FairyGM's Way of the Wicked

Game Master Therenger

Are you evil? Yes you are. From a humble prison cell you will rise thru the ranks of evil to conquer the whole island of Talingarde. Thru murder and mayhem you will throw off the shackles of Mitra and raise Asmodeus in its place.


101 to 150 of 941 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Dargon Lake wrote:
I asked the DM about taking 20. No can do.

Welp, that answers that question then. :P I was thinking it probably couldn't be done but I just wasn't sure.

Kid Vicious aka "The Falcon" wrote:
Unless I missed it, Take 20 has been requested but it seems like there is a consequence mechanic for failure that requires repetition.

Now that you both mention it, I do vaguely remember that being asked now. That's my bad. I had forgotten about that. And the whole "consequence" bit was something I was wondering about as well. I guess I was figuring as long as they weren't "trapped" we'd be fine. *shrugs* But I guess that's where the "noise" comes in.

Makes sense.


M Human Unchained Monk 2 (Scaled Fist)
Javell DeLeon wrote:
Well, to be fair, this was a 3rd party dude who wrote it in his basement with his buddy. So... the whole linear module bit wouldn't really surprise me.

That's funny. I didn't know that. Bless the AP writers!


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

I suspect that guards who unchain prisoners that roll well on Intimidate don't last long in this high security prison, for Darwinian reasons.

There are other things we can try once the guards have left. For example, we can check to see what else the veil has to offer: The other potions might be useful, and who knows what is in the sacks?

But I really think just making a whole bunch of Disable Device rolls in a post is the way to go. How noisy can picking a lock be? The sound of a prisoner snoring would probably cover it up.


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

It does bring up a good point. Once he picks the first lock or gets himself free he has to decide who is the most important to free next. He will almost certainly fail again and summon the guards before he gets all of us free. And the guard that stays to the back has the signal horn. He has to be silenced or he'll summon reinforcements and put the whole place on alert. Does anyone have access to ranged magic that could kill that guard before he blows the horn? Or some way to silence him?

Note: I don't, even with components for any/all of my spells.

Interesting thought. Is there any way to muffle the sound?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Kid Vicious aka "The Falcon" wrote:
Javell DeLeon wrote:
Well, to be fair, this was a 3rd party dude who wrote it in his basement with his buddy. So... the whole linear module bit wouldn't really surprise me.
That's funny. I didn't know that. Bless the AP writers!

Yeah, it's pretty amazing. They actually finished this AP. They started another called, "Throne of Night". A dwarven one that takes place underground.

They got Kickstarter money for it and everything. Did the whole bit. Unfortunately, they finished Book 1 and just vanished. And I don't think anybody who contributed to the Kickstarter got their money back. Very disappointing deal. Especially after doing so well with WoTW.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

Rendylyn has options, even chained. Command, Forbid Action, and Murderous Command all could stymie the guard with the horn. But it's all moot until we get some of our folks free.

I am as eager to plan as you folks are, but I'd really prefer to do it in character. Let's pick this up in Gameplay when the guards leave.


M Human Unchained Monk 2 (Scaled Fist)

I have to think that if the veil had any other useful means to escape, GM would have pointed it out by now. I asked what the potion is and we know it's CLW. To make use of any of it requires first that the lock is picked.

Treesa makes an excellent point, but it's starting to feel like a Zeno paradox. There's a need to balance the circumstances of the prison cell against the fact that we are intended to escape from it.

I also feel like this could take a while. We've already been in this cell for 10 days, real time. If the punishment for failed pick attempts is a beating then we could certainly batch those along with Dargon's rolls.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Rendylyn the Red Waif wrote:

There are other things we can try once the guards have left. For example, we can check to see what else the veil has to offer: The other potions might be useful, and who knows what is in the sacks?

But I really think just making a whole bunch of Disable Device rolls in a post is the way to go. How noisy can picking a lock be? The sound of a prisoner snoring would probably cover it up.

I would have to agree with this. I think DD is the way to go. I'm not sure of any other option at this point. At least, none that has presented itself to be a "safer" option.

Treesa Lore wrote:
It does bring up a good point. Once he picks the first lock or gets himself free he has to decide who is the most important to free next. He will almost certainly fail again and summon the guards before he gets all of us free. And the guard that stays to the back has the signal horn. He has to be silenced or he'll summon reinforcements and put the whole place on alert. Does anyone have access to ranged magic that could kill that guard before he blows the horn? Or some way to silence him?

Hopefully, it doesn't summon the guards. But I'm guessing that's a chance we're just going to have to take at this point. I guess, anyway. *shrugs*

Ah, the joys of escaping prison. Why is it so difficult? I mean, c'mon! ;P

No magic here. If bullhorn guy goes off, then we're in big trouble. We've got to make sure they're nowhere around - if that's possible - when we escape. Because we've got no weapons, for the most part. The monk can't fight everybody - even though he wants to. ;)


M Human Unchained Monk 2 (Scaled Fist)

Alright, you all talked me into submission.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none
Javell DeLeon wrote:
No magic here.

Are you saying we shouldn't use magic, or that magic doesn't work here? We're chained up, so most spells are off the table, but there's no antimagic, or we wouldn't be able to use the veil. Spells without somatic components, spell-like abilities, and supernatural abilities (like Treesa's hexes) should work fine.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oops! My bad. What I meant was, Morthos has no magic capabilities. Sorry, I wasn't real clear with that.

It was in reference to this(which I should've pointed out in better fashion):

Tressa wrote:
Does anyone have access to ranged magic that could kill that guard before he blows the horn?


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

ok Lock picks completed. as long as we dont have any interruptions by guards throughout.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Nice!

Edit: And I just died on Posh's manacles! LOL! :D


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Had to think of something lol


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

I'm going to hold off on any post-unchaining RP until we hear from FairyGM that Dargon was successful.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@FairyGM: Rendylyn makes a good point. Yeah, if any of Dargon's rolls alert guards or whatever, just disregard Morthos' post.

But if not, then that's what he's going to do.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

He finished the first two books, actually. And then released a bit of a “here’s where I was going with this” document, and some art. What he put out was pretty good. I backed the KS.

Javell DeLeon wrote:
Kid Vicious aka "The Falcon" wrote:
Javell DeLeon wrote:
Well, to be fair, this was a 3rd party dude who wrote it in his basement with his buddy. So... the whole linear module bit wouldn't really surprise me.
That's funny. I didn't know that. Bless the AP writers!

Yeah, it's pretty amazing. They actually finished this AP. They started another called, "Throne of Night". A dwarven one that takes place underground.

They got Kickstarter money for it and everything. Did the whole bit. Unfortunately, they finished Book 1 and just vanished. And I don't think anybody who contributed to the Kickstarter got their money back. Very disappointing deal. Especially after doing so well with WoTW.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Posh Stemtimple wrote:
He finished the first two books, actually. And then released a bit of a “here’s where I was going with this” document, and some art. What he put out was pretty good. I backed the KS.

Really?! Wow. I did not know that. That is cool. The last I heard, the dude vanished. Of course, that was a heck of a long time ago.

Thanks for the clarification! That is interesting to know. I actually played Book 1 on here. It was pretty good.


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

The Branderscar Cell map shows us in one barred cell of a cell block, Dargon, with the guards on the other side of the door to the cell block.

(If you read the map's scale very literally, the bars are 2 feet in diameter and six feet apart, which I feel would amuse Posh greatly.)


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, just for clarification. The "dots" of our cell, that is a solid wall, correct?

And the cell door. Does it look like This? #1

Or does it perhaps look like This? #2

Or is it completely solid?

I'm curious to know how much can be seen through the cell door, if at all.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm guessing it's solid, otherwise, they'd see everything we're doing. Which I would also gather, we can't see jack in here? Would that be accurate? Is it pitch black or what?


LE Female Changeling (Ash Hag) Cleric (Theologian) 3 | HP: 18/18 | AC: 19 (13 Tch, 14 Ff) | CMB: 1, CMD: 14 | F:+2, R:+4, W:+8 | Init: +3 | Perc: +8, SM: +11 | Speed 30 ft | Active conditions: none

I'm not the GM, but the map shows solid, stone walls in other places, so I'm reasonably confident that the cells have 'walls' of floor-to-ceiling metal jail bars, as in your picture #1.

Otherwise, we wouldn't have been able to see the guard who remained standing by the door from our cell block to 17 when the Kid got his beating. There are solid walls between our cell block and 17, which is where the guards are stationed.

I can't be sure about the illumination, but since there are no windows shown, I assume the only light filters in from 17.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

That's right! Okay, I gotcha.

So, with the walls being that way, and with no windows, then I'm guessing WE can't be seen because we're too deep within the cell(barring torchlight, of course). I'm just curious as to how far they can see within the cell if they peer through the bars.

Plus, with the walls being that way, I'm not exactly sure where Dargon is going to hide.

Because the guard is about to walk in. (At least, that's what I'm interpreting by FairyGM's post. I could easily be wrong).

And just for the record, I'm just wanting to clarify this so I can post accordingly. I would hate to say, "Hide Dargon!" when there is literally no place for him to hide with the walls being only bars.

It looks like - if I'm correct about the guards about to walk in - we all need to get back to our "spots" and just go from there.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, I figured out a way to make it to where it's open to do whichever, depending upon how the cell is set up.

Ultimately, I'm curious as to where Dargon can actually get set up. That's the one thing that's got me hung up on this whole bit.

The rest is good to go, it looks like to me.


M Human Unchained Monk 2 (Scaled Fist)

@FairyGM, what is your preference for Init? You rolling for everyone is probably best but I threw a roll out there just in case.


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

I'm loving the posting rate on this game. Keep it up!


Javell DeLeon wrote:

Okay, just for clarification. The "dots" of our cell, that is a solid wall, correct?

And the cell door. Does it look like This? #1

Or does it perhaps look like This? #2

Or is it completely solid?

I'm curious to know how much can be seen through the cell door, if at all.

More like number one though not as well made. Cell 17,19 and 20 are like #2 with no way to see what's inside.

As for light there is a torch just outside of seventeen and nineteen. Dim light is the best you can hope for.


M Human Unchained Monk 2 (Scaled Fist)

Posh, it's a trap!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
FairyGM wrote:
Javell DeLeon wrote:

Okay, just for clarification. The "dots" of our cell, that is a solid wall, correct?

And the cell door. Does it look like This? #1

Or does it perhaps look like This? #2

Or is it completely solid?

I'm curious to know how much can be seen through the cell door, if at all.

More like number one though not as well made. Cell 17,19 and 20 are like #2 with no way to see what's inside.

As for light there is a torch just outside of seventeen and nineteen. Dim light is the best you can hope for.

Cool. Thanks!


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)
Kid Vicious aka "The Falcon" wrote:
Posh, it's a trap!

Meh! I'm already in prison, how much worse can it get?


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Rendylyn the Red Waif wrote:
FairyGM: Unless someone objects, the party now hides our new gear, pretends to still be chained up, and waits until the guards come to feed us. Feel free to skip ahead to that.

Works for me.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

Wish me luck!


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

Luck!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Grease! Brilliant! :) (Here's hoping he fails his save. Please fail. Please fail. Please fail).

Man, this is gonna be tight. *chews fingernails*


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

YES! HE FUMBLED THE HORN! Teamwork, bay-bee! I love it. :)


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

Woot!


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

Splitting the party pretty early in this campaign!


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Have to take.out that guard. You guys make short work of the other and join us. We aren't that far apart.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

It's not enough that I handled the horn issue?


M Human Unchained Monk 2 (Scaled Fist)

Not sure how you managed that from greater than 30', not that I'm complaining. Be interesting to see if Dargon gets around that hard corner.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)

Like Wil E. Coyote, I didn’t look into the details too much, so it worked!

Honestly, I hadn’t checked the map. I read it as he was at our cell, not across the room. My bad!


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

That's why I said stepping forward.

Man. I spend a day on the road at the beginning of a combat.... LOL!


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Dargons not.going around the 'hard corner' . If that door is open he's trying to tumble through the guards square, with a 13 I doubt he's going to succeed. If the door isn't open, he's moving next to the guard.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Whoa! I didn't realize the alarm guard was WAAAY over there. I thought he was at OUR cell door.

Boy, I had that all wrong.


M Human Unchained Monk 2 (Scaled Fist)

Tumbling is a move action so you can't double move or run and tumble. If you get there and the guard flees he'll take 2 aoos. I like our chances.

Or did we get a surprise round? In which case Kid would get an attack round 1. Could use more information.


Loot Male Gnomographer 3 (AC: 18 [T: 13 FF: 16] CMD 15 (+4 vs disarm) | HP: 30/30 (0NL) | F+6*, R+6*, W+3* | Init: +2 |Perc: +7)
Javell DeLeon wrote:

Whoa! I didn't realize the alarm guard was WAAAY over there. I thought he was at OUR cell door.

Boy, I had that all wrong.

I'm glad I'm not the only one.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

A couple questions: Are the squares 5'?

Can the guard that's by the door of Room 17 actually see us from that distance?

Or is he blind to what's happening?

I guess what I should be asking is: Can we see the hornblower guard at that distance? Which, I'm guessing we can since he got Greased. Because I'd gather if we can see him then he can us.

It just seems really far away. That's why I'm asking. Just to be sure.

I'm good either way, I just want to be sure I'm understanding it right.


Male Human 2nd Rogue FO: 0 RE: +7, WI: +1. Init: +4. AC18 HP: 11/14 Per: +6 Evasion

Remember that guard also has a lantern. At least I think he dies


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

The one in the cell or the hornblower? Or do they both have one?

What's a lantern fire out to? Is it 60'? Or 30'?


Witch (Time) 2 | HP 17/17 | AC: 13, T: 13, FF: 10 | CMB: 0, CMD: 13 | F:+3, R:+3, W:+5 | Init: +4 | Perc: +4, SM: +6 | Rufus | HP: 6/13 |Attack: +3(d6+3 plus trip) | AC 16/20, T 13/17, FF 14/18 | F: +5, R: +5, W: +4 | CMB +3; CMD 15 (19 vs. trip) | Perc: +8 low-light vision & scent | Temporary effects: Spells: 3/4 | Mage Armor on Rufus for 2 hours

Assuming a hooded lantern, 30' them dim light 30' more.

Hooded Lantern

1 to 50 of 941 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / FairyGM's Mythic Way of the Wicked Discussion All Messageboards

Want to post a reply? Sign in.