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 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 can easily send Morsum there with the Alchemists Fire.


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)
Morsum wrote:
I can easily send Morsum there with the Alchemists Fire.

Grumblejack is the faster Flier how about we borrow the backpack of Darkness and he Flies Cуровую over there.

Also you have Morsum searching the lower levels of this tower.


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:
Cуровую зиму wrote:
Since Grumblejack flew Xen to us, he is on the floor with us, Cуровую would have asked him to help with the defenses on the walkways and bridge perimeter getting to our floor. Basically also the area where Dren's illusion is placed.
Well, he would have flown Xen up to the roof -- there are no windows on that side. But, sure, he can be in there if you like.

DM am I then misunderstanding the layout?

This was my understanding, as Cуровую thought Dren was placing his illusion on the walkways to the gatehouse and we then peppered all entry points to area 25 with caltrops and oil, which includes area 24 on the map, is that correct? Cуровую, Edmin and Grumblejack would be outside by that area preparing the defense for four rounds, is that not open air away from most of the fumes? After and as soon as this defensive preparation is completed (four rounds Cуровую and Edmin, one round of help from Grumblejack) Cуровую asked if she could be allowed to deal with the Rookery and was planning to Fly with Grumblejack.

Dren where is your fire on the map? It was area 24 right?


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'

Now that I finally have a good look at the map yes the Fire is covering area 24. It actually has the ability to cover 90' of 10 foot cubes.
So it is 20' wide by 40' tall wall of fire. It starts on area 18 and envelopes the bridge around part of area 24. Assuming each floor is 20' high it should cover both walkways easily.
That is 8 10' cubes.

That is assuming that the map is 5' squares it would look like this.
Map with flaming wall.


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

Heck, just send Grumbles to go do it. He's disposable after all.


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:

It starts on area 18 and envelopes the bridge around part of area 24. Assuming each floor is 20' high it should cover both walkways easily.

That is assuming that the map is 5' squares it would look like this.
Map with flaming wall.

-

Dren, I think area 18 is the drawbridge and it currently is raised up correct?

-

Grumblejack can not use the wand of Fireballs nor make judgement calls for us based on what he sees (DM has made him do things we would not have made hm do before), and besides right now we need every able man to hold on to what we have, including the ogre.

Also we need to rig this room to become useless once we get the gate up, in case we can not hold it, this way they can't lower the gates again.

How long since we fired the flare? About 5 minutes?


Note on area 43: that's not the rooftop. (Yes, the map is unclear. Blame the dwarves.) It's a large, lofty top floor space, double the height of a normal floor, under the rooftop. The rooftop does not get a separate space on the map.

Area 43 does have narrow slit windows, though they're not marked on the map.


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

Zimu i think you need to do an airburst w the wand per edmin's orders unless you are going to ignore his orders


Well, here's the thing: she probably can't unless she gets closer. The windows in the tower are just slits, and the closest ones are about 120' away from the roof of the gatehouse and one floor above your level.

Now, the Fireball spell says that "If you attempt to send the [fireball] through a narrow passage, such as through an arrow slit, you must 'hit' the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely." Ranged touch attacks don't normally have increments AFAIK, but in this case I'm going to say the increment is 30', and further that beyond 30' range there's a 20% miss change... after all, the whole point of arrowslit windows is that they're supposed to be hard to shoot into. So, if you shoot from the rooftop, you'll be making a ranged touch attack at -8 with a 20% miss chance. If you can get within 30', it's a straight RTA. (And if you can fly over there and get within 5', it's success on anything but a 1 -- you're just sticking your hand in the window at that point.)


Cуровую зиму wrote:


How long since we fired the flare? About 5 minutes?

Not even yet.


Okay, so on Round 4 things start to happen. The first thing that happens is, half a dozen bolts come falling down on top of the gatehouse. Anyone who is still up there is a potential target.

As before, it's unlikely that they're going to hit anything; they're shooting blind. However, they can at make the gatehouse roof uncomfortable for you. So they're going to do that. Eight arrows fall. Each arrow has a 1/4 chance of hitting a square where one of you is standing. Then it has to hit you. Then it rolls a 50% miss chance, since they're shooting blind. So let's see:

1d4 ⇒ 41d20 ⇒ 51d100 ⇒ 71
1d4 ⇒ 31d20 ⇒ 21d100 ⇒ 1
1d4 ⇒ 21d20 ⇒ 81d100 ⇒ 18
1d4 ⇒ 41d20 ⇒ 191d100 ⇒ 98
1d4 ⇒ 31d20 ⇒ 191d100 ⇒ 85
1d4 ⇒ 31d20 ⇒ 131d100 ⇒ 93
1d4 ⇒ 11d20 ⇒ 131d100 ⇒ 92 <-almost hits the Judge, but he pulls his arm aside and it passes harmlessly through his sleeve
1d4 ⇒ 21d20 ⇒ 41d100 ⇒ 5


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 reason I want to send Morsum is that he is semi-expendable. Also, if he gets trapped or attacked, I can always dismiss him. If the tower cannot be easily seen into, then Morsum can fly to the stable and light some nice fires.

Regarding the fake fire. I see no point in casting it on the main bridge. As long as the drawbridge is up, they cannot cross it anyway and would have to open the main gates to get there. A much better option would be placing it on the catwalk, #24. That is what must be crossed to get to us.

The Judge will take cover behind a parapet and let the enemy waste arrows.

This should give me total cover and a 0% hit chance unless they are shooting almost straight up - in which case it is probably a nat-20 to hit, and then still would have a huge miss %.

Using Cy's message spell:
Someone make sure that the main door from the catwalk is blocked, and blocked VERY well.
___________

Edmin, do you want Morsum to harass the crossbowmen? Or continue to search the lower levels?

___________

We still do not know what is in the two lower level rooms adjacent to the main entrance - albeit not accessible since this is a defensive fortification.

Morsum will have searched the south room first, then the north room if nobody else has searched it yet.


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'

The flaming wall should be high enough to cover both bridges.


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

"Get someone or something, I don't give a flying fornication which, over there and destroy that fargin rookery. Either that or someone better hope they have one of them fly spells because I will through their arse off this cork soakin tower!"


Judge Tohram Quasangi wrote:
The reason I want to send Morsum is that he is semi-expendable. Also, if he gets trapped or attacked, I can always dismiss him.

The tactical uses of summoning eidolons are many, and yet another reason I'm coming to consider the Summoner a bit overpowered.

Quote:


This should give me total cover and a 0% hit chance unless they are shooting almost straight up - in which case it is probably a nat-20 to hit, and then still would have a huge miss %.

Actually, no -- it's arching fire. It's still unlikely that they'll hit you, sure. But they have a pretty close to infinite supply of arrows, so they can just keep pecking away.


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 wrote:
Zimu i think you need to do an airburst w the wand per edmin's orders unless you are going to ignore his orders

I have tried to explain SEVERAL times in the most basic of terms on how I don't think this is possible unless DM says otherwise, and why I wanted to deal with this before we Flew here, Edmin and I are on the same page! We are in total agreement, please understand that.


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)

THANKFULLY DM STATED WHAT I HAVE BEEN TRYING TO SAY.

'Judge I am going to deal with the Rookery now, then possibly some archers if they have made themselves a viable target. No time to waste, may I ride Morsum over where you guessed the Rookery to be? Or perhaps we can use the backpack.'

Also viable, Grumblejack flies Cуровую after we borrow the Darkness backpack. This may be a better idea in fact, because it leaves Morsum to continue his search while in communication with the Judge AND Grumblejack is a faster Flier.

-

If we have consent.

'Great one take the backpack from Morsum, we have some work to do.


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 assist Grumblejack place the backpack on and Fly towards the Rookery (or what most likely she hopes the rookery to be), assume two rounds to complete the switching of gear completed by Cуровую and Morsum then a double move action to Fly from area 25 to a point Southeast of 43 where we can AVOID arrow fire.

(About Northwest diagonal from the 'L' written on the 'Lord's Dalliance' on the map.)

'We approach from above so the natural darkness of the night sky will keep our own Darkness hidden.'

Fair?


Cуровую зиму wrote:


'Judge I am going to deal with the Rookery now, then possibly some archers if they have made themselves a viable target. No time to waste, may I ride Morsum over where you guessed the Rookery to be? Or perhaps we can use the backpack.'

Also viable, Grumblejack flies Cуровую after we borrow the Darkness backpack. This may be a better idea in fact, because it leaves Morsum to continue his search while in communication with the Judge AND Grumblejack is a faster Flier.

Well, you need to choose one -- Morsum or Grumblejack. Which is it?


Cуровую зиму wrote:

Cуровую will assist Grumblejack place the backpack on and Fly towards the Rookery (or what most likely she hopes the rookery to be), assume two rounds to complete the switching of gear completed by Cуровую and Morsum then a double move action to Fly from area 25 to a point Southeast of 43 where we can AVOID arrow fire.

(About Northwest diagonal from the 'L' written on the 'Lord's Dalliance' on the map.)

'We approach from above so the natural darkness of the night sky will keep our own Darkness hidden.'

Okay, from this I assume it's Grumblejack, and he's carrying you. That's fine.


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 do not think this is the best tactic, but if Cy and Grumblejack want to fly around, that is fine. There are probably about 2 minutes or a little less left on the fly/darkness. So it better be a fairly direct route to the tower and stables.


Grumblejack will follow orders. So, a couple of rounds to swap the backpack and get loaded up for takeoff. That'll have to be done up on the roof, so you'll be vulnerable to the next wave of arrows that fall:

1d3 ⇒ 11d20 ⇒ 51d100 ⇒ 71
1d3 ⇒ 31d20 ⇒ 161d100 ⇒ 35
1d3 ⇒ 11d20 ⇒ 151d100 ⇒ 57 <- Hey that hit! Grumblejack curses as a bolt strikes him for 1d8 ⇒ 5 points of damage.
1d3 ⇒ 11d20 ⇒ 21d100 ⇒ 21
1d3 ⇒ 11d20 ⇒ 51d100 ⇒ 71
1d3 ⇒ 31d20 ⇒ 181d100 ⇒ 99
1d3 ⇒ 31d20 ⇒ 161d100 ⇒ 82
1d3 ⇒ 21d20 ⇒ 181d100 ⇒ 79


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

Do we even know where the rookery is? Jax helps Xenfal continue unlocking things.

I agree with Judge. I don't think its: 1) important enough, 2) we don't know where it is and 3) splitting the party in the middle of an enemy tower full of 100 angry soldiers and multiple, higher level enemies isn't a great idea.


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]

Last time Cy and Grumbles decided to stay behind to play with the dead soldiers, a monk almost killed them both. We do not know whether the monk will have a fly potion or something similar. We also know that the monk is an aasimar, so she can see in the dark unlike the human soldiers.

I agree that splitting the party is a REALLY bad idea, but if this is what people want to do, I am not going to object.


Grumbling and muttering, Grumblejack pulls out the arrow and throws it away. And then... off you fly.


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

pick pick

Xen hopes the lock opens


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

Xen's post reminds me of Order of the Stick's bard. Sings: Pick, pick, pick the lock, pick the lock away!


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

If you were more competent at opening locks I could sng you a little ditty, but your not, so I have to do it myself, now shut up and hold this pin!

DD 27 on this bad boy

1d20 + 7 ⇒ (9) + 7 = 16 +1 more if smoke counts as poison in case we have been there long enough we need to do a save


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]

Ah, I did not realize that Xen was referring to the lock. I figured he had started nose mining while waiting for DMDM to get back to Kosovo.


Xenfal wrote:


DD 27 on this bad boy

1d20+7 +1 more if smoke counts as poison in case we have been there long enough we need to do a save

Mmnope. (This is the drawbridge, BTW. You already got the lock on the portcullis open.)


Meanwhile, Zimu and Grumblejack take a double move, placing them 80' away from the south end of the gatehouse and much closer to the supposed rookery location.

Apropos of which, there is good news and bad news.


First, the good news. Yes, you have correctly guessed the location of the Rookery! It is indeed in Area 43. Mad Martin and his ravens live up there, in a cavernous upper room full of bird droppings and black feathers. And a single well-placed Fireball, sent in through an arrow-slit window, would certain wreak tremendous damage and might destroy the Rookery entirely.


Now the less good news: apparently someone has been watching the top of the gatehouse very closely. Because as soon as you complete your move, something emerges from the windows of the Rookery. It's a flock of black birds -- ravens. Lots of them. They fly towards you at top speed! In seconds you're surrounded by them -- cawing, shrieking, flapping and pecking at you.

Both Zimu and Grumblejack take 2d6 ⇒ (4, 2) = 6 points of damage; please mark it off.

This is a swarm, so your darkness doesn't give you concealment or otherwise help. You'll take 2d6/round as long as you're in the same square with them. Note also their Distraction abilities. First, you need to make a DC 12 Fortitude save or be nauseated. And second, you have to make a DC 20 + spell level caster level check if you want to cast or concentrate.


Meanwhile, a faint orange glow, as of firelight, begins to shine through the arrow-slit windows of the Rookery. It looks like someone has just lit a fire in there? Strange.


Note that swarms don't provoke AoOs. And all they have to do is enter your square and they do auto-damage -- so they can take a double or even quadruple move, and still hurt you. On the plus side, you don't suffer an AoO from leaving a swarm's square.


Judge Tohram Quasangi wrote:


Regarding the fake fire. I see no point in casting it on the main bridge. As long as the drawbridge is up, they cannot cross it anyway and would have to open the main gates to get there. A much better option would be placing it on the catwalk, #24. That is what must be crossed to get to us.

Keep in mind that you are still at least five rounds away from getting that drawbridge up. On the plus side, there's no access from area 19 (the tunnel through the gatehouse) to areas 20 or 21 (the two ground floors of the gatehouse) except for a bunch of arrow slits in the walls. Unless there's a secret door, or the soldiers have some way to make themselves Tiny, they're not getting in that way.

Quote:

Morsum will have searched the south room first, then the north room if nobody else has searched it yet.

Area 21 is crowded with crates, sacks and boxes. A quick examination suggests that they mostly contain root vegetables, dried meat and iron rations. The gatehouse is ready for a prolonged siege! To the north, several arrow slits open onto the gatehouse tunnel.

You can spend more time on a detailed search, but after two rounds of quickly rifling through stuff and looking around it does not appear that there's anything of value 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]

Actually, swarms automatically provoke an AoO when they move into a square occupied by another creature. So both Cy and Grumblejack should get AoOs.

Swarm Traits

"In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. "


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:
Grumblejack will follow orders. So, a couple of rounds to swap the backpack and get loaded up for takeoff. That'll have to be done up on the roof, so you'll be vulnerable to the next wave

DM

Wait why would we be on the roof? We would have gone down one level to join Morsum and then left via the door on area 24 correct, why would we need to be on the roof? That is not a sound decision we would have made.

Could we not Fly from that level instead of going to the roof?

Also since we have Darkness even the aasimar would have to be 60' from us to penetrate the Darkness right?

Initiative if needed 1d20 + 3 ⇒ (11) + 3 = 14

I am saying whoever sent the ravens, do they have the ability to see us?

I guess an aasimar druid is not out of the question.


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:
Now the less good news: apparently someone has been watching the top of the gatehouse very closely. Because as soon as you complete your move, something emerges from the windows of the Rookery. It's a flock of black birds -- ravens. Lots of them. They fly towards you at top speed! In seconds you're surrounded by them -- cawing, shrieking, flapping and pecking at you.

Ok were are in Darkness whoever sent the ravens or the ravens themselves have dark vision?

Also, since Grumblejacked Flew does not Cуровую still get her full actions here??

He is basically a mount. Cуровую still gets her action before the swarm arrives correct?


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)

DM Cуровую still gets her actions before the swarm arrives correct?


Judge Tohram Quasangi wrote:

Actually, swarms automatically provoke an AoO when they move into a square occupied by another creature. So both Cy and Grumblejack should get AoOs.

Swarm Traits

"In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. "

Whoops, you're right! My bad.


Cуровую зиму wrote:


Wait why would we be on the roof? We would have gone down one level to join Morsum and then left via the door on area 24 correct, why would we need to be on the roof? That is not a sound decision we would have made.

Sure, that works too. Better, actually.

Quote:


Also since we have Darkness even the aasimar would have to be 60' from us to penetrate the Darkness right?

I am saying whoever sent the ravens, do they have the ability to see us?

That's a good question!


Cуровую зиму wrote:


DM Cуровую still gets her actions before the swarm arrives correct?

You can take a standard action, but you couldn't act against the swarm unless you'd said earlier that you had an action prepared, because it acted after your turn was complete. And, honestly, even allowing you an action is bending things a bit -- your plan was to take a double move, then another double move, then blast. The swarm moved at the end of your first turn, after that first double move.


Douglas Muir 406 wrote:


That's a good question!

Expanding a bit: I'm not messin' with you. Although they've lost several of their big guns, the defenders of Balentyne do still have resources. And you'd expect those resources -- spells, items, skill rank investments, what have you -- to be optimized for military purposes. And "being able to see the opponent so you can hit her" is pretty basic.

An aasimar druid is certainly one possibility! There are others.


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:
Cуровую зиму wrote:
DM Cуровую still gets her actions before the swarm arrives correct
You can take a standard action, but you couldn't act against the swarm unless you'd said earlier that you had an action prepared, because it acted after your turn was complete. And, honestly, even allowing you an action is bending things a bit -- your plan was to take a double move, then another double move, then blast. The swarm moved at the end of your first turn, after that first double move.

-

That's exactly what is confusing, I am looking at the map, its only ONE double move, to get there, so its a double move once, then Fireball, its not two double moves, its Grumblejack double moves, Cуровую casts right?


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:
Meanwhile, a faint orange glow, as of firelight, begins to shine through the arrow-slit windows of the Rookery. It looks like someone has just lit a fire in there? Strange.

Hm. Spellcraft or Knowledge Arcana please

Spellcraft 1d20 + 12 ⇒ (17) + 12 = 29 if Knowledge Arcana only +10

If there even there is the smallest hint that there is now a defensive spell of protection against fire Cуровую will cast Call Forth the North instead of a Fireball, I would rather cast Fireball because its more damage and I was really looking forward to cast Call Forth the North on that Monk the next time I saw her.

Douglas Muir 406 wrote:

Now the less good news: apparently someone has been watching the top of the gatehouse very closely. Because as soon as you complete your move, something emerges from the windows of the Rookery. It's a flock of black birds -- ravens. Lots of them. They fly towards you at top speed! In seconds you're surrounded by them -- cawing, shrieking, flapping and pecking at you.

This is a swarm, so your darkness doesn't give you concealment or otherwise help. You'll take 2d6/round as long as you're in the same square with them. Note also their Distraction abilities. First, you need to make a DC 12 Fortitude save or be nauseated. And second, you have to make a DC 20 + spell level caster level check if you want to cast or concentrate.

DM see the above post, I was asking if Cуровую would get to cast after Grumbljack's single double move, we did Not double move twice as far as I could tell.

If I still need a save after you make a call

Fort 1d20 + 3 ⇒ (20) + 3 = 23

If we did not get to cast before the swarm engulfed us we would LEAVE the swarm before Cуровую casts of course.


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:
Meanwhile, a faint orange glow, as of firelight, begins to shine through the arrow-slit windows of the Rookery. It looks like someone has just lit a fire in there? Strange.

Hm. Spellcraft or Knowledge Arcana please

Spellcraft 1d20 + 12 ⇒ (17) + 12 = 29 if Knowledge Arcana only +10

If there even there is the smallest hint that there is now a defensive spell of protection against fire Cуровую will cast Call Forth the North instead of a Fireball, I would rather cast Fireball.

If we got to cast against the Rookery before being engulfed by the swarm

Fireball from wand at the Rookery Caster level 8. DC 18 Reflex save. (Third charged used)

damage 8d6 ⇒ (6, 6, 6, 6, 6, 1, 5, 5) = 41

And add half that because its a swarm correct?


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 Spellcraft/Knowledge Arcana indicates that there is protection from fire or that type of defense is up in the Rookery then (and only if NOT in the swarm)

Call Forth the North, DC 19

cold damage 5d6 + 3 ⇒ (3, 6, 6, 4, 3) + 3 = 25


Cуровую зиму wrote:


That's exactly what is confusing, I am looking at the map, its only ONE double move, to get there, so its a double move once, then Fireball, its not two double moves, its Grumblejack double moves, Cуровую casts right?

No. With armor, sword, other gear, and Zimu on his back, Grumblejack is carrying a medium load. So his Fly speed is 40. A double move is 80. The nearest Rookery window is 120' away horizontally and 20' above you. ("The windows in the tower are just slits, and the closest ones are about 120' away from the roof of the gatehouse and one floor above your level.") Climbing is at half speed, so getting to the Rookery would take two double moves.


Cуровую зиму wrote:
Douglas Muir 406 wrote:
Meanwhile, a faint orange glow, as of firelight, begins to shine through the arrow-slit windows of the Rookery. It looks like someone has just lit a fire in there? Strange.

Hm. Spellcraft or Knowledge Arcana please

Spellcraft d20 +12 if Knowledge Arcana only +10

You got nothin'. It's just an orange glow. Could be anything.

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If there even there is the smallest hint that there is now a defensive spell of protection against fire Cуровую will cast Call Forth the North instead of a Fireball,

Well, my impression is that you were trying to get right up to the Rookery to cast without having to worry about the ranged touch attack. So you wouldn't be throwing a Fireball (or other offensive spell) after flying just halfway there.

Quote:


DM see the above post, I was asking if Cуровую would get to cast after Grumbljack's single double move, we did Not double move twice as far as I could tell.

The answer, upon consideration, is no.

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If we did not get to cast before the swarm engulfed us we would LEAVE the swarm before Cуровую casts of course.

The swarm does damage at the end of /its/ turn, if it ends turn in a square that includes you. So at the beginning of the next round you can leave the swarm and cast or do anything else you please.

Your save was successful. If you want to cast Fireball, you can keep that damage roll.

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