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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Might be a good time to review who's wearing what. I think most of you are in guard uniforms now, except for Morsum, Bref, and Zimu who's wearing one of the Warden's outfits? Also, if you're planning on bluffing your way past the guards, what are you doing with Morsum, Bref, and/or Grumblejack?


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 roll for disguise a few pages back was Disguise 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21 that is before casting Disguise Self which Cуровую will cast if needed.

Heading to school for the next three hours, DM or Edmin please run Cуровую briefly, to help with the masquerading as the Warden she will not use the Crossbow and use Daze DC 15 or Force Missile as appropriate. Good luck!

Edit: I think the plan is to get close enough to the guards to deal with them, and take them unawares and silence them as opposed to getting past them with bluff.


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

The plan is to get close enough to the guards in the gate to get the drop on them so they can't call for help.


Okay. Grumblejack is not with you, right? Still, the Warden walking along with a goblin and a shadow-thing is going to catch their attention, even if they are accompanied by three "guards".


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

The others will be well behind us to be able to support if we get in combat.


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 need a back pack to carry Toothpick in. Surprise!


There's no backpack, but he's small enough to fit in a sack. Getting him out of the sack would be a move action (either for him or the person carrying him).


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

Bref devours the apple and attempts to shove the core up a guards nose.

If the party appears to be leaving Grumblejack

Wait we need Belches Good at smashing and I have taken him under my service. Cannot leave him. You understand. Right kanight?

If not leaving him

Tee hee tee hee hee hee. Want goblin to hide in sack? Could give sack to guards, let them open and then chomp chomp.


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

A backpack would be less obvious, but it would be something to walk up and set the bag down then position the guards so their backs are to it.


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

there is no backpack


So: Zimu casts Disguise Self to look like the Warden. Sir Edmin and the Judge accompany her, dressed as guards. Sir Edmin carries Bref in a sack. Jax (who is visibly a tiefling, right?), Grumblejack and Morsum stay back, but within a single round of movement. The goal is to get close enough to the guards to surprise and overpower them. Do I have this right?


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

I think so. not totally sure about Jax, but that seems accurate.


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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]

Well, it is a gatehouse, right. Probably does not have any windows. No problem, we have a window. I say we quietly walk up. We let Bref show his appreciation of dogs. I am not a big proponent of slaughtering sleeping animals. But, when they wake up, well, I am guessing that they will be able to track real easy. Once the dogs are permanently sleeping, then we bring our friend Grumblejack up. We create a new window into the gatehouse and let Grumblejack charge in. Morsum can follow and then the rest of us. This should minimize the damage to the rest of us.


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

Dog not animal. Dog evil.


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:
Okay. Grumblejack is not with you, right? Still, the Warden walking along with a goblin and a shadow-thing is going to catch their attention, even if they are accompanied by three "guards".

No of course not, they would use stealth as they normally do!

DM I am considering using Disguise Self for check point and not the Wall.


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 looks at Toothpick: Dog taste good?


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 hands Jax his helmet. "You may want to put this on.

"Why would we kill the dogs, they are no longer a threat. Also I think we should hold on to the window and use a door."


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

Dogs follow with nose kanight. You want be found in swamp?

Dog not taste good. Nothing good bout dog


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 and Bref can stealth ahead of us right?

I have two hours of playtime before work. Let's rock this guys!


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 seems a little put off on the thought of killing the dogs. "No, I guess not. Kill them quick, dont make them suffer."


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

The knight pulls the carrot from his pouch and prepares to follow the goblin. "Let me check the horse, it may be of use."


Grumblejack is glad to see you. He's been sitting in the lowest room of the Warden's tower, idly breaking up the furniture. He's pretty much reduced table and chairs to splinters, and has started ripping the tapestry into shreds.

"All right! Huh. Smash now?"

The ogre follows you out into the Grounds.


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

Bref's smile could not be any bigger. He scuttles over to Edmin and hugs his leg. He almost dances on his way back to take care of the dogs.

Come beastie! Tee hee.

Stealth 1d20 + 14 - 1 ⇒ (9) + 14 - 1 = 22

Morsum and Bref will CdG dogs, ending them as quickly as possible. Not sure how many there are, any more-I want to say there are 4, but putting 4 damage rolls in case there are up to 8.

1d4 + 1d6 - 1 ⇒ (3) + (2) - 1 = 4
1d4 + 1d6 - 1 ⇒ (1) + (6) - 1 = 6
1d4 + 1d6 - 1 ⇒ (4) + (6) - 1 = 9
1d4 + 1d6 - 1 ⇒ (1) + (3) - 1 = 3


The gatehouse is a miniature fortress in its own right. Three stories high, it presents a blank, windowless stone face to the interior. A pair of massive wooden doors, fully 12' tall and 10' wide, are shut. Set inside the left door is a smaller, normal-sized door; as you approach, you can see that it is slightly ajar.

So, as above, except (1) Zimu is not pretending to be the Warden, and (2) Jax is with the main party, wearing a helmet. That leaves Grumblejack and Morsum 60' behind. Note that Zimu hasn't mentioned changing clothes, so I assume she is still wearing a noble outfit assembled from the Warden's closet. All good?


The dogs are heavily drugged and deeply asleep. You can eliminate them without difficulty.

1d100 ⇒ 97


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 did you say there was a garden by here? I remember planning to ask about healing herbs but never got to that area.

It looks like we are all posting! Maybe we can power through the next encounter. I don't want to jinx it though.


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:
So, as above, except (1) Zimu is not pretending to be the Warden, and (2) Jax is with the main party, wearing a helmet. That leaves Grumblejack and Morsum 60' behind. Note that Zimu hasn't mentioned changing clothes, so I assume she is still wearing a noble outfit assembled from the Warden's closet. All good?

DM I am wearing the Warden's robes and made disguise roll, since we have a 10 minute window with Disguise Self I think we can spare about 5 minutes here for the gatehouse, before entering I will cast it if the party thinks its needed.


While the goblin is working his way through the kennels, Sir Edmin approaches the stables. The Warden's horse snorts as it catches his scent.

If you want to do something with the horse, it will require a Handle Animal check -- the DC depending on what you want to do, and how fast.


There is indeed a garden' it's between the main building and the barracks. If you want to investigate the garden generally, make a Knowledge (Nature) check. If you're looking for healing herbs in particular, make a Heal check. (You can of course do both.)


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 helps with the elimination of the hounds.

He then follows Bref to the door. Seeing that it is ajar, he signals to the others to come up quietly.

Once everyone is there, he and Bref will silently attempt to enter the door and see who, or what is within.

Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Stealth: 1d20 + 13 ⇒ (9) + 13 = 22
_____________
Judge follows behind with his crossbow at the ready.


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)

Is that anywhere near where we are? I never got to really figure out the map. NO girl driver jokes please.


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

Stealth1d20 + 14 - 1 ⇒ (3) + 14 - 1 = 16
Perception1d20 + 4 ⇒ (7) + 4 = 11


Whoa, whoa. Is that the plan? I thought you were going to try going in with Zimu as the "Warden", and Bref and Morsum behind.

I'm fine either way -- sneaking in with Team Stealthy is reasonable too -- but you may want to get a party consensus. Right now, it's not clear to me what the party wants to do.


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 slowly approaches the horse, holding the carrot out to wards it. "Easy, easy there. I am not going to hurt you I am your friend."

Handle Animal 1d20 + 6 ⇒ (6) + 6 = 12

The knight will approach the animal trying to see what type it is, its condition, and if it has been trained for battle.


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 figure we check the door then enter as the warden and guards in case there are people inside. Then we can use Team stealth to recon ahead of us.


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 thought that Cy had indicated that she was going to hold off on the Warden getup until the checkpoint. If the door is easily openable, then I think that stealth and surround is our tactic. Has worked well each time except the Warden so far.


The horse lays its ears back, but takes the carrot. It's a fine riding horse, and seems docile -- about what you'd expect to find underneath an elderly aristocrat. It's a quality animal, but definitely not a warhorse.


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

Well, she already has a good disguise with out her alter self. that may give us a surprise if we stumble into other guards.


Okay, Team Stealthy it is.

Bref oh-so-gently pushes the door a bit further open and peers inside.


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 pats the animal on the neck and moves off to the others.


1d100 ⇒ 6
1d100 ⇒ 61

Bref's Stealth was 16. Can either of the guards beat that?

1d20 - 2 ⇒ (20) - 2 = 18
1d20 + 2 ⇒ (12) + 2 = 14


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

sigh. dice are against me of late


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's got loaded dice ;)


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)

Initiative 1d20 + 3 ⇒ (15) + 3 = 18

Bluff 1d20 + 8 ⇒ (16) + 8 = 24 +2 if outfit helps = 26

IF and only if the jig is up with Bref (otherwise this will not occur)

"Lower your weapons! These scum have me as prisoner! Lower them or they will maim me!"


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

Cause I know it is coming: Initiative 1d20 + 6 - 1 ⇒ (7) + 6 - 1 = 12


Inside the door is an entryway, 20' x 20'. It is illuminated by a single torch. On the other side are another pair of large doors, also shut. There are arrow slits on either side of the entryway, and murder holes up above. An enemy who somehow smashed through the first set of doors would have to run a harrowing gauntlet of arrows and boiling oil in here.

There are two guards here. One is sober, and the other is drunk. They've been throwing dice on the floor. Drunk Guard just threw the dice too hard, and one of them skittered and bounced wildly to the entry. As he staggers over and then bends down to pick it up, he looks straight into the eyes of the goblin who is peering around the doorway.

1d20 + 6 ⇒ (12) + 6 = 18
1d20 - 1 ⇒ (13) - 1 = 12

Bref has initiative. It's a surprise round. You can attack the drunk guard, flee, or do something else.


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 avoid the stables and the slaughter in the kennels. He'll simply wait with the judge until Bref and Morsum investigate the opened gatehouse door. He has his tail safely tucked into the guard's uniform and remains relatively quiet under the helmet for now.


Rolled Init before I saw Bref's post. He wins anyway -- his Dex is higher than the guard's.


Who has the alarm horn? 1d100 ⇒ 98 Non-Drunk Guard.


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

Shame the one who I am about to eat doesn't have it

Teeth meet face!

1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23 vs FF for 1d4 + 1d6 - 1 ⇒ (1) + (6) - 1 = 6

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