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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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

There is no eventuality that I can think of where we do not end up fighting archers. The key then is to make the fights happen on our terms. That is why I think trying to fight the west guard patrol at the first small tower from us or closer would be ideal. Such a location has an obstructed view to pretty much all other possible guard locations.

Also, as a side note, I think that pretty much all of our perspective enemies will be archers, save the dog(s).

Also also, if anyone really sneaky wants to scout out the happenings of the guards during the prep time, I think that would be wise. Learning the patrol speeds and alert status would be valuable.


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:

It looks like we can use Knowledge skills to look through the Warden's library for valuable books, if anyone has a Knowledge skill they would like to use for that.


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

Anything else before we 1 hour prep?


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

Haha!...this could be even better! If we can take out the two on the wall quietly, we can get around much of the force as they are focused on the tower.


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:

It will be tricky, but with a sufficient archery barrage, we might be able to take them both out in a surprise round - assuming we don't fail our Stealth checks.

While I know you and I are psychic spellcasters, I'm not sure if psychic magic has the accompanying visual display that arcane/divine magic has. That may or may not have an effect on the viability of using spells to take them out, since a flashy visual display will ruin any attempt at Stealth.

The Silksworn archetype switches the type of spellcasting the Occultist uses to arcane, correct?


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

Hmm... sneaking out the side might be too risky. I wonder if our best bet is to lure the ground forces in through the door, fight them inside in darkness, and then try to sneak out the west way.

They are already thinking that we are in the tower, but they don't know how we got here. Fighting the ground forces first doesn't really give them any more information that they don't have or suspect.

Thoughts?


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 think I could behind that. I like our chances in a straight up fight against them. Unfortunately, getting them to actually enter seem like the issue and unfortunately, we don't have a many options for ranged damage.


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 posted up an idea in Gameplay. Did anyone besides me grab a bow from the armory?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Morthos did.


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

Hi guys! Posting it on all my pbps.

Our offshore team at work is very affected by the pandemic at the moment and with the fiscal year approaching to an end, our reduced capacity is terribly affecting my time. For the next several weeks it will likely impact me in such way that I simply won't be able to keep up with the forums, things normalizing only as we start approaching mid June.

For the games where I play, GMs please feel free to bot the characters. If you don't desire to bot me for so long, I completely understand, apologize for the late notice and wish you all the best of fun. If you hold me around, though, I should be back after this storm.

For the games where I host, my sincerest apologies to the players - I won't let you hanging so if you stick around until my return we will give it continuation as normal. Otherwise, please message me and once I'm back I'll recruit replacements.

To everybody, I'm sorry for the late notice and I hope we will continue playing together once I'm back!

Cheers,

Archlich


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

Sarela's plan seems workable. Let's get it rolling.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

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:
Cardinal Thorn wrote:


The guard next to them holds his head in pain as Sarela stares at him.

Painful stare is precision damage added to an attack, so really I'm just making the pain from the arrow I shot him with greater.

Also, bad luck on those nat 20s.


Male Human High Priest of Asmodeus

Oh right. So you shot an arrow, and painful stare increases the damage. I thought it was some psionic attack.

And yea the 3 20s in a row... wasted on saves. Could have killed one of you.


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:

It has that appearance, but it is not.

The nice thing about painful stare is that if I don't hit with it, I can use painful stare for someone else's attack that hits. Beginning at level 3, it's more effective for my attacks to apply it, but every little bit helps.


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 assume Seltyiel would ready an attack. Preferably in a way that he might get him an aoo and a readied attack could go off. But if not, just getting an attack on someone entering seems good.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I would have to concur with Demian. I would definitely use Seltyiel to get an attack on somebody for sure. We're going to need all the attacks we can get.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

And YES! Man taking out a dog is huge. They probably have trip like wolves do and we don't need that.


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 agree - Seltyiel should ready an attack.


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Cardinal A. Thorn wrote:
Eowithe fires at the guard at the same time as his ally turns against him. With a surprised look on his face he falls to the ground. Morthos aimed at the guard on the right and let go of the arrow before he could adjust his aim to the still standing guard. The arrow strikes the dying guard instead.

Lol! Oh man that is soooo fitting. "Morthos with his fantastically well placed shot, strikes the dead guard square in the arm. You couldn't FIND a better use for an arrow, my friends. You REALLY need to watch out for those dead guys. Just because they don't react when they are stomped on, struck, shot, or whatever else, DOESN'T REALLY MEAN that they're dead. Oh no! Odds are, he's just playing possum."


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 I take out the guard with my mind thrust, I'll just do the second spoiler after.


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:

Nice use of the Silent Image. I was thinking we could just leave them lying on the ground asleep, since we wouldn't have cover to coup de grace them with, but that works nicely.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Barnabas Wright wrote:
Just spin my wheels for round 5. If Morthos' CdG doesn't end the guard, Barnabas will move out to help, otherwise he'll just stay put. Morthos' first attack would have had a DC15 fort save for 4 extra damage, doesn't really matter now, but his sword should not be poisoned any more.

Aw crud! I totally forgot about the poison. Dang what a waste.


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 can't help but wonder to myself whether we are better off at this point just killing all of the guards...

I mean, probably not but...we've already killed (or are about to kill) most of them...


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I got no problem killing them if they get in our way. I just don't want to waste time chasing them down. If they come to us then sure, let's take 'em down.

But I'm just not as positive as you in saying we've killed most of them. I feel like there's probably about a dozen or so left plus Blackerly. Those odds just flat out ain't good. Hopefully I'm wrong and there really is only like a handful left. I haven't been keeping track so I don't know but I REALLY hope you're right, Demian. Because that would be awesome!

I say that because, there again, all it's gonna take is one solid hit on Morthos and he's down. And with possibly 10 or 12 guards(and/or possibly a dog or two) taking 1 swing at him, odds are pretty darn good that ONE of them will hit. My only hope is that the damage roll is a 1. And we all know that's A LOT to wish for. :P

Of course if you stack that with the way Morthos is rolling the odds really aren't in his favor. :P


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I got a few questions so I can be absolutely clear on what the plan is.

So are we going to find our way to the top of the wall? Or stay along the ground?

And if we find our way to the top of the wall, is it going to be the western wall or the eastern wall? I would gather the western wall because there are fewer guards there.

And whether or not we make our way on top of any wall, it really looks like going along the western wall IS the shortest path to the front gate. Of course the front gate is probably going to be locked down. Something else we're going to have to figure out is how to open it. Maybe it's just a lever for us to pull that's just right there out in the open with no guard, hm? (I know, I know. Even the good guys aren't THAT stupid. But it sure would be handy). :)

I feel finding our way atop the west wall would probably be the best bet. But I get we're just going to have to roll with whatever is available to us.


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

We could climb back up onto the tower roof and drop down on the western wall to take out the two guards there.

From the map it looks like there is rooftop access to the gatehouse, so that might be the easiest way to get in.


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 was thinking we could just run along the base of the western wall, hugging it for some cover, to the next tower and then climb up to the wall that way so Sarela could avoid having to make Climb checks with her -3 check.


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

We could climb back up onto the tower roof and drop down on the western wall to take out the two guards there.

From the map it looks like there is rooftop access to the gatehouse, so that might be the easiest way to get in.

That's exactly why I was thinking getting on top of the wall would be perfect.

Are there no stairs leading up to the wall?

Sarela Falrin wrote:
I was thinking we could just run along the base of the western wall, hugging it for some cover, to the next tower and then climb up to the wall that way so Sarela could avoid having to make Climb checks with her -3 check.

I ask about stairs because if we have to climb, wouldn't you get a -3 regardless? Or are you actually talking about stairs and I am just missing them?

Because Morthos doesn't need to be making climb checks either. He doesn't have a -3 but a +1 ain't nothing to write home to mama about.

Those guards have to get up on that wall some how. The question is: How?


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 each of the smaller towers has a stairwell in it - just because that's the only thing that makes sense for the design of the castle.

I don't see any doors on the gatehouse map (for any level) that lead to the walls, so it's the only place for there to be stairs up - unless it's a ladder. But then, even a ladder is fairly easily climbed.


Male Human High Priest of Asmodeus

yep door at base of towers and spiral stairs leading up the tower to the wall.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

So is the plan to roll through the door to the first tower we come to? I'm guessing that's what we're doing but I just want to be clear.


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:

Yep. First tower, climb 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:

Based on the description you gave, do the guards have line of sight to us - and by extension, do we have line of sight to them?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Barnabas: Man that is a handy ability. Able to heal yourself like that. Super useful. I mean, for an evil vampire-y type guy anyway. :)


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
Javell DeLeon wrote:
@Barnabas: Man that is a handy ability. Able to heal yourself like that. Super useful. I mean, for an evil vampire-y type guy anyway. :)

Ya, blood drain is pretty sweet. Grappling is too situational to go all in on, but blood drain makes it worth investing some feats into.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

UGH!!! You've got to be kidding me! I sooo freaking posted something yesterday and of course there's nothing there. I could've SWORN I did. My gosh that wears me out. Just doesn't make any sense. *Sigh in annoyance* Back to the stinking drawing board.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Cardinal A. Thorn wrote:
Only on the gatehouse and the other side of the wall. You defeated the patrol on the west wall.

Sweet. Then to the gatehouse do we go, the gatehouse do we go, hi-ho a derry-o to the gatehouse do we go. Do you suppose we should sing that in character? I'm thinking it might be fitting. ;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:

Not very Stealthy, though.


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

Invisibility + Enlarge-like ability


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:

Don't we have line of sight to two of the guards?


Male Human High Priest of Asmodeus

What can you see on the last map I posted?

Currently you are against the wall and its a 15ft. climb to get up to the roof. You can see no one unless you are over 10ft. tall. You know the position of 1 guard because you saw him as you crept up but he is not in sight atm.


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 saw the one guard on the map. I didn't realize we didn't have line of sight anymore.


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

Sorry for my absence, got really 'lucky' with a bunch of new work that really threw me for a loop time/schuduling-wise.

Think I have it sorted out, I'll get a post in this evening.


Male Human High Priest of Asmodeus

That's great Eowithe. Hope you can keep playing with us.


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 cannot believe I rolled a 1 and a 2 on my Climb check.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Lol! Oh my gosh that is unreal. Between Sarela and Morthos we will NOT be entering any climbing contests any time soon I can guarantee you that.

A 5 and 6 and a 1 and a 2. It's a freaking 5 for crying out loud! All we have to do is make a 5! Why is that like pulling teeth? :P


Male Human High Priest of Asmodeus

I did get randomly busy the last few days. Lets get this going. You're so close to escaping.


Male Human High Priest of Asmodeus

Even regular max damage you still downed him so feel good about that.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Sweet! That'll work.

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