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)

Sense Motive 1d20 + 6 ⇒ (17) + 6 = 23


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'

We need to move things along quickly, I bet that our monk friend may be up there delaying us so the real commander can move up.


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

Sense Motive: 1d20 + 0 ⇒ (3) + 0 = 3


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 is to angry to notice.


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 2 for Ragnar

Ragnar growls at the commander. His teeth gleaming in the fire light as the fiendish hound readies to attack.

Swift action: Smite good on commander
Perception (Scent): 1d20 + 6 ⇒ (4) + 6 = 10

Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6


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 Al'Roth wrote:
Edmin is to angry to notice.

Edmin is rather to blind with rage to notice.

Wait, is this going to be a Darth Vader and Luke moment?


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

Perception: 1d20 + 5 ⇒ (7) + 5 = 12

Can I throw this into the 2nd round actions?


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: that ends Round Two

Cуровую did not act yet but please continue, did any of you want her to cast a Buff, please state so I have asked several times.

Alternatively, we have a Scroll of Dispel Magic Level 8, I am not sure if the commander has Buffs up but we could use that on him.

Cуровую зиму wrote:
Douglas Muir 406 wrote:
And..." the paladin's voice drops low, nearly to a whisper, "he said he forgave you."

-

Ok. This guy has been taking lessons from my mother. That's one low blow after another. Lawful good is just a different kind of evil. Take him out.

Really he does sound like my mother, I'm a little freaked out.


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]

My vote is to use Dispel on him. It will effect his highest level spell, probably 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

Xen pulls a shortspear from his gear and launches it at the commander, magic seeping out of his pores as he launches it

1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 for 1d6 + 1 + 1 + 1 ⇒ (1) + 1 + 1 + 1 = 4

Don't forget I gutted the Sgt too, what a pansy.


26 on your attack roll! Nice. -- Lord Havelyn catches the spear with his sword and flicks it aside. It flies past him harmlessly into the night.

"So now I know who is responsible for that good man's death. I am glad. It is always good to be able to match the criminal to the crime."


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'

Keep in mind if it is an illusion, interacting with it like an attack should give everyone viewing him...or her a save.


It's not an illusion.


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)

Guys, in New York, we only talk trash when we can back it up.

Dren can you lend Edmin your Headband?


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)

Can you pick which spell to dispel with Dispel Magic?

The commander has a lot going on.


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]

Read the spell, I think that you can attempt to dispel a certain spell, but that if it is not in effect, the dispel is wasted. The better option is to just cast it on the person, the Commander, and hope that it dispels something. It will attempt to dispel the highest level spell first, probably Fly. I think that getting rid of Fly is key, because then we can hold the trapdoor and someone can use levitate to levitate above the gatehouse and fire arrows or bolts down at the no-longer-flying 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

I agree with judge on this one.


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 big problem is that you don't really know per se that it dispels that spell...metagaming sense you might but the spell just attempts each spell until it gets one. So you would be just taking a chance of levitating up to try and attack.
Plus they nerfed levitate so it becomes harder and harder to attack via levitate with missle weapons. And you become a huge target for the 20 guards with bows looking for a target.
"A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1."


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 3
Assuming Judge cast enlarge on Edmin in round 2 he will hold until it takes affect.

If not, belay the attack. The commander will have to come down 5' to attack edmin giving Ogre and Morty an AoO if they position near Edmin. Either that or the Commander will have to back up.

He now has reach so he will move to attack the commander and stay in the room.

AC:23 (due to size)
Smite as a swift action

Power Attack1d20 + 13 ⇒ (19) + 13 = 32
Damage: 3d6 + 23 ⇒ (4, 3, 5) + 23 = 35


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 was wondering about that. Morsum also has reach with his bite. Can he reach the Commander making his commentary? If a 10' reach is not enough, would 15' work as I can cast Enlarge Person on Morsum as well.


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

If reach can work lets get him going with us 3.

Xen throw the bag at the Commander.

Jax work on getting a flank or quick spell strike. Ragnar will harry the commander, maybe getting luck with a trip.

Jax and Xen can be mobile and stick and move.

Cimu cast dispel on him and work with her UMD and heal from behind the melee.

Dren heal your crazy ass off.


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 launches the tanglefoot bag he is given

1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 vs touch


Xen already threw his spear in Round Three, so he can't throw the tanglefoot bag until Round Four.

I assume the Judge will cast Enlarge. Sir Edmin attacks. Dren healed himself. That leaves Jax, Zimu, Ragnar, and Morsum. (And Grumblejack, who goes after the Commander.)


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 you may really want to consider using Corn to force the commander down to us. Have its area centered right above 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)
Edmin Al'Roth wrote:

Xen throw the bag at the Commander.

Cimu cast dispel on him and work with her UMD and heal from behind the melee.

Or Edmin can use Corn.

Do we still have a wand of CLW left? I thought it was out.


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:
I assume the Judge will cast Enlarge. Sir Edmin attacks. Dren healed himself. That leaves Jax, Zimu, Ragnar, and Morsum. (And Grumblejack, who goes after the Commander.)

Can we please assume Grumblejack moved to a favorable position for his round one action, as directed by who has clear understanding of the map.

And maybe he should not power attack?

I don't play melee types so don't jump on me if that is not sound.


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's Round 1 actions, Bluff 26, 'We have seven of the town's children hostage! What say you to that commander? Their life is in your hands.'

Move action to take a Scroll out.

Any response to the Bluff?

Cуровую's Round 2

Dispel Magic on the commander.

Ok some bad news, guys, DM is making me make Will save FREQUENTLY, there is a good chance I will miss one sooner or later. What happens is I fail? I hae no idea.

So ... Will 1d20 + 6 ⇒ (12) + 6 = 18

--

Hopefully I rolled high enough

--

Ok supper big roll (and using a 1,200 gp item, also a personally painful to Cуровую because now she will never get to Dispel the Magister's Spellbook)

Sexy roll! Dispel Magic caster Level 8 1d20 + 8 ⇒ (18) + 8 = 26

Move equivalent action to pull out an grinning old friend to join the party.

Then 5' step closer to the door to 24.


Cуровую зиму wrote:

Edmin you may really want to consider using Corn to force the commander down to us. Have its area centered right above him.

I thought Jax had the statuette?


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 has NO Will to hold onto Corn.

Edmin forced his own will to subdue the item.


Cуровую зиму wrote:
Cуровую's Round 1 actions, Bluff 26, 'We have seven of the town's children hostage! What say you to that commander? Their life is in your hands.'

Apparently SOMEBODY told the Commander that you guys are not to be trusted. And even if he believed you, everyone in town will die if the monsters take the Tower. So he's ignoring you.

Quote:


Ok supper big roll (and using a 1,200 gp item, also a personally painful to Cуровую because now she will never get to Dispel the Magister's Spellbook)

How is a scroll of Dispel Magic a 1200 gp item?

In any event... it works! The Commander's feet are now touching the ground; his Fly spell has been dispelled.


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:
How is a scroll of Dispel Magic a 1200 gp item?

I was doing quick math in my head, but level 3 x caster level 8 x 50 gp makes that 1,200.

And sexy! Hello flightless commander, our catch of the day.

Who am I kidding we are so dead!


Douglas Muir 406 wrote:


Apparently SOMEBODY told the Commander that you guys are not to be trusted.

Note also that you've used Bluff multiple times already, including a couple of times with people who've escaped to tell about it (i.e., the blue-robed woman). Presumably they'll have debriefed the Commander by now.

It's a tactic that can be incredibly useful the first time. But with intelligent opponents, it'll run out quickly. "Fool me once, shame on you; fool me twice, shame on me," etc.


Cуровую зиму wrote:

Jax has NO Will to hold onto Corn.

Edmin forced his own will to subdue the item.

Well, if it's Edmin who has it, it's probably not going to get used any time soon. He's got other things going 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)

We actually never got to Bluff the pain in the Monk, she just started throwing punches, and a few kicks, and smiling as she did it, EVERYONE we did Bluff from the Magister to the lead Dwarf to the remaining Captain (well save Moma Kola) is now playing dead with Bref.


Now that you mention it, you didn't bluff the monk. My bad! That said, the other points still prevail -- he's been told that you're deceivers, he knows you're evil, and any "hostages" would be dead anyway if the Tower falls. And even if he believed you, the sensible course would be to take you captive and then use Zone of Truth to get some answers out of you. So, still no.


Still waiting on Jax, Ragnar and Morsum. I'll start botting later today if we don't hear from them.


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 will definitely be around.

Cуровую зиму wrote:

Can we please assume Grumblejack moved to a favorable position for his round one action, perhaps readying to hit as directed by who has clear understanding of the map.

And maybe he should not power attack?

I don't play melee types so don't jump on me if that is not sound.


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

Ragnar barks and growls at the Commander.

Intimidate: 1d20 + 4 ⇒ (14) + 4 = 18


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

Jax throw the bag then!


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 calls to Edmin:
Let me have the statuette, I can use it while you use your axe.

Whether or not the Commander answers, the Judge will begin to cast Enlarge Person on Morsum.

After his request to Edmin, the Judge calls to the Commander:
You claim you sent a raven to investigate the supposed accident, what did the raven see?

DMDM:

Does the Commander's voice sound at all like Nimby or the captain of the ship?
Perception: 1d20 + 7 ⇒ (6) + 7 = 13
Will Save: 1d20 + 5 ⇒ (14) + 5 = 19


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 begins to move closer to the Commander trying to get close enough that he can trip the man with this distended shadowy maw. - I have a 10' reach.

Acrobtics(if necessary) to avoid AoO: 1d20 + 7 ⇒ (11) + 7 = 18

Attack(bite): 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Trip(if bite hit): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18


Judge Tohram Quasangi wrote:

The Judge calls to Edmin:

Let me have the statuette, I can use it while you use your axe.

Whether or not the Commander answers, the Judge will begin to cast Enlarge Person on Morsum.

Didn't you already cast Enlarge on Edmin this round?

Quote:

After his request to Edmin, the Judge calls to the Commander:
You claim you sent a raven to investigate the supposed accident, what did the raven see?

Actually, no, he never claimed that. That was me, telling you what happened. You don't know that he sent a raven based on his conversation with Nimpy; all you know is that he just mentioned "a halfling". (Who was, in fact, Nimpy.) So you double don't know where the raven went, whether it came back, and if so what message it brought.

If you really want to know:

He sent a raven south to investigate Nimpy's bona fides -- is there any such person? He got a message back this morning saying, yes, there was a minor adventurer by that name; yes, he did indeed hang around with this other group of adventurers; yes, they all vanished at sea six months ago; and yes, those three things Nimpy pointed out that only he could know do indeed all seem to be true.

He also sent a message to Varning's patrol to swing by the site of the Frosthamar. They didn't find the Captain's body (you buried it well off in the woods) but they did find the recently burned remains of the ship in the shallows offshore. This, combined with other things that tended to reinforce Nimpy's story (the border has indeed been weirdly quiet for the last few weeks, there are indeed odd rumors of a bugbear army assembling, Father Dunnigan's disappearance) led to the Commander taking Nimpy's warnings much more seriously -- just a bit too late.


As far as you or anyone else can tell, the Commander is the Commander.

Judge:

Yes, there's something about him that reminds you of someone else. But he doesn't seem to /be/ someone else.


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's spells/actions:

Round 1 - Shield on Morsum
Round 2 - Enlarge Person on Edmin (takes effect at the beginning of the Judge's turn in round 3)
Round 3 - Enlarge Person on Morsum (takes effect at the beginning of the Judge's turn in round 4)


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]

DMDM:

Any chance the voice or accent sound like the Cardinal or one of the Cardinal's henchmen?


Morsum wrote:

Morsum begins to move closer to the Commander trying to get close enough that he can trip the man with this distended shadowy maw. - I have a 10' reach.

Acrobtics(if necessary) to avoid AoO: 1d20+7

No acrobatics check needed unless you're trying to move past him.

Quote:

Attack(bite): 1d20+8+1
Damage: 1d6+4

Morsum hits! 4 points of damage on the Commander!

Quote:

Trip(if bite hit): 1d20+8+1

Alas, his CMD is higher than 18.


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 cackles in his stone grinding on stone voice:
You taste good. Master will like your blood.


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

Results from axing the commander? Dying to know! See what I did there?


Okay, to speed things along I'll have Jax pull out his scroll of Grease and try to separate the Commander from his longsword. Worth a shot, right? Jax, please mark the scroll off.

Here's the Commander's save: 1d20 ⇒ 20


That... that could have been the Commander's to-hit roll! Ahhh!

Well: As Sir Edmin rushes up the stairs, he begins to crackle with energy. His eyes seem to glow with red light, and his hair stands on end. A rippling, crackling black and red aura surrounds the axe of Branderscar as he brings it town. The Commander raises his shield to meet it.

CRASH. The Commander staggers backwards, clearly shaken. 35 points of damage on the champion of Good!

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