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 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'

If he came with Cy I wasn't planning to use Hold Person just my confusion attack. It was if he refused her request to come and help lift whatever the Magister needed I was stepping up and using more powerful magic to stop him in his place.
So if he turned the corner and we got the surprise round on him I wouldn't have used it.
I am fine going with whatever GM thinks but the above action was based upon that course of action.


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

Yes, but he's just a mook who will die in 1, 2 hits. Using one of our limited lv 2 spells isn't the best idea :-\

I figured Jax and Edmin would be up front, but since Xenfal already rolled an attack, I'll let Edmin get the other melee opportunity strike. Jax will instead fire his crossbow.
1d20 + 7 ⇒ (3) + 7 = 10 1d8 ⇒ 4


I assumed it was the confusion attack, not Hold Person.


Wow. Corporal Jones has so far seen through Zimu's bluff (though not her disguise), resisted Dren's mental attack, and avoided blows from Dren and Xen.

Point #1, if Edmin doesn't kill him you guys are in trouble.

Point #2, well done Corporal Jones.


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 has reach, does he get an attack as well as Edmin?


Did you already cast Enlarge on him, or is that one of his evolutions?


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

Its one of his evolutions


Okay. (Which one? Remind me.) Then he can attack.


Wizard 5 (HP 36/44; AC 18/18/15; CMD 15 Fort +3; Ref +4; Will +6; Init +3; Perception +10; Darkvision 60 ft)

Please don't forget, surprise round action.

Magister Tacitus wrote:

Cуровую casts Daze from 20 feet behind the guard.

DC 16


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:
I figured Jax and Edmin would be up front,

Spears like Della are reach weapons though yes?

If we need Initiative 1d20 + 3 ⇒ (8) + 3 = 11 after the surprise round.


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 Della is a Short Spear

1d20 + 5 ⇒ (5) + 5 = 10


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 has Reach on his bite attack (Reach affects one attack evolution).

Initiative: 1d20 + 4 ⇒ (10) + 4 = 14


Okay, save against Zimu's Daze. 1d20 ⇒ 17


Well. Working hypothesis: the goods of goodness are desperately trying to foil your evil plan!

Anyway, let's see if Edmin or Morsum can take him out. Statistically speaking, they should be able to...


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)

As noted, Morsum has the reach evolution on his bite. He also has energy attacks(fire) which make all attacks do an additional 1d6 of fire damage.
Seeing the soldier suddenly appear, and Xen flail ineffectively at the guard, Morsum's long and shadowy head suddenly snakes out with its mouth of long red teeth.

Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d6 + 4 + 1d6 ⇒ (4) + 4 + (4) = 12 <-- extra 1d6 is fire damage

Trip: 1d20 + 8 ⇒ (7) + 8 = 15 <-- if bite hits

Confirm Crit:1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (5) = 10 <-- extra 1d6 is fire damage


Wait a sec. You have an evolution that gives you reach on your *bite* attack? Can you give a cite for that? And the fire damage being doubled on a crit?

In any event the crit hit, and the trip... um, I always forget: do you have to *match* the CMD, or exceed it? If the former, he's tripped.

Not that it probably matters, because you've done enough damage to knock him out -- he's at negative hp. Semper fi, Corporal Jones.


Wizard 5 (HP 36/44; AC 18/18/15; CMD 15 Fort +3; Ref +4; Will +6; Init +3; Perception +10; Darkvision 60 ft)

I could just command the other guard to escort me/us to the commander.


You could try.

Soldier count is C-1. If you get into double digits maybe I'll start posting on the page header.


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

There's no limit on what attacks the reach evolution can be given on. Think of it as MOrsum having a long, sinuous neck. The flaming damage, however, wouldn't double on a critical. Its not precision damage, but bonus damage dice don't get affected by damage multipliers. Its the same for a flaming sword.*

* I had actually been looking up an argument to say that the flaming WOULD double, but found rules saying otherwise so..


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'

You have to match the CMD. It is always the target number not the greater than number.

As far as the other Guard, I can cast my Silence scroll on Morsum and then he, Edmin, Jax and Xen can rush in and eliminate the other guard in complete Silence giving us the two guards uniforms to possibly follow my plan.
Or before we do my plan to get to the commander we can guard the other door to the guards barracks chamber and use the nearest door as our opening portal to swing it open and drop a couple of fireballs in the room, probably killing all of the guards on the lower level? Too obvious opening play?
Would be nice to have them all gone before we move up. I could silence again in the area where the fireball goes off to deaden the noise of them all dying.


Wizard 5 (HP 36/44; AC 18/18/15; CMD 15 Fort +3; Ref +4; Will +6; Init +3; Perception +10; Darkvision 60 ft)
Dren of the Dark Tapestry wrote:


As far as the other Guard, I can cast my Silence scroll

Dren please save the Silence for when we need it, not against a lone guard.

Do you want me to use the Pearl of Power to Charm the guard and instruct him to escort me to the commander's office? The group following behind.

Alternatively, if you don't.

The 'magister' will just call the other guard over when we have hid the remains.

The 'magister' will simply state that it was too heavy for the corporal alone and wave the other guard over.

When the guard gets to the set area, Cуровую will again cast Daze from twenty feet behind him.

DC 16


I assume the unfortunate Corporal Jones is not getting healing to stabilize?

You can stash the body in the armory, or go all the way back down to the storage room, or pick the lock on one of the officers' rooms.


1d20 ⇒ 9

Sir Edmin frowns and says, "A lone guard should never leave his post unguarded. That's basic military discipline. Can your magic make him disobey standing orders?"


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]

All - Just remember all, we have a limited number of spells. Using 2-3 on each single mook guard is going to leave us really depleted when we get to the clerics and the commander.

DMDM - here is the Eidolon page. "Reach" is a 1-evolution point evolution. "Energy attack" is a 2-ep evolution. It does not say that it is not doubled on a crit, which most damage does, such as precision, sneak, etc. Therefore, I assumed that it was doubled. If someone has an errata or official cite that it does not, I have no problem with that, I just do not see the limitation in the description. Either way I am good, as long as I know the rule.


I would default to energy damage not being doubled -- though I agree with your point that it usually says it isn't. My interpretation is, they're normally just reminding you it isn't, not "it is unless they say it isn't". If someone has a FAQ, errata or other ruling, great, I'll go with that. Otherwise, I'm going with no-double.

Incidentally, while I'm happy to have you playing a summoner here, the experience has made me inclined to discourage players from taking a summoner if I ever run tabletop again. It's an inherently powerful class to begin with *and* it's really quite exploitable.


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

Dren, I don't think we should use your scroll yet. Its a single guy likely to be downed from 1 good attack, we can take him out easy.

DM, I don't really think a basic summoner is that much stronger than say, a well designed and played wizard, cleric or druid. They're simply easier to optimize than some classes.

Judge, I'll have to look, but I believe bonus dice are never multiplied on a critical.

Cimu, I think you should try and hold your spells for now, we don't need to waste a charm on a single guard.


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 can cast silence 5 more times today after that so I am not too worried about saving spells vs. making sure he doesn't cry out and we take him out quickly and silently. If everyone thinks we can do that without him yelling then that's fine as well, I have 12 spells left today plus 8 more confusions.
On the charm I would agree the guard probably doesn't even know were the commander is at the moment anyways.


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]

Dren, you can always ready an action to cast silence should he yell.


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)

We need a means to find the commander's area, or we return to the magister's quarters and send word that he has found something interesting and a possible cure.

The benefit in that idea is we don't have to go looking for the commander, the golem in theory may fight with us, and there is less chance the noise from combat will draw immediate attention because it is somewhat secluded.


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

What time of night is it btw?


The sun just set.


Sure is quiet.

So, two questions. Stash the body (I assume he's now a body) where? And, what now? The another guard in Area 8, the great hall, is still there.


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 sun just set.

On Balentyne


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:
Stash the body (I assume he's now a body) where?

We can strip the body if some of us need Disguise, then we can keep the body near the where we found the high end wines. BUT let us deal with the other guard first, then Grumblejack can take the bodies to that area for now.

I have two questions if I may, did we check the rooms next to us, we are sure no officers are there? How is the dead solider armed, I would like to know what we will face.


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

Dump him in the well.


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 Judge will drain him of a little blood first. It has been a while since the Judge has had a fresh snack.


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 frowns at judges snack. Then he uses liberal casting of prestidigiitate to clean the floor and the uniform. He leans against the wall waiting for the others to move on.


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:
The Judge will drain him of a little blood first.

Let us deal with the remaining guard before too long a time passes first.

Do we not have enough gear to use as Disguise from our first scouting trip, did we check the rooms next to us, we are sure no officers are there?

Maybe everyone have their fun and a quick bite after we deal with the other guard and the commander?


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]

But I need it, and it tastes SOOOOO good.

The Judge uses one of his long skeletal fingers to daintily wipe some of the blood from his chin before succulently sticking the finger in his mouth and enjoying every last sweet drop.


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 shakes his head as the judge cleans up from his snack. "Try to control yourself. We can not have you leaving evidence of our passing."


Dumping him in the well is fine, but by the time you go down there and back again you generate a random encounter check. 1d100 ⇒ 82


Okay, all good.

Judge, the blood tastes just fine. You hadn't realized how wonderfully subtle and complex... really, blood is just great. You should try some more. Soon.

1d20 ⇒ 16


As Edmin and Jax are returning from dumping the body (Edmin could do it himself, but having Jax help makes things go faster), Jax pauses in the armory.

"Someone is yelling upstairs." The tiefling cocks his head, listening. "Can't make out what... stopped now."


Investigate the yelling (it would be from somewhere about the Armory, possibly the mysterious Area 32), go deal with the remaining guard, or other?


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:
Douglas Muir 406 wrote:
Stash the body (I assume he's now a body) where?

We can strip the body if some of us need Disguise, then we can keep the body near the where we found the high end wines. BUT let us deal with the other guard first, then Grumblejack can take the bodies to that area for now.

I have two questions if I may, did we check the rooms next to us, we are sure no officers are there? How is the dead solider armed, I would like to know what we will face.


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

"Leave the guard. Up and onward."


1) You've stripped the body. That's fine.

2) Leader says the well, it's the well.

3) The rooms are locked. I assume you listened at the doors; you heard nothing. And you can be fairly sure Captain Edderly is not in his room, and 100% sure that Captain Mott is not in his.

-- So, up into area 32? Stairs lead up the side of the Armory to a trap door. Who wants to poke their head through?


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 if we do not deal with the remaining guard now, won't it be a danger that he comes looking for the magister and the now dead corporal?

Why are we going to area 32? Let us think this through, that's could be a trap or bait. Let's keep focused, we have a date with the commander.


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

"Leave the remaining guard. He will tell that the magister pulled the other away this is much better than the alarm that will be raised when both are found missing."


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

"Let me scout the room above, or have someone else do it. Either way, let's take a look."

Jax is going to take a peak unless Edmin tells him to stop. If there is a door that needs to be opened, he will just listen at it instead.
1d20 + 11 ⇒ (18) + 11 = 29 Stealth and 1d20 + 6 ⇒ (17) + 6 = 23 perception

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