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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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:

GM, a question:

Acrobatics Skill wrote:
No jump can allow you to exceed your maximum movement for the round.

Do you count this for 2 move actions (60 ft for a human-sized creature) or just one?

I like Demian's plan, but I don't think any of us can do a standing long jump of 15' (DC 30 Acrobatics check), and to get the 10 ft running start, it takes 20' of total movement, for 35' of movement total.


Male Human High Priest of Asmodeus

Movement for the round. That's two move actions. The jump is possible.


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

"So you're saying there's a chance!"

Lastly GM, can you confirm that the 2nd floor map is accurate and the in-game map does show a gap in the shelves at the corner?

Also, can we rig the patch such that removing the last of the stitching is a swift action. That or, can we parse the movement prior to the jump be a 'previous round'?


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:

The way I see this working is one person removes the window and hands it to the person making the jump. They then attempt the jump to the wall, slap the window on it, and climb in. Then everyone else follows suit.


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

If the GM allows that. Technically, I think it is activated upon the patch's removal.


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

This feels like an overly complicated plan and a couple of the party have negative acrobatics modifiers, so success isn't exactly assured.

I mean if we don't want to waste the patch getting out, we could just climb up to the roof and then climb down the outside with the rope.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

It does seem a bit complicated, I'd have to agree with Barnabas. It feels like we may be making this more difficult than it has to be.

If there is someone who can climb then climbing sounds fine. Morthos can't climb, that's for sure. But he does have two 50' ropes that we can use.


Male Human High Priest of Asmodeus

I'm saying there is a chance. The window must be placed in the same round it is removed or it transforms in your hands and is useless. You can use teamwork to have someone remove and pass the patch to the jumper.

So...

Receive patch (free action)
Jump (acrobatics DC 15)
Slap window patch onto wall
Grab window ledge (reflex/climb DC 15)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Man hitting a 15 at this level ain't easy. Much less twice.

Definitely risky.


Male Human High Priest of Asmodeus

You mentioned climbing. The Warden's Tower roof is crenelated same as the Gatehouse. You could throw the rope around one (AC 5). The climb DC would be 5 (using a rope with a wall to brace against).


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I gotta say, folks, I'm REALLY liking the "climb" plan. That is WAAAAAAY easier, you gotta admit.


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

Crenelated? Well then, that seems much easier.


Male Human High Priest of Asmodeus

Like this. Usually you'd need a grappling hook. But from the roof you are close enough to just throw the rope a short distance to catch around the merlon.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Like I said, Morthos just snagged two 50' ropes. Sounds like they are about to come in handy. :)


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

Yeah, I vote the simple crenel climbing. Though, I don't know if anyone other than Seltyiel would know about the crenellations. They don't appear to be on the maps.


Male Human High Priest of Asmodeus

No of course not, the map is just lines on a page. You saw them on the Gatehouse roof. Seltyiel would have seen them all around the wall and gatehouse and warden's tower roof too.


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:

A crennelated roof does sound a lot easier - with the number of ropes we have between the one from the veil and the ones in the supply room, we can easily use one for the chimney and one for the tower.


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, I am all in favor of using the ropes to climb...

Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
Climb: 1d20 + 5 ⇒ (19) + 5 = 24

... And assuming someone could throw me the rope, we should be good to go for it.

Of course, we could still be dressed as guards nevertheless.

EDIT: I guess with these rolls I could make the original jumping plan too, but there was no way to know how good I'd roll without trying, and knowing myself I'd probably end up dead after falling some times :P


Male Human High Priest of Asmodeus

I'm not sure what you're rolling for there. No one has even talked about the plan in gameplay fully.


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

Yeah, this isn't gameplay! Please disregard any rolls here... This was mostly me thinking out loud and imagining what would work (hence, "we should be good to go for it"). That's also why I still think we shouldn't go with the original jumping plan thing - I don't think I'd be able to roll like that when we truly need.


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

You all are awesome and I'm having a blast. Evil mastermind is my base character concept. So, if I am too much please just let me know. I want everyone else to enjoy the game as much as I do. Communicate if something is off for you.


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm glad you said that, bud.

Because I am NOT for senseless slaughter. Not interested in killing these people when they've done nothing to provoke.

I'm in complete disagreement with that.

And that's fine with you being an "Evil mastermind" or whatever, but please don't give orders to my pc. I will never give orders to the others no more than I want to take them from another pc. I will make "suggestions" but I won't give orders.

Not here to start a flame war or anything, that's not my intent. But this is far too "chaotic" for my liking. You can explain it away all you want, bud, it's not going to change my mind that this is a chaotic evil move.

It just is to me, plain and simple.

And if my stance on this is a problem with the other players, then please let me know and I will respectfully bow out. No harm no foul no bad feelings. I absolutely promise you. It'll just be an 'Is what it is' type thing, you know? *shrugs*


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

Maybe this is a good time to talk about some things. We can cover it now so that we can move forward within the bounds that we create, get it out of the way now. And, similar to you, if I happen to be an odd one out I will understand and bow out. Playing an evil campaign is a fragile thing and moreso than a normal campaign requires everyone to be on the same page. It is the nature of the beast.

Javell DeLeon wrote:
... please don't give orders to my pc...

You got it. I understand and can do.

Javell DeLeon wrote:
...But this is far too "chaotic" for my liking. You can explain it away all you want, bud, it's not going to change my mind that this is a chaotic evil move...

It is not. Maybe the method I proposed could qualify, but the act of killing them is not. Especially given that they could give information if they are recovered. If that was not a concern, Demian could not care less whether they live or die. They know that we have used the chimney as a route of travel and could share that. If they do that our sneaking around could be for naught. So, unless you have another idea other than killing them, we need to assure that the information they know cannot be passed on. It is not that they have provoked us or not, it is that they are a danger to us.

This is intended to be discussionary. I think it should be discussed.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yes it is chaotic evil. It totally is. We are going to have to agree to disagree. Because I'm not going to keep going back and forth with you on this. Agree to disagree.

And, by the way, they have no information on us. They've been stuck in the kitchen. They are no more a danger to us than the man in the moon.

Unless you told them our plan? I don't recall sharing any information with them. They've been tied down in a kitchen. And with that being the case, how can they know anything?

But let's say they did just for argument's sake, by the time they give out any information, we're going to be long gone anyway. What they supposedly know, doesn't matter anyway. We've already executed the plan by that time and moved on.

But seeing how they know nothing, your point is moot.


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

If they know nothing then they are of no consequence. If it does turn against us, then I will be obliged to "I told you so", as I would expect it in return.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

This is all I'm saying. They're of no consequence. As far as Morthos is concerned, they no longer exist in his mind. He's focused on the task at hand and that's all that he's concerned with. Getting the heck out.

If things turn against us, it WON'T be because of the kitchen folk, I'll guarantee you that. All they can say is: "They're out there and they're trying to escape!" There's a news flash for you.

And when it is proven that the kitchen folk are not the ones that lead to our downfall, you'll be getting no "I told you so" from me. Thanks for the offer but not interested in the least.

But if I just so happen to be wrong and you feel the need? Well, then, more power to you, bud.


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

Disagreements happen, we are human after all. It has been resolved.

Let's break out of this prison!


Male Human High Priest of Asmodeus

Disagreements aside, you definitely need to work together just as much as a regular adventuring party, more even. The whole of Talinguarde is against you and the change you could bring.


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:
Demian. wrote:
Evil mastermind is my base character concept.

Vanity, ego, and a love of adulation are mine.

I will say that the “light the servants on fire and throw them into the courtyard” suggestion was a bit excessive, and came off as more “psychopath” and less “evil mastermind.” Which is fine in an evil campaign, but not what you’re going for.

It seems like you have this idea of Demian, the evil mastermind, as the boss. That’s fine, but it doesn’t work unless the other players are willing to go along with you as the boss. I’m not playing a character who would be willing to go along with that passively, which could lead to IC conflict, and Javell isn’t too onboard with his PC taking orders either, based on his posts here.

If I may suggest, I think a good direction for you to take with your character is to lean heavily into the planner part of being an evil mastermind. Maybe a focus on putting together disparate bits of info, finding weaknesses and leverage, and coming up with plans to utilize the info and weaknesses. I think you’ll still get the flavor of character you want, but maybe with less possible head butting.


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

Agreed.


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:
Cardinal A. Thorn wrote:
A rope with a wall to brace against is climb DC 5. Can only fail if you have a negative climb mod.

.

Hi, my Climb check is -3 with armor. We can take 10, right?

Also, for the players, should we put the window right on the top floor? Which floor do we think the warden is on?


Male Human High Priest of Asmodeus

You know the Warden's Office and Quarters are on the top floor thanks to the map.

If the character has a fear of heights, I think you would be distracted and can't take 10. Otherwise you are not in immediate danger and taking 10 as normal is fine. That gives you a 7 and you're fine.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Top floor is fine with me.


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 proposed the first floor, but the second is probably fine as well. I'd be a little nervous windowing into the third floor in the chance that taking out the warden and such happens to be loud.


Male Human High Priest of Asmodeus

2 for top, 1 for not top. Any other input?


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'm for the top ...all the way!


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 guess I'll chime in.

Top floor is fine. We should probably aim for opening up into room 23 or 24, vs 25.

My vote would be into room 24 on the slanted wall, so if anyone does fall, it'll only be onto the wall below.


Male Human High Priest of Asmodeus

ok 3 for top, thanks for input Barnabus.

Room 24 above the wall guys?

The original idea was over the cliffs so no chance of the guards seeing the window. What do others think?


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 will abstain from this second vote.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Cardinal A. Thorn wrote:

ok 3 for top, thanks for input Barnabus.

Room 24 above the wall guys?

The original idea was over the cliffs so no chance of the guards seeing the window. What do others think?

Works for me.


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 think we've all got a reasonable chance of making a DC 5 climb check. Let's go with the original plan by keeping it out of sight of the guards.


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

I agree!


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

Fair enough.

I'm just concerned about opening a window into a room with people in it. Getting everyone down the rope and into the tower during combat might prove challenging.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Barnabas Wright wrote:
I'm just concerned about opening a window into a room with people in it. Getting everyone down the rope and into the tower during combat might prove challenging.

Which makes it all the more fun, bay-bee! Livin' for the challenge! Heck yeah! ;)


Male Human High Priest of Asmodeus

Ok original plan it is.

Climb DC 5 and place that window and go. Who posts first goes first?


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

Demian will be waiting until it is safe as he can contribute little to combat currently.


Male Human High Priest of Asmodeus

Barnabus:

Did you read the spoiler in gameplay? You didn't take any damage this round. Instead you felt your suppressed abilities available again.


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 did, but I guess I misread it at first glance. Bit of a retcon post incoming.


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:

Does locking the door require a key, or is it more of a deadbolt situation?


Male Human High Priest of Asmodeus

I guess it's like a sliding bolt on the inside. As well as a key lock outside for securing the room when he is out.

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