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

Johan notes the efficiency with which Lord Thomas takes command of the situation, and the reverence the townsfolk have for him. A true leader of men. Certainly can't leave that one alive...

That evening he makes plans with the rest of the knot to infiltrate the tower. He considers kidnapping a drunken soldier and woman to frame for their upcoming arson, but dismisses the idea as not worth the additional risk, or the effort of hauling their corpses up four flights of stairs. Once the Lord's Daliance is dark and silent, Johan and the others slip down to the basement and disappear into the secret passage...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Was it not supposed to be in gameplay thread? :D


Male Human Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

[ I should be able to update tomorrow. I really apologize everyone, I have just been swamped with work. ]


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

Ah, err...oops

I'll copy it over.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Is there a link to the map I recovered/stole/copied so I can plot ahead?

Yes.

Look at the campaign info. Watchtower link.


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

For some reason the map link is failing to load for me.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Sorry for my lack of posting.
I’ve been having some issues with internet at home. (Meaning, it’s not working), and at work I’ve been very busy. (Meaning: Overwork hours everyday).

I’m trying to fix this situation. :)


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

Thx for that. I know I've been slack too.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Watchtower map updated.


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

What room are we in?


Human Hero Killer1 / Holy Assassin1 / Deceiver2

32 - Flag room.

30 - Stable.

27- Fountain.


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

We're in the tower. We came up in room 1 - some sort of sub-basement, up the stairs the 2- the forge. Up stairs again to 32 - the flag room. The door to the tower was open, which allowed us to see across the courtyard to the stables and the fountain. We do NOT need to exit into the courtyard, just keep climbing the tower. We're on our way to 38 (tower level 3), the up to 42 and 43 which should be the rookery.

Just straight up four flights of stairs, murder a crazy bird-dude, set a fire, then straight back down - nothing fancy, nothing risky :>


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
Fet the false-hearted wrote:
[ I should be able to update tomorrow. I really apologize everyone, I have just been swamped with work. ]

Hope to see Fet back soon


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Some explanation is required:

Okay! Up until now, I've avoided telling you how your success in this mission will work.
You have two clear objectives:

1 - Open the gates.
2 - Kill the commander.

Other than that, it's up to you what you’ll do or will not do.

Your success will be measured in VP (Victory Points).
Each successful action adds to your points, each ‘vital’ action you don’t accomplish, subtract from it.

This is the possible outcome:

Premature Attack - the Bugbears attack much too early and are dealt a savage defeat.
Repulsed - the Bugbears attack and are repulsed.
Hard Fought Victory - Balentyne falls but only at great cost to the bugbears.
Victory - Balentyne falls though there is still some resistance.
Slaughter - Balentyne falls with barely a bugbear slain.

Game on :)


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

I imagine that destroying the rookery, killing a tonne of guards, offing the priest etc would help in the victory conditions?


Yep :D

It helps!


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Yep - that sums it up. Do we need rolls? We want to strangle/choke him into unconsciousness

if you are able to pin him, you deal 'unharmed damage' to him everyturn, that would count as 'strangling him to death' in my opnion.


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

Do you want us to roll for those attacks?


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

Well, he's now grappled, so one more successful check (with a +5 for the grappled condition) turns it into a pin. I'll make the roll with Eldred assisting?


Male Human Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

I have been swamped with work and for that I apologize. I should have updated more often. I will try to do so on a more consistent basis, I have just been very busy lately and did not have time between projects.


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

Just glad to see you mate.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Current Map updated, please move your tokens to represent your actions.

And don't forget to check if I got the correct values for your stats on the map.


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

ooc post up


Human Hero Killer1 / Holy Assassin1 / Deceiver2
ELDRED CROFTER wrote:
Don't we get a save vs. distraction? Also, aren't we invis right up until we are trying to choke out the old codger? Isn't there a surprise round? Ie Charge from Johan? Thats him grappled. Round 2, I race in for the aid another and Johan puts on the choke - which not sure if that stops the birds or not

Okay, before beginning, those questions should be asked in discussion directly. Makes no sense posting there and here warning there was a question there.

ELDRED CROFTER wrote:
Don't we get a save vs. distraction?

You are right. I was reading about distraction and it says that someone trying to cast a spell or maintain concentration need a DC20+Spell level to be able to do so.

Also, it says that any tasks that need patience need a save too.
And yeah, at the start of your turn, you need a fort DC12 to avoid being nauseated. It was an error of my part assuming you were already under the effect of distraction (But I was not considering the nauseated effect.)

ELDRED CROFTER wrote:
Also, aren't we invis right up until we are trying to choke out the old codger? Isn't there a surprise round? Ie Charge from Johan? Thats him grappled. Round 2, I race in for the aid another and Johan puts on the choke - which not sure if that stops the birds or not[/ooc]

Let’s review the Action from the combat:

Initiative:

Johan: = 26
Eldred: = 23
Fet: = 17
Agrippa: = 17
Mad Martin: 1d20 ⇒ 17

Surprise round:
Johan (26) move inside with his surprise action stopping adjacent to Martim link
Eldred (23) move inside too after Johan link
Agrippa (17) does nothing.
Fet (17) opens the door.
Mad Martim (17) Surprised, no action.

Round 1-
Johan (26) Grapple Martim (Inv off) link
Eldred (23) aid Johan into grappling Martim (Invis off) link
Agrippa (17) enters the place and use detect magic. link
Fet (17) enters and began to get his tools.
Mad Martim (17) call his birds to attack Eldred and Agrippa

Round 2 –
No actions yet.


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

Fair call - pity it wasn't a charge. If it had of been we'd be fine. Oh well. Lession learned - always use the surprise round to attack if possible.

Agrippa will need to burn the birds off us.

Fort save.

1d20 + 6 ⇒ (12) + 6 = 18


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 was going to charge, but I reread the grapple rules and it doesn't look like you can combine charging with a grapple action - just a std attack or a bull rush. I also considered opening with a dirty trick maneuver to silence him, but then he would have been able to move and take action. Ah well...


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

Agrippa isn't really that kind of wizard.....he likes to summon things and be sneaky and work from the shadows...not burn things.


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

Yeah, that's what we get for being fancy - should have just stuck with the tried and true "punch them in the face' tactic.

I think Fet and his bombs are our best way out of this..


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

Nah - alchem fires. Less noisy same result. and will actually help the fire.


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

Don't the bombs inflict way more damage? Johan doesn't want to get his eyes pecked out (especially now that DM Aku has admitted they're so pretty :> )


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

Yeah but SOOOO much more noisy.


Hey!

Eldred, I'm not familiar with dirty tricks in pathfinder.
Can you send me the link in the srd site?


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

Here's the d20pfsrd link. Doesn't specifically call out making someone mute but is probably the best mechanic to simulate it for the current situation.

Dirty trick


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

[Shameless Plug] I'm launching my first pbp here on the paizo forums. Check it out! [/Shameless Plug]


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

I am DEFINITELY interested, I love that mini setting. Give me a couple days to make a sheet.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay, tell me what you want Fet to do, and how you want to set up the scene.


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

Want an 'accidental fire' using whatever oil supplies he has OR a 'suicide' where he burns himself and his precious birds out of craziness - maybe we can find a note with his writing on it and forge up something? The note may be a bit much.


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

What Eldred said. :>

Guess we should have thought the whole "blame" part of this plan through a bit more.


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

Got a great idea for the dwarves.

Lets steal a few objects and then plant rumours that the Dwarves are stealing stuff and secret those items into their packs and their rooms.

The leaders will search their stuff and we may have them killing each other.


Human Hero Killer1 / Holy Assassin1 / Deceiver2
Heinrich Cornelius Agrippa wrote:
Heinrich Cornelius Agrippa wrote:
Agrippa nods his assent and casts a cantrip of Detect Magic. He scans both this room and the room below for magical auras if possible.
Anything GM?

Okay! Once again, move those questions to discussion please!

And the answer is; No! :D

Sorry Niles, I thought I had answered that in the description. Guess I missed it.


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

What about using them as patsies for this fire?


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

Nah - everyone knows dwarves are greedy gold loving bastards... and stealing our stone working jobs to boot!


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Okay boys.

You are at the Inn basement; there are voices in the place above. What you plan on doing?


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

quietly head back to the inn


Human Hero Killer1 / Holy Assassin1 / Deceiver2

@Fet

Any prevision of when you'll be able to start posting regularly 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
DM Aku wrote:
No action planned on the excel sheet for today. Intentions?

Vacation!

;->


Human Hero Killer1 / Holy Assassin1 / Deceiver2

I've posted in the games I'm playing a note for a possible recruitment for an additional player.

In cases as these when someone has some RL issue and can't post for long periods.


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

Ooh dandy! Agrippa raises the bar!

see if you can save any personal affect, maybe we can pin Sissy's unfortunateness on the dwarves or drunken soldiers.


Male Human Alchemist / 4 - Initiative +2, AC: 16, HP 36, Fort: +6, Ref: +6, Will: +1

If I haven't already been replaced I "should" be able to read up on everything tomorrow and do a post. I understand however if you want to find a player who can commit to being more active. I've unfortunately been overwhelmed and haven't had the chance to really do anything on the forums.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

No Fet, you was not on the replacement list. :)

I'm just getting another player, so if for some reason something like this happen, there'll be alway four players on the table.

Welcome back.

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