Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I have to leave for about two+ hours, DM or Edmin please run my character.

Would the spell go off while guard is still unaware? I thought we had a surprise round on one of them.


Actually, you're right and I'm wrong -- you still have surprise on Chuckling Guard With Horn. So, much less bad.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Thanks!! Well Sleep or Crossbow as you deem best based on the actions of others, this is my last Sleep though, I have to run good luck!


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Note: Jax is low on the initiative, I am posting this in case I do not respond for the rest of the night so combat can continue.

Well this ought to be fun. Good evening gentlemen, we're just here for a quick stroll. Don't be alarmed! Cimu, can you disable them? If not I've got a trick up my sleeve as well. Jax says all of this while drawing the cleaver (weak short sword) and dashing toward them.

DM, how wide is the wall? How many of us can stand next to one another?
Order of actions:
If wide enough for 2-3 people and Cimu's sleep spell fails to get Chuckles, Jax will move up and use Color Spray (DC 14).

If wide enough for 2-3 people and Cimu's sleep spell gets both of them..nothing. Bref/Edwin is best for coup de gracing them.

If wide enough for 2-3 people and Cimu's spell doesn't get the Alert Guard, move up and attack with cleaver. 1d20 + 4 ⇒ (5) + 4 = 91d6 + 2 ⇒ (6) + 2 = 8

If not wide enough for 2-3 people, use crossbow on Alert Guard. Same attack roll as above but 1d8 ⇒ 2 damage.


Woo, nice instructions. -- Okay, we're waiting on our high-Init melee monsters.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

So, can I delay for Cimu's Sleep?

Power Attack anyone still standing.

Power attack: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
Damage: 1d12 + 6 + 3 ⇒ (1) + 6 + 3 = 10

EDIT: Saw we only have suprise on horn guy, power attack first one then.


Sir Edmin opens the attack. The first guard staggers at his blow, but does not fall.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Face meet teeth! Aaaaaarrrrrrrgggghhh! Tee hee.

Bref does his face chew thing, knife in hand.

bite1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9 vs FF for1d4 + 1d6 - 1 ⇒ (1) + (2) - 1 = 2


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

unbelievable. Flight taking off soon. Bot away. Move to flank as I can, tumble through if needed. This flight might have wifi...so I might appear, but doubt it.


Morsum rears up, huge mouth agape.

1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (11) + 2 = 13

The guard has just enough time to raise his shield. Morsum's talons claw it it without effect.


Actually, come to think of it, I don't think he could get all three attacks on a surprise round. Well, doesn't matter. I think it's time for Zimu to use that Sleep spell. But first, Alert Guard gets a chance to defend himself: 1d20 + 5 ⇒ (14) + 5 = 19 possible critical; confirm 1d20 + 5 ⇒ (20) + 5 = 25 yep, that's a crit. 2d8 + 4 ⇒ (2, 5) + 4 = 11. I believe that reduces Sir Edmin to 0 hp.

At least one of Branderscar's guards has kept up his training. This man is neither drunk nor careless; in an instant after the attack he has his shield up, and he meets Sir Edmin's attack with a vicious counterstroke that nearly takes the knight's head off. Sir Edmin staggers backward.

The witch steps forward and gestures. She murmurs a short phrase full of complex sibilants.

1d20 ⇒ 2
1d20 ⇒ 20


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

At 1 HP.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
But first, Alert Guard gets a chance to defend himself: d20+5 possible critical; confirm d20+5 yep, that's a crit. 2d8+4. I believe that reduces Sir Edmin to 0 hp.

I am sorry, is that a crit? It was not a rolled 19. Also three guesses who's dunk right now? : )


Whoops whoops, my bad. Okay, take 7 of those hp back!

The Alert Guard slumps, overcome by sudden sleep. The guard behind him is just starting to become aware that something bad is happening. His eyes widen... and Jax steps forward.

"Excuse me, sir. Can I interest you in some exotic spices? Cinnamon and turmeric, perfect for the upcoming holiday season!" Jax raises his cupped hand to his lips, says a single word of fourteen syllables, and blows.

1d20 ⇒ 18


Wow, that is one strong-willed guard. Okay, that brings us around to Bref, Morsum and Sir Edmin again. The Brefbot will run down the stairs, around the guard -- no Acrobatics check needed since the man is still flatfooted -- and SA. (He's setting up Morsum or Sir Edmin for a charge down the stairs with flank.) 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25. Now that's a potential crit. Confirm? 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22 Yep. So, damage is 2d4 + 1d6 - 2 ⇒ (1, 4) + (4) - 2 = 7.

Bref bounces down the stairs and bites the guard viciously on the leg.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

He saved vs both?! Great we just met 'super guard'!

As a side note, I'm going to email my table gaming friend that I just caught a rule blip and I am better at the rules when I am drunk. Honestly reading rules as they come to play as opposed to people rattling them off as we play works wonders for me.


Whoops, forgot the Judge. He'll try a crossbow shot, with the -4 for firing into melee. 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16 Hey, holy smokes, he hit! 1d8 ⇒ 8

The dice turned... between Bref's SA and the Judge's lucky shot, the second guard is dropped.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

He got us to spend spells on him though!

"Quietly now ... shall we collect our new friends move back indoors?"


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

8/13hp.

Edmin grins as the goblin and nods his head at the judge. "Good shot."
The knight quickly begins to search the down guards.


"Ha ha!" says Bref, and prepares to bite the guards' throats out.

Spoiler:
I *think* this is what happens, but I'll spoiler it in case you disagree.

"No."

"No?" The goblin looks up at Sir Edmin, blinking in confusion.

"No. These men were on tedious night duty. Yet they were alert and attentive. They reacted instantly to our attack. It took two spells and all of us working together to bring them down. If all the guards were like this -- or if these guards had been assigned a proper patrol protocol -- we'd have never gotten this far."

"So what?" Bref is confused. What does that have to do with anything?

Sir Edmin frowns. He doesn't want to say, I'll kill a man who stands in my way. But I don't like killing a good soldier who's doing his duty. "So... one day we may need men like this, goblin."

"Men like this. But not this man. Why not bite this man?" Bref has the taste of blood in his mouth, and is feeling argumentative.

"Because... because I said... no." says Sir Edmin softly, drawing one finger slowly along the edge of his axe. He locks gazes with the goblin. "We will bind and gag these men, and place them in the tower. And then we will move on."

A human might snarl defiance, or defuse the moment with a chuckle. An offended goblin, however, is different. Bref flattens his ears and moves sideways, like a cat. Then he simply turns away and ignores the stupid fat Big One. Finger his axe, does he? See how much good is an axe in the dark. Later.

Don't want to play anyone's PC, so tell me if you think this works.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I expect Bref to sound less serious but listen to reason. We need to strip the guards, search them and question them though and double bind them, let's find out where our missing Watch Sergeant is.


Spoiler:
I'm less certain about Bref, but I suspect Sir Edmin would be sympathetic to soldiers who remembered their training and tried to carry out their duties. Or so ISTM. (It would of course be mitigated by the "as long as you don't stand in my way" part.) It's a question of interpreting the PCs, and thus entirely up to the players.

Chuckles is at negative hp; you're not getting anything out of him. Alert Guard can be awakened and interrogated at your convenience.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Once they are no longer a threat I would let them live, as you said they are just doing their duty. If I kill them in combat that is one thing, but they have not wronged me so I would not go out of my way, Blackerly on the other hand....


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Intimidate to assist The Judge: 1d20 + 6 ⇒ (7) + 6 = 13
"Wake up! You are now our prisoner, if you answer this man's questions truthfully, you and your partner may live to tell of our escape and how you almost stopped us. If you do not, then I hope you are a strong swimmer, it is a long drop off the wall and maybe I can throw you both far enough out that you miss the rocks. Your friend on the other hand, unless he can sprout gills, probably doesn't stand a chance being unconscious like he is."


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge walks to the guard as he wakes up and then leans over him showing a beautiful smile that sets of his slightly elongated incisors very nicely. At the same time, Morsum has once again taken his position behind Tohram and is looking over Tohram's shoulder at the guard with his unblinking and hard to focus on red eyes.

So, we have a few simple questions. How many guards are left in the gatehouse and what is the password to get past the checkpoint. Answer this correctly and you will be found here, bound but alive, in the morning. Answer wrong, and well, as my big friend said, you better be REAL good at swimming with your hands bound.

Intimidate: 1d20 + 11 ⇒ (13) + 11 = 24


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

"Best listen to these fellows or the devil woman who haunts these halls will drag you to hell."

Assit Intimidate 1d20 + 3 ⇒ (4) + 3 = 7

I guess its too soon.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Cy is right, would be a bit more jollity. I think he is more confused for now. If Edmin stops him from killing blackery then there will be problems

tee hee tee hee hee

Bref giggles as he licks blood from the floor while staring at the guard being interrogated.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

As soon as Bref is sure they have registered what he is doing he scuttles off.

Let talkers talk while skulker skulks.

Bref searches the tower. making several rolls for the various rooms. Use as many as needed.

[ooc] Perception 1d20 + 4 ⇒ (5) + 4 = 9+1 for Traps
Perception 1d20 + 4 ⇒ (4) + 4 = 8+1 for Traps
Perception 1d20 + 4 ⇒ (11) + 4 = 15+1 for Traps
Perception 1d20 + 4 ⇒ (16) + 4 = 20+1 for Traps
Perception 1d20 + 4 ⇒ (17) + 4 = 21+1 for Traps
Perception 1d20 + 4 ⇒ (4) + 4 = 8+1 for Traps


Douglas Muir 406 wrote:


The interior of the tower has been hollowed out -- nothing there but dust, pigeon droppings, and the stairs going up the wall.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Douglas Muir 406 wrote:
Douglas Muir 406 wrote:


The interior of the tower has been hollowed out -- nothing there but dust, pigeon droppings, and the stairs going up the wall.

I assume Bref is checking to make sure none of the goblin chickens . . . er, pigeons . . . are waiting to be the next Toothpick snack.

Does the guard answer my questions?


Does he know the password? Probably; 75% chance. 1d100 ⇒ 67

"It's... it's 'Hesterfield'. The Warden's home town." The guard is intimidated, but still defiant. "You won't get away with this! The Warden is a wizard! He can track you with his magic, and send monsters after you!"


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Tohram looks down at the guard and shake his head. The Warden, yes, he put up a mighty fight. But in the end he and his illusions and his annoying owl all ended up as you will soon be if you do not learn some manners. Dead. He did have some nice clothing though. The Judge nods toward Cy who is wearing one of the Warden's outfits. But, if you want, we can carry you to his tower to show you his headless body. I must say, that headman's axe you so nicely left for my friend here. Gesturing at Edmin. Works very well. It took the grumpy one eyed wizards head off clean in a single stroke.

Tohram pauses for a moment: Would you like him to show you how well it works? This will save you having to worry about the swim back to the shore.

After another pregnant pause. Or, we could leave you for the ogre. He is waiting on the first floor of the Warden's tower . . . waiting to bash any guard he sees.

Assuming the guard becomes a little more compliant.

Now then, how many guards are left in this place and where are they. I have no interest in murdering you all, so if there is a way of exiting without killing you all, that would be preferable.


"There's no way out except through the Gatehouse. One exit, over the causeway to the Checkpoint. As for guards... h-how many left? What do you..." The guard rallies his courage. "There are more than twenty of us! And Blackerly may be crooked, but he's a killer with a blade! We'll stop you!"

Two guards are always on watch at the Gatehouse, and another two at the Checkpoint. The Gatehouse guards will want the password. They will report anyone or anything suspicious, but will not require paperwork. The Checkpoint guards will want the password and paperwork, and will also want to search anyone who is not the Warden or Blackerly. (Blackerly has kept up discipline on this point, because it ensures that he keeps his monopoly on smuggled goods -- he can walk a chest of whiskey past the checkpoint while everyone else is getting searched.)


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum moves away from the Judge and leans down very close to the guards face.

I bet Blackerly taste good. Maybe you taste good too?

Intimidate(aid another): 1d20 ⇒ 13


Actually, he's answered pretty much all your questions. (Though of course, you can continue intimidating him if you want to -- you're evil!)


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin holds up his hands with his fingers spread out then starts dropping fingers into his fist as he begins counting off the guards the have dispatched. "Well let us count so far. You two here, two in the entry hall, three in the sleeping quarters, the three watching the cells where we had been kept. Seems I am out of fingers and I have not even counted the two bakers or your warden.

Edmin shakes his head at the guard before continueing. "This prison is a disgrace, we have already escaped our cells and dispatched half of it's guards with no alarm given. If you live and stay in this business, I suggest you never let these problems with security happen again. Hells, son we have killed more drunk guards than sober ones! Now I suggest you give up with your attitude and hope you have told us enough for you to live to be able to learn from these mistakes."


"You... you killed Molligan? And Corporal Ginger?"

"You BASTARDS!"

You have the password and a description of how the exit is guarded. Anything else, or are you ready to move on?


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin shrugs at the guard. "Probably. The knight moves to put his face directly infront of the guards, almost nose to nose. "I am Sir Edmin Al'Roth. When this is over, if you still seek satisfaction, find me. I will give you a honorable death. Until then, shut up!"
Edmin places a gag in the guard’s mouth and secures it tightly.

The cavalier moves over to the rest of the group and readies his gear. "Ok, time to finish this."


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Bastard is such a terrible word. Why would you point out that I have no mother?

Jax grins at the guard and pats him on the head.
So, club him over the head and let's move on?


Well, here we go. What's the plan, players? Where and how?


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin turns and punches the guard in the face.

Punch: 1d20 + 5 ⇒ (18) + 5 = 23
Unarmed Damage: 1d3 + 4 ⇒ (2) + 4 = 6


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

To Jax's question, But only twice, he was most helpful.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

I figure me and Jax move forward with the lantern as if we are finishing the rounds, the others moving behind us. We shine the lantern at the guard post to night blind them as we get close, then attack. Reformulate a plan afterwards.


You've got the guards tied up and helpless. You should have no trouble knocking them out. If I were in a niggling mood I might ask someone to make a Heal check -- but if you're going from here straight to the gate, then it really doesn't matter whether they're out for 10 minutes or an hour.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

DM can we please search the guards and make sure they are unconscious for a long period, before we leave them, double bound and gaged. I had questions on the discussion thread.

Edit: I posted but could not get on the Paizo site, and you said pretty much what I said.


The guards carry nothing of interest or value. (I assume that you're not interested in a 2 sp Mitran holy symbol, a half-finished letter home, a small pocket knife, or an apple.)

The walkway along the top of the Wall goes over the Gatehouse as well -- again, there are steps up, and the parapet seems to follow the same "high on the outside, low on the inside" pattern. However, there is no direct access from the walls to the Gatehouse. Instead, a stone staircase takes you down to ground level beside it, and then you enter the Gatehouse from there. (This is so that, if some enemy somehow gained control of the Gatehouse, he wouldn't gain access to the walls as well -- he'd have to come inside and be subjected to missile fire.)

You mentioned fetching Grumblejack. This should be easy now that no one is watching.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

That works for me. Let's head over there. Jax will head in that direction, laughing as if Edwin said something funny and occasionally interjecting various bits of random conversation while approaching the Gatehouse.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin uses the lantern to light up the gounds to better see the kennel and barracks then begins to shine the light at the top of the guard house to see if anyone is outside.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Should Cуровую come along with you two a few feet behind, and pose as the Warden or just wait for you and our stealth guys to do their work? Let's not forget Grumblejack once we deal with the guards.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

I plan on you getting us through the guard shack at the end of the bridge as the warden. I would like us to kill Blackerly then walk out of here through the front door. If you can look like the warden for that long it might be a good way for us to get the drop on any guards in the gate house.

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