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)
Judge Tohram Quasangi wrote:
I figure that we should be able to see the halfway down point of the stairs, where an exploding fireball should effect both the 3rd and 4th floor stairway rooms. Dren should be able to shoot from the roof by looking down through the slightly ajar trapdoor. The second the fireball is released, the trapdoor is slammed and Grumbles, Xen,

That is exactly how I pictured it as well in my mind's eye.

Wand DC 18, 1 charge 8D6 damage

Damage 8d6 ⇒ (6, 3, 2, 3, 6, 4, 4, 5) = 33


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 had already said he was standing by to cover the trap door.


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)

Currently though Edmin, Jax and Ragnar have to destroy the trebuchette, are there any pieces large enough, and a way to get them to the edge so we can have Edmin and Grumblejack throw them over to the courtyard and do some damage?

Actually would not pushing the trebuchette off the roof pretty much speed up destroying it and hurt a few soldiers in the process?

We would do this the same round as the Fireball so we do not alert the soldiers below.


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 trebuchet is HUGE. It is a massive weapon. Yes, if we were to toss pieces off the roof, it would likely do a fair amount of damage to anyone it hit. If someone was foolish enough to be standing 5' from the wall and not paying attention. (In other words, how good is your skill with throwing large objects? I don't think that any of us have that particular feat at this point.)

Really, the goal is hurt those following up the stairs. Then block the trap door so that we can get to the roof of the gatehouse with minimum harassment. Disabling the trebuchet just means that there will be one less weapon for those in the keep to use against the bugbears. Once we get to the roof of the gatehouse, there should be some more artillery there that we can use, possibly against the gate or anyone foolish enough to make an appearance in the fort, including on the roof of the raven tower (or where I assume the ravens are kept.)


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

boarding now, Xen will attack, trying to get into a flank with max, using arcane strike. to hit he is +11 dealing 1d6+1 (+2 on his first hit)


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]

Er, who are you attacking Xen? I know that you and Cy have a rocky relationship, but now is a REALLY bad time to poke her with your short spear.


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 one. I am telling dm what I do if we enter combat in the next 13 hours. That is why I didn't roll anything


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 and Xen are fine she just misses Bref and does not want Xen to steal the goblin's spotlight.

He is also helping Grumblejack move the stone and debris in place over the trap door (readied action) after we cast Fireball.


Can their scouts spot Dren?

1d20 ⇒ 9
1d20 ⇒ 13

Close, but not quite. Okay, you get a surprise round.

Ooff goes the fireball! A tiny spark of bright orange light, almost too bright to look at, flashes out from the wand down the stairs. A fraction of an instant later there is sschWHOOOMP a detonation downstairs.

Followed by screaming. Lots and lots of screaming.


Saving throws!

1d20 ⇒ 10
1d20 ⇒ 15
1d20 ⇒ 11
1d20 ⇒ 9
1d20 ⇒ 14
1d20 ⇒ 11
1d20 ⇒ 8
1d20 ⇒ 8

1d20 ⇒ 15

1d20 ⇒ 8

1d20 ⇒ 18


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)

An Invisible voice speaks through the Message spell, and although it is Cуровую's some hints of the dead captain can be heard, as she is still practicing.

'Bar the door now! Xen, Grumblejack!'

'Xen can you throw a torch below? Dren, Pyrotechnics below then Fireball? Quickly before they are warned,'

Do we see any lit torches on the ground below as this will not make it necessary for us to throw one to the ground?


Wow. That's 33 points of damage on everyone but Sergeant Barhold.

Okay, well: back when, the good Sergeant Barhold rolled a nice high initiative. So he gets to charge up the stairs. This will require a climb check, with a low DC but an ACP. Can he make it? 1d20 ⇒ 12 Yes.

Can he spot either Zimu or Dren? 1d20 ⇒ 1 Bah, no. In fact, with that roll I'd say that the Fireball has left him a bit dazzled. So he's blinking in the sudden darkness up here. He does see the rest of you, but he can't reach you this round; the two that he could reach (Dren and Zimu) he can't see, because one is invisible and the other is skulking. So, he's up on the roof with you now, but that's all he can do this round.


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 at the new addition to the top of the keep and attempts to make him about a foot shorter.

Power Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d12 + 13 ⇒ (10) + 13 = 23


If you want to attack the Sergeant, you can -- he's run out his initiative, and also is at -2 AC for charging. Note, though, that Grumblejack, Xen and Sir Edmin have all put their weapons down in order to grab the block. So you'll need a move action to grab your weapon... which means the only one of these three who can hit the Sergeant in melee this round is Grumblejack (5' step + 10' reach). Alternately, you could hit him with a thrown weapon if you have one (draw, throw, and take a 5' step so you can draw and attack next round). Jax has his blade out, so he can move and attack.

Dren, you can use your mental attack. If you want to do that, it might be simplest if you just announce it and everyone else waits until it resolves. You tell me.


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'

A black inky substance appears from the place where Dren's powers originate, it seeps into Barnholds ears and attempts to alter his mind probably for the rest of his life.

Gift of Madness DC 19 willpower save or confused for 5 rounds. 1d100 ⇒ 28
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).

Dren steps from the shadows, I want him alive, for the moment. He seems a fitting...sacrifice. Grumblejack, please just disable him, not kill.
Dren's eyes have lost their whites...only darkness is in it's place.


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 continues to pretty much ignore everyone else as he retches in the corner, while still calling his servant.


Dren of the Dark Tapestry wrote:

[

Dren steps from the shadows, I want him alive, for the moment. He seems a fitting...sacrifice. Grumblejack, please just disable him, not kill.
Dren's eyes have lost their whites...only darkness is in it's place.

Niiiiice.

Okay, here's the Sergeant's Will save: 1d20 ⇒ 16


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 with his darn good willpower rolls. He finally failed one and I was getting excited that he might start rolling average against my powers/spells... :]
Maybe Grumbles will still knock him out.


Grumblejack: 1d20 + 7 ⇒ (11) + 7 = 18 ooh, that just hits -- the Sergeant is normally AC 20, but he's at -2 for charging. Damage is 2d8 + 7 ⇒ (6, 3) + 7 = 16 in addition to whatever he took from the fireball.


Jax can attack too, this round, if he wants too -- and Zimu could cast a spell. Otherwise, everyone grabs weapons and steps forward and we're back around to Sergeant Barhold's initiative.


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]

Darn, what level is the Sergeant? Unless he had a 14 Wisdom, which is possible, but high for a fighter, he is at least 6th level to get a +2 Will save. Unless he has levels of Aristocrat or Expert or something.


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 I picked a good time to log on!


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

Note this is from last round

Xen pops a dagger out of his wrist sheathe as a swift action and flings it

1d20 + 10 - 4 ⇒ (14) + 10 - 4 = 20 the dagger zips under grumbles arm and slams into the ribs of the SGT for 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

[ooc] after the sgt goes Xen will pick up Della


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

Don't drop the block! Jax charges the sergeant. Sic Ragnar on him!

1d20 + 12 ⇒ (8) + 12 = 20 for 1d6 + 7 ⇒ (3) + 7 = 10 (+8 not +7)


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]

For some reason, I figured that the trap door to the roof was like a ladder to a pop up opening, something that we could put a decent weight on and assume would take forever to get opened. Sort of like the trapdoors to the roof in the gatehouse of Balentyne Prison.

Although since we are already in combat, this is rather moot.


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'

Hopefully they will think us trapped up here and try to take us by force with a larger group of men. A couple of fireballs should get what's left running up here and we can escape to the gate via fly leaving them up 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]

The group in the courtyard are a great target as well.


If Zimu doesn't show up in a bit I'll bot her so we can loop around to the next round. I think she'd likely take the wand back and wander off looking for a better target.


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

nuts I was hoping the dagger dropped him


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:

he gets to charge up the stairs. This will require a climb check, with a low DC but an ACP. Can he make it? d20 Yes.

Can he spot either Zimu or Dren? In fact, with that roll I'd say that the Fireball has left him a bit dazzled.

-

DM I have asked at least twice, is there even one lit torch or fire source in the courtyard anywhere near the commander? Please I kindly need to know.

Guys I thought Xen and Grumblejack had READIED actions to shut then block the door after the Fireball! That was the plan. How did this goon get up here despite that? The door was shut as a readied action.

'CLOSE THE DOOR! CLOSE THE DOOR! More will rush up!'

Very quietly to Dren and Xen using Message 'Xen throw a torch please, Dren Fireball on the courtyard where I point NOW! Do't worry about one lone assailant!


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:
If Zimu doesn't show up in a bit I'll bot her so we can loop around to the next round. I think she'd likely take the wand back and wander off looking for a better target.

Actually I posted my actions for all the rounds up to the rounds leading up to Morsum's arrival.

This round Cуровую will most likely show Dren the exact spot to put a Fireball on after her 29 Perception to do the most damage to the most number after she herself casts Pyrotechnics.


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)
Xenfal wrote:
well I picked a good time to log on!

Xen and Grumblejack were supposed to shut the door, please do so, trap this guy with us but shut and lock, bar, put weight on the door!

Judge Tohram Quasangi wrote:
I figured that the trap door to the roof was like a ladder to a pop up opening, something that we could put a decent weight on and assume would take forever to get opened. Sort of like the trapdoors to the roof in the gatehouse of Balentyne Prison.

That is exactly how I understood it.


There are lit torches in and around the courtyard, but none near the commander.

As I pointed out a while back, attempting to move the stone slab is a full-round action. So you couldn't ready an action to do it on a surprise round.


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 retches in the corner while everyone else plays with their toys and contemplates ways to subdue and then murder the sergeant.


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 did not know you could not Ready a full round action.

Ok let me ask the group here and now if you guys think this is a fair idea.

We NEED to bar the door NOW.

Xen and Grumblejack bar the door.

Edmin, Jax and Ragnar deal with the hurt officer, then continue to break the siege weapon. Perhaps putting larger chucks to bar the door or throwing them to men on the ground.

Judge is Summoning, we protect him.

DM can Cуровую point out to Dren where exactly to place the Fireball even with Pyrotechnics blocking the area?

DM can we assume we get a surprise round on the troops below for Cуровую to cast Pyrotechnics on?

Guys, VERY IMPORTANT, is that a fair idea? Pyrotechnics on the ground then Dren READIES (Dren goes BEFORE the officer up here with us) Fireball where I point him to do so, the Fireball will not dispel the Pyrotechnics. Or do we WAIT a few rounds so the troops are unaware we are up here?

Initiative 1d20 + 3 ⇒ (18) + 3 = 21


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]

Just wondering, I thought that Edmin was actually using his axe to disable the trebuchet. I cannot think of anything much better than an adamantine great axe for breaking something mostly made of wood.


Cуровую зиму wrote:


This round Cуровую will most likely show Dren the exact spot to put a Fireball on after her 29 Perception to do the most damage to the most number after she herself casts Pyrotechnics.

You can't cast Pyrotechnics off a fireball -- it doesn't last long enough. However, there are several torches burning down in the courtyard that would serve.


Judge Tohram Quasangi wrote:
Just wondering, I thought that Edmin was actually using his axe to disable the trebuchet. I cannot think of anything much better than an adamantine great axe for breaking something mostly made of wood.

He was, but then he moved over to help the group moving the slab.


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)

Actually when I read the posts on planning it was Xen helping Grumblejack and Edmin, Jax and Ragnar were fighting the siege weapon.


Cуровую зиму wrote:


DM can Cуровую point out to Dren where exactly to place the Fireball even with Pyrotechnics blocking the area?

Yes, you could do that.

Cуровую зиму wrote:


DM can we assume we get a surprise round on the troops below for Cуровую to cast Pyrotechnics on?

Probably. Also, no need to roll initiative again -- we still have the ones from the previous combat.


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:
You can't cast Pyrotechnics off a fireball -- it doesn't last long enough. However, there are several torches burning down in the courtyard that would serve.

-

That was not the plan.

I meant it this way, not sure how I can say this more eloquently, Cуровую point out to Dren where she thinks the Fireball will harm the most of the enemy, he readies his action, she Pyrotechnics FIRST (possibly surprise round versus the forces below) then Dren Fireball where she indicated. Fair?

DM when I read the posts on planning it was Xen helping Grumblejack move the slab and Edmin, Jax and Ragnar were always fighting the siege weapon.


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]

Not sure how useful a big dog, even an infernal one, would be for moving a slab of stone or breaking a siege engine. He would be quite useful for attacking a surprised officer.


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)

Ragnar was always attacking the siege engine not pushing the slab, that was Xen and Grumblejack. Now hopefully he charges the officer.


The Commander is not standing within 20' of a suitable fire source. Hang on a sec... 1d100 ⇒ 47 Okay, of the dozen or so people gathered in a 15' radius around him, four are close enough to a torch that they would be caught by a Pyrotechnics cast on it.

As to Edmin, I interpreted this post as meaning that he was joining the slab-moving crew.


Cуровую зиму wrote:
Ragnar was always attacking the siege engine not pushing the slab, that was Xen and Grumblejack. Now hopefully he charges the officer.

I think Edmin forgot about Ragnar. Anyone who cares to, can bot him. Sergeant Barhold is AC 18 right now.


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]

Botting Ragnar:

With his red eyes glowing, the massive hound leaps across the space and attacks the sergeant in an attempt to end the nuisance and hopefully drop him to the ground.

Attack-bite: 1d20 + 4 ⇒ (17) + 4 = 21 +Trip = 17+3=20 if attack hits.
Damage: 1d6 + 1 ⇒ (4) + 1 = 5


Douglas Muir 406 wrote:
I interpreted this post as meaning that he was joining the slab-moving crew.

-

Edmin was just Project Managering and not actually pushing.

:)


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:

Botting Ragnar:

With his red eyes glowing, the massive hound leaps across the space and attacks the sergeant in an attempt to end the nuisance and hopefully drop him to the ground.

Attack-bite: 1d20 + 4 ⇒ (17) + 4 = 21 if attack hits.

Judge I would assume Ragnar would charge for +2 and he is +6 normally so that's a +8 to hit the officer.

His damage is also +3 not +1 so that's 7 damage, yaaay nice doogie!


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

Good hound! Tear his throat out!


Good job Ragnar! Not enough to knock him over, but all damage helps.

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