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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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]

My understanding was that the captain and his cronies were some distance away from us. Also, Morsum cannot be more than 100 feet from me without becoming weakened. Sorry for the slow posting. Still traveling across the country, things should be somewhat back to norm after tomorrow.

The Judge would have attempted to ameliorate things if one of the Ninth was threatened and the party was in a weak position. I am on my phone now, but should be able to get a full post up later.


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

This all happenned when he was yelling at us to light a fire. So lets go with the combat! No retcon! Jax got cut not me!!

YAY goblin going to have company soon!


Jax Naismith wrote:

Erm..I hadn't wanted to be standing next to him until after I had cast..Jax is the -worst- person for the party have engage first. So assuming that's what happened and he got the spell off..

Hmm. I had been thinking more that you were all "say there Captain, I'm going to cast this harmless spell, nothing to worry about", and then he went all cray-cray before you could do anything. But upon consideration, you did have a higher init than him... Okay then, you get mirror image up. Does the Captain still hit you?

1d3 ⇒ 1 D'oh, yes he does. You still take the 26 points of damage.

So that was Round 0, and then Xen threw the net at the beginning of Round 1.


Quote:
My understanding was that the captain and his cronies were some distance away from us. Also, Morsum cannot be more than 100 feet from me without becoming weakened.

As noted upthread, this all blew up before they had a chance to move away. As to Morsum, yes, he'll be at 1/2 hit points. I'm assuming he's been trailing you about 300'-400' back. 100' is close enough that a lucky Perception roll could pick him up, and I'm pretty sure you wouldn't have wanted to chance that.

Quote:
The Judge would have attempted to ameliorate things if one of the Ninth was threatened and the party was in a weak position.

Two party members have already committed to combat, so I think we're past the point of amelioration. (PCs tend to be hair-trigger. And since it only takes one or two to start combat, bigger groups tend to explode into combat more easily, I've noticed.)


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

correct

Come on Captain, your footwork is lacking.

As for you other fools. The captain dies here. If you don't want to join him throw down your weapons and stay out of it. intimidate1d20 + 11 ⇒ (9) + 11 = 20 might not be able to use the skill here.


You can't use Intimidate, because you already acted this round. You can talk, though! Free action.


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

well in that case i burned off a crappy roll! is using imtim a move or a standard


Incidentally, Xenfal now has nothing in his hands. He'll need to spend a move action next round if he wants to draw Della.

We're in Round One now, and Jax is up. (Jax, you cast Mirror Image in Round 0, the surprise round, in which only you and the Captain acted.) Again, you are standing right in front of the Captain -- as in, adjacent -- and you have no weapon. You do have two active mirror images.

Init order is Xenfal, Jax, Ragnar the Dog, Captain Odenkirk, Dren, the Judge, the two sailors, Sir Edmin, Morsum, Zimu, Grumblejack.


Xenfal wrote:
well in that case i burned off a crappy roll! is using imtim a move or a standard

Standard, of course. Otherwise bards would be the most terrifying class of all.


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

worth a shot :)


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 could use some healing, Dren! Captain, my Captain. I do hope you forgive me for our rudeness in attempting to murder you and your cronies. HOwever, your evil cannot be tolerated in this world any longer! Nimpy, come and help us put down this vile creature!

What's a villain fight without long monologuing? Have to put up a good show for Nimps.

Now, if you'd be so kind as to lift up your axe and let me put this blade through your ribs, I'd be mighty pleased. Oh. And you two may want to just sit this out. Your captain won't be making this out alive, but you have a chance to. (Okay he might be lying a bit on that one: 1d20 + 13 ⇒ (10) + 13 = 23


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

Less talk more stab Word Spawn!


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

Bite Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


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

Ragnar never hits anything...well maybe with the entanglement..


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 Yells a battle cry and points at the captain. "You die today Fool! Tonight I will send you to Hell!"

Swift Action: Challenge!
Edmin moves to within 10' of the enemy.
Intimidate!

1d20 + 13 + 4 ⇒ (3) + 13 + 4 = 20


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

He is starting to be just a flanking buddy it seems.


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 is so toast. Well I have been eying a hexcrafter magus or wildshape druid..


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

Xen pops a dagger out of his spring loaded wrist sheathe. [ooc[that was my swift[/ooc] Don't worry Della your turn is coming. Della has a nice kiss for you Captain.


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

Jax you still have an action. DM gave you your spell on the surprise.


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? Oh..okay.

In that case...Jax scowls at the intimidating rage monster, attacks him with his sword before taking a five foot step back and disappearing into nothing.


Full-Round action to Spell Combat
Swift: Use an arcane point to boost weapon by +1 enhancement.
Free: Use black blade arcane point to boost damage by +1.
Attack: 1d20 + 8 ⇒ (14) + 8 = 22 for 1d6 + 7 ⇒ (1) + 7 = 8
Spell: Vanish for 4 rounds.

Yes, now he can't get healed but he can get the f%~* out of there much easier for next round healing + more buffing (Shield or Cat's Grace).


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]

Trying to figure out what to do. Things are very different that I would have allowed them if I had not been driving across the country and unable to post. My intention was for Morsum to stay within 100 feet as farther than that he is greatly weakened, and at 300-400 feet, he is essentially useless in any combat. Even with double moves, he is 4-5 rounds away, perhaps 3 if he runs. I will use a Haste, but it will probably not effect Morsum which is the intention. I assume that I can get Jax, Edmin, Xen and Ragnar.

Standard Action: Cast Haste on Edmin, Xen, Jax and Ragnar.
--> Everyone gets bonus attacks, increase in attack, increase in reflex saves and increase in AC.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum Stealth if applicable to remain close to the party, in the dark and in the woods for any modifiers.

Stealth: 1d20 + 14 ⇒ (20) + 14 = 34


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

you canblame the loose canons that are jax and xen


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]
Xenfal wrote:
you canblame the loose canons that are jax and xen

I do, and when we survive this, Xen may find himself in some hot water. Jax as well, but most likely Xen will feel the Judge's displeasure for this break of protocol and the plan.


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

um jax broke the plan not xen I was kiddin jax lied and got attacked. Xen only acted AFTER.


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 moves to 15' from the captain.

A black inky substance is summoned from the place where Dren's powers originate, it seeps into the Captain's ears and attempts to alter his mind for a few seconds.

Dren casts Hold Person. DC 18 Willpower save or paralyzed.


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]

Except the Captain was holding his action at that point. I was planning on trying to talk him down. You threw a net at the captain leading to him executing his readied action.

Thinking of which, can a player, or an NPC, ready an action when not in combat? I have been told in some campaign that since readying an action is a standard action, then one cannot ready an action out of combat.


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

no jax and cpt acted in surprise round, go take a look i threw on rd 1


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

Several people said repeatedly they were going to try and buff ahead of time by pretending to cast alarm/ward spells..the DM asked for a bluff check so I gave him one since no one else was throwing any out. I don't really think we were going to get away with starting that combat in a good, advantageous way.


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 Captain had a readied action, and so does get an attack in the surprise round. As Xen begins speaking, he suddenly lunges forward.

I have not read any further in the posts, only saw this and I have mastery of rules as a skill set, but I have been told many a time in my once a month table game that I can not ready before initiative is rolled, and can not ready outside of combat. My big concern here besides the captain getting a free attack is now he is at ahead in initiative.

I do understand this is DMs call, just wanted to point out for future. (If we survive)

Douglas Muir 406 wrote:
On the plus side, yes, the Captain is now entangled. Okay, we are now in Round One. After Jax it goes Ragnar the dog and then the Captain again. Followed by Dren, followed by the two sailors.

You can ready an action (which is a standard action), then 'go again' in the same round? I thought that was the round's action.


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)

My original post before any combat started.

Cуровую зиму wrote:

First (surprise) round as Jax makes his lovely bad roll cast Mirror Image. Second round cast Grease, I am assuming I can can get one spell of before the captain is suspicious, my Bluff was 26.

Edit, I apologize, DM you typed the same time I did. I can skip Mirror Image if that will buy the party time to move but I have to go I am boarding plane for Cali now I'll join the game in a few hours, slow down the game so I can join, good luck guys!

Douglas Muir 406 wrote:
We're in Round One now, and Jax is up. (Jax, you cast Mirror Image in Round 0, the surprise round, in which only you and the Captain acted.) Again, you are standing right in front of the Captain -- as in, adjacent -- and you have no weapon. You do have two active mirror images.

DM please see my Bluff roll of 26, which I posted twice for you to see! Cуровую cast either Grease on the captain or Mirror Image on the surprise (zero) round, please see above.

Sorry for being very straightforward, so very sleepy and exhausted from a cramp airline chair, breathing stale air on an east to west coast flight and twelve more hours coming soon. Yuck.


Edmin Al'Roth wrote:

Edmin Yells a battle cry and points at the captain. "You die today Fool! Tonight I will send you to Hell!"

Swift Action: Challenge!
Edmin moves to within 10' of the enemy.
Intimidate!

1d20+13+4

How exactly are you getting +17 to Intimidate?


Xenfal wrote:
Xen pops a dagger out of his spring loaded wrist sheathe. [ooc[that was my swift[/ooc]

Yeah, the wrist sheath is a nice item. Kind of makes the Quick Draw feat pointless, though, which is a shame.


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 Naismith wrote:
..Jax is so toast. Well I have been eying a hexcrafter magus or wildshape druid..

Jax I can cast Grease or Invisibility on you. No chance to hit is better than 33.33 percent chance to hit.

DM did either of my spells go on the round I cast them and used Bluff?


Jax Naismith wrote:

He does? Oh..okay.

In that case...Jax scowls at the intimidating rage monster, attacks him with his sword before taking a five foot step back and disappearing into nothing.


Full-Round action to Spell Combat
Swift: Use an arcane point to boost weapon by +1 enhancement.
Free: Use black blade arcane point to boost damage by +1.
Attack: 1d20+8 for 1d6+7
Spell: Vanish for 4 rounds.

You do realize that Spell Combat casting still provokes an AoO. Also, when you do Spell Combat, you're at -2 on your attack rolls.

Quote:
s a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty.

A successful AoO from the Captain will certainly kill you. Of course, there's a 2/3 chance he'll hit one of your mirror images. Do you still want to proceed as above (i.e., melee attack and then Vanish)?


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:
I will use a Haste, but it will probably not effect Morsum which is the intention. I assume that I can get Jax, Edmin, Xen and Ragnar.

Can't you cast Haste again when your edilon arrives?

Also WHY don't you cast on Grumblejack instead of Ragnar?!! Because he used you as a battering ram? :(

Need to head to new terminal now.


Judge Tohram Quasangi wrote:
Even with double moves, he is 4-5 rounds away, perhaps 3 if he runs.

As noted above, he can show up on Round 3. I suppose he'd have to charge: 120' per round + a 60' charge = 300'.


Morsum wrote:

Morsum Stealth if applicable to remain close to the party, in the dark and in the woods for any modifiers.

Stealth: 1d20+14

Stealth will cut his speed in half, so he'll arrive on Round 6 instead of Round 3. Are you sure you want to do that?


Dren of the Dark Tapestry wrote:


A black inky substance is summoned from the place where Dren's powers originate, it seeps into the Captain's ears and attempts to alter his mind for a few seconds.

Dren casts Hold Person. DC 18 Willpower save or paralyzed.

Okay! Hold Person, potential combat-ender! Go for it!

Can the Captain resist your power? 1d20 ⇒ 19


Yes. Yes, he can.


Judge Tohram Quasangi wrote:
I have been told in some campaign that since readying an action is a standard action, then one cannot ready an action out of combat.

It's a good question. In the absence of a FAQ or rule stating otherwise, I'd say yes. "If he moves I shoot", type of thing. And if more than one person has readied an action, then you go to initiative in a surprise round.


Cуровую зиму wrote:


DM did either of my spells go on the round I cast them and used Bluff?

No, you haven't cast yet.


So, waiting on Jax to confirm if he's going through with his action. If yes, then I'll roll the Captain's AoO and subsequent action.


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:
No, you haven't cast yet.

But Cуровую acted well before Jax, nine hours before in real time.


Cуровую зиму wrote:


But Cуровую acted well before Jax, nine hours before in real time.

Yes, but Jax rolled a higher initiative than you. So, his failed Bluff came before your successful one.


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)

That's completely fair. But would that mean my spell went off that surprise round? I ask because it's possible the captain drops his ax.


Hmm. It's bending a little, since the surprise round went off with one character who had readied an action and another character who was planning to act anyway... but, okay. Here we go!

Zimu gestures. A spray or fine mist of oily droplets appears around the Captain. 1d20 ⇒ 15


Captain Odenkirk's grip on Breaker is firm and strong. You do still get an action in Round 1.


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'
Douglas Muir 406 wrote:
Edmin Al'Roth wrote:

Edmin Yells a battle cry and points at the captain. "You die today Fool! Tonight I will send you to Hell!"

Swift Action: Challenge!
Edmin moves to within 10' of the enemy.
Intimidate!

1d20+13+4

How exactly are you getting +17 to Intimidate?

To speed things up, here is how he does it:

Intimidate (Cha): 3class +2Ch +4str +4 Rank = +13
Aura of Obedience: At 3rd level, a lord of darkness radiates an aura that cows the weak into following his commands. He receives a +4 morale bonus on Intimidate checks made against living creatures within 10 feet. In addition, if he demoralizes a living creature within 10 feet, and exceeds the DC by 10 or more, he may issue one command to the target, as per the spell. The target can resist this effect with successful Will save, with a DC of 10 + 1/2 the lord of darkness’ level + the lord of darkness’ Charisma modifier. A creature cannot be commanded in this way more than once per day. This ability replaces aura of cowardice.


Right, but how is he adding Str to Intimidate? I didn't know that was a thing you could do.

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