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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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)

But we used Fly to go through area 24, not on the roof, is it only me who see's thee is a door on area 24 going to area 25 that is NOT a trap door from the roof?

And I don't want to Bluff for a full minute I wanted to buy us one to two rounds to get Edmin buffed the go through the doorway, and if the commander monologues so much the better!


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]

Morsum entered through the door from the catwalk, and Cy/Grumble came back in that way upon returning. The rest went through the trapdoors.


Cуровую зиму wrote:
if the commander monologues so much the better!

Alas -- speech in PFRPG is a free action. He can spout a thousand words of justification or condemnation, and it won't eat up so much as a move action. (Although, to be fair, if someone really is monologuing, I'd probably hit them with a negative modifier to Perception checks and the like.)


Well gang -- here it is. The final boss.

It's possible that he's going to kill you all. It's also possible that you'll get lucky and kill him without breaking a sweat. I'm good either way. I'm just really happy that we've reached this point.


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'

its a bit odd to think we need to defeat the BBGG in this case :].

Thanks for getting us there and keeping up the high level even with all of the strong personalities here!


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]

Yup - I am looking forward to this. Trying to think of any advantage we can gain.


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]

Sense Motive: 1d20 + 9 ⇒ (17) + 9 = 26


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Missile attacks would be great here, or grease on the stairs. We need as many buffs in the beginning as we can get then we need to figure away to debuff him.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

I figure the monk will be here soon also.


Okay,

Judge only, please:

There's something... familiar, about the Commander. Something about his accent, or his manner of speech. You can't place it. But your forensic mind, honed by centuries of listening to lawyers and witnesses, is registering something. (Getting the Commander to talk more won't help, though -- unless you can get him to talk a LOT more, like for hours over dinner or something. You needed the nat 20 to pull this one off.)


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)
Cуровую зиму wrote:
Sense Motive 1d20 + 6 ⇒ (17) + 6 = 23

May Cуровую take a peek at this?


Cуровую зиму wrote:
Cуровую зиму wrote:
Sense Motive 1d20 + 6 ⇒ (17) + 6 = 23
May Cуровую take a peek at this?

PMed you.


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)

Ugg.

What am I missing, what the (explicative) am I missing!


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:
Meanwhile: that ends Round Two

Cуровую did not act yet but please continue, did any of you want her to cast a Buff, please state so I have asked several times.

Alternatively, we have a Scroll of Dispel Magic Level 8, I am not sure if the commander has Buffs up but we could use that on him.


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]

Dispel magic will kill his highest level spell. If you dispel fly, then someone can levitate up and just fire at him at will with a bow and he will not be able to attack back. Remember, he is using a potion most likely, so the dispel DC should be low, probably 13 or 14.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Any CH buffs for Edmin or a STR would be great, in that order. I need to hit first and hit him hard.

I should be at 24AC +13to hit +22 damage with Protection from Good, Bless, Challenge and Smite.


Edmin Al'Roth wrote:

Any CH buffs for Edmin or a STR would be great, in that order. I need to hit first and hit him hard.

I should be at 24AC +13to hit +22 damage with Protection from Good, Bless, Challenge and Smite.

That's using Power Attack, I assume? Are you including the -2 to hit there?


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Yes. A normal attack would be +15 hit +16 damage, with those buffs.

Base attack is +11hit +7 damage with my axe.


Mind, you guys have now spend an entire round buffing (and Dren used Round Three to heal). Do you have a lot of buffs left to throw?


I have to crash soon, and will be offline until after breakfast (~9 hours from now). I suggest you talk amongst yourselves about how to proceed. The "everybody does their own thing" style of combat is unlikely to give best results here.


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 will be following Edmin's lead, if I can I will start throwing confusions at the "commander" next, otherwise I will try to stay close to him and be healing him until I am out of magic, throwing confusions along the way when there are any open rounds.

Cy should be keeping an eye out for a group of troops trying to cross the bridge or the connecting ledge, probably being led by the real commander and polish the troops off with a FB. We will need to move up next round. Suggest putting the haste up and then people can move up the other ladder, away from the monk...I mean commander and any AOO coming up it.


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)
Edmin Al'Roth wrote:

Any CH buffs for Edmin or a STR would be great, in that order. I need to hit first and hit him hard.

I should be at 24AC +13to hit +22 damage with Protection from Good, Bless, Challenge and Smite.

Dren can you lend Edmin your Headband?

Also you have no Hold Person left? I thought you were saving one for this guy.


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:
Mind, you guys have now spend an entire round buffing (and Dren used Round Three to heal). Do you have a lot of buffs left to throw?

I noted that Cуровую used the time while all were taking 20 with machinery, she has UMD +7 and could have used some time to heal Grumblejack after continuing with the caltrops and oil, after all that's 20 rounds. We did not need to wait for Dren.


Fair enough. You can throw some cures on Grumblejack.

And now I really am going to bed. -- But, seriously guys, talk amongst yourselves. If I wake up eight hours from now and you don't have a strategy, the odds of you all dying are probably pretty good.


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)
Edmin Al'Roth wrote:

Yes. A normal attack would be +15 hit +16 damage, with those buffs.

Base attack is +11hit +7 damage with my axe.

What could a 8 Level Paladin do with a magical item?

I think Morsum should lead the attack, if he 'dies' the Judge can Summon all he wants, or do we need Morsum alive for a fall back.

We do NOT need to go up there, the commander can come down here.

Actually Edmin, why don't you shout a challenge over to the commander and fight one on one over the bridge on area 24.

We can cheat.


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

Spoiler:

1d20 + 8 ⇒ (14) + 8 = 22


Cуровую зиму wrote:


We do NOT need to go up there, the commander can come down here.

Well, he's made it pretty clear that he has no interest in abandoning his currently excellent tactical position -- +1 for him, -1 for you, can't be flanked, can't be gotten around without eating an AoO -- and descending into your midst where you can surround, flank, and slaughter him. So unless you have Touch of Idiocy as a prepared spell, best figure he's probably going to stay up there for a while.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

good let him stay there till his fort comes down around his ears, time is our friend not his


Incidentally, while you guys have on the whole been spiffing villains, there's one beat you've missed: hostages. If you'd kept (for instance) that one guard from topside -- the guy who was injured, trying to crawl out of the flames? -- at negative hp but alive, you could be threatening to cut pieces off him right now. I'm not saying that would *necessarily* work, but it would place the Commander in an incredibly painful dilemma.

Zimu:

ooh, the DC to get anything was 25. ah well.


Xenfal wrote:
good let him stay there till his fort comes down around his ears, time is our friend not his

Mm.


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)
Cуровую зиму wrote:

If so I will try to give you guys one round of extra actions, otherwise Cуровую will cast what she is told to cast, she is pretty away from the trap door and she will throw her voice.

If we try to Bluff so we try to figure out what he is doing

'Commander, this is Elsie Zadaria, I am the leader of our ... effort. I wish to parley! Know too that seven of the town's children are in our custody a mile north from the fort.'

Bluff 1d20 + 13 ⇒ (13) + 13 = 26

Well Cуровую Bluffed that we had hostages. Seven of the towns children no less!


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 suspect he has a disguise spell up.

Edit: Jax has Glitterdust prepped. Sure, the DC is low enough that the paladin is likely to get it but it might be worth casting if we have a way of debuffing his will save. Dren, you have a way to do that, I think?

Its also useful if there are invisible things up there with him. We should have someone watching the bridge now that Dren's wall of fire went away.

I feel our strategy should be to wait him out. It will likely end up with us getting attacked from the bridge and the captain at the same time. We should have Grumblejack pile up any miscellaneous stuff in front of the door to the bridge while we keep an eye on the Captain.

If we have a way to debuff the Commander, Jax can use Glitterdust and we can drop another fireball on him. It won't do much damage, but its something to shoot at him while we wait. It still has like..3 or so charges, so wasting one on him while it can't hit the rest of us isn't a bad idea.


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

Spoiler:
OMG! OMG! OMG! OMG! OMG! OMG! OMG! OMG! OMG! I did not realize something until I looked back at old posts!


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

Jax also has a scroll of obscuring mist still. He could cast that and we could have a few minutes where no one could see us as we blockade ourselves in.

Alternatively, we could obscuring mist and then cast invisibility on Edmin. Jax can recall vanish, cast that along with reduce person and try to run up and slip behind the Commander. This way Edmin and Jax can get a full attack on him while he has no idea we cast any spells or what is going on.


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]

Cy still has Pyrotechnics.

I think that Dispelling his Fly, and then use Levitate on Edmin so that he can just fire away with his crossbow, using smite, is a good idea. It might take a while, but there is no easier way to take out an armored knight than to just turn him into a pin cushion.


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'

Part of the issue is the fact he has a very High AC, Edmin will run out of bolts before he can do any real damage to him with his Lay on Hands.

I have two potential hold persons if we want to go that route. Of course he will have at least a +10 will save and maybe more if he has iron will or a good wisdom. I was going to use my confusion ability and save the slots for healings when he starts to deal 30 points of damage to Edmin per round. Maybe with Haste we can even the odds with all of us.

BTW isn't there two ways on to the roof? The map I am looking at I thought there was two ways we could get up there.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Our advantage is all our actions a round. He will be getting 2 maybe 3 attacks if we stand toe to toe. So we need to remain mobile.

-We need to slow him down, trip him, hold him, or something similar. Remembering that he will have great saves.

-Debuff the fly or something with the dispell.

-Take away his advantage melee 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]

This is why I say levitate and shoot him. We have a pile of bolts. Sure, it requires a 19 or 20 to hit, but damage is damage and if it makes him burn his Lay on Hands, all the better.

Edmin, you are +9 before any buffs. With Challenge, Smite and Bless, you should be +12 or +13 with a crossbow. If he is foolish enough to go total Defense, then we can charge up from below as one cannot make AoO with total defense and he will not be able to fight defensively as this actually requires making an attack.

Also, you should get your Smite bonus giving the bolts +4 damage I think.

You should have 5 minutes of levitate, and Dren could cast a second one if necessary. If one shot hits every 3-4 rounds (assuming an AC28 or so), then you can probably make him burn most of his Lay on Hands. By this time the fire should have burned out allowing the rest of the party (Xen, Jax, Morsum, Ragnar) to come out of the other trap door avoiding AoOs.


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 have a tanglefoot bag someone could use with a good ranged attack to entangle him.
An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Its a pretty good low cost item to use on a paladin who typically has a bad touch AC.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

We will have 3 melle with reach forcing him to move to attack us. Jax or Xen should throw the bag. if it works we can murder him from 10'


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]

We can try to keep 10' spreads between us forcing him to move to attack, which would reduce him to a single attack, not a full attack. This would be tough with a map, but almost impossible without due to the careful movement (withdraw actions, charges, etc) that would be required.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Well I may have jumped the gun on that one. We need him in here or outside not standing where he is. If we can position Edmin, Morty and Grumbles so the overlap reach, any time he moves we should get an AoO on him. This would increase our melle actions. (In theory)

Right now we are screwed tactically and we need him repositioned.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Copied from Game Play

If reach can work lets get him going with us 3.

Xen throw the bag at the Commander.

Jax work on getting a flank or quick spell strike. Ragnar will harry the commander, maybe getting luck with a trip.

Jax and Xen can be mobile and stick and move.

Cimu cast dispel on him and work with her UMD and heal from behind the melee.

Dren heal your crazy ass off.

Can anyone see another way? Maybe a sacrificial bull rush?


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]

Morsum can trip with his bite attack. If I cast Enlarge person on Morsum, then he can try to trip the Commander. At level 8, assuming a 22 Str and 12 Dex (Platemail pretty much restricts most anything above this), he should have about a 25 CMD. Morsum is +8, +9 if Bless works. Also, +1 for size I believe if I enlarge him. Either the Commander backs away from the steps, or Morsum is going to get trip attacks and AoO on the commander. If/when he gets tripped, then everyone can rush him. There might be AoO, but at least he will be -4 attack and -4 AC until he gets up (which would be a move action.)


Dren of the Dark Tapestry wrote:


BTW isn't there two ways on to the roof? The map I am looking at I thought there was two ways we could get up there.

Yes, there's another trap door. But that way goes through the flames that still cover much of the gatehouse roof, so you'd take fire damage.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

Bah I forgot my bless w that spear


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 of the Dark Tapestry wrote:
BTW isn't there two ways on to the roof? The map I am looking at I thought there was two ways we could get up there.

I have said this five to seven times, possibly more. There is a door that leads form 25 to 24, from 24 anyone can Fly to the roof.

Also I can no longer enlarge the map.


Anyone who has Fly can fly to the roof. It's worn off on Grumblejack and Morsum.


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)

Cуровую has one casting left, the Scroll was used already, she can cast it on Edmin but that still leaves him to fight the commander alone.

Edmin corn right above the commander's head will force the righteous hero down and has the added benefit that it may slow down any more reinforcements if they think we have that kind of renewable firepower.


...actually, going back and checking, I think you did use Bluff with the monk.

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