Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

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

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


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

I thought I was done after a phd..but I may be going back again next year..school never ends.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Bref wrote:
Forever? Or just the semester?

Until the spring, I still have two years before I complete my masters in financial engineering.

Jax you have a Phd? Wow that's amazing! (How old are all of you again? Lol)

You guys have great comebacks. I think I like the Judge's answer the best.


My posting may be a bit lighter over the next two weeks as we rush to get all end-of-year stuff done before departing for Christmas vacation. As we're simultaneously running large and complex combats (and may be doing that for a while), anything you guys can do to make things run faster and easier will be greatly appreciated at this end. (For instance, the Judge's posting of his monster's stats is wonderful.)

The forum limits us to 50 posts per page. Since a large combat can easily burn through 100 posts in a couple of days, this means I'm often opening two or three pages in different tabs. So if you can periodically re-post relevant information (or put it in your character bar), that's great. Keeping track of your inits so I don't have to scroll back 200 posts to the beginning of combat -- also good.

Finally, I'm going to occasionally miss stuff. That's just an inevitable product of complex things going on in-game and limited time and many holiday-season distractions out of game. Under those circumstances, saying "I'm pretty sure I should have gotten an AoO last round" is going to make me sigh heavily. Alternatives would include "I'm pretty sure I should have gotten an AoO last round, here's the link to where it should have happened, here's my roll and damage if you agree" and/or "I'm pretty sure I should have gotten an AoO last round, but no big thing -- let's move on, I'm sure it'll even out".


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

I try to copy what I like others doing, after all, plagiarism is the greatest form of complement. The status line, after the narrative, posting Swift/Move/Standard actions, the summoned monster stats, etc., are all mostly ideas from others. Even my character sheet form.

One of the hardest things with our combats is that several players, DMDM and Cy most often, tend to make multiple small posts in a row, responding to other posts one at a time, a single action, a single NPC/enemy, a single thought, etc. While this makes each post easier, and greatly decreases the chance that the dicebot will eat your post because you took too long posting, it has the effect of making it appear as though there are a ton of posts and also quickly increasing the number of posts, and, thus, 50 post pages. If people try to limit responses to one or two posts at a time, then it should decrease the number of pages that people have to scan back through to find the relevant post being responded to, especially in combat. Also, keeping OOC chat on the OOC thread, which I am also guilty of, would also reduce the number of IC posts.

Also, DMDM, if the post you are responding to is fairly recent, but on a previous page, you can just click the "Preview" button when you want to begin a post. This will effectively give you a recap of the last 20 or so posts without having to jump between two thread pages. I find this most useful when my post will be like number 02-10, or 52-60, which would normally be at the top of a page, as this would then allow me to see the last 10-20 posts from the previous page which is frequently what I, as a player, would be responding to.


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

Directed at your post in IC, Judge:

Xen and Jax found a trebuchet on top of the gatehouse. It could be possible to use it to fire at the rookery tower or the gate, but we'd need someone with a good wisdom score (untrained profession check).


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

Directed at your post in IC, Judge:

Xen and Jax found a trebuchet on top of the gatehouse. It could be possible to use it to fire at the rookery tower or the gate, but we'd need someone with a good wisdom score (untrained profession check).

I know, I was the one who posted that idea. But, if we cannot use it, we want to make sure that nobody else can. Destroy it and then pile the remnants onto the trap door so that nobody without a lot of strength or magic can open it.


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

Directed at your post in IC, Judge:

Xen and Jax found a trebuchet on top of the gatehouse. It could be possible to use it to fire at the rookery tower or the gate, but we'd need someone with a good wisdom score (untrained profession check).

I know, I was the one who posted that idea. But, if we cannot use it, we want to make sure that nobody else can. Destroy it and then pile the remnants onto the trap door so that nobody without a lot of strength or magic can open it.

Agreed. We don't have a high Wis villain on the team so may be best to just smash and fly.


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

Maybe when I die I will make a gunslinger then we have a high wis type:)


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

Our ability to Fly should be keep hidden to the very last moment, let them devote all possible men in trying to take this position then we leave when the bulk of their men are in this tower so they will take time to reach where we Fly to and lets figure exactly where we are going before.

If we are planning to head to the gatehouse we can use Obscuring Mist and Pyrotechnics down below, possibly with a Fireball just to cause them to send more men up to the roof.

Perhaps we can cast those two BEFORE we launch the rocket as that will at least keep the rocket secret and hidden from the commander foe a few rounds and he will not realize we sent a signal, also if Pyrotechnics is targeted on the flare could it possibly blind a large number of the soldiers as they look up?

Then use Darkness to cover our flight and another Darkness inside the gatehouse.


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

Watching the Nelson Mandela ceremony while playing Way of the Wicked, idiosyncratic.


Kids were asking about Mandela. Here's what I told them: Mandela is remembered so fondly (for all his many and various mistakes) because he did not one but two things that were rare. (1) He governed without hatred or rancor, did not seek revenge on the people who had kept him locked up for 27 years, and tried to establish a reasonably just and fair government under the new majority rule. That's rare-ish. (2) Despite vast popularity with the majority, ensuring that he could have been President-for-life or dictator, he stepped down at the end of a single term. That's *very* rare; supreme executive power is about the most addictive thing there is, and the list of those who've voluntarily walked away from it, without being forced out by law or overwhelming precedent, is quite short. (George Washington was one. We got lucky with George.)


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'
Cуровую зиму wrote:

Our ability to Fly should be keep hidden to the very last moment, let them devote all possible men in trying to take this position then we leave when the bulk of their men are in this tower so they will take time to reach where we Fly to and lets figure exactly where we are going before.

If we are planning to head to the gatehouse we can use Obscuring Mist and Pyrotechnics down below, possibly with a Fireball just to cause them to send more men up to the roof.

Perhaps we can cast those two BEFORE we launch the rocket as that will at least keep the rocket secret and hidden from the commander foe a few rounds and he will not realize we sent a signal, also if Pyrotechnics is targeted on the flare could it possibly blind a large number of the soldiers as they look up?

Then use Darkness to cover our flight and another Darkness inside the gatehouse.

Who has darkness? Dren won't until next level...


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

The Judge asked if Jax had it.


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

Jax has it as a tiefling spelllike ability I believe.


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

He does, I always forget about that..


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

Yeh - one of those abilities the bad guys usually use to annoy the heck out of parties primarily composed of people who took human for their race for that extra level 1 feat.


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

Okay I wish we had fired the rocket into the square! That was wicked!

On an aside, what time of day is it around now, DM? Hopefully it'll be night soon.


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

I thought that it was well into evening. I had no intention of doing this during daylight.


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

It was early evening and the rains are just starting to pour.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
The in-game justification is that the Cardinal told Zargo to build a rocket that would send a clear, unmistakable signal. Zargo went away and did that. Then the Cardinal cast Heal on Zargo, and told him to build a rocket that would send a clear, unmistakable signal *once it was lit*, and not before. Then Zargo went back and did that.

Heh :)


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

Grosse Pointe Blank is on.


It's nothing personal.


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

Watch this, which clearly proves, the Japanese be crazy


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Just as an FYI although my UMD is good but casting a 3rd level wand is difficult for me due to having to replicate the stat as well...not having the 13 INT hurts me here otherwise Dren would be up for dropping fireballs left and right from the wand...

EDIT: Re-reading the rules I don't think I need the stat for wands just scrolls...here is the rule, what do you guys think?

Task Use Magic Device DC
Use a wand 20

Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand's spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.


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

You don't need the Int.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

I need to go to the all you can buy wand store with about 50K in gp...


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

Wands are crazy expensive, yeah haha. I usually prefer scrolls for most things due to that.


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

another possible character that i will make upon my death is a magician bard, at level 11 I think they can use wands at their Caster Level. So a level 1 wand of magic missile gets you 5 missiles.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Dren is thinking mostly low level arcane wands. Shield, any of the stat buffs, invisibility to name a few. Of course finding a market for these will be tough unless we can talk Cy into taking craft wand or maybe Wondrous item...two great wizard feats!


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

Na, if you like wands, this is the what you need.

Staff-like Wand

Lets you use your Int for DC and your caster level for the effective caster level.

CL5 fireball wand -- now you have a DC of 20+ (assuming you have at least a 24 Int at level 11) and the wand is tossing out 10d6 rather than 5d6 damage.

CL1 MM wand - 5 missiles every time.

CL3 Invisibility - lasts 11 minutes instead of 3.

etc. etc. etc.

Yeh, it is costly at 2 feats, but you could easily use your level 10 wizard bonus feat for the Craft Staff, and then the level 11 feat for the Arcane Discovery.


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

Hey guys. I am getting on a plane at 7:15pmCalifornia time and will be flying to the other side of the world. I will update from the airport in CA, then again on my long layover from the airport in London. I will then post a couple times away from the Middle East, but of course I will be on a weird time zone. So If I am a player in your game then please bot as necessary. If I am your GM, my apologies for any slow down that we have for the coming few weeks. However since there is a holiday coming I suspect there will be a slow down in any event.


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

Regarding Pyrotechnics, if cast prior to Fireball blinded condition cause Ref Save penalties to those in the effect of the spell?

Also would a Fireball 'burn through' and eliminate the cloud or could we cast the Pyrotechnics first then throw Fireball?

Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.

Smoke Cloud: A stream of smoke billows out from the fire, forming a choking cloud that spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take -4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.


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

Na, if you like wands, this is the what you need.

Staff-like Wand

Wow. Judge that is amazing I had know idea that was available!

Bref, safe travels and get back home safe, you may want to roll an Initiative and Perception and state your plans as Xen before you leave.


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

Pyrotechnics won't effect their saves. But the smoke cloud is a good idea it will darken the area and hide us and it will effect their saves


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

Their Dex is dropped by -4.


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

I need everyone's input, let me ask the group here and now if you guys think this is a fair idea.

Xen and Grumblejack bar the door.

Edmin, Jax and Ragnar deal with the hurt officer, then continue to break the siege weapon. Perhaps putting larger chucks to bar the door or throwing them to men on the ground.

DM can Cуровую point out to Dren where exactly to place the Fireball even with Pyrotechnics blocking the area?

How many more rounds does the Judge need? (two round for the soldiers to arrive, six more for Morsum, since they are here, doing the math after one round of combat, then you need three more rounds?)

DM can we assume we get a surprise round on the troops below for Cуровую to cast Pyrotechnics on?

Guys, VERY IMPORTANT, is that a fair idea? I ask because if we do this then we give them the Knowledge we have both long range attacks and give them our exact position. Should we wait a few more rounds before we do this?

Pyrotechnics on the ground then Dren READIES (Dren goes BEFORE the officer up here with us) Fireball where I point him to do so, the Fireball will not dispel the Pyrotechnics. Or do we WAIT a few rounds so the troops are unaware we are up here?


Cуровую зиму wrote:


Pyrotechnics on the ground then Dren READIES (Dren goes BEFORE the officer up here with us)

No, after. The sequence was [surprise round] Fireball! [Sgt. Barhold acts] runs up stairs, finds nobody to hit [Dren acts] Dren uses Gift of Madness, but Barhold saves. Then everyone else acted. Now we're waiting for you to act, then it's around to Barhold again.


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

Waiting on groups input.

Cуровую will take an action for the round but will remain Invisible she will definitely not attack the officer, does throwing a torch up in the air to fall smack center on the courtyard count as 'an attack'?


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

Throw torch, wait until we kill the guy before using pyrotechnics. It only lasts 5 rounds and we want to optimize on that time. I vote that you keep an eye on the enemy and see how many are around us, DM said there is more than just that group but we only took a quick look. Let Ragnar, Xen, Dren and Jax take care of the guard. Grumble and Edmin can continue to move/place the block. Judge summons.

We will likely be done moving the block and killing Barhold before Judge is done. That lets us: 1) finish destroying trebuchet, 2) fireball the crowd below us once and then 3) enact our flying-levitating-darkness-pyrotechnics-obscuring mist plan of vision deprivation.

Edit: The reason I recommend holding the pyrotechnics + fireball is so we can make use of the confusion. If we use that NOW when Judge has at least 3, maybe more, rounds left AND Barhold is alive, we won't maximize our ability to use the vision blocking of the smoke.


Heading for bed -- Sergeant Barhold's devastating attack will have to wait until morning. Zimu, let me know if you decide to do something.


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

If this were movie Grumblejack would just grab Barhold and throw him over the roof at the commander and say,

'Badges? We don't need no stinkin badges!'


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Before we go and make a bunch of complicated plans please keep in mind that you can only convey what a person really can in 6 seconds.

Cy, you are invisible and Dren is busy taking care of the Sergeant with a few others you will have difficulty pointing out an enemy to him at the moment. Once they are done with the suicidal man we can bomb the courtyard.
Lets take it one round at a time and keep in mind what you can actually convey to other party members and not get too ahead of ourselves in combat.


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

There are 2 different goals that do not need to be done at the same time.

1) Kill/maim/disable the guards - we have 12 together + the commander, I cannot imagine a better target for 1 or 2 fireballs. Even better, if this is done BEFORE the pyrotechnics, then you can see how many guards are killed. If is is the majority of them, no reason to use the second fireball.

2) Pyrotechnics - this is to disable/conceal - this should be done the round after I summon Morsum, remember, it is 12 rounds before he can carry a lot.

Here is my view of the order of things:

Round NOW - blast the guards, they will not be -2 to saves from the reflex loss, but right now we can target a dozen or more, hard to beat that.

Round 9 or 10 - cast Cy casts Pryotechnics
Round 10 - Morsum is summoned, Dren Casts Levitate on Grumblejack. Someone begins to tie a rope to Morsum's backpack.
Round 11 - Judge Casts Evolution Surge (giving Morsum the ability to fly, Jax casts Darkness on Morsum and Cy casts Fly on Edmin at this point. Dren casts Levitate on Ragnar.
Round 12 - Judge casts Enlarge Person on Morsum turning him into a very large and nightmarish flying beast. Dren makes himself small. Grumblejack picks up Xen. Morsum picks up Judge, Jax and Cy.
Round 13 or late 12 - the enlarged dark flying Morsum takes off carrying Judge, Jax and Cy. Grumblejack picks up Xen. Miniature Dren sits astride the floating Ragnar. Grumbles and Dren/Ragnar hold onto the rope tied to Morsum's pack and the whole dark glob begins to fly toward the gatehouse.

Round 14/15 arrive at the gatehouse and hope that DMDM has not stationed all the town's Solars all there.


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

Actually, Dren has a point. We have some ideas but a lot can change in 2-3 rounds. Let's kill the guard, drop the rock and see what happens.


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

Dren, it could be simply be that Cуровую says, 'see 10' north of the center where the Fireball gets the most of them, place it there' Cуровую had a high Perception. DM said he would allow for it.

DM there is no fire source in the courtyard that would be in the center where Pyrotechnics would affect the majority of the soldiers?

Hmm. Cуровую can wait a round and use this time to clearly study the courtyard and see where it is that both Pyrotechnics and Fireball would be most effective.

Cуровую's action then next round could be to toss an alchemist fire (long shot from the back half of the court) exactly where she wants the Pyrotechnics should be and Dren READIES to have a Fireball hit where it gets most of the soldiers.

Roll to hit either a soldier (hopefully) with alchemists fire or a square where the Pyrotechnics should go. Using the roof for cover, would throwing at the ground if no guard is in range count as an attack?

Alchemist fire 1d20 + 6 ⇒ (19) + 6 = 25 - penalties for range?

-

edit I just read the Judge's post do you want me to wait then? I wanted to cause confusion now before the word gets out that we can cast Fireballs or Fly.

I think you guys misunderstood me, the Pyrotechnics was going to hide the Fireball and the escape of the roof. This way they don't even know we are throwing Fireball from up here.

Pyrotechnics would HIDE both. When the dust settles dead and hurt men on the ground and no hint of a Fireball and no clerics channeling to heal either.


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

They know we are attacking and know we are on the tower. All that pyrotechnics will do is possibly make a few of the saves be at -2.

As far as a fire source goes, fireball lights flammable things on fire. I have no doubt that there is something in the courtyard that will still be on fire in a few rounds. Mind you, once we cast the fireball, in all likelihood, there will be nobody left in the courtyard to be effected by the pyrotechnics.

I know you like deception, but they know we are in the tower. I doubt that they will not be able to figure out where the fireball came from. Perhaps it would be better for them to know. That way they will focus on the tower. If Dren or someone uses Minor Image to make it appear that we are still here, then we might be able to get to the gatehouse without anyone knowing we have left the tower.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Judge Tohram Quasangi wrote:
Mind you, once we cast the fireball, in all likelihood, there will be nobody left in the courtyard to be effected by the pyrotechnics.

Judge you nailed down the reason why I wanted to cast in that order, you have the logic, now follow the reasoning, Pyrotechnics first to hide both the Readied Fireball and the Fly in Darkness, also we may want to [i]Levitate[i] a character instead of Ragnar so he can use the spell even after we survive (if we survive) our trip.

BAR the door Xen and Grumblejack.


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

The problem is that RIGHT NOW there are 12+ targets in the square. If we wait a minute until I have finished summoning Morsum, we might not have such a prime target. If you cast Pyrotechnics, you will not be able to know whether the targets will have all scattered. Also, Pyrotechnics only lasts 5 rounds. Unless you cast it on Round 9 or 10 of my summoning, it is unlikely that it will last long enough to cover us going to the gatehouse.


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

Its round 8 right? All but Cуровую has gone.

She will study the area for the most opportune place to cast (although she already made a Perception) and ready an action, if the group downstairs prepares to leave she will cast Fireball otherwise she will wait for the next round, round 9 to hurl the alchemist fire, then Cуровую will cast Pyrotechnics round 10 and Dren will have a readied Fireball to go off as well, that brings us to round 10 when Morsum appears.

Do I have that right?


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

DM is running an amazing game, we all know that, but I wonder if its ok with him, can those of you with map skills create a map for us for later encounters, nothing pretty just a grid, I fell we miss some details that we should take advantage of in positioning.

I am sure we will need it if we get far enough to get by the gate.

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