Way of the Wicked by GM SnowHeart (Inactive)

Game Master SnowHeart

Link to Maps and Handouts
Loot Chart - Google Docs Spreadsheet

INIT Rolls:

[dice=Affyria]1d20+1[/dice]
[dice=Timo]1d20+1[/dice]
[dice=Daidalos]1d20+4[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+7[/dice]
-------------------
[dice=Enemy]1d20+1[/dice]
[dice=Enemy]1d20+1[/dice]
Perception Checks:

[dice=Affyria]1d20+9[/dice]
[dice=Timo]1d20+2[/dice]
[dice=Daidalos]1d20+2[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+11[/dice]


201 to 250 of 2,168 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Timo chuckles as he stands up, finished going through the gear of the guards. "This is great, both of you think you are in charge. You," he points at Daidalos, "because you're supposedly some all powerful wizard and you, pointing at Morthos, "because you think you're the ruler of Talingarde. You both mean nothing. If it wasn't for our mysterious benefactor we'd still be chained in there. So until we meet them, let's put our illusions of grandeur away and focus on getting out of here. As for this vermin," Timo nudges the guard with his foot before continuing, "whether he lives or dies is irrelevant to our escape."

"Now that that's out of the way here's the plan. Downstairs are two doors on the left. The first leads to the card game and the second leads to the armory. We take the card game first. We don't want them hearing us in the armory and come investigate. Further, they won't be expecting us, so we can take them just as quick as we did here." Timo stretches out his arm emphasizing the carnage in the room before continuing. "We also do this now. If it's near the end of shift, guards will be tired. Also, shift change means double the guards."

"So... can we get out of here or do we need to continue arguing about who has the biggest member because I think Grumblejack wins that one." Timo finishes with a smirk as his eyes dart between Morthos and Daidalos.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Daidalos meets Morthos' gaze with a grin, "I could smite you where you stand, leave you gibbering on the floor right now if I wanted, but we can't afford to be a man down until we're out. I fully intend to see this place fall and burn, and in that we share a common goal and enemy. Blackerly will pay, I promise you that, but can you say that you do not wish to see every soul in this damned hellhole burn? We take down Blackerly, we take down Richter, we take down every stinking guard and we let this place stand as a monument for Talingarde to tremble before and quake when they hear our names. We leave but a single survivor," he indicates the collapsed guard, "To spread the story and show we are not completely without honor, but raze the building from the inside out, and haul away it all as a token of gratitude to our benefactor.

"Or, we could sneak out the backdoor, stopping momentarily to damn Blackerly for his deeds, and slip into the night, none the wiser and a reputation of the 'worst of the worst' being a group of cowards. I know where I stand, how about you?"
He extends a hand out to the antipaladin to come to an agreement.

Note: I, OOC, think it's a terrible idea to try and take on every guard in the prison. IC, Daidolos thinks that the idea might help sway Morthos, and so he adopts the idea. That being said, I do want to go off to beat the wizard (the wonderful wizard of Branderscar) because he'll have magic, and magic is Daidalos' favorite thing in the multiverse.
But, it might be fun to completely take over Branderscar, just saying. We take them on one or two at a time, we could own this place by morning.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

To Timo, Daidalos meets his gaze with a nod, "A man with a plan, I like that. Somebody needs to take control of this group, and you seem like just the person. If you know tactics, I cede control to you. If you can keep them in line, I will fall into place. If you cannot, I will. I agree with your plan, and have something of my own to add," he smirks, and allows a glow of arcane energy to touch his palm, "I can cast an illusion, of a bank of fog, or any number of things, in an emergency or should we need cover. Now, know that the next spell I cast is but an illusion, and you should be able to see through it almost as though it were not there. Our foes, however, will be all but blinded."


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu grinds his teeth together and continues to do even when he speaks. What just happened between the two peacocks seemed to grate the aristocrat. "We currently are victims of circumstance, act accordingly. The sombre truth is that escape is our first priority and everything else is background noise. You heard the man, any sort of fighting will alarm the guards. How about we lure the two of them up here? We can say the ogre has been causing troubles, need a few extra hands for a minute and ambush them. Here. Then, we go down and greet our friend Blackerly. Keep the plan simple. Take it step by step."

He then eyes Daidalos before finishing his thoughts. "Forgive me if I sound rude, but trying to surprise a wizard slash warden? Inside his own prison? That sounds like folly to me. Without more information on his whereabouts, I'd much rather stay clear of him."

Correct me if I'm wrong, going down leads to a small room with one door leading to a larger hallway with two guards. From there, you can go left to Blackerly's gaming room and somewhere else to the armory.


Belial's Maps; Dispater's Maps

Grumblejack isn't really following the discussion about who's in charge. All the boy little 'uns look the same and sound he same to him. But he does grin at Timo's last comment.

A search of the interrogation room reveals little of use, though there are signs of old blood on the floor from past encounters.

Asturu, that's how the guard described it to you, yes.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Hearing Asturu, Timo realizes there is a flaw in his plan. "I had forgotten about the two in the hall. We definitely must deal with them first. If we can lure them up here, that would be ideal as you said."


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Affyria stayed out of the argument, leaning against the wall with an amused look on her face.

Maybe they'll kill each other before we're out of here.

"Escape is our first priority, but I do not want to cross that bridge only to find ourselves trapped and surrounded by prison guards. We don't even know if it's a drawbridge that we need to lower or if there's a portcullis. So I propose we visit Blackerly first, then hit the armory."

Turning to Daidalos, she asks, "You mentioned illusions, can you create an auditory illusion to lure that guard patrol up here?"

-Posted with Wayfinder


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

"I can indeed. However.... I am not sure it is wise. What if, instead of coming in to investigate, they first get reinforcements or otherwise alert the others? Then the rest of our night will be much harder. At the very least, they would come in prepared for a fight, with swords drawn and shields raised. Perhaps we should try instead to take them out quietly and quickly as we did here."


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

"They fed our friend the ogre with four guards before. Assuming we keep the request simple, such as 'the ogre is being noisy, care to come up and help us club him into submission?', one or both might come up.
If they bring more guards, fine, we WANT to fight them here where the sounds won't reach the others.
"

Asturu paused, knowing that the tension and pressure made rational decision making hard. T'was easy enough to approach a situation from the comfort of one's comfy chair, t'was another matter altogether when your life was on the line. "Let's just vote. I'm in favor of baiting the guards up. I'm in favor of then visiting Blackerly. Then we can move on to the armory."


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

"I too am for luring the two Hall guards up. Then moving on to the card game, whether Blackerly is there or not. And finally the armory."


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"WHatever." Luke shrugs. "Let's just get on with it... this endless dickering over what to do is getting tedious... lure them up or not, we need to deal with them. Personally I'd rather blitz attack them when they aren't expecting it... just my two coppers."


Male Human Antipaladin (Tyrant)/Fighter/Gestalt 3rd
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33

"I agree with Affyria and Asturu: Blackerly first and then the armory after we take out the guards within our own trap up here." He then ponders the skinwalker's point a moment. "But Inelukii may have it right. Attacking them when they least expect it might be far more beneficial. Just as these guards were not prepared, it is viable they will not be so either. To lure them here is to bring them with weapons already in hand. We could see if Price is willing to attempt to duplicate her success as with the previous door?" he looks over at her questioningly. "If not, then execute your plan, Asturu, and I shall be ready. As Inelukii said, let us be done with this and find our freedom."


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

"True, if we just go down we'd have the element of surprise. Whatever we decide though, let's move, before we're the ones being surprised," Affyria says and starts to move towards the stairs.

-Posted with Wayfinder


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu is about to open his mouth, but simply nods and falls in behind.

Lets do this :)


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

SnowHeart, couple of questions: Can I take off the leather bindings to make this a real club? Is the chimney a possible line of egress?

In response to Morthos' question, Price snags a few keys off the table. "Keys often work better than picks but yes, I can get the door open. If you want to lure the hall guards without making them wary, I would suggest that the distraction should make them curious not concerned. Two guards bickering about who cheated at cards or something like that. Nothing about any prisoner acting up. Whether we blitz them or lure them, I would recommend that the armory be the next stop unless the card players become alerted. While the guards so far have been lackluster, I wouldn't make the same bet about Blackerly. I'd like to be armored with more than a charming smile when we meet. And a mace wouldn't be bad either."

Having said her piece, Price heads back downstairs. There she checks to see if the door is locked and, if so, if one of the guard keys fits the lock.

OK, so IF the decision is to blitz, Price will unlock and open the door so any raiders can charge in. Then I'll be prepared to use Daze or Ear-Piercing Scream to try to help disable these clowns. IF the option is to lure them, I guess I should come back upstairs and wait somewhere inconspicuous.

Perception vs DC15: 1d20 + 8 ⇒ (16) + 8 = 24
Sense Motive vs DC15: 1d20 + 8 ⇒ (15) + 8 = 23


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Timo let's out an exasperated sigh as he follows the group downstairs. "Fine... if we're going downstairs, we need to do it fast and quiet. We can't give them time to shout out. If we do, we'll be facing at least four ready guards instead of two. Maybe one of you magic types can drop the two nice and quiet like and then we move on to the card game?"


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"I guess that means I should suppress my sonic attack for now.... it's a high-pitched shriek, more suited to dog ears than human, but it does produce a slight sound and might alert anyone who's... well... alert..." He frowns slightly as he contemplates his own lack of prowess with real weapons... "I'm not much good with fighting, so I'll just stay out of the way until I can properly contribute. I can make sounds... that might be useful.... lure guards from their posts for example, or something... let me know if that could help." ie ghost sound


Male Human Antipaladin (Tyrant)/Fighter/Gestalt 3rd
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33
Price wrote:
In response to Morthos' question, Price snags a few keys off the table. "Keys often work better than picks but yes, I can get the door open. If you want to lure the hall guards without making them wary, I would suggest that the distraction should make them curious not concerned. Two guards bickering about who cheated at cards or something like that. Nothing about any prisoner acting up. Whether we blitz them or lure them, I would recommend that the armory be the next stop unless the card players become alerted. While the guards so far have been lackluster, I wouldn't make the same bet about Blackerly. I'd like to be armored with more than a charming smile when we meet. And a mace wouldn't be bad either."

Nodding, "Agreed. And let us hope Blackerly does not have the key to the armory, else, I suggest you ready your 'charming smile', dear Price," he tells her with a raised eyebrow and what may or may not be the slightest of grins.


Belial's Maps; Dispater's Maps

Hey there. As I mentioned in the discussion thread, I've been busy all day with family and holiday events. Let's take a 12 hour break before continuing further. I need some time to think about how to proceed from here and I think a breather would do all of us some good. Feel free to PM me if you like, though I probably won't be able to answer tonight as I'm sitting down for a movie with the hubby now that the baby is asleep.


Belial's Maps; Dispater's Maps

Okay... Back to the fun stuff.

Price, you can indeed remove the leather wrapping on the club so it's fully lethal damage. The chimney for a medium-sized creature would be a DC 25 escape artist check.

Price heads downstairs to inspect the door. She finds it is not locked.

Price Perception Check: 1d20 + 8 ⇒ (20) + 8 = 28 Weird. That's my second 20 in a row on these boards this morning. Oh well, good for you!

Further, she's able to find a gap in the door to let her get a good glimpse of the hall on the other side. It is mostly as the survivor described, with two doors on the left and a pair of guards at the far end. The hall is lit by a pair of sconces. However, there is also a door on the right.

If you want to continue with the "rush 'em" approach, position yourselves on the map where you like. Slide order has been updated to keep the most current map at the #2 slot to reduce scrolling.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Assuming the squares are still 10 feet, and Price communicated the length of the hall, Timo whispers the following, if either of those assumptions are wrong, ignore this entire post.

Timo lets out a silent curse before whispering to the group, "We'll never be able to close that distance before the guards raise alarm. We need to lure them closer or forget about stealth."

I placed Timo at the front by the door if we do decided to "rush em"


Belial's Maps; Dispater's Maps
Timo Zoci wrote:
Assuming the squares are still 10 feet...

Yup. I adjusted everyone's tokens to scale.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Earlier

When asked about overpowering the guards, Daidalos strokes his chin in thought, ”Hmmm… I have something that might work. A powerful illusion of sorts, it manages to overstimulate the sight of its victims, blinding them or even knocking them unconscious. It is soundless, aside from the casting, and I have used it to great effect in the past. It should prove effective in eliminating the guards, leaving them helpless long enough for us to eliminate them. I would advise, however, that we have at least a few sharp swords ready” he indicates Morthos and Timo, ”Should the guards prove fortunate enough to resist my spell.” He turns to Luke, ”You mentioned you have influence over sound? Can you dampen it at all, or perhaps make a pair of guards crying out for help sound like laughter?”

When he finds out how far away the guards are, he shakes his head, "There's no way I can get them from that far away. We need a new plan. Perhaps the bow we took will be useful? Hmmm..."


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Hate to say I told you so. Asturu knew by now that the one thought people were most likely to embrace, was the thought they stumbled upon all by themself. "I agree, Timo. They're some odd eighty feet away from us so we'll never manage to overwhelm them before the alarm sounds and then we'll have to face at least two guards each plus the entire facility might be on high alert."


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Oh for fv#<'s sake! Not for the first time, Price recalls why she preferred to work alone or with her own team.

Price hisses, "I'll get them over. Stay back and stay quiet. When I open the door - rush them." She yanks a strip free from the rags she's wearing and uses it to tie her hair into something that will pass for a man's haircut. She glances at Asturu. "I need that tabard now... please."

Assuming Asturu passes it over...

Price quickly throws the tabard on and decides she'll pass as a guard for at least a few seconds in a dark corridor. She hunches over as if ill and cracks the door about 6 inches. She jams a finger down her throat and then leans into the corridor and empties her stomach onto the floor. Through a mouthful of rancid meal and vomit, she mumbles to the guards in as deep a voice as she can manage, "Need some help, guys." She accents her distress by feebly waving the other guards over with a vomit-crusted hand punctuated by emptying her mouth again. EEWWWRRAAAARRRPPP! She staggers against the door and falls to her knees, head bowed, praying the guards act like most good people do when seeing a friend in distress.

If the guards come over...

Price waits until the guards are 2 strides away before opening the door wide as she 'collapses' to the ground so her allies can get over her body without problem.

If the guards go for any other door...

Price mutters "Sh!t", throws the door open and drops to let her allies past.

Bluff: 1d20 + 12 ⇒ (15) + 12 = 27 Trying to earn an Oscar here...

Status:
HP: 8/8 | AC:12
NL: 8/8
1st Spells (2):
Effects: None

I'm not trying to bulldoze you guys - just cutting through the analysis-paralysis.


Belial's Maps; Dispater's Maps

And the Golden Raspberry goes to... ;-) Not even rolling a Sense Motive on that. They fail.

The guards seem a little confused at first--Who is that? I don't recognize him. Is that Mahrk?--but true to form come running when they see their colleague suffering from a severe case of gastric distress.

Map Updated. I'll give you a free 10' move prior to the guards' arrival by the door to adjust for Price's plan. Surprise Round. Go!


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Timo blinks for a moment as the guards approach the door, stunned at Price's performance. "That... actually... worked..." When Price opens the door, Timo instantly snaps out of his daze and his combat mocking grin snaps in its place. He gives the guard a look as if to say "SURPRISE!" before bringing his longsword down across the guard with two hands.

2 Handed Power Attack Against the Right guard: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 9 ⇒ (2) + 9 = 11

I'm a little confused on location with 10' adjustment. I thought Price's plan involved her opening the door when they were ~10' away. If that's the case I'll charge in. If the guards are where they are on the map, I'll swap places with Price if that is ok


Belial's Maps; Dispater's Maps
Timo Zoci wrote:
I'm a little confused on location with 10' adjustment. I thought Price's plan involved her opening the door when they were ~10' away. If that's the case I'll charge in. If the guards are where they are on the map, I'll swap places with Price if that is ok

Ah, sorry. I was thinking y'all would still be inside that stairwell but wanted to give folks a final opportunity to adjust their positions. I wasn't thinking it would be a 10' movement plus surprise round.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki whispers "I'll get behind them... flanking". He smiles, shrugs, and changes his form to that of a tiny bat then flits past the guards.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu slips into the hallway, hoping the guards won't be able to alarm their comrades before they go down.

Moved Asturu on the map, that's his action for the surprise round :)


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

If Timo has flanking, his damage would be one more due to the murder trait


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Sorry, I went prosaic with '2 strides', which was unclear. That would normally be about 4-6'. I was hoping some weapon-wielding bad-boy could stand over me so I wasn't a roadblock. However, since I'm at a guard's feet...

The 'collapsed' guard lashes out and drives a flat-punch into the side of the guard's knee with a cartilaginous crunch - looking to buckle the limb and dislocate the cap.

STAND: Hand (crit: 20/2x)
Mods: Prone
HIT: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19 crit?
Confirm: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18 LOL. Maybe?
DAM: 1d3 + 3 ⇒ (2) + 3 = 5
+Crit DAM: 1d3 + 3 ⇒ (1) + 3 = 4

Status:
HP: 8/8 | AC:12
NL: 8/8
1st Spells (2):
Effects: None

Since I failed to specify I was holding my club, I'll assume I don't have it in hand.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Affyria hurries towards the door to what should be the sergeant's quarters, confident that her fellow inmates can handle the two guards.

Poised to strike anyone possibly coming out of the door, she tries to listen.

Move action to place myself next to said door.


Belial's Maps; Dispater's Maps

Ah! And for some reason I repeatedly read it as "2 feet" and I thought "my that's oddly specific." [-; Well, this seems to be working well enough for now. Lets stick with it. Anyway, Price are you attacking the same guard as Timo or a different one?


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Ooooh, good question. Probably best to make sure we absolutely put one guy down fast then gang up on Guard B. So, yeah, I'll strike the guard closest to the wall (Timo's target).

Also, I didn't mention the 'strides' thing to get an adjustment. I'm a big fan of letting things play out, even with errors, unless the result of the misunderstanding is utterly disastrous. i.e.:
"Uh, DM why am I standing right in front of the dragon who is about to do a claw/claw/bite? I was trying to hide behind the fighter."


Belial's Maps; Dispater's Maps

Actions (So far) -- Surprise Round:

-------------
Timo: Attack
Luke: Move
Affyria: Move
Price: Attack
Asturu: Move
Daedalus: ?
Morthos: ?
Grumblejack: ?

The combined attacks of Timo and Price bring of the guards down in a gurgling mess of pain and fluids. He crumples to the floor while his companion stares agape at this sudden attack.

I'm going to give Morthos and Daedalus the full 24 hours before moving Grumblejack and rolling init.


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Sorry, been away from my computer all day, so I can't do too much. (Namely edit the map)

Daidalos slips through the door quickly and quietly, his dagger (as useless as he might be in combat) held at his side while he moves to the opposite side of the standing guard.

Drawing my dagger beforehand (if allowed), then moving into the room to flank the surviving guard with Timo.


Belial's Maps; Dispater's Maps

No apologies necessary! I asked folks to post once a day; as long as you do that, we're golden! :-)


Male Human Antipaladin (Tyrant)/Fighter/Gestalt 3rd
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33

Morthos moves to the area with the dead guard, looking upon the lone guard who appears to be foolish enough to stand against them all.

Morthos will move and stand in the square of the dead guard. I'm not entirely sure this is allowed so I didn't move him. If it's not allowed, Morthos will probably have to just watch this guy get creamed :) seeing how there just isn't a lot of room. So Pass or Delay or whatever it is you do to skip your turn in the surprise round if I can't move there legally.

AC 15; Hp's 13/13


Belial's Maps; Dispater's Maps

Daedalus and Morthos both move up with weapons drawn, completely surrounding the guard.

Init (Guard goes first):

Inëlûkii: 1d20 + 4 ⇒ (10) + 4 = 14
Affyria: 1d20 + 1 ⇒ (8) + 1 = 9
Asturu: 1d20 + 2 ⇒ (20) + 2 = 22
Price: 1d20 + 2 ⇒ (1) + 2 = 3
Timo: 1d20 + 1 ⇒ (10) + 1 = 11
Daidalos: 1d20 + 4 ⇒ (12) + 4 = 16
Morthos: 1d20 - 1 ⇒ (1) - 1 = 0
-------------------
guard: 1d20 + 1 ⇒ (17) + 1 = 18

Grumblejack charges yet somehow retains the presence of mind to not scream a battle cry when he does so.

Grumblejack's attack w/improperly sized weapon, charging, flanking: 1d20 + 6 - 2 + 4 ⇒ (16) + 6 - 2 + 4 = 24 damage: 1d8 + 3 ⇒ (2) + 3 = 5

His long sword cuts into the guard's arm but the worst of it is deflected by armor.

The guard, for his part, starts screaming in terror. He draws his sword and swings at... Timo.

Guard attack w/longsword: 1d20 + 5 ⇒ (15) + 5 = 20 damage: 1d8 + 2 ⇒ (1) + 2 = 3

The strike hits but there's hardly any force behind it, he's so rattled.

Villains go!


Male Human Antipaladin (Tyrant)/Fighter/Gestalt 3rd
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33

Rolling his eyes, "Must you scream, fool. Now you will alert the others. Ah well, know that in death you have just killed your fellow fool guards." Morthos swings the long sword straight for his head, hoping to put an end to the screaming guard.

Longsword: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

AC 15; Hp's 13/13


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Affyria gives an approving look as the guards are in the process of being swiftly cut down, then puts her ear against the door to listen for any sign that the occupants on the other side have been alarmed.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Can't edit map atm, but I would also like to position Affyria on the other side of the door, two squares up.

-Posted with Wayfinder


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

"You fool." Daidalos shakes his head, "You've only sealed your fate, and that of your companions."

He disengages from the fight, and, with a moment's concentration and a mumbled arcane word, the terrified screaming is... either drowned out or changed to the sound of laughing and cheering, as though something great just happened.

Casting Ghost Sound (DC 15), to make it sound like one of the guards just won a card game of some sort. Considering I can make 4 humans-worth of sound, nobody should be able to hear him over the cheers. Maybe not ideal, but better than nothing.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki, from his high vantage point, flying, aims a blast of sonic energy at the guard.

fly check to hover, dc 15: 1d20 + 6 ⇒ (10) + 6 = 16

to hit rta: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14
dmg if hits: 1d4 + 3 ⇒ (4) + 3 = 7


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

"Bah... we were too slow. Hopefully the wizard's tricks keep them distracted." Timo then turns his attention to the remaining guard. "You, my friend, need to be quiet." He then makes a quick strike with his sword.

two handed standard attack. If the guard dies, move to the first door on the left.

2h attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d8 + 6 ⇒ (5) + 6 = 11


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

"Mitra be damned!" says a frustrated Asturu as the guard manages to scream before going down. Asturu moves towards Affyria and presses himself against the wall on the opposite side of the door, ready to strike whoever is foolish enough to come through.

Stealth check: 1d20 + 4 ⇒ (12) + 4 = 16
They might move past Asturu and trigger an AoO, hence the stealth check.
In case of that happening, Asturu has a +4 to hit and does a mighty 1D3+4 damage.


Belial's Maps; Dispater's Maps

The guard falls as his screaming dies in a throat choked with blood as the sounds of laughter and merriment fill the hall.

From the other side of the door, Price hears a male voice yell, "What the blazes is going on out there! Quiet down, I've got a card game here!"

Another voice, "Should I check on them?"

The snarled response, "And get out of a losing hand? B~#$&&$&. Sit down."


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

"Excellent... Daidalos's ruse appears to have worked and they have no idea they are about to meet their end," Timo whispers to his conspirators. "Shall we move in and finish them off?"


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

I think you meant Affyria hears... Price is good, but she ain't that good. :P

Price rolls quickly to her feet, shoulders her bow, and scoops up her club. Her face sours and she wipes away the remaining vomit with a swipe of her arm. She punches Timo lightly on the shoulder saying quietly, "Good work." She gives Daidalos a respectful nod, "Good thinking."

Status:
HP: 8/8 | AC:12
NL: 8/8
1st Spells (2):
Effects: None

OK, guys, join the card game or check the armory and mystery door #3? I can see plusses and minuses either way.


Belial's Maps; Dispater's Maps

Yup; Affyria hears. Sorry!

201 to 250 of 2,168 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM SnowHeart's Way of the Wicked All Messageboards

Want to post a reply? Sign in.