Wicked? Really? (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Party Health
Agrippa--------33/33
Eldred----------44/51
Johan-----------32/50
Sidious---------20/41


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Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Once the guards are dispatched, Johan helps Sidious push the huge stone block into position, sealing off the keep from the rest of the fortress. Well, no going back now. I sure hope you and Agrippa have some tricks for letting us fly out of here.

With the block in place, he heads up to the next floor and crouches at the base of the stairs where he can cut off any help getting to the lord's quarters. He waits for a signal from Eldred and Agrippa, or sounds of trouble.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan helps Sidious to seal off the Keep, just as they started to hear voices bellow.

Johan and Sidous, as you were climbing the stairs to the Lords chamber; you started to hear strange noises, from the place that is supposedly to be the mage labs.
I’ll assume you did not stopped, since the top priority is the Lord.
Aggrippa invisibility fades as the time elapses, and Eldred work in unlocking the door. It takes him some attempts but as Johan and Sidious joins then, the door lays open.

The door open to a large chamber46, austere and conservatively appointed. There is little more here than a heavy wooden table and a few chairs. Lord Havelyn’s personal banner hangs on the western wall – a Mitran sun crossed by sword and key.
Pushed into one corner of the room is a large stout chest of oak banded with iron.
There is just one more wooden door in this chamber.

Intentions?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Assuming that Agrippa saw no magical auras anywhere in 60'

Agrippa nods to Eldred indicating he should move forward.

Did Agrippa cast his invisibility spell as well as his invisibility sphere spell?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred draws his sword then Shoulder rolls, tumbling into the room.

If he's behind the door, hoping to avoid an AoO

Acrobatics 1d20 + 8 ⇒ (1) + 8 = 9

oh, karma, you fickle b@@*$ - you plague our party again and again


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan is concerned about the noises coming from the wizards workshop, so he makes it his job to watch the stairs while the others infiltrate the lord's bedroom. He comes charging in if he hears signs of a struggle.

While he waits he casts divine favour on himself. If he has more than one round, he also casts shield of faith.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Eldred, I’m not sure of what room you are talking about. I’ll roll based on what I think it is.
After opening the door, Eldred tumbles into the room 46 trying to avoid an attack that never came.
Johan position himself at the ornate door, paying attention to the noise he heard before.
Eldred moves to open the next door and discover that it is locked, and starts to work on it.
However, the doors open before he finishes and on the other side, a middle aged man, a shiny sword and shield in hands, but without any armor.
Then he open his mouth and says “Lay down your arms lest you further endanger your lives and your very souls with this villainy.”

Initiative:
Agrippa: 1d20 + 2 ⇒ (4) + 2 = 6
Eldred: 1d20 + 5 ⇒ (2) + 5 = 7
Johan: 1d20 + 6 ⇒ (13) + 6 = 19
Sidious: 1d20 + 1 ⇒ (20) + 1 = 21

Lord Thomas and Soldier: 1d20 + 2 ⇒ (15) + 2 = 17

”The Big Fight”

Round One:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19

Lord Thomas and Soldier ⇒ 17

Eldred ⇒ 7
Agrippa ⇒ 6

Active Effects-

Map

Link

Notes

Map updated

Actions-

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Sidious, Johan, you are up.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Johan - charge... oh please charge... then again, not sure you have the movement. Has Sidious has anything up his sleeve?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

I don't think I can charge around the corner of a doorway, can I? And Eldred is standing in the square Johan would need to end in. Don't think Johan can even see him from where he is

If Johan can charge:
Activate Bane(human), power attack, charge. Kerblam!: 1d20 + 14 ⇒ (10) + 14 = 24; dmg: 1d8 + 11 + 2d6 ⇒ (7) + 11 + (5, 6) = 29

If Johan cannot charge:
Move directly behind Eldred, cast spiritual weapon on Lord Thomas. spiritual weapon: 1d20 + 6 ⇒ (6) + 6 = 12; dmg: 1d8 + 1 ⇒ (5) + 1 = 6

Does this count as a separate combat? Is Johan's judgement still running, or do I need to reactivate?


I am back from Gen Con. Gotta recommend this event to all. It was fun. Note that the Imp is on watch for the wizard. Did Sidious have a round to buff before the door was opened?

Calling on the power of Asmodeus Sidous casts Prayer and takes a step back. My soul belongs to my master, and he has a gift for you sir knight. he says with a wicked smile.

Prayer:

+1 luck bonus on Attacks, Weapon Damage, Saves, and Skill Checks. Our enemy takes -1 to each of these rolls. No save.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan steps from the door moving behind Eldred and summon a magical sword that was not able to hit it’s enemy.
Sidious claim the dark favor from his dark Father, blessing his allies and cursing his enemies.

The Lord says ”Mitra looked in your wicked heart declared you guilty!”
Before stepping forward and attacking Eldred.
Sorry El, you are in the way.
Atk1(Smite Evil+Power Attack): 1d20 + 20 - 1 ⇒ (4) + 20 - 1 = 23
Dmg: 1d8 + 20 - 1 ⇒ (5) + 20 - 1 = 24

Atk2(Smite Evil+Power Attack): 1d20 + 15 - 1 ⇒ (13) + 15 - 1 = 27
Dmg: 1d8 + 20 - 1 ⇒ (6) + 20 - 1 = 25

The shiny sword strikes at the wicked man with precision and purpose. Was it not for his training, Eldred knew he would be dead.

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Eldred, Agrippa, you are up.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa begins chanting a spell designed to summon a fiendish creature!

Full Round Summon Monster 3.


Er, so Eldred is at 1 hit point?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Argh!

Eldred does a withdraw action and moves back 25 feet. Draws longbow at end if allowed


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Agripppa beigins to conjure a creature from hell, while Eldred flee from battle. Only withdraw, can't draw weapon.

”The Big Fight”

Round Two:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19

Lord Thomas and Soldier ⇒ 17

Eldred ⇒ 7
Agrippa ⇒ 6

Active Effects-

Map

Link

Notes

Map updated

Actions-

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Sidious, Johan, you are up.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan vaults up onto the huge wooden table in the centre of the room and points his mace at Lord Thomas. Sneering, he declares, Come forth cur! Test your heart against the wrath of the Dark Prince!

5' step up onto table. Swift action activate bane(human)
Hand of the acolyte: 1d20 + 12 ⇒ (6) + 12 = 18; Dmg: 1d8 + 10 + 2d6 ⇒ (1) + 10 + (2, 1) = 14
spiritual weapon: 1d20 + 6 ⇒ (13) + 6 = 19; Dmg: 1d8 + 1 ⇒ (8) + 1 = 9; not sure if prayer affects spiritual weapon. If yes please add 1 to hit and dmg

Active effects on Johan:
Prayer(+1 to hit and dmg)
Divine Favour ( +2 to hit and dmg)
Shield of Faith (+2 AC, total 25)
Judgement (+2 dmg)
Bane (rnd 1/5; +2 enhancement, +2d6 dmg)
Spiritual weapon (targeting Lord Thomas, rnd 2/5)


Sidious moves to stand next to Johan, spear ready and lets evil flow out of him.

Channel Evil: 3d4 ⇒ (2, 2, 4) = 8 This heals Eldrid and harms good aligned creatures. DC 15, save for half. If you fail the save you are sickened for 1d4 rounds


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Will: 1d20 + 12 ⇒ (17) + 12 = 29
"The shinnying Lord ward be against your wickedness!"
After saying that, Lord Thomas move inside and from an impossible distance, strikes the Evil Cleric.
Atk (Smite Evil + Power Attack + Lunge): 1d20 + 20 - 1 ⇒ (13) + 20 - 1 = 32
Dmg: 1d8 + 20 - 1 ⇒ (4) + 20 - 1 = 23
-2 his AC until next turn.
Once again, his aim is true. The God of Sun and Justice guiding his every blow. Blood once again is spilled.

The guard inside the room, walks outside, a longbow in hands and shoot at Eldred.
Atk – 4 Conver: 1d20 + 5 + 1 + 1 - 4 - 1 ⇒ (16) + 5 + 1 + 1 - 4 - 1 = 18
Dmg: 1d8 + 1 - 1 ⇒ (3) + 1 - 1 = 3
Hitting Eldred, but thanks to Sidious dark healing, he is still up.

==//==

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Agrippa, Eldred, you are up.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa completes the spell of summoning!

The fiendish large sized crocodile appears next to Lord Thomas and attacks!

Smite Bite: 1d20 + 7 ⇒ (11) + 7 = 18 +2 if it gets the flank with Sidious/Johan if the bite is successful the crocodile attempts to grab the Lord Commander Grab: 1d20 + 13 ⇒ (20) + 13 = 33 and then the crocodile goes into a death roll! Damage: 1d8 + 12 ⇒ (2) + 12 = 14

Death Roll:
When grappling a foe of its size or smaller, a crocodile can perform a death roll upon making a successful grapple check. As it clings to its foe, it tucks in its legs and rolls rapidly, twisting and wrenching its victim. The crocodile inflicts its bite damage and knocks the creature prone. If successful, the crocodile maintains its grapple.

The Lord Commander should be prone now...if that original bite landed.

Agrippa waves at the soldier, causing fear in the simple minded Mitran. Will DC 16 or be panicked, if makes save only shaken for 1 round.


Free Action: Finish summoning the croc and command it to attack
Standard Action: Cast Cause Fear on the soldier.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred moves to the corner, hoping for some cover, drawing his bow and lining up a shot on the soldier.

Twang 1d20 + 11 + 4 ⇒ (12) + 11 + 4 = 27 additional + 1 if within 30'
Owie 1d8 + 1 + 4 ⇒ (2) + 1 + 4 = 7 additional + 1 if within 30'

Of course. a '2'


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Johan invoked his dark master power to send his weapon flying at his enemy, ripping of skin, carving a wound where the weapon hit, only to have the weapon back at his hand in the next instant.

The spell casted before, continue to target the Paladin, this time managing to wound the holy man.

All the while Sidious summon a infernal power, healing him, Johan and Eldred, while wounding the Lord and the soldier behind.
Will: 1d20 + 1 ⇒ (6) + 1 = 7

The lord was able to resist the foul energy, but the soldier was not strong enough.

The soldier tries to hit Eldred with an arrow, but still sickened from the dark energy, he misses, only to be shot down by Eldred in the next instant, with a mortal arrow.

Agrippa finishes summoning his infernal creature and direct it to attack the lord.

The Fiendish animal tries to bite the holy man, but recoils unable to touch him, as if there was a barrier warding the paladin against its touch.
Protection against evil. Summoned evil creatures cannot touch him, but to know this, you need a K:Arcana DC 16
Since the soldier ‘died’ to Eldred attack, I’ll consider Agrippa still have an standard action to use.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”The Big Fight”

Round Three:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19

Lord Thomas and Soldier ⇒ 17

Eldred ⇒ 7
Agrippa ⇒ 6

Active Effects-

Map

Link

Notes

Map updated
Agrippa, you still have a standard action from round two

Actions-

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Sidious, Johan, you are up.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Kn:Arcana: 1d20 + 14 ⇒ (15) + 14 = 29

Hurm...

Agrippa casts Grease on the Lord's weapon, DC 18 reflex or drop his sword.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan jumps down from the table and circles Lord Thomas like a hungry wolf. With a snarl he charges at his opponents flank, forcing the knight to turn his back to the hell-spawned crocodile to defend himself

Round 3 - total AC 27
Move action to circle around outside his threatened zone, flank with croc
Std action: Power Attack, fighting defensively: 1d20 + 15 - 4 ⇒ (19) + 15 - 4 = 30; Dmg: 1d8 + 14 + 2d6 ⇒ (1) + 14 + (3, 2) = 20
Spiritual Weapon: 1d20 + 6 ⇒ (10) + 6 = 16; Dmg: 1d8 + 1 ⇒ (4) + 1 = 5

Active effects on Johan:
Prayer(+1 to hit and dmg, rnd 3/5)
Divine Favour ( +2 to hit and dmg, rnd 4/10)
Shield of Faith (+2 AC, total 25, rnd 5/50)
Judgement (+2 dmg)
Bane (rnd 2/5; +2 enhancement, +2d6 dmg)
Spiritual weapon (targeting Lord Thomas, rnd 3/5)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Reflex: 1d20 + 7 ⇒ (7) + 7 = 14

Taken by surprise by Agrippa spell, Lord Thomas drops his weapon.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa smiles in victory. You should surrender now Lord Thomas, your death is surely impending. Surrender and we can guarantee your safety as well as the whatever dear ones you wish saved...elseways you will all die horribly.

Agrippa has plans for him if he surrenders...Devils love paladin sacrifices.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred holds his shooting to his reaction (heck, I think I act after him anyways). If he surrenders, then no shot.

Rapid Shot
Attack 1
1d20 + 11 + 4 - 2 ⇒ (1) + 11 + 4 - 2 = 14
Damage
1d8 + 1 + 1 + 4 ⇒ (1) + 1 + 1 + 4 = 7

Attack 2
Attack 1
1d20 + 11 + 4 - 2 ⇒ (11) + 11 + 4 - 2 = 24
Damage
1d8 + 1 + 1 + 4 ⇒ (2) + 1 + 1 + 4 = 8

Maaaan... another '1'


Both skeletons move to flank the man, one possibly hitting giving that he lunged this round, and giving him more to worry about.

Skeleton 1: 1d20 + 2 + 2 + 1 ⇒ (11) + 2 + 2 + 1 = 161d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Skeleton 2: 1d20 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 71d8 + 2 + 1 ⇒ (5) + 2 + 1 = 8

Sidious then stabs at the enemy before retreating from him now that he is disarmed.

Spear: 1d20 + 11 ⇒ (8) + 11 = 191d8 + 10 + 3 + 1 ⇒ (1) + 10 + 3 + 1 = 15

Note that Smite is currently on me.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:

Eldred holds his shooting to his reaction (heck, I think I act after him anyways). If he surrenders, then no shot.

Try not to post out of your initiative order.

Father Sidious wrote:
Note that Smite is currently on me.

Thanks for the reminder.

Johan closes in for the kill and hit the paladin with this mace, crunching bones, ripping skin.
His spell however was not able to hit the holy man.
Sidious attacks with his spear, but is unable to hit the holy man.

Lord Thomas AC against Sidious: 22 Others: 19

Surrounded and outnumbered the Paladin says to the infernal conjurer ”Never!”
He steps back 5ft drawing a dagger from his belt.
As he moves, his hands glows with holy light and his wounds begin to close.
Lay on Hands: 4d6 ⇒ (3, 1, 5, 6) = 15

He turns to Johan and attacks.
Atk(Power Attak): 1d20 + 17 ⇒ (15) + 17 = 32
Dmg: 1d4 + 12 ⇒ (1) + 12 = 13

Then he turns to the skeleton and yell ”Begone, abomination!”
Atk(Power Attak): 1d20 + 12 ⇒ (19) + 12 = 31
Dmg: 1d4 + 12 ⇒ (2) + 12 = 14
Critical Confirmation: 1d20 + 12 ⇒ (12) + 12 = 24
Dmg: 1d4 + 12 ⇒ (1) + 12 = 13

==//==

Eldred send two arrows flying at the paladin direction, Johan however, is making difficult to hit his foes, and only one arrow hits.

Actions-
Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Eldred already acted, Agrippa you are up.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa tsks to himself Foolish choice Master Thomas. Foolish choice, now I will find your loved ones and sacrifice them to Asmodeus personally.

Agrippa says as he weaves a spell Glitterdust Will DC 19 or be blinded. I'm pretty sure Agrippa can aim the spell to only hit the Lord Commander

The crocodile continues to threaten the Commander impotently.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Will: 1d20 + 12 ⇒ (13) + 12 = 25
Agrippa casts a spell, but Mitra favor is with the paladin, and he could not be blinded!

”The Big Fight”

Round Four:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19

Lord Thomas and Soldier ⇒ 17

Eldred ⇒ 7
Agrippa ⇒ 6

Active Effects-

Map

Link

Notes

Map updated

Actions-

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Sidious, Johan, you are up.


The remaining skeleton presses the attack.

Hammer: 1d20 + 2 ⇒ (13) + 2 = 15

Sidious will channel evil again and 5 foot step to what he thinks is a safer place, activating his Copy Cat for an image as he does. DC15 for half damage and to avoid the sickened condition.

Channel Evil: 3d4 ⇒ (2, 2, 3) = 7 Sidious is now at 25. Anyone else wounded? I know Eldred is.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Johan will happily suck up the channel healing too.

Johan's conjured hell-formed mace keeps hammering away at its foe...
spiritual weapon: 1d20 + 6 ⇒ (3) + 6 = 9; Dmg: 1d8 + 1 ⇒ (3) + 1 = 4
...but the power that keeps it in existence is beginning to waver, it flickers and its attacks are ineffective (1 round left)

Johan weathers Thomas' dagger thrust and matches him step for step as the two maneuver for position. He aims another crushing blow at the beleaguered knight...

5' step to maintain flank
power attack, fighting defensively: 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 24; Dmg: 1d8 + 14 + 2d6 ⇒ (8) + 14 + (1, 6) = 29

Active effects on Johan (AC 27):
Prayer(+1 to hit and dmg, rnd 4/5)
Divine Favour ( +2 to hit and dmg, rnd 5/10)
Shield of Faith (+2 AC, total 25, rnd 6/50)
Judgement (+2 dmg)
Bane (rnd 3/5; +2 enhancement, +2d6 dmg)
Spiritual weapon (targeting Lord Thomas, rnd 4/5)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Ouch, that hurt. Here is my dilemma, change the smite to Johan, or keep healing?
Sidious once more channel his evil energy healing his allies, killing the unconscious guard, but the Lord was once more, able to resist his dark powers.
Johan is fighting with mace and daggers against every step the lord takes and even though the lord is healing, the damage done is far more. His last attack was particularly vicious and strong.

But the Paladin does not relent, once more taking a single step backwards, he attacks Johan with his dagger.

”This ends now!” he yells as his hands start to glow again.
Lay on hands: 4d6 ⇒ (5, 5, 6, 1) = 17

Atk(Power Attack): 1d20 + 17 - 1 ⇒ (18) + 17 - 1 = 34
Dmg: 1d4 + 12 - 1 ⇒ (4) + 12 - 1 = 15

Atk(Power Attack): 1d20 + 12 - 1 ⇒ (20) + 12 - 1 = 31
Dmg: 1d4 + 12 - 1 ⇒ (2) + 12 - 1 = 13
Critical Confirmation: 1d20 + 12 - 1 ⇒ (1) + 12 - 1 = 12
Dmg: 1d4 + 12 - 1 ⇒ (2) + 12 - 1 = 13

Both attacks hits, drawing blood all over Johan armor. The pain is almost crippling, but that only serves to fuel Johan’s rage.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Eldred, Agrippa, you are up.


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred takes a 5ft step and rapidly shoots again.

-4 for shooting into melee now added but no cover due to precise shot.

Shot 1
1d20 + 11 + 4 - 4 - 2 ⇒ (10) + 11 + 4 - 4 - 2 = 19
1d8 + 1 + 1 + 4 ⇒ (7) + 1 + 1 + 4 = 13

Shot 2
1d20 + 11 + 4 - 4 - 2 ⇒ (15) + 11 + 4 - 4 - 2 = 24
1d8 + 1 + 1 + 4 ⇒ (4) + 1 + 1 + 4 = 10


The lord is still taking half damage from my channels, correct?


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa points at the Lord Commander and a beam of negative energy flies from his finger Ranged Touch: 1d20 + 4 ⇒ (20) + 4 = 24 it strikes the Lord Commander sapping his strength! 1d6 + 2 ⇒ (5) + 2 = 7

Ray of Enfeeblement lose 7 STR Fort save DC 16 for half


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Fort: 1d20 + 11 ⇒ (15) + 11 = 26
Things don’t look good for the Champion of Faith. The damage is spilling over his body, in addition to Johan Vicious attacks, Eldred precise arrows the mage sap the good Lord from his strength.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

”The Big Fight”

Round Five:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19

Lord Thomas and Soldier ⇒ 17

Eldred ⇒ 7
Agrippa ⇒ 6

Active Effects-

Map

Link

Notes

Map updated

Actions-

Sidious
Johan

Lord/Soldier

Agrippa
Eldred

Sidious, Johan, you are up.


Still holding the enemy's smite enmity Sidious keeps his distance. Conscious that there are other enemy about he moves to make sure his channel includes the lord and channels again.

Channel Evil: 3d4 ⇒ (3, 4, 1) = 8 Will save DC15 for half. Sickened if he fails. Our side heals 8.

At Sidious command the skeleton swings and then steps back 5'.

Hammer: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 51d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Will1: 1d20 + 12 ⇒ (9) + 12 = 21
Will2: 1d20 + 12 ⇒ (7) + 12 = 19

Once again, the bastion of light, resists Sidious dark energy.


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Round 5

Johan's conjured mace takes one more ineffectual swing at Lord Thomas before winking out of existence. The mace in Johan's hand however smashes down on him again.
power attack: 1d20 + 13 ⇒ (16) + 13 = 29; Dmg: 1d8 + 14 + 2d6 ⇒ (1) + 14 + (1, 6) = 22
spiritual weapon: 1d20 + 6 ⇒ (3) + 6 = 9; Dmg: 1d8 + 1 ⇒ (8) + 1 = 9

Active effects on Johan (AC 25):
Prayer(+1 to hit and dmg, rnd 5/5)
Divine Favour ( +2 to hit and dmg, rnd 6/10)
Shield of Faith (+2 AC, total 25, rnd 7/50)
Judgement (+2 dmg)
Bane (rnd 4/5; +2 enhancement, +2d6 dmg)
Spiritual weapon (targeting Lord Thomas, rnd 5/5)


Human Hero Killer1 / Holy Assassin1 / Deceiver2

A surprise look on the paladin face, as the mace hit his head, scalp, blood, brains all splatter and an unbelieving "How…" escapes the paladin as his body fall to the ground, dead.

Gz, that was a very well-played battle!

You all have two rounds before the events bellow.

Sidious/Infernal:

”Master… a golen that seems to be made of Ice is climbing the stairs.”


Guys, can you all make sure you keep you hit points up to date in your bar. I am pretty sure that Eldred did not update his Health with all my channels and I do not think that Johan is full.

Round 1: Sidious moves to Eldred and casts Cure Light : 1d8 + 5 ⇒ (6) + 5 = 11 We almost lost you my friend.

Round 2: Sidious casts Infernal Healing on himself.

Note that besides his channels Sidious is out of healing. Evil clerics can spontaneously cast Cause Wounds, not Cure Wounds. So, if you have potions, drink up.


Journal Formulae/Consumables Hp 45 AC 17, T 13, FF 14, F+3, Ref +8, Will +6. Speed 30ft, Perc +11, Init +3

Agrippa casts detect magic and studies the paladin, directing the crocodile to guard the stairs.


When the message is delivered Sidious mentally calls Abraxas to him as he updates the team to the problem. Where shall we face it? These rooms or the stairs?


Male Devilbound Human |Inquisitor 9| HP 90 | AC 30(T14/FF25) |CMB +14; CMD 27 | Saves Fort +11, Ref +7 Will +11 | Initiative +9, Perception +15, Sense motive +18, Intimidate+24 LOOT

Sidious, looks like Aku has been keeping everybody updated on the map bubbles, so I haven't bothered changing in my bar.

Johan pulls out the healing wand Tiadora had purchased for the knot what seemed like a life time ago and tries to patch up some of the deep gashes the dead knight had inflicted on him

wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Current HP 36/50

In response to Sidious, Meet it in the hall. Eldred and Agrippa, care to hide yourself in that guard's room at the end of the hall? (area 45) Sidious and I will hold the golem at this doorway, flanking it as it come into the room. That leaves the two of you at its rear - maybe with an exposed wizard open to your ministrations.

How much longer will that crocodile last? Send it rampaging down the stairs if its almost gone!

Active effects on Johan (AC 25):
Divine Favour ( +2 to hit and dmg, rnd 8/10)
Shield of Faith (+2 AC, total 25, rnd 9/50)
Same question as before, is this the same encounter for the purpose of Judgement?


AC 24 FF 19 Touch 18 HP 90/[90] CMB +12 CMD 28 Fort +8, Ref + 13 Will +7 Init + 6 Percept +16* (+18 vs traps) Sense Mot* + 10 Favoured Enemy: Human + 4 / Good Outsiders + 2 Male Human AKA "Talks-to-Toads" Urban Ranger 6 (Favoured Class) / rogue sniper 3

Eldred darts off to hide himself in Area 45.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Johan, Another combat.
@Agrippa, Summon lasts 7 rounds correct?

Consider this: Every planning action will happen after the imp warning, so 2 rounds.


    Agrippa
  • Round one: Casted detect magic and ordered his Summon monster to guard the stairs. Careful with metagame knowledge, Agrippa nas no real motive to think about the lower levels with urgency as does have Sidious and Johan.
    There is magic auras in the place.
  • Round two: Concentrating to determine the magic auras.
    The auras come at the same direction you are facing.


    Eldred
  • Round one: Observing the proceedings.
  • Round two: Observing the proceedings.


    Johan
  • Round one: Pick the wand and heal himself.
  • Round two: Heal himself.


    Sidious
  • Round one: Cast CLW on Eldred.
  • Round two: Cast Internal Healing on himself.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sidious convey the Imp message and Johan directs everyone to their place. The paladin was down, but he was not the only great danger to their plan.

I’ll keep the same initiative as before. Just for convenience sake.

Golen/Mage: 1d20 + 2 ⇒ (2) + 2 = 4

”You can't touch this! It’s Mage Time!

Round One:

Ordered initiative:

Sidious ⇒ 21
Johan ⇒ 19
Eldred ⇒ 7
Agrippa ⇒ 6

Enemies ⇒ 4

Active Effects-

Sidious Infernal Healing 2/10
Agrippa Summon Monster 6/7

Map

Link

Notes
Feel free to change your positions in the map, from the ones I put you.
Map updated, I did not put any ‘enemy’ marker because, no one besides the ‘summoned monster’ can see downstairs.

Actions-

Sidious
Johan
Agrippa
Eldred

You move all together, post your actions.

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