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 of the Dark Tapestry wrote:


Need to confirm how many charges it has left though. Checking that now. EDIT: The wand has 8 charges left after the last one you applied to Edmin. I also applied one from my wand to Cy since se requested it on the ride. CLW Wand now 49

Thank you.

I tried to help and did some math with the wand as well, I posted how many were used given our limited time, I am not sure if we got to use all those charges, but I assume you would heal Edmin or Jax if they need healing before me.


Jax Naismith wrote:

Wow you guys post a lot in the early morning!

Xenfal! Ouch! Do you think the poor guy survived that?

Once they land, Jax will move up to the fallen soldier and pierce him quickly through the neck. You don't want to be alive for the rest of this, soldier. This is a mercy.

You can do that easily enough. (You guys don't do hostage-taking, do you. Noted.)


Dren of the Dark Tapestry wrote:
Is there the other trap door near? Is it open at the moment?

Yes -- there are two trap doors, at the letters (F and F) on the map. The northern one is surrounded by flames, but the southern one is right by you.


Judge Tohram Quasangi wrote:
The Judge looks at the surroundings and apparently forgets that the rest of the party recently usurped his position as leader.

Well, Sir Edmin has been very taciturn of late. Probably being in a military setting is a bit triggery for him.

Judge Tohram Quasangi wrote:


Morsum will then look over the edge of the gatehouse at the catwalk and then fly down. If he can enter the door from the catwalk (room 24) to the second floor of the gatehouse(25) is unlocked, he will enter that way.

Before Morsum take off, the Judge will cast Shield on the darkened nightmare.

Morsum AC: 29 (+4 shield, +4 mage armor, -1 size, -1 reduced dex from enlarge)

Okay. As it turns out, the door is unlocked and Morsum can enter.


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 guys don't do hostage-taking, do you.)

Edmin is into axes, Dren already got his phone plan from the great beyond, Xen is busy practicing for the olympics or to be contestant in 'So You Think You Can Fly', Grumblejack and the Judge are not hungry now so I guess no hostages?


Morsum wrote:
Unless Edmin quickly gives a different order, the darkness enshrouded Morsum will fly down the catwalk and attempt to enter the Gatehouse from the catwalk.

Did we ever clarify exactly who (or what) Darkness was cast on?


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
Douglas Muir 406 wrote:

You can do that easily enough. (You guys don't do hostage-taking, do you. Noted.)

Jax cast Darkness on Morsum's backpack. Also, he is alright with hostages if he feels the situation would end well for them. He's sure that Dren would try to sacrifice the guy and doesn't want to let that happen though :P

Jax casts Mirror Image 1d4 + 1 ⇒ (4) + 1 = 5 after killing the man (1 round) and will use an arcane point to recover Vanish (free action, 1 point). He'll also cast Cat's Grace.


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:
Did we ever clarify exactly who (or what) Darkness was cast on?

The backpack that was on Morsum. I would assume this was so the Darkness area would be mobile and could be moved to another person if need be.


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 DM, to help keep track of defensive spells we cast how long was the trip from the besieged roof top to the flaming roof top.


Cуровую зиму wrote:
Actually DM, to help keep track of defensive spells we cast how long was the trip from the besieged roof top to the flaming roof top.

About two minutes or 20 rounds.


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 looks over at Edmin and Grumbles and gestures to the trap door.

He will go ahead and cast Bless on the group before Morsum leaves, pretty much when we land. Everyone will have it on them except for Xen, sorry buddy. Lasts 5 minutes. Dren just turns normal size as well, wanting to keep his last minute of shape shifting form if he needs it.

We must secure the gate quickly. he will follow one of them down.


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:
About two minutes or 20 rounds.

O_o

Half my spells are done.

edit DM the DC for the last Fireball was DC 18 not 20 because Fox's Cunning would have run out unless Cуровую cast it some eight rounds before landing.


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)

Yup, the Darkness is on the backpack since it says that it must be cast on an "object". Also, this means that it can be dropped if necessary.

The Darkened Morsum will enter the door. The Judge will tell the rest of the party so that we can open the trapdoor and drop through a round after Morsum surprises those inside when those within are focused on the dark nightmare coming in from the catwalk.


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

Let me know when Xen has hidden himself then he will start healing but his first round is vanish and get the f out of dodge


Morsum opens the door. The two soldiers inside are not guarding that door particularly -- they're more concerned about the explosions and screams above them -- but they're reasonably alert. So I think that's a straight Init roll. 1d20 + 1 ⇒ (2) + 1 = 3


This room is smoky, so it's dim light conditions. (Does Morsum need to breathe? If yes, he'll need to make a low DC Fort save.) There are two large winch-type mechanisms in here. There are two guards, 20' and 30' south of Morsum's entry at the 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)

Go Morsum! Go Morsum!


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'

Remember its no longer dimly lit when Morsum enters due to darkness. They don't even know he is coming other than the lights suddenly go dark in the room. If he moves with stealth they may not even know death is coming for them.
He is large and has reach, this should be a short battle as they swing at open spaces...


Dren of the Dark Tapestry wrote:

Remember its no longer dimly lit when Morsum enters due to darkness. They don't even know he is coming other than the lights suddenly go dark in the room. If he moves with stealth they may not even know death is coming for them.

He is large and has reach, this should be a short battle as they swing at open spaces...

20' radius, so one of the soldiers is at the edge and the other is outside the effect. But anyway, let's see what Morsum does.


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)

Sorry, skiing with the family, short post.

Morsum will move next to the closest guard, and then attack the farther guard. He has 15' reach with his bite. This will also put both within his threatened range.

Attack-bite: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Trip: 1d20 + 8 + 1 + 1 ⇒ (10) + 8 + 1 + 1 = 20 if attack hits.

I am attacking/tripping the farther guard.


Morsum wrote:

Sorry, skiing with the family, short post.

Morsum will move next to the closest guard, and then attack the farther guard. He has 15' reach with his bite. This will also put both within his threatened range.

Attack-bite: 1d20+8+1
Damage: 1d8+5

Trip: 1d20+8+1+1 if attack hits.

I am attacking/tripping the farther guard.

Can you trip with the bite attack? IDNK that. But if you can, all right then: the poor fellow is tripped. Still conscious, mind. But tripped.


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)

Bref's old playmate has become quite terrifying. Yaay.


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)

I have the trip evolution tied to my bite attack. Any time I hit, I get a free trip, this is like a Wolf's trip attack, or all the monsters with Grab special attacks.

I also have the reach evolution on the bite attack, which is why he has a 15' reach instead of the usual 10' he would have with Enlarge Person.


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

Not very terrifying..its just a trip attempt on reach with only 1d8+5 damage and only a +10 bonus to CMB. The nice part is that its useful in the current situation (vs. humanoids) and can b e changed out (when leveling up) if we start facing lots of large creatures where trip is no longer effective.


Oh, it's terrifying enough. A huge explosion just rocked the rooftop, leaving it a mass of flames. Ten second later the door flies open and this /thing/ comes in, a swirling mass of blackness with a long snaky neck and teeth.

Soldier #2 stands his ground, though. He moves to get in front of his fallen colleague (5' step, so no AoO) and yells at him to get up and run, run for help! while he holds the demon off!

1d20 ⇒ 11 Yeah, that does nothing. However, the other guard does stand up -- which triggers an AoO, right? So here's Morsum again: 1d20 ⇒ 16


1d8 + 5 ⇒ (4) + 5 = 9 more damage on the farther soldier, which is enough to take him down.

You guys up top can see other soldiers are rushing along the tops of the walls towards the upper bridge, but none are even on the bridge yet. So you have another round or two to do as you please. What are you doing?


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 calls to the Judge that there were only two guards, and one is down, the other is being attacked.

He then attempts to maul the last guard.

5' step to get next to the guard again.

Attack-bite: 1d20 + 8 + 1 - 1 + 1 ⇒ (20) + 8 + 1 - 1 + 1 = 29 <-- +4 BAB, +5 Str, -1 Size, +1 Bless
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Trip-bite: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27

Attack-claw 1: 1d20 + 4 + 1 - 1 + 1 ⇒ (4) + 4 + 1 - 1 + 1 = 9
Damage: 1d4 + 5 ⇒ (1) + 5 = 6

Attack-claw 2: 1d20 + 4 + 1 - 1 + 1 ⇒ (12) + 4 + 1 - 1 + 1 = 17
Damage: 1d4 + 5 ⇒ (4) + 5 = 9

Crit Confirm-bite: 1d20 + 8 + 1 - 1 + 1 ⇒ (11) + 8 + 1 - 1 + 1 = 20 <-- +4 BAB, +5 Str, -1 Size, +1 Bless
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


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 did I get someplace hidden on the first round after using vanish?


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 gets a wicked grin as he receives the mental message from Morsum. He then calls to the others.

Two guards on the level below. My servant put one down and is disposing of the other. Let us secure this area. We need to get this other ballista turned around and see what weapons lie down one level. There also should be another level below that Morsum will check.

Morsum will open the unlock the trap door from below if it should be secured.


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 the lower level.
We should bar the doors and open the gate.. He will move to close the closest door but looks outside for Xen.

Xen are you alive down there? We are getting ready to close the doors so you better get up here if alive. Waits for any answer.


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]

We need to make sure that the portcullis and drawbridge can be opened. I think we should hold off on opening the portcullis until the bugbears are within sight. This will give the fort less time to prepare for what is to come next.

The Judge follow Dren down.

If anyone with knowledge of the ballista know how to use them. Get the ballista turned around. I hope that we can find some more of these nice fire balls downstairs. Dropping a few in front of the main gate, even unlit, and then hitting with a fireball, as we just discovered, creates a rather large BANG.


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

not sure where I am exactly


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

None of us know how to use a ballista, Judge. I also think we should open the gates as soon as we can. It gives them more time to focus on something other than us, or at least encourage them to prepare for bugbears rather than send everything straight at us.


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

"Damn it! First, secure the mechanism room! Grumbles assist Dren! Judge and Jax, open the gate and figure how to disable it so it stays that way! Xen is on his own! Lady, lend a hand where you can. I will work on the ballista. We must complete this mission!"


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 will try and figure out how to open the gate and disable the device.


Xenfal wrote:
dm did I get someplace hidden on the first round after using vanish?

Yes. And now you're skulking around in the dark outside the gate.


Hm: I assume you can bite-claw-claw in that order, in order to gain the +2 to claw attacks if you successfully trip with your bite. In which case, you hit twice (including a crit) -- meaning, that's that for the brave soldier. This level is now empty.


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:

Rd 2

Xen keeps himself out of sight and begins the healing process

Also look around what are the prospects of getting back inside unseen?
Wand 1d8 + 1 ⇒ (1) + 1 = 2


Xen:

Prospects of getting inside: zero unless you can levitate, fly, or make a couple of high Climb checks. (Or unless someone inside does something -- opens the gate, lowers a rope.) You're locked outside of what's supposed to be a nearly impregnable small fortress.

On the plus side, there doesn't seem to be anyone standing around outside the gate.


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:
well I guess I will be cooling my heals out here until the gate opens. Also I thought I fell inside the gate can I retcon away my use of vanish?

Xen attempts to whisper a rope would be helpful


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 don't have one. One of the people capable of levitating should be able to come down and get you...or I can see if someone else has a rope.

Speaking to the others, Anyone have a rope? It appears that Xen survived the fall.


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]

Once the main floor is secured, the Judge calls out:
Grumblejack, can you fly down and see whether our bard is still alive?

_____________
As soon as the others begin to drop in from the roof, Morsum will open the southern trapdoor and begin to head down to the lower level.

_____________

Perception: 1d20 + 8 ⇒ (15) + 8 = 23 <-- searching the main level for explosives or other equipment usable against the keep and main gate.


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

And make sure to pick up the pieces if there are any bits scattered around.


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:
We need to make sure that the portcullis and drawbridge can be opened. I think we should hold off on opening the portcullis until the bugbears are within sight. This will give the fort less time to prepare for what is to come next.

Xen you have Message with Cуровую currently. Where is Xen? Do we send Grumblejack to pick him up?

Morsum with Darkness may be a better idea OR give the backpack to Grumblejack.

Regarding the gate and opening it per what the Judge said, Cуровую has a scroll of Minor Image to help make it look like the gate remains closed but this is a concentration spell so we only do this once we sight the Bugbears.

What about the Rookery? Edmin?


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 will help where she can, looking for anything that may prove useful, but will keep and eye out for anything useful as well as that Pain in the Monk.

'Keep an eye out of the Monk, she moves fast, see's well in the dark and likes the shadows.'

DM, you said we were traveling for twenty rounds in the air, I have marked off all the spells that ended, that was enough time to learn what potions we found and distribute them.


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 want to make sure that there is nothing on the lower level. Then, if there are enough rounds of Darkness/Flight left, I want Morsum and/or Grumblejack to carry a few of the oil/tar balls and drop them in front of the main gate. Considering the explosion that they made on top of the gatehouse, I figure that they might be enough to actually take down the main gate. Or at least weaken it so that the bugbears can quickly smash through.

A dark Morsum could also drop on up on the tower where we think the Rookery is which would assuredly eliminate any ravens.


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

We need to open that gate and keep it open. There will soon be to many people trying to kill us for us to open it later. Open it, break it and stay alive. These are our priorities at this point.


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 we open the gates, burn down the Rookery and try the Darkness trick again to attempt to flee (or possibly assassinate the commander, yes a pip dream), then presumably we don't have to hold onto an area against an all out attack, the Bugbears will storm through the Gates right?


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

In theory, that would be option 1, but I think that we may as well wish for magical ponies that fly. Base survival at this point and allowing the Buggery Bears to help out is base line.


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]

We have greatly weakened the defenses, we have taken the gatehouse, we have disabled the trebuchet, we have eliminated the main mage and cleric. If the bugbears cannot take the fort now, they never will.

Remember, there are two "gates", there is the portcullis in the gatehouse where we are currently. And there is the main gain into the fort that we never managed to open. There is also a drawbridge.

We need to protect the drawbridge, so it might be worthwhile for Cy to use the Minor Image to make it appear that we have destroyed the drawbridge. It would suck if they were to take out the drawbridge somehow making it so that the bugbears could not cross.

My thought is that if there are two or more of the alchemical fireballs (which we blew up on the roof), that Morsum and/or Grumblejack should fly them and drop them in front of the main gate. Then Cy can use the fireball wand to do a ton of damage to the main gate (fireball + multiple balls of oil stuff). My understanding is that the main gate is wood. With any luck, this will light the main gate on fire with the fire causing a lot of damage and allowing the bugbears to easily break through.

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