cosimy's Way of the Wicked Campaign (Group B)

Game Master cosmiy

This is group B of my Way of the Wicked Campaigns.
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Male Dwarf Goliath Druid 1

I'm pretty sure I just did. :3


M Half-Elf (Chelish) Wizard (Primalist) 1 AC 13/13/10 / HP 9 / F +2 R +3 W +5 (+2 vs. Enchantments) / Init. +3 / Perc. +6/ Sense Motive +3 Primalist Transmutor / 1st

Ouchy.


Elan Wizard 5

Alright, posting in chicago is not gonna happen. Sorry, guys. I will attempt to post on the bus tomorrow, though.


Male Dwarf Goliath Druid 1

S'alright boss. We're not going anywhere. :)


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

What the orcdwarf said.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Ditto here.. :)


Male Human hp 9/9 AC 17, flat 14, touch 13, fort +3 refl +5, will +0, bab 0, melee 2, ranged 3, cmb 2 cmd 15, init +3, perc +4, Alchemist/1

We didn't let Grumblejack out. We merely said we would; we had more pressing concerns at the time aka the guard.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

My mistake. I thought Sholano picked the lock. Well lets do that then.


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

*blink* yeah, i thought i had as well. O-kay, in that case, can I still use my previous Disable Device roll to open the lock?


Elan Wizard 5

Yeah, you can. There are also keys in the room, if I neglected to mention them.


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

Heh. I suppose we could use those, then, if you want to do it the easy way.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

hopefully someone else will open the door and get things going. Travis is kinda loathe to to do so with only 2 hp left, but I will have him do it if no one else is up to the task.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Travis, why don't you take up the rear guard position and help Grumblejack guard the casters? Sucks that you're barely in fighting shape so early on.


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

Glurg. Having trouble seeing anything much on the map - the browser at work doesn't seem to like it much. I'd like to say something more specific than 'Sholano moves up to scout', but I have no idea what we're looking at.


M Half-Elf (Chelish) Wizard (Primalist) 1 AC 13/13/10 / HP 9 / F +2 R +3 W +5 (+2 vs. Enchantments) / Init. +3 / Perc. +6/ Sense Motive +3 Primalist Transmutor / 1st

My rolls always seem to go this way IRL also - awesome on the most mundane of checks/damage, but that crucial attack roll or sense motive check on which the plot hinges? Natural 3.


Male Human hp 9/9 AC 17, flat 14, touch 13, fort +3 refl +5, will +0, bab 0, melee 2, ranged 3, cmb 2 cmd 15, init +3, perc +4, Alchemist/1

Either I'm blind, or the enemy guards are not appearing on the map for me.


Elan Wizard 5

Oh. They're just circles on the map, because there aren't really any pictures of them in the book.


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

Are we still doing initiative in blocks? As in, post when you can during your block, rather than wait for our specific turn in combat? I presumed we are, and thus my out of order posting.


Elan Wizard 5

Yes, we are.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

my post assumes Sho is still with us - he hasn't posted in some time... so I dunno.


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

Totally am. Sorry I've been absentee the last bit - the play I'm assistant director for opens this week, and I have thus been distracted. Should've said something earlier, completely my bad. Official opening is tomorrow, at which point I can probably breathe again. In the meantime, here's a brief response.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

awesome, glad you're still with us. Cool that you have a play opening, that's so neat - what's the production? (I'm a theater geek, and love attending, hold season tickets to multiple theatres.


M Half-Elf (Chelish) Wizard (Primalist) 1 AC 13/13/10 / HP 9 / F +2 R +3 W +5 (+2 vs. Enchantments) / Init. +3 / Perc. +6/ Sense Motive +3 Primalist Transmutor / 1st

Apologies for the typo in the gameplay thread. I really wish you could edit for more than an hour window on these forums.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

no need to apologize, we all make them from time to time. I know I make MY share, for sure! :)


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

Shakespeare's "The Tempest". It's actually a really fantastic production, opening weekend was awesome and I'm totally proud of it.

And Kyras; I feel your pain. Hate hate hate the edit limit.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

cant format posts on my phone - will post free action when i get home in a couple of hours


M Half-Elf (Chelish) Wizard (Primalist) 1 AC 13/13/10 / HP 9 / F +2 R +3 W +5 (+2 vs. Enchantments) / Init. +3 / Perc. +6/ Sense Motive +3 Primalist Transmutor / 1st

I'll assume either Ulrich or the DM died.


M Half-Elf (Chelish) Wizard (Primalist) 1 AC 13/13/10 / HP 9 / F +2 R +3 W +5 (+2 vs. Enchantments) / Init. +3 / Perc. +6/ Sense Motive +3 Primalist Transmutor / 1st

I will likewise wait for group B as Kyras's actions may differ depending on what transpires.


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

Wait, didn't I just go? I'm a bit confused on where we are in order - should I go again? Don't want to post in gameplay until I know what's going on, but Sholano will move for the flank and stab again with the same bonuses as soon as he's able.


M Half-Elf (Chelish) Wizard (Primalist) 1 AC 13/13/10 / HP 9 / F +2 R +3 W +5 (+2 vs. Enchantments) / Init. +3 / Perc. +6/ Sense Motive +3 Primalist Transmutor / 1st
Sholano Gale wrote:
Wait, didn't I just go? I'm a bit confused on where we are in order - should I go again? Don't want to post in gameplay until I know what's going on, but Sholano will move for the flank and stab again with the same bonuses as soon as he's able.

The order can get confusing when combat moves so slowly. Sholano is after Rose, both of which compose part B.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Rose, you might want to reformat your die rolls, you forgot the slashes in front of the final 'dice' commands


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Yeah, posting from my phone makes coding hard sometimes. All fixed now.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Yeah, i get that, after the last android operating update I got, the sym key on my phone doesn't even work any more, so I can't format at all on my phone for the forums... really bites.


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

Ah, hell. Natural 1s are no one's friend.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

I don't really want to split the party, but Rose isn't about to do something she sees as reckless just to try to save the guy she just talked to about keeping a low profile.

She might be able to be convinced to go after the Doctor, but it's going to have to seem like the smartest available option.

I know that most of you probably haven't seen a map of the prison to get an idea of what it looks like, but I have. I've been trying to find a image to link, but I've drawn a blank so far.

It used to be a castle. The guardhouse is across the courtyard, which is visible from both walls, the upstairs of the prison, and the warden's tower.

Chances are, unless it's pitch black outside, anyone out there is going to be spotted.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Well, Travis is still badly wounded and down to 2 hps, so he's not going to stray far from the only person with a cure light potion... he'll follow Rose. He's not keen on following the dr. even if he thinks going for the gatehouse is the wisest move.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Prison overhead map (no details listed)

Prison Exterior


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

of course, per the map it IS only 30' across teh grounds to get to the guardhouse. If the doors aren't locked against us, we might get across... but I don't see any way to get to the walls or the tower without crossing the grounds somewhere. We've got to make a decision at some point and get across the grounds.

thanks for the map and pic too! :)


Elan Wizard 5

I also just posted an edited map to the top of the screen, this one may be more of what your characters know :)
Also, sorry for not posting in the past few days, I've been sick and in Wisconsin. I am out of Wisconsin, though still feeling a tad under the weather.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Thanks for the updated map, Cosmiy.

Np about not posting, traveling can make things tough. Sorry to hear you've been sick, hope you get better soon. :)


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

Thanks for the map. Hope you feel better soon.

#7 on the map, are those stables? Kennels?


Elan Wizard 5

Yup, #7 are Kennels. I think your characters can see them from here, there are guard dogs in them.


[HP 16/16 | AC 20; T 14; FF 16; CMD 15 | Fort +0, Ref +6, Will +2 | Init: 3; Perc: 6] Half-Elf Vigilante 2; Gestalt Mesmerist (Vexing Daredevil) 1

Seriously? Another one? The dice roller hates me, apparently.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Rose - I got the impression from Cosmiy that we've pretty much searched everything but the wizard's tower in this building... and the dogs are now asleep, so it's a good time to sneak across the garden - or go out the side door and move along the wall, but head to the guardhouse... just mho of course.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

That's possible, but Rose doesn't trust that. She's paranoid and has a hard time believing that the prison would be so badly understaffed.

Don't worry, she'll come around. Just do your thing if nothing terrible happens she'll catch up.


Female Aasimar Antipaladin [HP 40/48 (Fire Resist 4, Cold, Acid, Shock resist 5) | AC 20 | T: 13 | FF: 18| CMD: 18 | Fort:+11 | Ref:+10 | Will:+8 | Init:+1 | Per: -1 | Sense Motive: +6 | Bluff: +12 | Diplomacy:+11] Alter Self 1/1, Smite 2/2, Touch of Corruption 7/7

GM, please correct me if anything I say isn't accurate-

I'm a little frustrated. I'm not sure at what point lines got crossed, but I feel like the group is operating under information that I don't have.

As I understand it the Prison is actually a castle.
There is a loooooong bridge on the other side of the main gate, which has a draw bridge and portcullis that are raised from the guard houses on either side of it. They are manned.

At the other side of the bridge is a bridgehouse, which may also be manned.

On the walls are at least two rovers. They aren't watching the outside. Nothing is out there but a long drop to sharp rocks and freezing water.

Somewhere in the main prison, or possibly in one of the guardhouses, is a card game where Sergeant Blackerly (the guy who branded us all) is gambling with a table full of off-duty guards.

Basically, there are still a whole crap-ton of people between us and freedom, and making a break for it isn't really an option.

Here's some additional information that I'm pretty sure is accurate, but hasn't come up in game yet. The landscape outside the prison is marshland. There's one road though it. Moving on the road means getting caught. Moving off the road means slogging slowly through mud and leaving easily followed tracks.

Basically, I think we are looking at this prison break wrong. I think we have a much better chance of success if we look at this as a stealthy dungeon crawl where our goal is to wipe out all opposition. Escape without getting rid of people who can follow us just means getting caught on the road later on.


Male Human hp 9/9 AC 17, flat 14, touch 13, fort +3 refl +5, will +0, bab 0, melee 2, ranged 3, cmb 2 cmd 15, init +3, perc +4, Alchemist/1
Lady Rose wrote:

GM, please correct me if anything I say isn't accurate-

I'm a little frustrated. I'm not sure at what point lines got crossed, but I feel like the group is operating under information that I don't have.

As I understand it the Prison is actually a castle.
There is a loooooong bridge on the other side of the main gate, which has a draw bridge and portcullis that are raised from the guard houses on either side of it. They are manned.

At the other side of the bridge is a bridgehouse, which may also be manned.

On the walls are at least two rovers. They aren't watching the outside. Nothing is out there but a long drop to sharp rocks and freezing water.

Somewhere in the main prison, or possibly in one of the guardhouses, is a card game where Sergeant Blackerly (the guy who branded us all) is gambling with a table full of off-duty guards.

Basically, there are still a whole crap-ton of people between us and freedom, and making a break for it isn't really an option.

Here's some additional information that I'm pretty sure is accurate, but hasn't come up in game yet. The landscape outside the prison is marshland. There's one road though it. Moving on the road means getting caught. Moving off the road means slogging slowly through mud and leaving easily followed tracks.

Basically, I think we are looking at this prison break wrong. I think we have a much better chance of success if we look at this as a stealthy dungeon crawl where our goal is to wipe out all opposition. Escape without getting rid of people who can follow us just means getting caught on the road later on.

And they thought Ulrich was crazy for wanting to kill everyone...bah!


M Half-Elf (Chelish) Wizard (Primalist) 1 AC 13/13/10 / HP 9 / F +2 R +3 W +5 (+2 vs. Enchantments) / Init. +3 / Perc. +6/ Sense Motive +3 Primalist Transmutor / 1st
Lady Rose wrote:

GM, please correct me if anything I say isn't accurate-

I'm a little frustrated. I'm not sure at what point lines got crossed, but I feel like the group is operating under information that I don't have.

Kyras is operating under the same information. His conclusion is as there are already guards killed, the longer they wait - stealthily or not - the higher the chance an alarm gets sounded. This means after a shift change, the odds of the place turning into a fire ant nest is a near-certainty. At this point, making isolated strikes when necessary, as was done before (excepting Ulrich's bomb), will cause only isolated alert if done right.

The lesser of two evils, if you will.


M Half-Elf (Chelish) Wizard (Primalist) 1 AC 13/13/10 / HP 9 / F +2 R +3 W +5 (+2 vs. Enchantments) / Init. +3 / Perc. +6/ Sense Motive +3 Primalist Transmutor / 1st

Assuming the game is dead.

Lack of post frequency will do that.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

I hope you're wrong Kyras - I was enjoying the game and this character - just waiting for Cosmiy to respond to Rose.

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