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:
This is where Lightning Bolt would be fun - a whole line of targets ready and willing to get fried.

True, and obvious with the layout. Alas Cуровую does not have that in her spellbook and all her plans to use Blood Transcription on the magister faded when he was turned to ash and no body left to drain.

Edmin Al'Roth wrote:
What do we do then? Tell them to open the gates and welcome their buggery bear brothers?

Have Faith in your companion dark Champion as she has in you.

Deal with the archer before he escapes though.


The archer is... gone. You don't see him on the roof.

1d20 ⇒ 2 The soldier on the upper bridge seem to be having some difficulty with the caltrops and oil.


Okay, I'm going to fast forward a little here.

The archer escapes. The soldiers on the bridges fall back in confusion. The ones on the lower bridge had ladders, and the ones on the upper bridge had a small battering ram, but they were expecting to find the rooftop held by the Commander / monk / archer. That tactical plan has now fallen by the wayside. So, retreat and regroup.


Sir Edmin:

I like it. Note that you don't normally use a shield, since you're swinging a greataxe. But it's still a nice souvenir, and you can put the coat of arms on your equipment going forward.


Zimu only:

You don't feel good. Your head hurts. The constant Will saves? What it feels like is like something is sucking at your consciousness, trying to gain your attention. But if you give it your attention... it will be bad.


Now: the soldiers do have leadership -- there are several NCOs still alive, and after some discussion they decide to release Captain Edderly from his prison cell. (Which was on the floor where the dwarves were working, right below the Magister's laboratory.) So they even have a commander. And there are three acolytes left alive, and one more Seeker (there were three), and Father Jole from the village, and maybe Mad Martin (did he survive those two fireballs?), and who knows who else.

Also: the guys from the village that you saw in the Keep? They were the militia leaders. They've since rushed down to the village to call up the militia. These are untrained or lightly trained fighters -- 1st and 2nd level commoners or commoner/warriors with light armor and basic equipment. That said, there are several squads of them. And one guy has run to the actors' troupe to recruit the Bard (inspire courage, a few spells), a couple of bouncers (low level rogues) and whoever else can help (the gnome is actually an expert/sorceror who specializes in illusions). And another guy has gone to get the Hermit (you never even heard about the Hermit... well, he doesn't get out much) to ask for his help. So, reinforcements are flowing in from all directions.

Also: the surviving dwarves have been working frantically to cobble together a crude but functional siege engine, to bombard you. And the alchemist has been called up from the town, to see if he can get the golem under control (he can't) and/or salvage something from the mess that is the Magister's lab (he maybe can).

So what with one thing and another, the defenders of Balentyne still have many resources to throw at you. Given time, they will be able to besiege you, wear you down, and wipe you out.


But they do not have time.


The first wave is bugbear scouts. You're not likely to even see them; they're very stealthy. They see that the portcullis is open and that smoke is rising from the top of the gatehouse. (The oil fire has gone out by now, but the siege machines are still burning.) They report back.

A couple of minutes later comes the second wave: the goblins. Goblins are slow, but they're expendable. They come skipping and snickering down the road through the defile in a disorganized wave. Several of them are carrying long ladders.

This is visible from the top of the Keep and the walls; you can hear shouts of alarm and horns blowing. 1d20 ⇒ 10 1d8 ⇒ 3


A large stone flies through the air and hits one group, splashing a couple of goblins into bloody smears. It doesn't hit the goblins with the ladders, though. So in a few moments, two ladders have been set against the outer walls of the undefended gatehouse, and goblins are pouring up onto the roof.

More goblins will flow through into the gatehouse archway.

My assumption is that you haven't lowered the drawbridge yet. If you have, that will open you to an attack from the Keep, and we need to stop right here, rewind and play that out. If you haven't lowered the drawbridge, then they won't be ready to attack you before Sakkarot's army arrives. So it's "yes we lowered the drawbridge (go back and play out attack)" or "no we didn't" (you're safe, but now you need to start making checks toute suite to get that bridge down for the attackers).


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'

As the human guard retreat, Edmin, we want the keep to fall as quickly as possible. I say we heal up then drop the gate once we see the first of Sarakot's forces.
Then we wait for them with our remaining resources and the fireballs then wipe a large number of them out as they sally forth to try and take the gate back, they will have to come out or the keep is most likely lost.
We send them back in confusion and allow the siege proper to begin as Sarakot's forces arrive. The destruction of another group of defenders plus two avenues of attack will split the defenders and cause the keep to fall that much easier. We can hold the gate against their normal rabble.

After checking Xen, Edmin, he is dead. You know he actually saved your life when he healed you instead of himself. Curious action that.
Dren starts hitting the group with wand charges.

CLW Wand 471d8 + 1 ⇒ (2) + 1 = 3 Dren
CLW Wand 461d8 + 1 ⇒ (3) + 1 = 4 Edmin
CLW Wand 451d8 + 1 ⇒ (2) + 1 = 3 Edmin
CLW Wand 441d8 + 1 ⇒ (8) + 1 = 9 Edmin
CLW Wand 431d8 + 1 ⇒ (4) + 1 = 5 Edmin
CLW Wand 421d8 + 1 ⇒ (1) + 1 = 2 Edmin
CLW Wand 411d8 + 1 ⇒ (7) + 1 = 8 Edmin
CLW Wand 401d8 + 1 ⇒ (1) + 1 = 2 Next?
CLW Wand 391d8 + 1 ⇒ (3) + 1 = 4 Next?
CLW Wand 381d8 + 1 ⇒ (5) + 1 = 6 Next?


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 has been to hold lowering the drawbridge for exactly that reason. We can send shock troops across the catwalk. If there are defenders where the catwalk where it intersects with the fort, this is a great place to drop a fireball right before the goblins and first bugbears hit.

How long do we have between the death of the Commander and the arrival of the army?

Also, did I detect any magic, other than the Commander's armor, on the commander or the monk? I cast Detect Magic a few posts ago.


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]

When the goblins and bugbears begin to arrive, we direct them to fire at the walls and the top of the keep at will with arrows. As with the guards before, there is not a high percentage chance of hitting, but anything to harass them is useful.

-------

Cy, do you still have one Fly spell left? If so, you can cast it on me and I can circle the fort and drop a few fire elementals into the stables and the town to keep the reinforcements occupied.


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 responds to Dren:
I hear the goblins already. Lets get them on top of the tower and have them start to drop arrows on the fort, just as the guards were doing to us. The entrance across the catwalk is mostly undefended. Once we have a number of bugbears on the upper level of the gatehouse, we can send them across the catwalk. Cy can open this up with a fireball so that there will not be a defensible chokepoint. Once the bugbears are in, it should not be difficult to open the main gate. If we drop the drawbridge too early, then the troops in the fort will have a way across if they want too, while it give us no value until the gate is open, or at least until we take the fort walls to allow ladders to be placed on the far side of the main bridge.


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 had picked up Xen's hat and placed it on his head just after the combat ended, it now looks like his hood he wears.

You assume that the Goblins and Bugbears will follow our commands and not attack us. I can turn into a Bugbear and possibly give them commands but they are very choatic creatures and rallying them to do very specific attacks, possibly against previous orders, may be difficult. But we could always do both ideas with one fireball for each plan.
Edmin, what do you think?


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 gives his nicest smile, which combined with his rather unpleasant oder, is not nice at all.
I can be quite charming when needed. His face then twists into a raging snarl, or intimidating. I am sure that we can show the chaotic goblins that we are in charge. The goblin and bugbear leaders have seen us before, they will follow our instructions . . . or they will die.

The Judge pauses for a moment.
And I would expect the Fourth [insert correct Knot if this is wrong] to arrive shortly after the initial troops.


Can you /please/ give an accounting of charges from the wand.


Really. Please.


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 walks over to Xen's fallen hat and picks it up. He takes off his amulet, turning into his devilish self..and places it on his head with a smirk before rummaging through Xen's still freshly bleeding corpse. "Sorry dear friend, I did quite like you. More than most of this lot, anyway. But lets see what you have here.."


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'
Jax Naismith wrote:
Jax walks over to Xen's fallen hat and picks it up. He takes off his amulet, turning into his devilish self..and places it on his head with a smirk before rummaging through Xen's still freshly bleeding corpse. "Sorry dear friend, I did quite like you. More than most of this lot, anyway. But lets see what you have here.."

Check my post above :] we can discuss the loot share of course.


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

Aw nooo! Jax wanted the fancy hat!

"Creepy Dren! Any chance I can wear Xen's hat? I liked that feather!"


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)

From June 26, 2013

Cуровую зиму wrote:
Perhaps Xen is wondering where the large plume feather that once adorned his hat has gone too.

Cуровую has had Xen's hat feather for several months now.


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'

As dren turns into a replica of Jax...you feel as though you are looking into a mirror, The hat isn't trinket for fashion Jax, it is a tool for us to fool the weak and subjugate the strong. You have no idea what I can do with this hat...I can be anyone, although my lies are not as convincing as sister Zimu.
But it is not up to you or I to decide who actually will own the hat. For now we will use it in the group as needed.

Heh, my disguise with the hat can be a +24...lol.

Basically he is willing for whomever to wear it as long as we are using it. Dren was planning to replicate a Bugbear to help direct the goblins or make sure we don't get attacked by any of them by mistake.


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

Actually zimu has the feather from his hat, the hat of disguise can create a feather. The regular hat is in the haversack


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 also need to search the monk, she might have some interesting items on her.


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 glares at Dren and throws his hands up. "Bah! Tools.." He then discovers the mundane hat in the haversack and puts it on, grinning goofily. "In memory of the dear departed."


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 soldiers do have leadership -- there are several NCOs still alive, and after some discussion they decide to release Captain Edderly from his prison cell. (Which was on the floor where the dwarves were working, right below the Magister's laboratory.) So they even have a commander. And there are three acolytes left alive, and one more Seeker (there were three), and Father Jole from the village, and maybe Mad Martin (did he survive those two fireballs?)

I just had a huge post eaten up by the Paizo site.

The cliff notes version.

DM

I was wondering for a few weeks now if the captain was still in the fort, I guess we have an answer.

I was also thinking of the old cleric that we had no time to ambush, if he was in town he may have been brought into the fort to help with the sick, although there may not have been enough time to summon him or getting word to him is not 'military protocol' but yes I was thinking of him too.

That being said I have a question for DM, rather important.

Cуровую has been wanting to assume the guise of leadership of the fort since early September, none of the above would be alerted of the death of the commander or the most senior Seeker unless the archer was able to reach the most senior remaining junior officers so quickly.

Morsum, Dren, Ragnar were all 1 round away from the archer, could he really have fully escaped in 1 round? They were all ready to give chase.

---

Also just as important, can we please not fast forward just yet.

If you fast forward we will not be able to take advantage of the confusion. And that's rather important right now.

By my calculations we need 7 minutes to enact what I was planning and surely the confused clumsy withdrawal of the soldiers, then turned full panicked retreat, to any discussion (and counter command of the commanders standing orders) about the captain's release, his update and appraisal of the situation (from the stew to the infiltration to the loss of key defenses to the possible death of the senior command) and him getting into armor and assuming command will take longer than that.

Can we please keep the rounds we are on, we would NOT remain idle with the momentum we have worked hard and bled to earn.


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'

He might have quaffed a potion of inviso for all we know. I would let it go.
We have pretty much won, other than helping them take the fort I would rather let GM cutscene it out.


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

I'm with Dren on this. I think we won mostly, although Jax plans to sneak around gathering treasure while chaos and havoc reigns.


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 would be doing that but during the time the fort is leaderless.

Cуровую HAS See Invisibility, Jax your plans and Cуровую are fully on the same page, don't you want to raid a fort that is leaderless?

Jax, you and I are totally on the same page.

The confused clumsy withdrawal of the soldiers, then turned full panicked retreat, to any discussion (and counter command of the commanders standing orders) about the captain's release, his update and appraisal of the situation (from the stew to the infiltration to the loss of key defenses to the possible death of the senior command) and him getting into armor and assuming command will take longer than 2 to 3 minutes of real time.

If we fast forward we will not have that advantage, we would NOT remain idle with the momentum we have worked so hard for.


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:
But they do not have time.

I just read DM's next three posts after I had posted.

That's actually very cool and cinematic, but my request that we don't fast forward stands.

Dren of the Dark Tapestry wrote:
checking Xen, Edmin, he is dead. You know he actually saved your life when he healed you instead of himself. Curious action that.

Wow! Good point!


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 fort may be semi-leaderless, but there are still plenty of defenders around and our goal is not to worry about raiding the fort, although that might be a nice afterthought, it is to take it so that an army of half crazed, chaotic evil creatures can sack it and the town opening the way for the grand army to roll through.
You could easily be seen and killed by a pack of bugbears after the attack starts or get caught sneaking around the fort by one of the lesser leaders and a pack of guards and get yourself killed.
The other point is that something like that will also add weeks to the PBP planning, guessing, discussuing various methods of planning and guessing.
I am guessing that Doug is probably ready for a break as well, that is if he decides to continue the game.


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)

That's exactly my point if we don't totally fast forward we won't encounter bugbears.

Maybe we cut scene our actions as well? What are actions are as the men withdraw and regroup. My only concern is the 5 minutes right after the death of the commander. Would that be fair?


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'

Lets see what Edmins orders are and how Doug feels.
I would rather cut scene and he can figure out what we can maybe do without risking ourselves. The other thing to consider, what if they rush the gate again and you guys are off running around looking for treasure? Xen is dead and 2 others are running around hoping to find a few trinkets and they take the gate? Just sayin, as far as we know the gate is still hanging in the balance until our forces arrive and help us secure it.
Until they chime back in I am going step out and wait.


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 are currently 5-10 minutes after the rocket was launched. The army should start arriving within a few minutes - scouts and fast troops followed a few minutes later by the main force. Our job is to make sure that the fort is taken, not to risk our necks pretending to be the command. If we fail on the ruse and are killed, then the guards retake the gatehouse and rain death on the approaching horde.

I posted my thoughts above, which nobody seems to have paid attention to. We hold the gatehouse and get as many goblins and bugbears up to the roof/upper level. Then the sneaky bugbears begin to sneak across the catwalk with the goblins prepared slightly behind. At the same time, any archers they have will be raining arrows on the fort walls and the area around the point where the catwalk connects to the main fort. Once the bugbears and goblins are prepared, Cy launches a fireball to soften the troops guarding the entry and the bugbears storm through. Once that are in the main fort, they should be able to get the the main gate and open it. Or, if it cannot be opened, once the wall is taken, then ladder can be used to climb from the main bridge to the fort.

I have said that I would have no problem flying and summoning fire elementals to light the stables on fire and perhaps drop a few in the town to keep any reinforcements occupied putting out fires (literally).


I'm thinking impersonating the Commander will be kind of difficult after Edmin has brandished his severed head.


Dren of the Dark Tapestry wrote:


Dren starts hitting the group with wand charges.

CLW Wand 471d8+1 Dren
CLW Wand 461d8+1 Edmin
CLW Wand 451d8+1 Edmin
CLW Wand 441d8+1 Edmin
CLW Wand 431d8+1 Edmin
CLW Wand 421d8+1 Edmin
CLW Wand 411d8+1 Edmin
CLW Wand 401d8+1 Next?
CLW Wand 391d8+1 Next?
CLW Wand 381d8+1 Next?

Ah, I just now spotted what you did there with the wand charges. Thank you.


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'm thinking impersonating the Commander will be kind of difficult after Edmin has brandished his severed head.

Not the commander but with Extended Fly and Invisibility going to make some key stops.

Could we cut scene it the way you have? Literally the 5 minutes right after the commander's death.


Okay, it looks like Zimu wants to take the time between the archer's departure and the goblin's arrival to Do Stuff -- continue attacking, impersonate the Commander (or someone else), what have you.

However, it also seems like the rest of the party does not want to Do Stuff. Edmin hasn't chimed in yet, but the others are tired, battered, short on spells and running out of cures. I have the impression you'd prefer to go turtle and let the bugbears do the heavy lifting from here on out, with perhaps the occasional bit of elemental-summoning or other opportunistic sniping. Is that a fair summary?


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

and healing grumblejack!

as an objective observer DM that sounds accurate.


Cуровую зиму wrote:


I was wondering for a few weeks now if the captain was still in the fort, I guess we have an answer.

If he survives this, his chances of a pardon are excellent!

Quote:

I was also thinking of the old cleric that we had no time to ambush, if he was in town he may have been brought into the fort to help with the sick,

He was helping the sick but got tired and went back to town to rest. However, he's been brought back for the emergency. (Along with the bard, the alchemist, the Hermit, and basically everyone else within a couple of miles radius who has a character level.)

Quote:


Cуровую has been wanting to assume the guise of leadership of the fort since early September, none of the above would be alerted of the death of the commander or the most senior Seeker unless the archer was able to reach the most senior remaining junior officers so quickly.

Morsum, Dren, Ragnar were all 1 round away from the archer, could he really have fully escaped in 1 round? They were all ready to give chase.

He wasn't within AoO of any of them. You don't know what he did. Do keep in mind that he had to get up on that roof somehow. So he may have departed it the same way. Or maybe he cast invisibility and has been lurking up there ever since... but anyway, he is gone.

Quote:


Also just as important, can we please not fast forward just yet.

If you fast forward we will not be able to take advantage of the confusion. And that's rather important right now.

I'm open to suggestions.


Cуровую зиму wrote:
Douglas Muir 406 wrote:

I'm thinking impersonating the Commander will be kind of difficult after Edmin has brandished his severed head.

Not the commander but with Extended Fly and Invisibility going to make some key stops.

Do you have Extended Fly and Invisibility?


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 have an Extend Rod.

--

May I present my argument one last time. If you all don't like this or if it takes away from DM's game I will be happy to just say, ok I tried.

Fair?

The main thing is the actions we want to take would be BEFORE the archer got the word out, it will take minutes for them to retreat and regroup even after he gives them the accounts of what happened.

The fort is not a single omnipotent organism that has streaming data that covers the entire complex all at once.

The commander dies, the archer retreats. Fair.

Then is what immediately follows.

The confused clumsy withdrawal of the soldiers which then turns to a full panicked retreat, followed by any discussion (and counter command of the commanders standing orders) about the captain's release, his update and appraisal of the fort's dire situation (from the stew to the infiltration to the loss of key defenses to the possible death of the senior command) and to him getting into armor (where would that be) and assuming command will take longer than 5 to 6 minutes of real time.

Is that a fair call?

Summoning the hermit, the alchemist, the butcher, the baker, the candlestick maker should take even longer.

Is that a fair assessment?

I propose we act in that 5 to 6 minute window, nothing more than that, if you want we can make our own cut scene of our actions we don't need to play it 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]

A few notes:

We have mostly burned through 1 CLW wand and are using a second.
I cannot be healed with the wand - I have a few ILW potions, but that is it.
I have no spells, and only 4 Summon Monster III spells.
Jax is short on spells.
Dren is almost out of spells.
Edmin has used his smite.
Cy is out of offensive spells, to the best of my knowledge.
Xen is out of spell, and hp.

All we really have at this point is muscle, and they have a lot more. Last time someone decided to wander around by themselves with a full spell complement, they met uber-monk and almost got oneself and Grumbles killed.
-------

We have accomplished out task. If Jax and/or Cy wish to be greedy and go snooping around the tower and fort by themselves, they are welcome to. I understand that both are greedy by their character's nature, especially Jax, but at the same time neither is stupid, they have high Int.

-------

The Judge and Morsum are going to stay put until the goblin calvary arrives and then advise them on the best way to get into the fort - via the catwalk. If Cy leaves, I shall request that the fireball wand be left with Dren so that we can get the troops into the fort by blasting a hole in the defenses where the catwalk meets the fort.

The Judge is greedy and self serving by nature, he is not going to do anything that will risk his neck. He has no interest in being remembered as a hero, he is interested in being remembered as the tyrannical vampire that helped rule a nation.


Cуровую зиму wrote:


Could we cut scene it the way you have? Literally the 5 minutes right after the commander's death.

Since Balentyne is now a buzzing hive of desperate defensive activity, probably not.

Are you assuming that, if flying and invisible, you'd be able to swoop in and do as you please? Unfortunately, I can't confirm any such assumption. Maybe you'll be able to! On the other hand, maybe the first room you fly into will be guarded by an archon with See Invisibility active at all times. You don't know.


Put another way: you can't know if it cutscenes until you try.

I might say, "Okay, you fly into Room 42 (or wherever). After a few rounds of searching, you are easily able to find the McGuffin. A few distracted soldiers rush past but they don't see you. You fly triumphantly back to the Gatehouse." But on the other hand, I might say, "You fly into Room 42. The tall, inhumanly beautiful winged humanoid turns his burning gaze upon you. "Evil," he says, lifting his flaming sword. Roll for 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]
Cуровую зиму wrote:


I propose we act in that 5 to 6 minute window, nothing more than that, if you want we can make our own cut scene of our actions we don't need to play it out.

The question is WHY? Why do we need to act? It is not going to help the bugbears get in. All it does is put our party, which is very depleted with one dead member, at great risk. Our job was to weaken the fort so that the bugbears can get in. We have more than done this. Now we should hold our positions and let the bugbears do their job.


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

only one charge on the extend rod left for today zimu


The Commander's stuff:

Not that much -- +1 longsword, +1 Champion full plate mail (now somehow converted to +1 Dastard plate), masterwork dagger, large masterwork steel shield, Headband of Charisma.

A locket around his neck contains a very fine miniature of a woman's face, along with two braided strands of hair. The interior of the locket says simply "Forever" beneath a complicated looking crest. It does not detect as magic but would be worth 50 gp for the fine craftsmanship.


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)

So there are no maps, no books, no logs or journals in that chest or the commander's quarters which we have yet to have searched?

No royal seals of the King's commander?

No bits of information, whatsoever that we can use? Nothing?

Money, or bank letters of credit for funding fort's supply and inventory perhaps?

You understand my mind set from though right? I am not acting on greed, that was never Cуровую driving goal.

You have Undeath to look forward to.

I am but a child running from her kin.


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:
only one charge on the extend rod left for today zimu

Two charges Bref, two. The Judge forbade me to use one of them.

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