Way of the Wicked Group 1

Game Master Diamondust

You have escaped from Branderscar! The first know to do so and live! However, your freedom and future is uncertain as you seen out the mysterious benefactor that aided your escape and discover what his intentions for you may be...


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm fairly certain one of these guards have dropped. If both of them haven't then the other one is probably pretty darn close.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Looks like we've got our 'freight train' heading out. Might as well jump on board and see where it takes us. :)

This is going to be interesting. I wish he had a weapon. That would help a lot.


Human Monk (Black Asp) 3/Alchemist (Toxicant/Vivisectionist) 3 AC 18/16/14 / HP : 33/33 / F +5 R +7 W +4 / Init. +5 / Perc. +12 / Sense Motive +12 / Ki Pool 3/3

He could use one of the swords I guess. Can anyone else use any of the guard equipment?

Also, it might be nice to talk him down, so we can interrogate the guard we kept alive.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Sarela will take a chain shirt. I'm trying to talk him down, if anyone else wants to chime in.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Sounds good. Let's talk him down. That would obviously be preferable if we can manage it.

Also, the one that's alive, is he conscious? Because it might be pointless if he's not.


Human Monk (Black Asp) 3/Alchemist (Toxicant/Vivisectionist) 3 AC 18/16/14 / HP : 33/33 / F +5 R +7 W +4 / Init. +5 / Perc. +12 / Sense Motive +12 / Ki Pool 3/3

Ya that's a good point. I can't imagine that we'll get Grumblejack to hang around for hours while we wait for them to wake up.

We just need to convince him to follow our lead and not rouse the whole prison.

Alternatively, we just let him go nuts and the bail out the chimney. I'm less confident in our ability to smash our way out of here after those last two fights.


Male Human High Priest of Asmodeus

You can wake someone up who is unconscious above 0hp. I'm not sure it's in the rules but I've let it happen before. With a bit of a slap or shake. They get the disabled condition though. Smelling salts help against magically induced unconsciousness.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, I didn't realize he was unconscious and above 0 hp. That's interesting.


Male Human High Priest of Asmodeus

Yes, he still had hp. At 6 hp actually. Then he took 16 nonlethal from Eowithe and Barnabus. So he wouldn't wake up on his own for 10 hours normally. But I rule that if knocked unconscious but not dying you can be woken up by a shake or a slap or something. Just like you see in movies. You would have the disabled condition still until enough nonlethal got healed to be less than your current hp.


Human Monk (Black Asp) 3/Alchemist (Toxicant/Vivisectionist) 3 AC 18/16/14 / HP : 33/33 / F +5 R +7 W +4 / Init. +5 / Perc. +12 / Sense Motive +12 / Ki Pool 3/3

Leaving the interrogation up the those of you with the social graces. But we should also ask about the magic nullifying potion they fed us. Where did they get it from, is there an antidote? Oh and are there any magic types in the prison, because that would be someone to take out before the alarm gets sounded.


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

good call


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Sarela: So the armory or the warden? Night has fallen so that's why I'm asking just to be sure.

It looks like, according to your statement, that if night falls then the armory. But if it's daylight then the warden. But I'm not entirely sure.

The armory might be the better call; that way those who don't have weapons can maybe gather some. And armor too as far as that goes. Obviously getting Grumblejack's weapon would prove mighty useful.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Other way around - warden if night falls, armory if it's daylight.


Human Monk (Black Asp) 3/Alchemist (Toxicant/Vivisectionist) 3 AC 18/16/14 / HP : 33/33 / F +5 R +7 W +4 / Init. +5 / Perc. +12 / Sense Motive +12 / Ki Pool 3/3

I vote, armory first. If the warden manages to raise the alarm, we'll want to be fully kitted out when we run into the guards waiting for us. We've been struggling with 2 guards, we'll need every advantage if we run into a pack.

Might it be worth just sending down a pair of disguised PCs to make a run to the armory? Doubt Grumblejack is that sneaky.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Barnabas Wright wrote:

I vote, armory first. If the warden manages to raise the alarm, we'll want to be fully kitted out when we run into the guards waiting for us. We've been struggling with 2 guards, we'll need every advantage if we run into a pack.

Might it be worth just sending down a pair of disguised PCs to make a run to the armory? Doubt Grumblejack is that sneaky.

You know, you've got to admit that's a good point, Phantom. About half of us have nothing to wield or wear when it comes to armor and weapons. We're all hamstrung due to the lack of supernatural abilities but if we can at least get every one armed and armored then we'd at least have that.

And yeah, Grumblejack's gonna be about as sneaky as a runaway freight train that's on fire.

I'm thinking a pair of us making it to the armory is worth a shot. Myself and Sarela I would say. And I can't freaking believe I didn't put a single rank in disguise. What was I thinking? Ugh. It only would have made perfect sense backstory wise for him. Ugh again.

Anyway, what do you say, Sarela? Take a shot at the armory? Then head to the warden? I know it's a long shot but sneaking 6 of us AND an ogre would absolutely be impossible in either direction. Unless, of course, all the guards are blind and deaf. :P


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

I’m fine doing whatever the group decides. The armory might be locked and guarded, however, so I don’t know if we’ll be able to sneak there and return with equipment. I especially don’t know how we smuggle an Ogre-sized weapon back to the cell block.

Strictly speaking, you and Eowithe are still disguised. It’s anywhere from 10-30 minutes to disguise me. Why don’t you and Eowithe head down and see if there are any guards there. If not, we can all head to the armory. If there are, you guys can get behind them or near one with a signal horn, and then we can all ambush them to try and take them out quickly. After that we’ll raid the armory, and we might as well secure the rest of the building and find a back door to the Warden’s Tower.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

That'll work. Morthos and Eowithe will give it a shot. Like I said, it's going to be a long shot regardless.


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

Once I get spellcasting back I swear I'll be more useful!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Will you? Will you really? (Kidding. Only kidding) :)

This is a formidable group. We just have to find some way to get the heck out of this place and get our powers back. Without our abilities this makes this a REAL challenge. Interesting and fun for sure but most definitely challenging. I was saving Smite Good for Blackerly but obviously that ain't about to happen. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

You know, conking the guard on the head with the hilt of my blade reminded me of something.

Here is a "Did you know" moment...

Did you know, that, in the movie The Princess Bride(highly highly recommend if you haven't seen it. Excellent movie) where Buttercup and Westley are caught by the six-fingered man and his men. The six-fingered man then agrees(he was lying of course) to a deal made by Westley and then he hits him over the head with the hilt of his sword.

Well... crazy enough he LITERALLY knocked the actor - Cary Elwes - out. He ACTUALLY hit him on the head harder than he expected and knocked him out and they had to rush him to the hospital. Oh my gosh I flipped when I read about that. Talk about crazy wild.

Here's a link to the book in which I am referring: As you Wish

If you love the movie, you'll love this book. Great great read for any fans out there.


Human Inquisitor of Asmodeus 3/slayer 3 HP:26/33 AC:19/10/11 Perception: +9 Initiative: +11 F:+5 R:+5 W:+7 ; +1 vs divine spells

Ha, a favorite of mine.
Didn't know that book existed...thanks for the recommendation..


Male Human High Priest of Asmodeus

Yikes didn't know that.

Morthos and Eowithe let me know how you proceed downstairs.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh my gosh, folks, this is TOUGH. It truly feels like a REAL jailbreak. :P

Question for you all: Do we want to just walk out there with an ogre and take on the world? Me personally? I don't think so. That's more than likely suicide.

There are two guards right outside the door. There's no way we get past those chumps. Especially considering they are GOING to ask: "Why are you leaving your post?"

So unless y'all are for rolling out in a blaze of glory, maybe we should somehow lure them in here and kill those guys? This time we'll have the ogre helping us at least. But we obviously DO NOT want those guys alerting the world.

Man I am open to any and all suggestions. I am truly at a loss on what to do outside of what I've just decided to roll with.

Is there a good bluff we can roll with? Like: Needing a new weapon. Got to go to the bathroom. Need more oil for the lantern. Whatever else sounds good.

It's got to be believable to a degree for us to get past them. But then they're going to ask: "Why does it take both of you?" Because then there is nobody at our post. Which is probably going to lead to being discovered.

So dang tough!


Male Human High Priest of Asmodeus

I thought you are disguised as the guards who just got relieved from their shift (which are expected to come downstairs sometime)? Not the ones that just came up.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

What the DM said. Since you’re disguised as those done with your shift, they won’t think you’re abandoning your post.

IC post incoming.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Cardinal A. Thorn wrote:
I thought you are disguised as the guards who just got relieved from their shift (which are expected to come downstairs sometime)? Not the ones that just came up.

OH MAN! Yes that's right. I'm totally getting my guards mixed up.

Sarela Falrin wrote:
”Is the door to the armory locked?”

Oh man that's a great question. Of all the questions I DIDN'T ask.


Human Monk (Black Asp) 3/Alchemist (Toxicant/Vivisectionist) 3 AC 18/16/14 / HP : 33/33 / F +5 R +7 W +4 / Init. +5 / Perc. +12 / Sense Motive +12 / Ki Pool 3/3

Ok. So it sounds like there are 10 guards in the general area? Four posted on duty and 6 in the mess hall or barracks?

Getting to the armory is beginning to seem tough. We could maybe use the window from the patch and climb out, and just hit up the warden's tower?

Can the patch be used on the floor? Maybe we could drop down into the armory if the second floor overlaps the first.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh man I forgot about the window. Yes, without the key there's no getting into the armory. Even if we did get into the armory unnoticed we CANNOT be seen leaving it for obvious reasons.

I do like the window idea about dropping down into the armory. That would be awesome if we could pull that off.

But if we do use it to climb out and make for the warden's tower, we're going to need to learn of its defenses and how it may be guarded.


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

This is definitely a GM question about using the 'window' on a not-wall surface. I was going to purpose it earlier in case we needed to escape after that first fight. I'm sure we all understand wall vs floor arguments, but let's just get a quick ruling from the GM. No debate necessary.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Demian. wrote:
This is definitely a GM question about using the 'window' on a not-wall surface. I was going to purpose it earlier in case we needed to escape after that first fight. I'm sure we all understand wall vs floor arguments, but let's just get a quick ruling from the GM. No debate necessary.

You know, I hadn't even thought about that. That's a good question.


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

Technically, the 'window' can only be 2ft deep. Which I am very doubtful that even the walls of the prison qualify. There is a lot of depends with the window use that depend on the GM. While I know that it is nitpicky, I'd hate to be surprised on use, and thus waste the resource. Sorry GM, but we are going to need to know how you intend for this 'window' to be able to be used. I endeavor not to be nitpicky, but think I have to this time.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I do believe it will work on the walls. Otherwise, what's the point of it if it doesn't work on the walls? It would be an absolute waste of an item in that case. I believe the handkerchief is basically "meant" for the prison.

It's the floor that I'm curious about. That's a tricky one.


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

I'd like to believe that it should work on the walls as well. However, the specifics are up to the GM.


Male Human High Priest of Asmodeus

Unfortunately the floors are too thick. All the walls are available candidates. The AP doesn't actually give measurements so that's a call that I am making.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, that's what I was thinking. That'll work.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

If we want to hit the armory, I'd say we have to take out the guards in the main hall so we can pick the lock to the armory with the thieves' tools. Otherwise, it's the Warden's tower.

I somehow doubt the window will be big enough for Grumblejack to fit. Are we okay leaving him here, and will he stay put, or cause trouble?


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

I'm thinking the chimney might be the key here. If we can get through there down to the first level, we might be able to slowly take out enemies and the whole place.


Male Trompe L'Oeil Tiefling Cleric (Fiendish Vessel) 2 / Shifter (Elementalist) 2 | HP 24/24 | AC 20 TO 18 FF 15 | F +5 R +8 W +6 (+1 vs. divine) | CMD 21 | Init +7 | Perc +7 DV LLV | Construct Traits | Cold 5 Elec 5 Fire 5 | Channel 5/5 | Copycat 6/6 | Aspect 5/5 | Touch of Evil 6/6

Yes, that's what I wanted to do, hence why I went for the chimney with the rope. I don't need to breath, so it's simple for my character to guide the way there. As for Grumblejack, just unleash him and let him distract the guards... I don't think we need to keep trying to control his actions.


Human Monk (Black Asp) 3/Alchemist (Toxicant/Vivisectionist) 3 AC 18/16/14 / HP : 33/33 / F +5 R +7 W +4 / Init. +5 / Perc. +12 / Sense Motive +12 / Ki Pool 3/3

Realistically Grumblejack is a huge liability if left on his own, but if we use him as a distraction a horn for sure gets blown.

I don't know how likely it would be to get an on duty guard to abandon his post to check anything out.

I don't how realistically we can start a fight in here and not end up fighting everyone. That might not be the end of the world, as long as we can prevent anyone from alerting the rest of the guards outside.

One idea. It sounds like the normal routine would be for the now off duty guards to go to the kitchen to get some food. (Probably bottom of the chimney). Our disguised PCs should be able to walk there with little suspicion. If they pacify the cook staff, the rest of us can come down the chimney. Disguised PCs can then try to go into the barracks and coup de grace any sleeping guards. After that, or when the jig is up, the rest of us rush out of the kitchen to deal with any in the mess hall.

Couldn't really use Grumblejack with this idea, but maybe Demian can keep him company.


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

Damian keeping the ogre company was my split the party plan. Everyone, save Demian goes chimney. Demian and ogre deal with investigative on duty guards.


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:

Okay, that makes more sense. I thought you meant have Morthos or Eowithe go down and try to lure the guards up one by one to Grumblejack.


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

I mean, I can do that too if Grumblejack gets bored. My bluff is pretty decent.


NE Male Elf | HP 18/18 | AC 14 (FF 11, T 13) | Fort +2, Ref +6, Will +7 | Init +3 | Perception +13 | P 1st: 5/7 | PP: 2/4 | O 1st: 3/4 | A: 2/2, D: 4/4, E: 2/2, I: 2/2, T: 2/3

Go Team!..?


Human Inquisitor of Asmodeus 3/slayer 3 HP:26/33 AC:19/10/11 Perception: +9 Initiative: +11 F:+5 R:+5 W:+7 ; +1 vs divine spells

I'll go with the majority :)

however, we don't even know if the chimney connects with the kitchen or anywhere downstairs....so...


Human Monk (Black Asp) 3/Alchemist (Toxicant/Vivisectionist) 3 AC 18/16/14 / HP : 33/33 / F +5 R +7 W +4 / Init. +5 / Perc. +12 / Sense Motive +12 / Ki Pool 3/3

I'm more concerned if there is someone in the fireplace room (we're assuming kitchen, but the guard can confirm). From a combat round standpoint, we can't all quickly climb down the chimney (and there's an acrobatics check to avoid damage from the fire).


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Barnabas Wright wrote:
I'm more concerned if there is someone in the fireplace room (we're assuming kitchen, but the guard can confirm). From a combat round standpoint, we can't all quickly climb down the chimney (and there's an acrobatics check to avoid damage from the fire).

I would echo this. Going down the chimney really seems risky(I know, it's all risky). And the LAST thing we need is to take damage outside of combat damage. But like Barnabus said, from a combat standpoint that could prove troublesome.

Can we actually fit in the chimney?

Now having said all that, if that's how we're going to roll then that's how we roll. Morthos and Eowithe as the guards and the rest of you - barring D and G - down the chimney.

And I really don't want to throw Grumblejack to the wolves. Mainly due to the fact if they see that he is free, that'll bring the entire place down upon him and leave us without some very handy muscle. And then they would proceed to check the cells to see HOW he escaped which would reveal everything. Somehow someway we've got to incorporate him properly. To where it works like a well-oiled machine instead of a broke down ol' beater. :)

Edit: Or... what Sarela already said here. :P (You know, I'm thinking I probably should read the Gameplay thread before I read the Discussion thread) :P


Female Psychic Lich Aasimar gestalt Mesmerist (Vexing Daredevil) 4//Vigilante (Cabalist) 4 | HP 43/43 | AC 21, T 15, FF 16 | CMD 16 | Fort +4, Ref +9, Will +5 (+9 TE); resist acid 5, cold 10, electricity 10 | Init +4 | Perception +4; darkvision 60 ft. |
Mesmerist Spells:
1st - 4/4, 2nd - 2/2
|
Cabalist Spells:
1st - 4/4, 2nd - 2/2
| Active effects:
Javell DeLeon wrote:


(You know, I'm thinking I probably should read the Gameplay thread before I read the Discussion thread)

I tell myself this at least once a week, and I never do.


Human Monk (Black Asp) 3/Alchemist (Toxicant/Vivisectionist) 3 AC 18/16/14 / HP : 33/33 / F +5 R +7 W +4 / Init. +5 / Perc. +12 / Sense Motive +12 / Ki Pool 3/3

Well s!#+... That didn't work out.

I vote scurry up the chimney before he can be sure of what he saw.


Male Trompe L'Oeil Tiefling Cleric (Fiendish Vessel) 2 / Shifter (Elementalist) 2 | HP 24/24 | AC 20 TO 18 FF 15 | F +5 R +8 W +6 (+1 vs. divine) | CMD 21 | Init +7 | Perc +7 DV LLV | Construct Traits | Cold 5 Elec 5 Fire 5 | Channel 5/5 | Copycat 6/6 | Aspect 5/5 | Touch of Evil 6/6

Trying to buy some time for you guys to reach me... He already saw me, so I might as well try to work the situation. :$

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