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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Okay, but please anyone else do your first round actions until we've resolved the surprise round. We don't know how high the good guys will roll on their inits, so they might end up going before you.

(Okay, nobody is going to go before Xen. Still.)


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

Ok, I can not find where it is one roll, so here is the free action trip.

Trip: 1d20 + 6 ⇒ (16) + 6 = 22


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]

Deciding that it is best to get help now, the Judge calls on the powers of the arcane to bring help.

Use Summon Monster III to call a crocodile.

The beast will attack the Sergeant.

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Grapple: 1d20 + 11 ⇒ (6) + 11 = 17 <-- if bite hits

Crocodile:

N Large celestial/fiendish animal
Init +1; Senses darkvision 60 ft., low-light vision; Perception +8
DEFENSE
AC 14, touch 10, flat-footed 13 (+1 Dex, +4 natural, -1 size)
hp 22 [28] (3d8+9) [3d8+15]
Fort +6 [+8], Ref +4, Will +2
SR 7
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 20 ft., swim 30 ft.; sprint
Melee bite +5 [+7] (1d8+4 [1d8+6] plus grab) and tail slap +0 [+2] (1d12+2) [1d12+3]
Special Attack death roll (1d8+6 [1d8+9] plus trip), Smite evil/good
STATISTICS
Str 19 [23], Dex 12, Con 17 [21], Int 1, Wis 12, Cha 2
Base Atk +2; CMB +7 [+9] (+11 [+13] grapple); CMD 18 [20] (22 [24] vs. trip)

This should effectively dismiss Morsum, but since he is a floor lower and behind the dwarves, this is probably a good idea.


Initiatives and actions in the surprise round

Xen 25
Edmin 21
Zimu 20
Dren 20
Judge 19
Ragnar 10
Grumblejack 7
Jax 6

So, we're waiting on Zimu and Jax. If I don't hear from them, I'll bot later today.

Might as well roll inits for the good guys.

Captain Varning 1d20 + 2 ⇒ (20) + 2 = 22
Acolyte 1d20 ⇒ 19
Ordinary soldiers 1d20 + 1 ⇒ (17) + 1 = 18
Boss dwarf 1d20 ⇒ 20
Ordinary dwarves1d20 ⇒ 9


So going forward, initiative in Round 1 will be Xen, Captain Varning, Edmin, Zimu, Dren, the boss dwarf, the Judge, the acolyte, the ordinary soldiers, Ragnar, the ordinary dwarves, Grumblejack, and finally Jax.

Phew.

Okay, Dren has already stated an action for Round 1. I'd ask the rest of you to hold off until Zimu and Jax have done their surprise round actions.


Meanwhile: Edmin was at the top of the stairs. So his Intimidate zaps the four guards upstairs, the two dwarves who were coming up the stairs, and the acolyte, but not Captain Varning.

Now when I do their actions I have to remember that some of them are Shaken, some not. Faint sigh.


Ragnar beat Captain Varning's CMB by 1, so down he goes!

The hound of Hell seizes one of the Captain's legs, bites and twists and pulls. With a yell, the officer topples over, clattering to the ground.


The crocodile bites the Captain but does not succeed in grappling him. (Judge, mark off one summons.) He's taken a total of 19 points of damage.

Captain Varning -19 hp, prone
Acolyte Shaken
4 upstairs guards Shaken
2 dwarves on stairs Shaken
Boss dwarf
2 dwarves downstairs
2 guards downstairs


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

Surprise round

Through Message, 'Dren your Silence may prove useful here against our noise so avoid alerting the fort.'

Daze on the captain, DC 19.

DM is there any area where a Fireball would hit three or more of the enemy and not the party.

If not how about an effective area to cast Sleep.


Magister Tacitus wrote:

[

DM is there any area where a Fireball would hit three or more of the enemy and not the party.

If the people on the stairs (Judge, Edmin, Jax, Grumblejack) move up the stairs, then he party could blast the downstairs area (4 dwarves, 2 guards, boss dwarf) in safety.

Captain Varning's save: 1d20 ⇒ 14


Phew -- just made it. Okay, waiting on Jax.


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 a fighters Will save is as high as Cуровую I am more than a little worried.

Should Cуровую help with the captain or try to disrupt any spell the acolyte tries to cast?


Note Aristocrat or Expert have strong Will saves. So, an Ari 2/Ftr 3 would start with a +4 Will. And that's before Wisdom, feats, items, and who knows what.

Or, he could be a 10th level paladin. That's good too.


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'

Plus the fact that Daze doesn't even work against opponents above 4th level. Probably a spell to use only on common guards.


Oh riiiight. I always forget that!


Upon consideration, Ragnar couldn't trip the Captain on the surprise round, because -- as I noted -- he couldn't charge. He could get adjacent to the Captain, but not attack. Sorry for any confusion. So that attack, damage and trip get taken back. Ragnar is adjacent and flanking, though.

There are now four characters around the Captain (crocodile, Ragnar, Xen and Zimu) and I think that in the crowded lab, that's about all that can reasonably be brought to bear. If you want to bring another character into that combat, absent a reach weapon, someone has to step back to make a space.

Jax can attack a dwarf (they're right next to him) or he can withdraw up the stairs in order to get out of the range of a possible fireball.

Upon consideration, I would say Jax withdraws up the stairs. I'm botting him and he does that.


Okay, Round One begins! Xen goes first, followed by the Captain, and then the rest of you. Have at it.


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'

Dogs don't need a charge to trip unless it was the charge that allowed Ragnar to pass his CMD? They get it as a free combat maneuver if they hit with their bite. May not make a difference per my above note though.


It's a partial round, so he couldn't move and bite.


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

”Initiatives”:

Xen 25
Captain Varning 22
Edmin 21
Zimu 20
Dren 20
Boss Dwarf 20
Judge 19
Acolyte 19
Ordinary Soldiers 18
Ragnar 10
Ordinary Dwarves 9
Grumblejack 7
Jax 6

Round 1
”Ongoing Effects”:

Summoned Crocodile(?)

Positions:

Downstairs: Dwarves, Boss dwarf
Upstairs: Guards, everyone, Varning

Having something like this posted/updated on everyone's combat post should help keep turns in order Ii.e.: DM can see who wanted to do what in Round 1 and if anyone is trying to post 2 rounds of actions at once due to missing a day,etc.

Round 1: Jax:

As with the speed of posting, I will no doubt miss my round if I don't post it now

Jax will move adjacent to Varning, aiming to get flanking, and strike. He'll cast shocking grasp before closing to melee. 1d20 + 15 ⇒ (2) + 15 = 17 for 1d6 + 6 ⇒ (4) + 6 = 10, 1d6 ⇒ 2 precision damage, and 5d6 ⇒ (3, 3, 3, 4, 3) = 16 electricity damage.


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:

Note Aristocrat or Expert have strong Will saves. So, an Ari 2/Ftr 3 would start with a +4 Will. And that's before Wisdom, feats, items, and who knows what.

Or, he could be a 10th level paladin. That's good too.

Please don't be modest, in a Douglas Muir game a fully expect him to be a 27 PT build Ari 1/Ftr 3/Pal 10 with the Tarrasque bloodline.


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

Cуровую should be at least 5 feet away from the captain and somewhat near the golem per my two posts yesterday. This way others get to melee with him.

She will draw a dagger out and move toward the stairs to possibly cast Fireball and go past combatants trying to seem like a target to the cleric and trying to draw enemy strikes.

Scorching Ray to the captain 1d20 + 6 ⇒ (10) + 6 = 16

dmg 4d6 + 3 ⇒ (2, 4, 1, 6) + 3 = 16


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

Just woke up post coming! Phone posting takes a bit to format


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

1d20 + 11 ⇒ (13) + 11 = 24 Xen pulls his spear back and slams it down on the captains wrist attempting to disarm him

not this does provoke but since he hasn't acted I should be ok. If it does provoke then I would move back and then forward provoking on purpose and letting my monility kick in so I am harder to hit ok


27 points would be kind of overkill, I think we can all agree.


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]

Round 1
On round 1, the Judge will move up the stairs and cast Haste.
I do not know how close people are, this is the order of targets, I can effect 5.

Edmin, Jax, Xen, Crocodile, Ragnar, Judge, Dren, Cy.

Move: Up Stairs and out of fireball range.
Standard: Cast Haste.

Croc
The Crocodile, with its beautiful infernally glowing red eyes, once more attacks the Sergeant.

Attack-bite: 1d20 + 7 ⇒ (3) + 7 = 10 **Miss**
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

If hit: Grapple: 1d20 + 11 ⇒ (1) + 11 = 12

Tail Slap: 1d20 ⇒ 11 **Miss**
Damage: 1d12 + 2 ⇒ (7) + 2 = 9

Haste Attack-Bite: 1d20 + 7 ⇒ (19) + 7 = 26 **Hit - most likely**
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

If hit: Grapple: 1d20 + 11 ⇒ (15) + 11 = 26 **Grappled - most likely**


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 may I suggest you put Grumblejack before Ragnar.


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

Round 1
Init:21
AC: 20
HP: 55/55

Edmin moves forward and flanks or charges then attacks the nearest soldier/dwarf.

Power Attack: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Damage: 1d12 + 13 ⇒ (5) + 13 = 18

We really need a combat map. Charges, AoO, and such make it almost a necessity, especially in a large fight.


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

Round 1
Init:10
AC:22
HP:36/36

Effects: Haste, Flank

Bite: 1d20 + 6 + 2 + 1 ⇒ (13) + 6 + 2 + 1 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
If Hit then trip!:1d20 + 9 ⇒ (1) + 9 = 10

Haste Attack: Bite: 1d20 + 6 + 2 + 1 ⇒ (8) + 6 + 2 + 1 = 17
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
If Hit then trip!:1d20 + 9 ⇒ (19) + 9 = 28


Kinda hoping to see what Xen does, since he's the only one who goes before the Captain.


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 completely forgot about Grumble. Lets put him in for Jax, and put Jax after Ragnar. I prefer having Ragnar Hasted with the multiple trips, whereas Jax can only make one spellstrike.


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 I posted this above

Rd 1

1d20 + 11 ⇒ (13) + 11 = 24 Xen pulls his spear back and slams it down on the captains wrist attempting to disarm him

note this does provoke but since he hasn't acted I should be ok. If it does provoke then I would move back and then forward provoking on purpose and letting my mobility kick in so I am harder to hit


I'm not at all sure mobility works that way.


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

why? it works against AOO's for movement. So if I am mistaken that he is not flat footed still, then I will back away from him and move forward, moving away will provoke. It seems like a good use of a rarely used feat. I am unable to make use of the haste extra attack, though that does remind me, my attack should be one higher


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)

Pathfinder Mobility


1) He's flatfooted against Xen only, so a disarm attempt from Xen does not provoke an AoO. So, the Mobility issue is moot. Looking at the feat, though, I think your interpretation is correct.

2) Haste has not kicked in yet, because you're acting before the Judge cast it.

3) A disarm attempt uses your CMB, not your attack roll. Your CMB is BAB + Str, which in your case is + 3 + 0 = +3. That's not going to do it.


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

but you get to use DEX if you are using a fines sable weapon, I will go find the FAQ.


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

HERE JJ says it works with dex


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)

Xen is such the clothes addict that he has the fine sable feat (see two post up).


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)

How come on Monday (my day off work and school) no one posts? :(


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

also weapon bonuses to hit apply as well


Whoa. IDNK that! Okay, then. Captain Varning's longsword goes flying out of his hands. 1d4 ⇒ 2 It lands on a table nearby, smashing some glassware, then falls off the table to the ground -- clang.

Okay, Captain Varning's turn. If he's surprised to suddenly find himself surrounded by a fiendish crocodile, a giant black hound and a guy who appeared out of nowhere, he doesn't show it. But then, he has been beyond the Wall -- and as Sir Edmin could tell you, men who lead patrols beyond the Wall are hard to surprise.

With a sudden lunge, Captain Varning seizes a glass retort full of some nameless green liquid that's bubbling over a low flame. He smashes the neck of the bottle across the edge of the table and then hurls the liquid into Xen's face. This is a Dirty Trick action. He'll roll against your CMD, which I believe is 19... no, wait, you have Dodge, so 20. If he beats that, you're blinded for one round; if he beats it by 5 or more, you're blinded for two rounds. He is also using Combat Expertise, which will cost him -2 on the roll but add +2 to his AC for the rest of this round. So: 1d20 + 6 + 2 + 2 - 2 ⇒ (16) + 6 + 2 + 2 - 2 = 24


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 swears as the goop is in his eyes, burning


Move action: Captain Varning leaps up onto a table, away from the attacking crocodile and hound. Glass smashes and clatters everywhere as he runs along the table to the end. Acrobatics check for Captain Varning. The table is 3' high which means a DC 12 check. I will say that he's at -2 for trying to simultaneously jump up on the table and avoid AoOs with the same check. However, if he makes it, he'll gain +1 to attacks and AC against foes on the ground from being up on the table: 1d20 + 6 - 2 - 2 ⇒ (18) + 6 - 2 - 2 = 20.


Go Captain Varning!

(Side note: Captain Varning is good, but not lawful good, and not a noble. He's a scout and patroller, right? So maybe not a paladin or a cavalier. He comes from a slightly disreputable background, and worked his way up through the ranks.)


All the while, the good Captain is snapping out orders.

"Brother Lambert! Put yourself in sanctuary! Lem, Coyle! Run, now! Sound the alarm and get Commander Havelyn and the Seekers! Touhy, Zane, rally to me! Cotter, Deke, flank at will! Dwarves, block the stairs, cut off their escape!" He raises his voice to a shout. "Enemies! Enemies in the Keep! We are under attack!"


Note that this means Ragnar and the summoned crocodile must redo their actions (and reroll any attacks) -- the Captain went before them, and made their attacks impossible.


Captain Varning's eyes lock with the "Magister".

"So," he breathes, "it is true. You bastards. You killed Father Dunnigan, didn't you."


Cуровую зиму wrote:
How come on Monday (my day off work and school) no one posts? :(

Had to write the quarterly. Better now?

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