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)

Dren and Jax

Spoiler:
Shall we go pay a visit to boneman and get him out of the way? We can pretend we are hurt or that the captain is calling for him.


Well, while Zimu is considering her next action: since Captain Odenkirk seems to be easier to hit, everyone will concentrate their fire on him. Four tridents fly out of the darkness.

1d20 + 6 ⇒ (4) + 6 = 10
1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (11) + 6 = 17
1d20 + 6 ⇒ (8) + 6 = 14

Two hits, so the Captain takes an additional 2d8 + 4 ⇒ (1, 5) + 4 = 10 points of damage. This does nothing for his temper.

Meanwhile, two forms go rocketing through the water to attack the Judge's fiendish dolphin. Charging and flanking:

1d20 + 7 ⇒ (15) + 7 = 22
1d20 + 7 ⇒ (3) + 7 = 10

the dolphin that the Speaker is riding is also flanking, so

1d20 + 5 ⇒ (17) + 5 = 22

So, 2d4 + 4 ⇒ (1, 3) + 4 = 8 points of damage on one summoned dolphin. Which leaves it with 3 hp but does not kill it.


That leaves the speaker. Hm, give me a sec.


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 in earnest on DM before I go to bed ... hurry DM, need zzz. Hopefully Jax and Dren join me for a little detour.


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'

Zimu, we have no idea how big the threat is on deck, the logical course of action is to see what we face, make an evaluation of the situation and see if it merits taking action, whether your course or another.

We don't want the captain dying on us before we reach land...that would be bad unless someone has 5-10 rank in sailing.


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 would think the captain dying would be a boon to us, there is a first mate and othe rable bodied sailors who will be less of a threat.

But point taken Dren, I see your logic.

My logic is that removing the boneman now would make you the ship's healer, giving us a strong bargaining position and sway over at least some of the crew. It also eliminate a major ally to the captain who we will have to face off at one point.

Finally, we may gain some access to the halfling.

'We will make it to our destination, I simply want to make the odds better in our favor. This is an ideal opportunity for that.'


The speaker's going to prepare an action and hold it. So, back to Team Evil.


I'm not hearing that anyone but Zimu wants to take on old Bag'o'Bones...?


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 Jax, I think he is still asleep. Give him time.

Two questions, one from earlier -

Is the whole ship affected by the spell from the sea creature or only those above decks?

Besides pride, is there anything preventing those on deck, say Edmin, from seeking cover below deck?


1) Below decks as well.

2) Nope.


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 like Cimu's plan, Jax'll go along with it. He trusts Irin's prophecies and getting rid of the Captain's allies was one of her suggestions.

"That's a grand idea, Cimu. I'm sure our dear Judge and Edmin can handle things. However, save your invisibility spells for the boneman himself..we can use it on his corpse and throw him overboard."


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 thinks on it for a moment before responding, If you get the judge's permission to do this course of action, possibly through message?
I will then help you destroy the healer...I have one condition though. I must be allowed to kill him.

Dren hesitates on Zimu's response. Dren's only concern is that we have no idea of the size of the threat above decks. Getting his permission signals to Dren that whatever is going on up there they can handle.


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)

In this I have the Judge's permission, not sure if we did that in character or not but I sent him a message before I sent one to you and Jax. I believe its called the Nuremberg 'I was only following orders' defense. Yaay History channel.

Round one

'I prepared two this day Jax,' as the tiefling is shrouded in Invisibility. Hope that gives you a stealth bonus and a surprise attack.

'Dren your request will of course be given full consideration and granted given the situation.' Happy to have you on board.

'Let's try to take boneman unawares, telling him we are either hurt or were sent to fetch him by the captain.'

Round two

In giant -

'Grumblejak, time to hunt. Then bash. You can not see Jax but he is among us, he will flank with you, see if you can grapple our foe when I give the signal. Then squeeeeze.'

Possible round two spell Summon Monster II, a wolf or a hell hound, waiting on advice. Cуровую will let Jax lead to hopefully get a surprise on boneman.


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

Do you have the ability to cast Silence, Cimu? May be useful to keep him quiet to prevent..screaming. Hm..also Jax can go big burst by casting shocking grasp pre-combat, using invisibility to get up next to him then using spell combat to cast shocking grasp again. Jax's burst, with 2 arcane points and 2 spells will be: +10 (flanking) 1d6+7+3d6+1d6 twice.


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)

Alas no. Hence the Invisibility and the need for a sheer show of force from us. We over power him quickly. Hopefully Dren may have something, and the attack on deck has enough of commotion that one more scream among a dozen means nothing.

I do believe Silence is one of the best low level spells to use against a caster, too bad its not a Wizard spell.


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

Xenfal continues his to let the force of his personality inspire all his allies continue Inspire Courage

I can't seem a damn thing!

He moves next to a trident to pick it up next round to throw, and Casts Dancing Lights at the edge of the light on the boat towards where the attacks are coming from.

Come out come out whatever you are!


Xenfal wrote:


He moves next to a trident to pick it up next round to throw,

The tridents turn around and fly back to the hands of their throwers. As if by, you know, magic or something.


Well, everyone can act. I assume that Zimu, Dren and Jax are headed below. That leaves the Judge, Sir Edmin and Xenfal above decks. Xenfal has acted, so that leaves Sir Edmin, the Judge and the Captain.

Whoops, I almost forgot the two surviving blob-things!


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

doh forgot twio others were there! aw well


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

Edmin continues to swing at the surviving things around him.

Power Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d12 + 10 ⇒ (9) + 10 = 19


Init +4; Senses: low-light vision, darkvision 60 ft, scent; Perception +6, AC:32, HP:110/110; SR:10; Fort +12, Ref +8, Will +5; DR 5/good

Ragnar moves into position with his master after the first water thing falls to his bit.

Attack:1d20 + 5 ⇒ (15) + 5 = 20 Dont forget trip if attack is above CMD. Not sure if these things can be triped anyway.
Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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

dont forget inspire courage edmin


1d20 ⇒ 7
1d20 ⇒ 18 <- ouch: 1d6 + 3 ⇒ (3) + 3 = 6 points of damage on Sir Edmin.


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

"Genius, Cimu. Cast your spell and I'll get the first strike in. Let us see if we can silence him quickly."

Jax will hunt for the boneman and, if he is alone, make an attempt to dispatch him quickly. Stealth: 1d20 + 28 ⇒ (5) + 28 = 33 (including the invisibility)

Round 1: Cast shocking grasp and move into position stealthily.
Round 2: Swift action: Arcane point for +1 addition to weapon (+2), free: black blade gets +1 damage for 1 minute, Full round: Spell combat shocking grasp + spellstrike with held shocking grasp 1d20 + 8 ⇒ (6) + 8 = 14 for 1d6 + 6 + 1d6 + 3d6 ⇒ (6) + 6 + (5) + (5, 1, 2) = 25 and 1d20 + 8 ⇒ (2) + 8 = 10 for 1d6 + 6 + 1d6 + 3d6 ⇒ (4) + 6 + (4) + (6, 1, 2) = 23.

Edit: Well for f&++s sake..two 5's and a 2? Seriously? -_- I hate this die roller.


heh heh heh.

Well... we're in Round 2 now. Round 3 will be your Round 1 above, so you strike on Round 4.

I think everyone has gone on Round 2 except for the Judge and Dren, and it sounds like Dren's action will be to go downstairs and join the commando team. So we're waiting on the Judge and his summoned creatures.


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 will try to aid Jax stealth roll using our feat, but will make sure Jax is a full 60+ feet ahead. I can cast spells from the rear.

Stealth 1d20 + 5 ⇒ (2) + 5 = 7

edit - and I apparently am wearing cinder block heels to the party.

roll high Dren!


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 tridents turn around and fly back to the hands of their throwers. As if by, you know, magic or something.

heh


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

DM since the tridents flew back I would like to have moved into a flanking position for the captain after my lights light up...whatever they light up


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]

Sorry, did not realize you were waiting on me.

The Judge watches as his funky fish harass the speaker.

Unsure of what these aquatic creatures shall attempt next, he turns and looks at Edmin.

Time to grow a little. That way you can give them a serious whack.

The Judge casts Enlarge Person on Edmin.

The Judge's fish continue to play with the speaker.

Dolphin 1: Attack speaker: 1d20 + 3 ⇒ (4) + 3 = 7 <-- +2 if flanking
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Dolphin 2: Attack speaker: 1d20 + 3 ⇒ (12) + 3 = 15 <-- +2 if flanking
Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Dolphin 3: Attack speaker: 1d20 + 3 ⇒ (17) + 3 = 20 <-- +2 if flanking
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

I assume the infernal fish are smart enough to get flanking bonuses.


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

With a little luck my lights will reveal a target for you edmin, I have a spear or two I can throw and a couple of daggers, not throwing della obviously


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]

It is none of us that are "evil", remember, we are protected by the collars. It is the captain and the boneman. We need to step back. At this point they do not know we are evil. My summons were a spell-like ability, so there should have been no indication that it was me.

The Judge moves over to Edmin as he begins to expand.
Hold on the attack. I do not think that they know we are evil. It is the captain and the boneman most likely. Remember what Irin said, the Soothsayer is blind and innocent. We can fool her easily. The ones that are not protected are the captain and the others on the boat.

So, hold on the defensive, but be prepared to attack if necessary.


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)

Remember, the speaker/soothsayer's weakness is innocence, she believes we are not evil, or that we are redeemable.


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'

@ GM, To be honest I wouldn't have moved above decks with Zimu's question until she answered but I am okay either way. Can I cast a spell as my standard action in round 2 after I move below decks?
If so I can Bless on that group. +1 morale bonus to hit and fear saves.
@ Judge, Typically with summons you still have to "direct" the creatures to attack, giving yourself away as the summoner correct? Of course I don't know summoners that well so it could be different for that class.

Dren's new dagger slides from it's sheath as he joins the others, I can disrupt him hopefully as soon as we attack. If he is a divine caster though, his mind will be stronger than most.


Dren of the Dark Tapestry wrote:

Can I cast a spell as my standard action in round 2 after I move below decks?

If so I can Bless on that group. +1 morale bonus to hit and fear saves.
[/b]

Yes, you can.


Judge Tohram Quasangi wrote:


Time to grow a little. That way you can give them a serious whack.

The Judge casts Enlarge Person on Edmin.

The Speaker was withholding his action to see if you'd cast. You did! So, let's see a saving throw.


Judge Tohram Quasangi wrote:

The Judge's fish continue to play with the speaker.

Dolphin 1: Attack speaker: 1d20 + 3 <-- +2 if flanking
Damage: 1d4 + 1

Dolphin 2: Attack speaker: 1d20 + 3 <-- +2 if flanking
Damage: 1d4 + 1

Dolphin 3: Attack speaker: 1d20 + 3 <-- +2 if flanking
Damage: 1d4 + 1

I assume the infernal fish are smart enough to get flanking bonuses.

They are. However! Dolphin #1 is able to attack the speaker (but missed). Dolphin #2 is not able to attack the speaker. Dolphin #3 has to make a Will save in order to attack the speaker -- 1d20 + 1 ⇒ (13) + 1 = 14 nope.


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]

If it cannot attack the speaker, then they will attack the speaker's dolphin mount or one of the other attackers.

What save do I need to make?


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)

Jax don't forget the Bless.

I will have my summoned creature and Grumblejack (grapple) flank with you after the initial surprise round as well.


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'

stealth 1d20 + 8 ⇒ (11) + 8 = 19 Drens turns to Zimu

Should I make myself into one of the trident wielding creatures? I believe we talked about them in our discussion about the shapes I can assume, and now I have seen them. It should be quite convincing...


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)

'Perhaps when the deed is done, it would be an excellent way to deflect blame to have some of the crew see you as one of the sea creatures before 'disappearing' below deck.'

I was planning to use Disguise Self to similar effect but you may have a better means to convince them.


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:

'Perhaps when the deed is done, it would be an excellent way to deflect blame to have some of the crew see you as one of the sea creatures before 'disappearing' below deck.'

I was planning to use Disguise Self to similar effect but you may have a better means to convince them.

I have Alter Self as a supernatural ability that actually makes me one of them. No disguise needed :)


Judge Tohram Quasangi wrote:


What save do I need to make?

When I say "roll a saving throw", that means it may not necessarily be evident in-game what's happening. Since your saves are right there on your character bar, it's easy enough to just roll.


Also: dolphins 2 and 3 can get hitsies in on another coy'lmbatant, but if they want to do that this round they'll eat AoOs. If they want to avoid the AoOs, they need to take a Withdraw action. They'll lose their attacks this round but will get a safe disengage and the ability to charge next round. Up to you.


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]

Unknown save: 1d20 ⇒ 19

The dolphins will just attack and eat the AoO. Gotta love summoned monsters.


Damn, you made it. Lucky you -- that was his big save-or-suck spell.


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)

Things are getting 'sporting' topside.


Okay, some hot dolphin-on-dolphin action as the two fiendish summoned dolphins suffer AoOs: 1d20 ⇒ 51d20 ⇒ 1


well.


Okay, so one of the fiendish dolphins bonks one of the fishmen for 5 points of damage.

Their turn (end of Round 2): 4 more tridents on the increasingly pissed off Captain Odenkirk.

1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (7) + 6 = 13
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (17) + 6 = 23

Two hits: 2d8 + 4 ⇒ (7, 5) + 4 = 16 more damage. Doesn't seem to be slowing him down much.


Good dolphins attack!

1d20 ⇒ 13
1d20 ⇒ 18
1d20 ⇒ 6

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