Way of the Wicked Group 2

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 Human Oracle (Dual-Cursed) 3 / Slayer (Ankou's Shadow) 3 | HP 36/36 | AC 17 T 12 FF 15 | F +5 R +4 W +3 | CMD 22 | Init +6 | Darkvision 60 ft. P +5 | Crit, Flanking, Sleep immune | conditions -

Hilda holds perfectly still the moment Gildevar asks, but she can't help a single beetle dropping on his shoulder when he moves in to undo the shackles. There it sits shortly before flying off and landing somewhere in the cell.

Once she's free Hilda smiles and stretches. "Thank you kind sir."

She then drops to all fours and starts looking for the stray beetle.


Male LE Human (Devilbound) Cleric 3 | Unchained Rogue 3 | HP: 24/24 | AC: 15 (14 Tch, 11 Fl) | CMB: +2 or +6, CMD: 16 | F: +2, R: +7, W: +6 | Init: +4 | Perc: +15 (16 vs surprise, 16 vs traps), SM: +9 | Speed 30ft | Channel Energy: 5/5 | Spells: 1st 4/4 2nd 3/3| Active conditions: None.

Check, clear! Thank you, Thorn.

It's clear for all to see that the beetle does manage to perturb Broach. He freezes up for a moment, visually hesitates, but then finishes what he started and undoes Hilda's restraints. The woman's thank you is registered and used as an excuse to get the Hell away from her scurrying mass.

Araton is up next. The man, however, is far enough from Broach's starting position that if a guard comes in to see what's going on, the jig will be over. "Hilda, take my place, and I'll take yours. That way if the guards come to have a gander, we won't hang."

I'll take a 10 on Araton and, if the others agree with the free-man-shuffle, go through everyone's shackles until all are free.


Male Human High Priest of Asmodeus

Everyone being slow and careful, switching places as Gildevar frees each of you just in case the guards come back, manages to only scrape or rattle the chains a tiny amount. Freezing and listening to the guards, "Was that a rat?" shows nothing has alerted them to your actions yet.

Yay everyone is free. Besides the items in the Veil, you can also use the manacles (each wrist and ankle shackle is connected by a few feet of chain) as improvised weapons. There is also the 50ft. long chain that snaked between you ankle chains (not a weapon).


M HP 24/28 |AC 11 T 9 FF 11 | F +6 R +0 Will +6 | Init +0 Perc +8 | Destructive Smite 6/6 | Rage 3/7 Oread Goliath Druid 2 | Armored Hulk Barbarian 1 Titan Fighter 1

“Now the fun starts?“

how many rounds does that take? Just counting at my ten for fatique


Antipaladin (Tyrant)/Oracle 4|Active Conditions: None|HP: 44/44|AC: 23/11/22 |CMB: +7, CMD: 19|F: +8 R: +6W: +11| Init: +4|Perc: +9 DV 60ft. SM: +16|VP: 3|ToC: 4/4|Smite Good 1/2
Spells Per Day:
1st Level 6/7; 1st Level: 1/1; 2nd 4/4

Araton slowly rolled his wrists and ankles, finally freed of the shackles that had held him prisoner. It was the first step towards freedom; the next step being to get the hell out of this place and escape the prison itself. Reaching for the stitching once more, he would pry off a dagger and watch as the weightless fabric solidified into heavy steel. The weight felt good in his hand, albeit not as nice as a proper longsword would be. For now though, it would certainly do.

"If we're going to take them now, drawing them into the cell may be best. One or two interfere the first guard, the rest of us attack the one with the horn?" Araton conspired. His grip tightened on the dagger's hilt, eager to spill the guard's blood out in the guard room.

Since we're all free, minus Grengar since he is in another cell, we get into a fake argument and draw them in?


Male LE Human (Devilbound) Cleric 3 | Unchained Rogue 3 | HP: 24/24 | AC: 15 (14 Tch, 11 Fl) | CMB: +2 or +6, CMD: 16 | F: +2, R: +7, W: +6 | Init: +4 | Perc: +15 (16 vs surprise, 16 vs traps), SM: +9 | Speed 30ft | Channel Energy: 5/5 | Spells: 1st 4/4 2nd 3/3| Active conditions: None.

Broach furrows his brow and weighs their options. "I doubt the bastard with the horn will join the other guard unless ... unless we make it seem like there's no threat, but how do we do that? Have someone play dead? And them needing two pairs of hands to lift the body? ... ugh, these plans tend to fall apart when you don't keep them simple, and this is already too complicated, too elaborate."

I'm fine going with whatever you gents and gentleladies think will work. I *am* afraid the horned bastard won't play ball unless we give him a reason to do so.


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

Tawg watches intently as the man moves from person to person, unlocking them from their manacles. When the man leans in, Tawg recoils and scrunches his face, much like a beaten dog reacting to a raised hand. When his manacles release, Tawg untenses and lowers his arms, rubbing his wrists with his hands. "Um...thank you," he whispers sheepishly.

Have we unlocked the door to the cell? If so, I could sneak up next to the door and run through when they open it to grab the guard with the horn.


M HP 24/28 |AC 11 T 9 FF 11 | F +6 R +0 Will +6 | Init +0 Perc +8 | Destructive Smite 6/6 | Rage 3/7 Oread Goliath Druid 2 | Armored Hulk Barbarian 1 Titan Fighter 1

"Hrm," Grengar snorts, "I can pretend to be dead easy enough. "

Obviously if we're going with that plan, the guy who would need the most effort to lift is the likely candidate- I'm good with it

Bluff? or Disguise to play dead: 1d20 - 2 ⇒ (2) - 2 = 0


Male Human High Priest of Asmodeus

Ok when you guys have a plan, lay it out for me so there's no confusion.


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

I think it's Tawg (and others?) sneak up next to the door. Grengar pretends to be dead and someone calls for the guards to come investigate. When the door opens, Tawg rushes through the hopefully distracted guards and grapples the guard with the horn while the others take out the rest of the guards. Then we free Grengar and get the hell out of here.

Others weigh in or clarify.


M HP 24/28 |AC 11 T 9 FF 11 | F +6 R +0 Will +6 | Init +0 Perc +8 | Destructive Smite 6/6 | Rage 3/7 Oread Goliath Druid 2 | Armored Hulk Barbarian 1 Titan Fighter 1

It seems like a good plan, the problem being off course anything that relies on Grengar's social rolls other than intimidate will do poorly on the dice


CE female human gestalt Witch (White Haired Witch) / Brawler (Strangler) 3 | HP: 33/39 | AC: 16 ( 11 Tch, 15 Ff) | CMB: +7, CMD: 18 (19 vs. grapple) | F+6 R+6 W+6 | Init: +2 | Perc: +4, SM: +4 SPD: 1st 3/3 2nd 2/2| MF: 4/4 | Villain Points: 1| Speed 20 ft | Active conditions:

I have some reservations with this plan. Will they open our cell door if Grengar is pretending to be dead? Best case scenario, they come to our cell door, unlock it, and we go for the horn right? So, why risk them going to Grengar's cell at all? I doubt they unlock both cells at once. I certainly wouldn't. With our plan, if I were a guard, I'd shine a light in our cell to see what the ruckus was about/that we're not playing any tricks, and then (assuming that I saw no tricks) I'd go and check on Grengar. And if I'd see some people not where they're supposed to be in their shackles, I'd leave the cell door locked, call for reinforcements, and then bring everyone in the prison at us.

Though, if they don't have a way to see us, a lantern, torch etc., then they might open the door in this scenario.

The other scenario I see playing out with this plan is that they go directly to check on Grengar. If I were a guard, I'd not unlock our door in this situation either. That would leave Grengar to take out the horn guy and the other two guards. With reach and some luck this seems possible, but I'd prefer to have numbers on our side.

The least likely possibility IMO is that the guards unlock our cell door and Grengar's cell door at the same time. To have a chance of success with this plan, we need to unlock our cell door first, IMO. Thorn, question: how do the cell doors unlock? By key or by outside bar or something else? With our cell door unlocked, we could exit the cell to attack. I feel our chance of success rises dramatically with this plan if the cell door is unlocked ahead of time (but that has the additional wrinkle of an additional layer of rolls needed to stealthily unlock the door. And we still can't guarantee where horn guy will be then, because the guards' reaction to our variables (Grengar dead in one cell, prisoners yelling for help from other cell).

I'd prefer to draw the guards to our cell and bumrush horn guy then. We'll know with most likelihood where he'll be (in the doorway to our cell). Most of us can get to him with one move action (we may even get a surprise action). We could go the route of argument, as suggested further upthread, or fake illness/death, or simply have one of us taunt a guard and provoke them to violence. They've certainly threatened to shut us up by force many times. To do that, they have to come to us. We could draw two of the guards to someone in the cell, preferably closest to Grengar, so that Tawg (and Ceres if she can line up a charge), can go for horn guy. Ceres will be using martial flexibility to up her disarm to +10 to deal with horn guy regardless, but depending on his placement, may take her a round (or two/three, if he's in the hallway by Grengar's door) to get there.


M HP 24/28 |AC 11 T 9 FF 11 | F +6 R +0 Will +6 | Init +0 Perc +8 | Destructive Smite 6/6 | Rage 3/7 Oread Goliath Druid 2 | Armored Hulk Barbarian 1 Titan Fighter 1

I think, isn't the idea that that come to my cell to check on me, then you all (having already unlocked your cell door) spring on them, since they aren't expecting you are able to do so?


CE female human gestalt Witch (White Haired Witch) / Brawler (Strangler) 3 | HP: 33/39 | AC: 16 ( 11 Tch, 15 Ff) | CMB: +7, CMD: 18 (19 vs. grapple) | F+6 R+6 W+6 | Init: +2 | Perc: +4, SM: +4 SPD: 1st 3/3 2nd 2/2| MF: 4/4 | Villain Points: 1| Speed 20 ft | Active conditions:

Have we unlocked the cell door? (Sorry if I missed that). If not, I think whether the door can be unlocked from our side is an important consideration. If it is barred from the outside, we're not getting into the hallway to ambush anyone.

I do think we have better odds of success if the door is unlocked. And I think an ambush in general is a good idea, but I have these questions/concerns: 1) How do we know that the guards won't first check on us before checking on Grengar? 2) What happens if they see any of us not where we are supposed to be? (for example, if Tawg is hiding by the door, and they look through the cell window and see the empty shackles) 3) We could avoid #2 if we pretend to be shackled, but if we pretend to be shackled while they go in Grengar's cell, how do we get to them (1-3 move actions to horn guy, depending on placement and speed) before getting detected and getting the horn blown? If that is going to require stealth checks, we're looking at needing a lot of successful rolls (I assume aided by some darkness/dim light) and more actions due to lower movement while stealthing. If we're bumrushing, we need to get to horn guy in one move action at the point we're discovered, wherever that is, if he's holding the horn.

How creaky is the cell door? If we have to go through it, will it be hard to do so stealthily? Or do we just stealth up to the door, and then rush through? In such a case, assuming that horn guy is in Grengar's cell doorway, Tawg could reach him in one move from our cell.

I think the biggest outcome we need from our plan is to put the horn guy in a position where he can be attacked by as most people as possible as soon as possible and/or grappled and pinned ASAP and/or disarmed ASAP. If that horn gets blown, everything gets much more difficult. I think our plan should be based around eliminating horn guy first and foremost. The other guards can be dealt with after horn guy is neutralized. Does the ambush put us in the best possible place to eliminate horn guy? I'm cool with the plan if that's the consensus - just want to make sure it is the best plan for what I think is the most important aspect of the plan (getting rid of horn guy first and foremost).


Male Human High Priest of Asmodeus

The cell doors all need a key. Or Disable Device DC 20 since you have thieves' tools.

Cardinal A. Thorn wrote:


As noise from all your talking and Grengar trying to break the chains reaches the guardroom, one of the guards opens the door and approaches your cell but doesn't enter. The other guard stays at the door with his signal horn ready. "Keep silent you lot, or I'll come in there and give you some bruises to help you." There is a thump as his wooden club hits his glove. He walks along the cell bars inspecting each of you. Finding nothing amiss he again tells to to be quiet or he will use his club to make you be quiet.

You know only that usually, 1 guard stays at the door. Around 100ft. away.


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

Gildevar can Take 10 on the door, so that shouldn't be an issue. The distance is a benefit and a negative. It seems like they can't stand at the door and see us because of the lack of light and them probably not having dark vision. However, it does mean a long run from our cell to the door.

Am I the only one interested in the cell door into the stone room to the west? Is it also a bar door like ours? Or is it solid like the guard door (window or no?)


Male Human High Priest of Asmodeus

It is the same as the guard room door. If you walked up to it you could see inside (if you have darkvision). Also the guards use bullseye lanterns (with some distance penalties of course).


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

Is there any sound or lights that we can hear or see coming through that window? If not, it might be worth sneaking out of our cell and checking through that door. I have darkvision and +7 Stealth but a -1 Perception.


Male Human High Priest of Asmodeus

Far too much OOC and not enough playing the game.
Tawg looks toward the reinforced door to his right and listens. It is dark, no light comes through the small barred view-port.
Tawg Perception: 1d20 - 1 ⇒ (16) - 1 = 15
He can hear some very faint snoring.


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

Tawg is listening to the hushed planning when his right ear twitches toward the stone wall to his right. He hears some faint snoring and turns to look through the barred cell door, not seeing any light. (The door is 45 feet away. I'm assuming I don't see anything on the direct other side)

Tawg turns back to the group. "Hey," he says in a quiet, breathed whisper, "there's someone else here." He nods his head towards the western door. "I hear some snoring, but it's dark in there, too, like in here." His eyes squint and quickly dart left and right. You can tell he's putting a lot of effort into forming this plan. "Maybe it's another friend, like us. If you," he points to Gildevar,"can get our door open, we can go see if they can help us!" He covers his mouth before he lets his voice get above a whisper.


NE Human Oracle (Dual-Cursed) 3 / Slayer (Ankou's Shadow) 3 | HP 36/36 | AC 17 T 12 FF 15 | F +5 R +4 W +3 | CMD 22 | Init +6 | Darkvision 60 ft. P +5 | Crit, Flanking, Sleep immune | conditions -

"Do we know when they change shifts? Might be a good idea to do thing just before the shift change, when the guard is bored and grumpy." She knew she'd be bored and grumpy after sitting in there for hours on end. Hells, she was bored and grumpy right now.

When Twag mentions the other prisoner, she nods. "Maybe get whoever is there after we take out the guards? I think right now whatever is there is mostly an extra reason to blow the horn."


Male LE Human (Devilbound) Cleric 3 | Unchained Rogue 3 | HP: 24/24 | AC: 15 (14 Tch, 11 Fl) | CMB: +2 or +6, CMD: 16 | F: +2, R: +7, W: +6 | Init: +4 | Perc: +15 (16 vs surprise, 16 vs traps), SM: +9 | Speed 30ft | Channel Energy: 5/5 | Spells: 1st 4/4 2nd 3/3| Active conditions: None.

Gildevar now too hears the faint snoring coming from the reinforced cell. Whoever is in there must be even more extra special than the lot of them are. But present issues are pressing and weigh heavily on Broach's mind. "We're all unchained now. I say we sneak to the door and overwhelm. One of us ought to rush the man with the horn and prevent him from sounding the alarm. The longer we wait, the likelier it becomes they come by for an inspection, and then the jig is up."

He says that while fiddling with the lock on their cell door. He takes his time, making sure he doesn't cause any more sound than he needs to. If the door opens (take 10 gives a 21 result), Broach will approach the snorer's door quietly.

We're all free. We got the initiative. We can rush the unknowing guards and hopefully silence them before they can react. But, of course, we can first have a peek at who or what is snoring in the room next to us ;)
edit: Broach will first rescue Grengar *if* he gets out of his own cell!


Male Human High Priest of Asmodeus

Gildevar is able to unlock the cell doors as easily as the manacles (DC 20) and has no trouble with Grengar's shackles though there are twice as many.

Looking through the door to the west's view port you can see a large-sized creature sleeping in the middle of the cell, chained up as much as Grengar.

Knowledge (Local) DC 13:

This creature appears to be an Ogre. Large, stumpy and generally stupid. They eat whatever meat they can get their hands on, even their own kind. Their extremely thick, leathery skin acts as their armour and they are extremely strong. It's current peaceful look is not to be trusted. They are usually very unpredictable and often kill for sport, not out of need.


Male LE Human (Devilbound) Cleric 3 | Unchained Rogue 3 | HP: 24/24 | AC: 15 (14 Tch, 11 Fl) | CMB: +2 or +6, CMD: 16 | F: +2, R: +7, W: +6 | Init: +4 | Perc: +15 (16 vs surprise, 16 vs traps), SM: +9 | Speed 30ft | Channel Energy: 5/5 | Spells: 1st 4/4 2nd 3/3| Active conditions: None.

Gildevar can always take 10 on Knowledge Local checks thanks to his 'Avid Reader' trait. I'll try to make it a habit to stick to the take 10, so that I can't cheese it when the DC is known and higher than his take 10 check.

Although currently looking cute and cuddly, Broach knows that if the ogre were awake and any of them inside his cell, they'd be in a pickle. "Ogre", he hisses at his companions. They can see how the young half-elf steps away from the door. It's plain to see he wants nothing to do with the ogre.


CE female human gestalt Witch (White Haired Witch) / Brawler (Strangler) 3 | HP: 33/39 | AC: 16 ( 11 Tch, 15 Ff) | CMB: +7, CMD: 18 (19 vs. grapple) | F+6 R+6 W+6 | Init: +2 | Perc: +4, SM: +4 SPD: 1st 3/3 2nd 2/2| MF: 4/4 | Villain Points: 1| Speed 20 ft | Active conditions:

Ceres squints in the dim light, backing away from the door with Gildevar. Like her companion, she wanted nothing to do with the beast, though she wished the light was better here - to see an ogre in the flesh would be something! Instead, she wends along the cell walls, towards the door to the outside of the cell block and then circles back. "Hmm. Guards are probably just beyond that door. Through the door out, or call them in here?"


M HP 24/28 |AC 11 T 9 FF 11 | F +6 R +0 Will +6 | Init +0 Perc +8 | Destructive Smite 6/6 | Rage 3/7 Oread Goliath Druid 2 | Armored Hulk Barbarian 1 Titan Fighter 1

"Hrm, an ogre? Perhaps we might simply step back into our cells and let it out?"

Grengar feels a certain kinship with the ogre; yes, yes, Mr. Ogre, you are just a monster like me. Yes, just an ugly thing made for killing. But of course, I'm stronger than you. . .


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

"My masters tried to capture an ogre once," he whispers, shuddering. "I heard it, uh, did not end well." His eyes widen as visibly gets another thought. "Maybe after we kill the guards, we let the ogre have fun."

If the group indicates they're ready, Tawg will whisper "I want the one with the horn" and lick his lips before sneaking toward the guard room door and push himself against the stone wall.

There's room for two of us over there and Tawg will take the spot closest to the door. When someone calls to the guards to come in, if they open the door, Tawg will Ready to rush in.


CE female human gestalt Witch (White Haired Witch) / Brawler (Strangler) 3 | HP: 33/39 | AC: 16 ( 11 Tch, 15 Ff) | CMB: +7, CMD: 18 (19 vs. grapple) | F+6 R+6 W+6 | Init: +2 | Perc: +4, SM: +4 SPD: 1st 3/3 2nd 2/2| MF: 4/4 | Villain Points: 1| Speed 20 ft | Active conditions:

"You take the one with the horn, I'll take his horn. Who wants to be the distraction?" Moving next to Tawg, Ceres focuses her mind on the task at hand - the horn, and making sure it ends up in her hand.

Taking the spot next to Tawg, once the key turns in the cell door lock or the door opens, Ceres will use martial flexibility to gain the deft maneuvers feat (and +2 to disarm checks).


Male Human High Priest of Asmodeus

Everyone will need to roll a stealth check.


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

Tawg Stealth: 1d20 + 7 ⇒ (13) + 7 = 20

Sneaky sneak up to the door.


Antipaladin (Tyrant)/Oracle 4|Active Conditions: None|HP: 44/44|AC: 23/11/22 |CMB: +7, CMD: 19|F: +8 R: +6W: +11| Init: +4|Perc: +9 DV 60ft. SM: +16|VP: 3|ToC: 4/4|Smite Good 1/2
Spells Per Day:
1st Level 6/7; 1st Level: 1/1; 2nd 4/4

Araton has remained quiet, silently listening to his comrades. It was a test of their ability to work together; it was doubtful that their benefactor was only after one of them. They were insignificant but together? They had dangerous potential. With a plan decided, Araton makes his way quietly over towards the cell where Grengar was being kept. Holding the dagger tightly in his hand, he crouches down and waits for the ambush to begin.

Stealth: 1d20 + 7 ⇒ (5) + 7 = 12

Araton will hide just north of Cell 18c. If there is a torch there, he will take it down and smother it beneath his feet to give some extra darkness to hide in.


CE female human gestalt Witch (White Haired Witch) / Brawler (Strangler) 3 | HP: 33/39 | AC: 16 ( 11 Tch, 15 Ff) | CMB: +7, CMD: 18 (19 vs. grapple) | F+6 R+6 W+6 | Init: +2 | Perc: +4, SM: +4 SPD: 1st 3/3 2nd 2/2| MF: 4/4 | Villain Points: 1| Speed 20 ft | Active conditions:

Ceres moves the dark, practically blind, following the shape of Tawg in front of her, backlit from the light through the cell block door. Lining up against the wall, she backs up against the cell, kicking a dull clang that reverberates around the block. Gritting her teeth, Ceres prays to her mentor that the mistake goes unnoticed...

stealth: 1d20 + 6 ⇒ (3) + 6 = 9


NE Human Oracle (Dual-Cursed) 3 / Slayer (Ankou's Shadow) 3 | HP 36/36 | AC 17 T 12 FF 15 | F +5 R +4 W +3 | CMD 22 | Init +6 | Darkvision 60 ft. P +5 | Crit, Flanking, Sleep immune | conditions -

Hilda stands back a bit while the others move towards the door. The others needed some room if they wanted to grab the horn. Still, she was close enough to strike.

Stealth: 1d20 + 4 ⇒ (8) + 4 = 12


Male LE Human (Devilbound) Cleric 3 | Unchained Rogue 3 | HP: 24/24 | AC: 15 (14 Tch, 11 Fl) | CMB: +2 or +6, CMD: 16 | F: +2, R: +7, W: +6 | Init: +4 | Perc: +15 (16 vs surprise, 16 vs traps), SM: +9 | Speed 30ft | Channel Energy: 5/5 | Spells: 1st 4/4 2nd 3/3| Active conditions: None.

Being quiet (in a non-verbal manner) is second nature to Gildevar Broach.

Stealth: 1d20 + 9 ⇒ (17) + 9 = 26


M HP 24/28 |AC 11 T 9 FF 11 | F +6 R +0 Will +6 | Init +0 Perc +8 | Destructive Smite 6/6 | Rage 3/7 Oread Goliath Druid 2 | Armored Hulk Barbarian 1 Titan Fighter 1

stealth: 1d20 ⇒ 10


Male Human High Priest of Asmodeus

Stealth and Perception:

Gildevar - 26
Tawg - 20
Araton - 12
Hilda - 12
Grengar - 10
Ceres - 9

Guard 1 Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Guard 2 Perception: 1d20 + 1 ⇒ (17) + 1 = 18

Each of you sneaks up to the door, or stands back and waits, hoping to catch the guards by surprise. Some sound tips off the alert guards however.

"Did you hear that?"

"Yes. Better check on them. I'll get my lantern."

The door to the guard room swings open towards you and the direct lantern light shines bright in your eyes. "How..." For a moment the guard is stunned to see you all right there, but his training quickly takes over. "They're free! Sound the alarm!"

Iniative rolls:

Araton Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Grengar Initiative: 1d20 + 0 ⇒ (17) + 0 = 17
Tawg Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Ceres Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Gildevar Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
Hilda Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Guard 1 Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Guard 2 Initiative: 1d20 + 1 ⇒ (15) + 1 = 16

Round 1
Initiative Order: [Gildevar, Grengar], Guard 2(has signal horn), [Hilda, Araton, Ceres, Tawg], Guard 1
Battle Map
Remember your magic is still supressed. Any spells, spell-like abilities or (Su)pernatural abilities are unavailable. (Ex)traordinary abilities are available. Did anyone take the daggers from the veil?


Male LE Human (Devilbound) Cleric 3 | Unchained Rogue 3 | HP: 24/24 | AC: 15 (14 Tch, 11 Fl) | CMB: +2 or +6, CMD: 16 | F: +2, R: +7, W: +6 | Init: +4 | Perc: +15 (16 vs surprise, 16 vs traps), SM: +9 | Speed 30ft | Channel Energy: 5/5 | Spells: 1st 4/4 2nd 3/3| Active conditions: None.

Gildevar and Araton have the daggers, unless I'm mistaken.

Gildevar surges forward and stabs the guard before the hapless defender of justice and righteousness gets to wrap his brain around what exactly is going on. While the knife isn't quite the sort of weapon that lets you put your weight into its blows, Gildevar throws his whole body behind the pointy end and turns it and itself into a makeshift spear of sorts.

Move action: move
Std action: attack (power attack, sneak (as they haven't acted yet))

attack: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 1d4 + 1d6 + 2 ⇒ (1) + (4) + 2 = 7


M HP 24/28 |AC 11 T 9 FF 11 | F +6 R +0 Will +6 | Init +0 Perc +8 | Destructive Smite 6/6 | Rage 3/7 Oread Goliath Druid 2 | Armored Hulk Barbarian 1 Titan Fighter 1

"Very well then. To battle!"

Move action to move left two squares and forward one-leaving one square between be and the guards; standard to attack with his chains

Attack, -4 for improvised: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 6 ⇒ (3) + 6 = 9 Just guessing on D8 for my size large shackles here- let me know if it should be otherwise


Male LE Human (Devilbound) Cleric 3 | Unchained Rogue 3 | HP: 24/24 | AC: 15 (14 Tch, 11 Fl) | CMB: +2 or +6, CMD: 16 | F: +2, R: +7, W: +6 | Init: +4 | Perc: +15 (16 vs surprise, 16 vs traps), SM: +9 | Speed 30ft | Channel Energy: 5/5 | Spells: 1st 4/4 2nd 3/3| Active conditions: None.

Gildevar inadvertently ducks when the clanks of Grengar's shackles come flying his way. The sound is bad enough, he doesn't care to find out what it must feel like to be on the receiving end of the massive shackles.


Male Human High Priest of Asmodeus

1d8 is Correct Grengar. The improvised chains damage is as a Club. Medium 1d6, Large 1d8

The guard is taken off-guard and a dagger with the full weight of a man behind it draws blood followed by heavy chains being slammed into him.

The second guard sees the assault and quickly retrieves the signal from from his belt. He blows on it and the sound fills your ears.

Still to act: [Hilda, Araton, Ceres, Tawg], Guard 1


Antipaladin (Tyrant)/Oracle 4|Active Conditions: None|HP: 44/44|AC: 23/11/22 |CMB: +7, CMD: 19|F: +8 R: +6W: +11| Init: +4|Perc: +9 DV 60ft. SM: +16|VP: 3|ToC: 4/4|Smite Good 1/2
Spells Per Day:
1st Level 6/7; 1st Level: 1/1; 2nd 4/4

Araton mentally curses as the horn is blown and begins to rush in, the dagger glinting in the bit of light. He will do his best to avoid the first guard, going after the man in the back.

I am hoping to avoid an AoO but I am moving to enter melee with the 2nd Guard. I don't mind taking two move actions to do so.


CE female human gestalt Witch (White Haired Witch) / Brawler (Strangler) 3 | HP: 33/39 | AC: 16 ( 11 Tch, 15 Ff) | CMB: +7, CMD: 18 (19 vs. grapple) | F+6 R+6 W+6 | Init: +2 | Perc: +4, SM: +4 SPD: 1st 3/3 2nd 2/2| MF: 4/4 | Villain Points: 1| Speed 20 ft | Active conditions:

Ceres springs around the guard, her rage building, and focuses her hair on the nearest guard... and nothing happens, the elixir that dampened her connection having now suppressed her weapon as well. The damned housewife lets loose a scream - drowned out by the horn's unceasing wail - and tries squeezing through the doorway to get at the horn-wielding guard.

Hair stuff is just for fluff, not an action, trying to explain my mistake earlier as if the elixir hadn't taken effect yet. GM, the door on the Imgur image looks like it goes into the next square. If it is possible to move through the door space west of guard #1, Ceres will do it. She'll take a double move, and will take an AoO if needed (hopefully not, as guard #1 hasn't acted and guard #2 has the signal horn). If that won't work but she can move through guard #1's space since he hasn't acted yet, that works too.


Male Human High Priest of Asmodeus

They don't have weapon in hand yet. There will be no AoO's. Ceres you can get to the second guard in 1 move action allowing you to attack.


CE female human gestalt Witch (White Haired Witch) / Brawler (Strangler) 3 | HP: 33/39 | AC: 16 ( 11 Tch, 15 Ff) | CMB: +7, CMD: 18 (19 vs. grapple) | F+6 R+6 W+6 | Init: +2 | Perc: +4, SM: +4 SPD: 1st 3/3 2nd 2/2| MF: 4/4 | Villain Points: 1| Speed 20 ft | Active conditions:

Aha. If Ceres can move through allies squares and the door, she can possibly attack #2 then, depending on where Araton ends up. 20' move would put her just west of #2. Going to go ahead and roll an attack, feel free to ignore if not possible.

Rage burns in Ceres' throat, her eyes brim with tears, her body is whip-cord tight. Rearing back, she lashes out with a hardened fist, putting every ounce of force that she can muster into the horn-blowing guard's throat.

unarmed strike, risky strike: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24
damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

If Ceres ends in the square west of guard 2, Tawg will move 30 feet around to end on the east side of guard 2 to get flanking.

Tawg is momentarily blinded by the lantern and stalls for a second before his ears begin ringing from the horn and he rushes into the room. He dodges around Guard 1 and loops all the way around to the opposite of Guard 2 from Ceres. Looking up at the guard's face, he hisses "You'll regret that. I'll shove that horn down your throat," and attempts to slam his fist into the Guard's chest.

Unarmed Strike, Flanking: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Damage+Murder Trait: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11


NE Human Oracle (Dual-Cursed) 3 / Slayer (Ankou's Shadow) 3 | HP 36/36 | AC 17 T 12 FF 15 | F +5 R +4 W +3 | CMD 22 | Init +6 | Darkvision 60 ft. P +5 | Crit, Flanking, Sleep immune | conditions -

While others seemed focused on the guard with the horn, who, admittedly, didn't need to cause such a ruckus, Hilda joined the assault on the front guy.

She ducked under Grengar's giant form to reach the man before throwing a punch at the man's flank.

Move move into position from where I can punch the front guard.
Standard Punch the front guard
Attack: 1d20 + 7 ⇒ (8) + 7 = 15 Damage: 1d6 + 4 ⇒ (2) + 4 = 6


Male Human High Priest of Asmodeus

The combined heavy hits of Ceres and Tawg make blowing the signal horn the last thing he would likely do. He drops to the stones, unconscious and dying.

Hilda punches and hits only the guard's shield as he brings his arm up just in time.

Under the heavy assault that has already left him heavily wounded, and hearing the sound of the horn cut off so suddenly, he decides to try his luck at retreating, running down the stairs to escape...

Before we go to round 2, Araton, Ceres and Tawg get an AoO as he withdraws. The first square of a withdraw action does not provoke AoO.
Battle Map


Male Goblin (Oversized) Barbarian (Flesheater)/Monk (Martial Artist) 3 (Broken Soul) | HP: 54/54 (Rage 58/58) | AC: 14 (13 Tch, 11 Ff) | CMB: +7, CMB: 20 | F: +8, R: +6, W: +4 | Init: +6 | Perc: -1 [DV 60ft], SM: -1 | Speed: 40ft | Rage (11/12 Rounds)

Tawg had opponents try to run before, and he hated the chase. He attempts to grab the guard and hold him still.

Grapple (Unarmed Combatant): 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12


CE female human gestalt Witch (White Haired Witch) / Brawler (Strangler) 3 | HP: 33/39 | AC: 16 ( 11 Tch, 15 Ff) | CMB: +7, CMD: 18 (19 vs. grapple) | F+6 R+6 W+6 | Init: +2 | Perc: +4, SM: +4 SPD: 1st 3/3 2nd 2/2| MF: 4/4 | Villain Points: 1| Speed 20 ft | Active conditions:

While Tawg grabs at the guard, Ceres wraps her hands around the guard's legs and pulls, trying to spill him to the ground. "Stab him!"

trip (unarmed strike), risky strike,deft maneuvers, flank: 1d20 + 7 - 1 + 2 + 2 ⇒ (12) + 7 - 1 + 2 + 2 = 22


Male Human High Priest of Asmodeus

The guard is tripped by Ceres, halting his retreat as his hands slap onto the stone to stop a face-plant right next to his friend. "No!" Araton can still make an AoO.

There can be no doubt that the horn was heard before it was cut off. How long until reinforcements arrive...

Round 2
Initiative Order: [Gildevar, Grengar, Hilda, Araton, Ceres, Tawg], Guard 1
Battle Map

Prone: Guard 1

Besides the signal horn and a key-ring with cell door and shackle keys on it each guard wears or carried 1 each of the following: Bullseye Lantern, Chain Shirt, Heavy Steel Shield, Longsword, Leather Club (nonlethal), Personal Key.

Removing a chain shirt takes 1 minute to remove (30 seconds with help) and 1 minute to don (30 seconds to don hastily, -1AC +1ACP).
Removing a shield is a move action and a move action to don.
Picking up a weapon is just a move action.

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