Big OM's Way of the Wicked (Inactive)

Game Master Big OM

It is good to be bad.


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Inactive

Stealth: 1d20 + 13 ⇒ (4) + 13 = 17

Lol. Maybe it's time to kill the search party and imitate their appearance?


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Stealth: 1d20 + 5 ⇒ (3) + 5 = 8

*Wince* yup. It might be.


Divine or perhaps more correct infernal luck is shining upon you as the rangers search yields nothing. Walking towards the poorly hidden Randu one stops just short his boot mere inches from him. Satisfied with their search they return and begin setting up camp. Sattisfied with his men Varning give Vex, Drogan and a slices of cured meat his full attention.

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

whoohooo
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23
Bluff: 1d20 + 12 ⇒ (15) + 12 = 27

As the evening progresses, Vex gives her full attention to the Captain. Making sure she sits next to him. Now and then her hand brushes against his. She gives him hinting smiles. She makes sure that it seems that she is ignoring everyone but him

When it is time for watches to be set, she offers to keep the captain company during his watch


Charmed by the interest Vex shows Varning takes the watch in the early hours of the morning alone, letting his men sleep.

Plan


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Drogan tells stories and laughs with the others until night comes. He slips off for a moment to relieve himself where he relays to Zull the plan.

"Vex will be taking watch with the captain. I will go to sleep as the others do. Wake me when Vex and the captain take watch as that is when we will make our move."

He then goes to sleep with the others as night comes.


Inactive

Erodin keeps an eye out for a signal that he and Randu should attack the camp.


Evening becomes night and night becomes early morning when the captain gently awakens Vex. "It is time for our watch," he says with a smile. Seeing the two Zull eagerly pulls in Drogans ear. He whispers: "Master, master. It is time the captain is alone wit your companion."

All the rangers are sleeping, the captain is awake. it is early morning.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

When she was sure the rest are sound asleep, she begins to hum, making a rythm for her to dance to. Using the flames of the camp fire for extra effect

Enrapturing performance on the captain. DC19 or be facinated. She will use all 15 her rounds if she has to, so her companions can do the rest. When done she will cast Charitable Impulse (DC18) on him so that he hands her everything he has. Then the rest can kill him

-Posted with Wayfinder


At first Capt. Varning merely follow your curves with his eyes but as the tempo picks up and the shadows cast by the flames weave around you his attention shifts from lust to fascination.

Save vs. Enrapturing performance: 1d20 + 5 ⇒ (11) + 5 = 16

I am unsure what you expect the others to do during the 15 rounds?

Save vs. Charitable Impulse: 1d20 + 5 ⇒ (15) + 5 = 20

I'll do a write up when more has posted.

Anyone sneak around please remember to roll stealth.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

kill the rest of them. Will cast it again... but as you said. Will wait for the team and their actions

-Posted with Wayfinder


Inactive

As the captain is locked in Vex's spell, Erodin sneaks up and begins to methodically kill the other men, one by one.

Stealth: 1d20 + 13 ⇒ (3) + 13 = 16
Coup de Grace?: 4d6 + 28 ⇒ (4, 6, 3, 5) + 28 = 46

Not sure how many of these you need, but I'll roll a couple more.

Stealth: 1d20 + 13 ⇒ (17) + 13 = 30
Coup de Grace?: 4d6 + 28 ⇒ (3, 6, 6, 3) + 28 = 46

Stealth: 1d20 + 13 ⇒ (1) + 13 = 14
Coup de Grace?: 4d6 + 28 ⇒ (3, 5, 1, 6) + 28 = 43


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Sorry busy few days.

Drogan offers a nod to Zull. He then stands.

"Zull take the spear go kill one as the others move into position."

Stealth: 1d20 + 1 ⇒ (12) + 1 = 13

CDG Drogan: 2d8 + 14 ⇒ (2, 5) + 14 = 21

CDG Zull: 3d8 ⇒ (8, 6, 8) = 22

Assuming Randu moves into position as well that should take out all four. There were four. Knowing the fascination will end if he is threatened Drogan attempts to hold the captain.

Cast Hold Person DC 16.

"Erodin move in quick and take his head before he breaks free of the spell"


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu tries to work in conjunction with the others, his blade sliding forward

Stealth: 1d20 + 5 ⇒ (16) + 5 = 21
Power Attack Coup De Grace: 2d8 + 16 ⇒ (6, 8) + 16 = 30
Stealth: 1d20 + 5 ⇒ (8) + 5 = 13
Power Attack Coup De Grace: 2d8 + 16 ⇒ (2, 6) + 16 = 24


Only one steath rolls is needed, I will check against Drogan's as that is the lowest, 13.

There are 6 Rangers and the Captain. It is a mistake if I wrote otherwise earlier on. But you have enough CDG to go around should, they fail to notice you.

At first the night covers both sight and sound as you close in on the sleeping rangers sleeping tightly, believing that their fascinated captain is watching over them. Unfortunately for you they are all very light sleepers and Drogan stepping on a dry twig is just enough. Seeing first Drogan moving around and then Erodin and Drogan the men cry alarm and scramble for their weapons.

This is enough to cancel and CDG options but you have a surprise round, keep in mind that only Drogan is close enough to make a normal attack. Drogan I assume that you want a different action than Hold Person?

Round 1
Initiative:
Capt. and Rangers 20
Drogan 12
Vex 11
Erodin 8
Randu 6

Dices:

Ranger Perception: 1d20 + 5 ⇒ (18) + 5 = 23
Ranger Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Ranger Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Ranger Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Initiative Capt. and Rangers: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative Randu: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative Drogan: 1d20 + 1 ⇒ (11) + 1 = 12
Initiative Erodin: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative Vex: 1d20 + 2 ⇒ (9) + 2 = 11


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

This is being handled the wrong way. Perception is +1 per 10' away and a +10 for them being asleep. The captain doesn't matter as he is fascinated. Even if the one Drogan gets close to happens to wake up. The others will get the CDG. The perception is just he heard a noise. He would still need to look around and find me and see what made the noise. This would be an active perception check and take a move action. So Initiative would only be between Us and one ranger. So there initiative needs to be rolled separate as well. So most likely 3 would still be CDG from Zull, Randu, and Erodin. I will wait until this is corrected.


@Drogan I chose to roll initiative together for all as they have the same modifier. The captain will not act until he's able. I am not going to have many different initiatives that is going to kill the pace. With the correct +10 modifier 2 rangers make their check and aren't helpless. Crying alarm awakens the others making them not helpless. Let's move this to the discussion thread.


Perception to notice: 1d20 + 5 ⇒ (7) + 5 = 12
Perception to notice: 1d20 + 5 ⇒ (17) + 5 = 22

One makes it. My intention would be to continue with former initiative of 20. Giving him a possibility to awaken the others.


Lets get this going.

The roused ranger calls out and the loud shout causes all but one of his sleeping comrades to wake. He scrambles to his feet sword drawn. Surprised he looks to his captain fascinated by Vex.

Your surprise actions please.

Dices:

Ranger Perception: 1d20 + 5 ⇒ (20) + 5 = 25
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Ranger Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Ranger Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Inactive

Erodin either charges the nearest (flatfooted) ranger or closes the gap if the enemies are too far.

Charge, Power Attack: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16; Damage: 2d6 + 14 ⇒ (6, 3) + 14 = 23.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu is torn between frustration that stealth didn't work, and a certain eagerness to get to battle. He too flings himself into battle

Charging as well, favored enemy factored in: 1d20 + 13 ⇒ (11) + 13 = 24
dmg: 1d8 + 6 ⇒ (7) + 6 = 13


The charge of both hidden members of the knot is devastating to the rangers, before they fully understand what is happening two of them lie dead on the ground.

Drogan just to be certain what was your surprise action? Hold Person on an awakened ranger?


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Sorry away for the weekend.

Surprise Round: Drogan cast hold on the awakened ranger. Zull moves into position to CDG if the hold works.


Saving vs. Hold Person: 1d20 + 3 ⇒ (11) + 3 = 14

The infernal magic takes hold the alert ranger, the unseen chains of the nine hells binds him in his place. Zull sees his opportunity and close in for the kill. Both Erodin's and Randu's charges are devestating each cutting a man down where they lie.

Saving vs. Hold Person on own turn: 1d20 + 3 ⇒ (9) + 3 = 12

Alas the poor man struggles in vain and the chains still bind him. The screams of pain and singing steel awakens the final heavy sleeping ranger, while his remaining comrades grab their swords and charges. These men are among the finest combatants in the service of the watchwall and both Erodin and Drogan learn this the hart way as their parries and armour are soon bypassed by the swordsmanship of the defendants.

Erodin 14 damage, Drogan 8 damage.

Dices:

Charging Erodin: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Charging Randu: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Charging Drogan: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Confirming crit vs. Erodin: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Damage Erodin: 2d8 + 4 ⇒ (2, 8) + 4 = 14
Damage Drogan: 1d8 + 2 ⇒ (6) + 2 = 8
2 Rangers dead


Inactive

Erodin strikes at the man that charged him. Attack: 1d20 + 8 ⇒ (4) + 8 = 12; Damage: 2d6 + 8 ⇒ (2, 3) + 8 = 13 Not sure if it helps that the charging rangers are at -2AC


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

When he goes

If Erodin misses his target, Randu turns on the same...Not sure if we can flank for one or the other of us.
To hit: 1d20 + 11 ⇒ (4) + 11 = 15
Dmg:1d8 + 6 ⇒ (2) + 6 = 8

Should that foe already be down, he'll go for the one Drogan is fighting


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Flying above the held ranger Zull plunges the spear down into the mans chest.

CDG: 3d8 ⇒ (4, 1, 6) = 11

Drogan test the men's faith and conviction and channels evil out healing himself and Erodin.

Channel: 2d4 ⇒ (2, 4) = 6 Heals all evil, damages good DC 16 if good and fail save they are sickened for 1d4 ⇒ 4 Rounds


Randu I failed to specify that one also charged you but missed, I'll resolve your attack against him.

Once again Asmodeus smiles upon you and while the captain remains preoccupied his men are slaughtered. Zull's spear pierces a man heart, Erodin plunges his blade into the chest of the man before him, Randu delivers a severe cut to another rangers upper thigh and Drogans evil energy washes over him increasing the bleeding forcing him to the ground. The remaing ranger realises he is out of his league and tries to flee towards the horse. (Using a withdraw action)

Dices:

Saving vs. CDG: 1d20 + 3 ⇒ (12) + 3 = 15
Saving vs. Channel evil: 1d20 + 3 ⇒ (9) + 3 = 12
Saving vs. Channel evil: 1d20 + 3 ⇒ (18) + 3 = 21
5 Rangers dead


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

What does your channel do to neutral characters?


Inactive

Erodin laughs grimly as the rangers are slaughtered left an right. "S'like fightin' boys, not men!" He pursues the last man with gusto. Charge: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11; Damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15

And misses terribly, of course.


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

singing and dancing... unless i missed where the captain is killed =^^=

-Posted with Wayfinder


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Nothing it does nothing to neutral characters.

"No one escapes. You stop there."

Drogan cast Forbid Action DC 15, Can't move on the ranger trying to get away.
If he stops moving Zull attacks, if not Zull suggest he comes to us.

Zull uses suggestion DC 15 asking the man to walk to his master.

"Zull fly after him."

Attack if Forbid Action worked: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d4 ⇒ 3 DC 13 fort or 1d2 ⇒ 2 Dex damage.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu attempts to close on the fellow withdrawing, "This sheep is smarter than the others."

Charge 1d20 + 13 ⇒ (13) + 13 = 26
Dmg if hits: 1d8 + 6 ⇒ (2) + 6 = 8


The infernal magic grips his mind and renders the poor man unable to flee any further. Zull first closes the distance and deals him a minor wound, Erodin unprepared for the man sudden stop miscalculates and his speed propels his blade paste its target. Randu is however deadly accurate and focuses the gathered momentum at the tip os his sword piercing the chest and aorta of the last ranger.

All save the captain is dead.

Dices:

Saving vs. Forbid Action: 1d20 + 3 ⇒ (9) + 3 = 12
Saving vs. Dex Damage: 1d20 + 3 ⇒ (17) + 3 = 20


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

is the captain good looking? Because maybe she can turn him into her toy, over time =^^=

-Posted with Wayfinder


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Zull quickly turn invisible and relieve the captain of all his weapons and possessions. I don't know how long Vex's performance will enthrall him. Vex can we tie him up or will that break your enchantment?"


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

She nods, still keeping him occupied,
"No threatening moves..."

-Posted with Wayfinder


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

"Wait for Zull to pick him clean guys."


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"I'm curious to see how good he is with a blade, but I suppose it's prudent not to give him the chance."


Inactive

Erodin just leans on his sword and enjoys Vex giving her show.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

After he is relieved of his weapons Drogan ask Erodin and Randu to bind him up. Ready to hold him in place if it becomes too threatening for the fascination.

"While I expect we will kill him, it would be in our benefit to learn what he may know. We now have gear and a face to replicate a disguise as well as his men."


Female Kitsune
VITALS:
AC: 17, T: 13, FF: 14; HP: 15/15; F0, R:6, W:0; CMD 13; CMB +0; Init: +5 ; Perc:+4
Kitsune Trickster 1
Skills:
Acro +6, Bluff +12, Diplomacy +12, DD +6, Disguise +11 (+21 fool impersonation), Escape Artist +6, K.(local) +8, Ling +8, Perc +5, Perf.(oratory) +9,SM +3,SoH +7(+15 conceal weapon),Stealth +6,UMD +8

just waiting for GM to answer my question to determine what Vex wants to do with the captain

-Posted with Wayfinder


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Zull can at least wrap his legs up with rope enough to entangle him if we think the others will break the enchantment.


@Vex The captain is very average looking.

Vex performance keeps the captain focussed and oblivious to his surroundings. Without much trouble Zull open his belt relieving him of his sword and dagger, while the quick fingered familiar next drags the captain's bow out of reach.

I will post the result of the binding process later, please see Discussion


With ease Zull slowly but surely wraps the rope around the legs of the captain. Seeing the completed action of his minion Drogan intones the incantation and binds the fascinated captain, once the infernal chains binds his mind, the primal survival instinct kicks in and the captain regains his full senses.

Saving vs. Hold Person: 1d20 + 5 ⇒ (3) + 5 = 8

So the captin is ow affected by Hold Person and his feet are tied. What do you wish to do? Just describe, no need to roll dices unless it is something extraordinary.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Drogan gives the nod and Randu and Erodin take to beating the man. He is beaten into unconsciousness. From there we bind and hog tie him up. Placing him on his knees arched toward the sky for when he awakes he can look into our eyes.

It's kind of a grey area for the rules. Basically coup de grace but doing Non-Lethal damage. My home GM lets us do this and still has them save but instead of against death it is against being knocked out. What do you think?


I think it's fine, but lets forgo the roll this time. He is now unconscious.


Male [ HP:69/69 | AC:22 T:12 FF:20 |, Per. +11 F: +7 R: +5 W:+8 | Init +6 | CMB +7 CMD +18, EXP:5834

Sounds good.

After he is unconscious Drogan will assist Randu on binding and hogtying him.

"Now lets wake him up an see if he is willing to negotiate information."

Drogan creates water over his head attempting to wake him.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu nods, and begins to wipe knives and other small objects with alcohol to clean them, preferably where the captain can see it when he wakens.

Hope to give us a bonus to intimidate


The clod splash reinvigorates the stunned captain, spitting and coughing he he struggles with the ropes binding him. It takes a few moments before he realises the situation he is in. "Who are you?" he inquires and seeing his slaughtered men he demands: "What have you done?"

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