewhere? Being questioned, or um, taken advantage of.

We could also have someone take over Grumblejack.

My only concern about bringing someone else in is the risk of getting someone who doesn't match what the rest of us are putting into the game. I guess if we put out a recruitment for a replacement player we could ask for experienced players only and discuss the applicants here.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Could have them being brought in as we're walking out.

@ Jakes: Aw man. That sucks, but real life and work trump PBP games. Don't worry, Gwyn won't try to rob you blind. ;)

@ GM: I'm fine with 4, but 5 or 6 works as well.


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

I'm OK with 4 for the time being. If it seems like we could really use a 5th, we could fold that person in later... There have to be all sorts of evil people outside the prison and our evil benefactor could hook us up with someone. >:D

I'd tend to err on the side of caution for the moment. We'd definitely want to get the right personality of player and character. A lot of people default to moustache-twirling, cackling, evil-doers (particularly with their first evil PC) and the rest of us aren't playing it that way.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Hell, there's a small country full of fanatical cultists not too far away. I'm sure a few of them are dumb.. er... brave enough to attempt a rescue.

I should start a recruitment thread and hold minion auditions.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Wait until we hit fifth level first. Right now we're the minions!


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image
Gwyndolin Maulsen wrote:
Wait until we hit fifth level first. Right now we're the minions!

Price scolds Gwyn like a harridan, "Don't you ever use filthy words like 'minion' to describe us or I'll wash your mouth out with soap!"


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning
Gwyn wrote:
Wait until we hit fifth level first. Right now we're the minions!

Go ahead and tell Xanos that...

Price wrote:
Price scolds Gwyn like a harridan, "Don't you ever use filthy words like 'minion' to describe us or I'll wash your mouth out with soap!"

*gets popcorn*


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

@ Price: "Yes ma'am. Sorry ma'am. Won't happen again ma'am"

@ Xanos: "eep."


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

:D


Oh, no! Sorry to see you bail, Jakes. I agree with the general sentiment that I hope life gives you an opportunity to return. It was fun playing alongside Kalina.

I'm also fine with adding another player, though I agree that it'd be nice to do so in a way that doesn't' interrupt the story we have going here.

Finding the right player will be key, too. I know it's been said already, but it bears repeating -- everyone here is playing a more gritty evil character; I'd hate to bring someone in who plays a one-dimensional "mustache-twirler", as Stormraven says.

As for getting out of the prison. Maybe Kalina sticks with us but becomes a background npc? She can be the one to take lookout when we need it. For example, in the current scenario, Cain/Xanos can head into the office with Price and Gwyn, and Kalina can take post in the hallway to keep watch for any disturbances?


Speaking of which, what are we waiting on in the office? I saw that Gwyn asked for a little bit of time... everything still alright?


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

I think we're waiting on Gwyn to report back, push ahead, or do something else.


HP: 38/38 AC 22/14/18: F+6, R +4, W+1*, Per:0, Init: +11

Thanks folks, sorry to have to bail mid-stream on this group especially.

King Mark, that approach would be fine. But again, the character is yours to dispose of as works best for the group. Your the one doing all the hard work, after all. Have fun!


King of Talingarde

Just a heads up I'm at work today. I had meant to continue on last night, but an impromptu picnic for Mother's Day was held last night, so I spent time with her. As it stands, I currently am unable to figure out a way to manipulate the map here at work. I actually can't even see it on work computers or my phone, and can't manipulate it on my iPad. If anyone has any recommendations, I'm open to 'em. Otherwise I'll have a post up when I get off tonight.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

I've run into similar issues in the pbp game I run. Usually when it happens I just announce that the map will be updated when I get to my home computer and do the update with more ambient description than normal. Characters can give slightly more general descriptions of their actions and move their minis after you update the map.

It's my opinion that the map is a handy tool, but it isn't always necessary and it's definitely not worth holding up the game over.


Blackerly's room:

Xanos, can you ID that potion?

And Gwyn, you wanna hold onto those keys as well? Surely they'll be useful given Blackerly's station.

King Markadian V wrote:

door to the north opens. Inside appears to be a storeroom. Supplies for the prison are stored here.

200 torches
•ten lanterns (5 hooded, 5 bullseye)
two 10 gallon kegs of lantern oil
•six spare guard uniforms
•a dozen signal horns
•twenty 50’ lengths of rope
•two barrels labeled ‘emergency rations’
•A special rack holds 9 brands with the runic F you all now bear

I bolded the important stuff. FIRE FIRE FIRE.

So we keep a lantern or two for our escape with enough oil to keep them burning. I say we leave the spoiled rations… If it comes to survival in the forest, hopefully Cain can find enough food.


Okay, a few questions I have.

Where is Branderscar (sp?) Prison? How far from town is it? What town? Talingarde? Is Talingarde a nation or the capitol of a nation? Or both?

Just trying to get a bearing on what we'll be dealing with once we've escaped the prison (well, assuming we do escape… not a sure thing by any stretch at this point). It will also affect how I make decisions regarding the Urban Ranger's Favored Community class feature.

Cain and dogs/animals: Given Cain's nature, how do animals in general (specifically those with scent) react to him? Especially dogs. Do they react to him like he's a human? Or like he's a wolf? I figure he's run into it at some point, and I want to know how to write with it in mind. :)

Um… um… I'm sure I'll think of more.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Wow, last night Gwyn was just saying hi to Blackerly, I go to sleep and Postsplosion! You guys have been busy.

Posting from my phone now. I'll be able to give a full response once I'm in front of a real computer in about 5 hours.


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

OK, so here's my best guess on who we have left to deal with:

  • Blackerly - OUT
  • 2 Guards outside cells (Wendell and Glim) - DEAD
  • 2 Guards @ Doorway (the guys we met in the hall when we first came down) - DEAD
  • 2 Guards outside Keep Door (the guys who just rushed us with shields) - DEAD
  • 3 Guards Off-duty (the 2 guys who are dead in bed and MAYBE the Cook) - 2 DEAD for sure... but could be one more roaming around?
  • Warden in his building - ALIVE
  • 2 Guards on the Wall - ALIVE
  • 3 Guards @ Gatehouse - ALIVE
  • 3 Guards @ Bridgehouse - ALIVE
  • 2 Dogs in kennel - ALIVE

It looks to me like the straight run out means we have to deal with (possibly) the dogs followed by the 3 Guards in the Gatehouse and then the 3 Guards in the Bridgehouse.

Given the light troop numbers, I'm inclined to try getting rid of everyone. By preference, we scout out the wall guards and the ways up to the wall. We deal with the dogs if needed but otherwise, we whack the wall guards. Then we either make a run on the Warden or take the Gatehouse. The risk with the Gatehouse is they could get off an alarm. If we can take the Gatehouse, we can leave GJ or Kalina to keep it secure while we get the Warden. After that, we make the run down to the Bridgehouse (maybe with Blackerly as our 'key' if we decide not to waste him now). We wipe the bridge guards. Then we can either leave OR head back up to the prison itself and set off all those lovely incendiary chemicals in Blackerly's storage area so we leave the prison a burning hulk.

Thoughts? Preferences? Anything I missed?


That's more or less what I was thinking. Though I'm scratching my head as to how we get onto the walls. I guess whoever goes out to take a looksie (looking like the shield-wielding guards who just came in) should specifically look for stairs or doors into the wall towers.

Once we have access to those, getting the wall guards (which I agree is VERY important) should get considerably easy. I don't look forward to exchanging arrows with them from the ground... I'm fairly certain that's the quickest way to have an alarm go up.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

I say we leave the Warden. One of the two most common ways thieves get caught is by being too greedy. We take out the gate house, then the the bridge house, and then be on our merry way. We have been extremely lucky, so lets take advantage of our large friend and make our break.


WHat's our general level of spells used?

I know each of our spell casters has cast a spell or two, but I don't know how close to their limits they are.

I don't want to press our luck too far, but the fact that we've killed off half the garrison already makes me feel like playing the odds.

I'm fair if people want to play it safe, though.


King of Talingarde

Okay to answer the second half of Cain's questions.

Normally most animals react to you as a wolf, even in human form (the main exception being wolves of course).

Under your present state this is highly diminshed (a slight skittishness, but no true penalty stat wise). This of course will change as we go on.

As far as the first half, give me until tonight to respond.


Cool. That sounds good to me. Just good to know what to expect. :)


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image
Cain... wrote:
What's our general level of spells used?

I'm in good shape. I've only used 0 level spells so far... so I have 3 'on demand' uses of Ear-Piercing Scream and/or CLW.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning
Price wrote:
Cain... wrote:
What's our general level of spells used?
I'm in good shape. I've only used 0 level spells so far... so I have 3 'on demand' uses of Ear-Piercing Scream and/or CLW.

Same here. I'm full up.

I'd love to waste everyone in the place, drag blackerly out, tie him to a stake with the proof of his embezzlement in plain view with a fresh brand on his forehead and the prison in flames behind him.


So it looks like we have three votes for at least attempting to the down the warden. Gwyn, you okay if we move that direction?

We should try to carefully secure a path of retreat if we do it, though... in case Gwyn was right.

If Gwyn agrees, I say Cain and either Price or Xanos (who'd have to change clothes) take a look outside. Price may be the right choice given her ability to see in the dark and high perception, though.


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

You paint a lovely picture Xanos. :D

Cain and I have been chatting off-line about us borrowing several of those brands and using them on the folks we encounter as we go along... those loyal to Iomedae and Sarenrae. Gotta love the payback/fear angle plus, if we hit enough upstanding folks, it will make everyone question whether the branded person they see is truly guilty or was caught by those black-hearted escaped prisoners. Nothing like sewing a little doubt and dissension.


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

We have several off-duty guys in here as well. I think we could send two people out as the door guards with the shields and a third 'off duty' guard who is looking to stretch his legs or do a little drinking... carrying a bottle of Rotgut. Price would be good for her eyes as one of the three.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

You'll find out that Xanos is a rather patient man, but he doesn't do anything by halves. :)

I don't care one way or the other about the warden, except as possibly additional punctuation to our poetic justice.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

As good as Gwyn's eyes are, she ain't going to pass for a guard.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

I'd like to have Xanos start the process of taking 20 on a Knowledge Engineering check to but the oil in the best places to maximize the fires on the upper levels and exterior but minimize the damage to the kitchen.

Would a 29 be enough to figure that out?


Be easy enough for you to do that while we're scouting outside, i would think. We have checked all the rooms in this building, right?


Gwyndolin Maulsen wrote:
As good as Gwyn's eyes are, she ain't going to pass for a guard.

We could take you out with some of those treats to quiet the dogs -- in your current cleaning-woman's garb. I'm guessing it's not all that odd for Irena to go out on some guard's errand to do stuff like that.


Gwyn definitely doesn't have to step out to help scout if she doesn't want to; I just figured she'd want to given that scouting/espionage seems to be one of her things so far.

completely up to you, but cain is gonna take a whack at it before we make any more plans for the escape. Information is ammunition, after all. :D


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

That could work well. We also don't know how well the place is lit up. If it is dark out there with human guards - their night vision may not be good enough to distinguish the build of whoever is walking the yard.

If we have half-elves or elves on that wall... things may get dicey.

I guess I'd suggest we recon this in one of two ways:

Cain and Price as shield-carrying door guards with Gwyn playing washer-woman going to throw scraps to the dogs.

Kalina and Cain as shield-carrying door guards with Price playing the Rotgut drinking off-duty guard roaming the yard (and hoping her medium build passes notice).

Simultaneously rigging the place to burn... seems like we could let Xanos borrow GJ for that task.

I'd like to keep as many killas waiting to assist in case the scouting mission goes horribly wrong. So if we could position whoever is left behind the front door with distance weapons ready... that would be grand.

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