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!


1,301 to 1,350 of 12,164 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>

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 will charge the non-drunk guard to silence the horn.

I gotta go, but me as necessary.

Init: 1d20 + 1 ⇒ (9) + 1 = 10

Surprise Round:
Attack(bite): 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Round 1
Attack(bite): 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Attack(claw): 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Attack(claw): 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
_____________

Judge will fire his crossbow as necessary.


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

Init: 1d20 + 4 ⇒ (2) + 4 = 6


The drunken guard bellows and flails.

"Aaah! Wha- It bit me!"

The guard draws his sword from his scabbard. "There's a PRISONER LOOSE!"

He can only take one action on a surprise round, so that's that. (Unfortunately, yelling is a free action.) I'll keep the other guard at Init 12. Who can beat 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)

Would Bluff work in this situation? Take out the other guard? DM did you see my last post?


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

Bloodlicker! He tastes good.

First I bite
Then I slice
I just might
Start to dice


Rolling for Jax I get 1d20 + 4 ⇒ (2) + 4 = 6. Looks like Init is Zimu, Bref, Guards, Morsum, Edmin, Jax. Grumblejack 1d20 - 1 ⇒ (4) - 1 = 3 goes last.


Bref and Morsum are at the door. Everyone else is a move action (30') from the door except for Sir Edmin. He's still over by the horses. He'll miss Round One, but if he runs he'll arrive in time to take a standard action on his initiative on Round Two.

Drunk Guard is nose-to-nose with Bref in the doorway. Sober Guard is 20' behind him.

So: Zimu, do you want to try bluffing as the Warden, or not?


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)

How would bluff work in this case?

The rules I mean.


Bluff and Disguise:
There'd be two checks. (1) Is your Disguise convincing? If you cast your spell, then the guards will need a natural 20 to penetrate it. (2) Do they accept that you're a hostage? That would be your Bluff vs. their Sense Motive. So, if you want to try this, just say "I cast the spell", tell me what you're saying, and roll a Bluff check -- I see that your Bluff is +8. If not, then it's still your Init -- attack, or take some other action.


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

Casting Disguise Self then

Thanks for reminding me its 8! From last page before we entered, Bluff 1d20 + 8 ⇒ (16) + 8 = 24 +2 if outfit helps = 26

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


Looking for that nat 20...

1d20 ⇒ 5
1d20 ⇒ 20


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)

Not one of my spells worked on both guards! Uggg! And the one I Charmed got tore up. So who fell for it?


Wow. Well, that's Sober Guard, so Drunk Guard believes you anyway. Can he 20 out your Bluff? 1d20 ⇒ 11 Nope. So, you're good for at least a moment.

"W-Warden Richter? Sir?" The drunk guard wavers. He does not lower his sword... but neither does he attack the goblin. "Corporal! Sergeant Blackerly! They've got the Warden!"

And Bref is 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

Edmin is moving to the door.


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

I'll have your slow witted head on the chopping block if they harm a hair on me! They already killed my dear owl! Lower your damn weapons!


1 person marked this as a favorite.

The Brefbot will take an Acrobatics check to move past Drunk Guard as part of a move action, thus setting up a flank. 1d20 + 10 - 1 ⇒ (18) + 10 - 1 = 27 He'll then ready an action to attack Drunk Guard if he moves or attacks anyone.


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]

Init: 1d20 + 2 ⇒ (17) + 2 = 19 <-- you forgot me, lol.

The Judge stands ready with his crossbow, but is prepared to move to heal Morsum if necessary.


"They -- They got the Warden! They're holding 'im hostage!"

The other guard hesitates. Then he pulls out his horn and blows.

HOOOONK! HOOOONK!

"Sergeant Blackerly! SIR! Get in here! A group of prisoners have captured the Warden!"

The horn-blowing, non-drunk guard is the one who rolled the 20. He may see through your disguise -- but so far he hasn't seen you. And now it's "everyone but Bref".


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

Oh Crap!


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 moves to where he can fire at the drunk guard.

Attack-crossbow: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d8 ⇒ 7

________
Morsum posted actions earlier for the Surprise Round and Round 1. He will attack the drunk guard since the other one already blew the horn. He will go after the other guard if the drunk one is down.


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

as soon as morsum arrives in flank

1d20 + 6 - 1 + 2 ⇒ (3) + 6 - 1 + 2 = 10 for 1d4 + 1d6 - 1 ⇒ (2) + (5) - 1 = 6


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

For F@*#@ sake


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

Hello, hello gentlemen! Let us have a nice, calm discussion, shall we? Oh my these sharp blades aren't necessary are they? Let's all put them down for just a moment..

Jax will move up to the room and swing his cleaver at the nearest enemy. 1d20 + 6 ⇒ (20) + 6 = 261d6 + 2 ⇒ (6) + 2 = 8

Edit:
Crit! 1d20 + 6 ⇒ (5) + 6 = 11 to confirm and 1d6 + 2 ⇒ (4) + 2 = 6 extra


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

I always miss the fun, I have to run to work PLEASE don't rush I would like to join some of this! DM or Edmin please run Cуровую intelligently for a bit. If we encounter the Watch Sergeant 'The Old Warden' will be LIVID and shout and threaten that he will have the Sergeant flayed alive for getting security to fall and be this lax. Play it up!

Edit: Actually 'Richter' may insist that they take Blackerly instead! HA!


Okay. It's taking things slightly out of order, but I did miss you last time, so we'll go with it. Between Morsum's attack and the crossbow, you do enough damage to kill Drunk Guard.

The guard topples backwards with a shriek, a crossbow bolt in his eye.

Jax, Grumblejack, Zimu, and then around to Bref again. Sir Edmin does not arrive until next round.


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

understood. I will wiat until those posts happen then post again.


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 back at the big ogre and then points a claw dripping with blood at the horn blower as he calls in his grating voice. Ogre SMASH!!!


Jax charges past the falling guard and slashes at the horn-blower. A moment later, Grumblejack comes roaring in behind him.

"AAARRRRRGGGH!" 1d20 + 6 ⇒ (10) + 6 = 16

Reflexively, the guard raises his shield arm to block the blow. Unfortunately for him, he chose to draw his sword and blow the horn instead of drawing his sword and picking up his shield. 2d8 + 5 ⇒ (1, 2) + 5 = 8 It's only a glancing blow -- but it's enough to shatter his arm and cave in the front of his helmet. The guard falls.

Hey, now there's nobody who has seen through your disguise! Mind, any newcomers will get rolls too.

For a moment, there is silence. Then, Blackerly's voice calls from behind the arrow slits. "What the hell is going on out there? What's this about the Warden?"

Sir Edmin comes running up. From the direction of the barracks, another horn begins to blow: "HOOOONK! HOOOONK!"


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

Please read my last post, can other players 'assist' my bluff? Good luck I can't believe I have work now!


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 curses and shuts the door behind him, looking for a way to lock it.

Assuming everyone is inside.


Bref, Morsum, Jax, and Grumblejack are inside. I haven't read that anyone else is.

In addition to the large doors leading to the outside, there is also a normal-sized door to the left; it is closed. Blackerly's voice is coming from somewhere behind the arrow slits to the right.


I don't think anyone has Knowledge (Architecture & Engineering). If you do, feel free to make a roll on it now.


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

Blackerly's eyes are closer to seeing the inside of goblin belly. tee hee tee hee hee hee

Bref moves and hides behind the other door ready to attack anyone coming in. Assuming that is where he would come from

stealth1d20 + 14 - 1 ⇒ (18) + 14 - 1 = 31


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 don't have it.


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 you attack us, The Warden here gets it! Now shut those horns up outside so we can talk!"


The door can be barred and locked (though you don't have a key). After all, it's the only way out! You don't want prisoners escaping!

So, I assume everyone will crowd in here and close and bar the door behind them? Note that this locks you into a 20' x 20' entryway. Freedom is on the other side of those doors to the north -- but they're closed.


There's silence for a moment. Then, muttered conversation. Outside, the horn is still blowing: HOOOONK HOOOOONK

Blackerly's voice comes through an arrow slit. "Let me see the Warden! Is he hurt?"


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 bars the 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

Kanight! I want his eyes in my belly. This I swear!

Bref whispers to Edmin, angrily and quietly


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 warden is not hurt, yet, but he will be if you don't shut up those horns! We have nothing to lose here Blackerly, but you do!"Edmin grabs the warden around the neck and spins him towards the arrow slits before quickly pulling him away and placing the kitchen knife in front of his face.

Attempting to just give them a glance of the warden and then covering most of our prisoner's face.


Zimubot. Since this is a new group of guards, she gets a new Bluff check.

You fools! Stand down! They've already killed my owl! My magic is no good against them! Stand down! I'll have the Inquisitor on you, damn your eyes! Stand down!

1d20 + 8 ⇒ (19) + 8 = 27


I'll give three rolls to see through the Disguise -- one for Blackerly, one for the sober guards, and one for the drunk guards. 1d20 ⇒ 151d20 ⇒ 51d20 ⇒ 20.


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

How many arrow slits are here?


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

Your dice suck!


1 person marked this as a favorite.

Wow.

"Hey, shir. Sir. Thass... thass notta Warden. Iss --"

1d20 ⇒ 2

"Shut up!" Blackerly's voice is sharp. "Not another word from you, you drunken fool."


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

lol the drunks got it

Bref will move his hiding place to which ever door they will be entering from. but im keeping that 30+ stealth


The drunken guard's voice subsides into a mumble of protest.

"So," says Blackerly softly, "you have the Warden, eh? Very clever, my fine young criminals. Very nice."

"But now I wonder. Now that you have our dear Warden, what exactly do you expect to do with him?"


1d20 + 2 ⇒ (5) + 2 = 7
1d20 + 4 ⇒ (15) + 4 = 19
1d20 + 6 ⇒ (5) + 6 = 11

There are six arrow slits -- three on each side -- and four murder holes.


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

can bref squeeze out of one? tee her, yes that is the player making that laugh


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 we are going to walk right out of here and you are going to let us. We have been all over the prison Blackerly, even your office and room." Edmin pauses for a moment before continuing.

"We have what we need to get out of here, if you want to try and stop us then heads will roll. First let your people outside know this was just one of the drunk guards blowing his horn. Second send your guards away that are with you and you escort us and the warden past the next check point. Once we get past it we will turn over the warden and other things to you and we make good our escape. This could end very, very badly for everyone if any of you decide to be a hero."

1,301 to 1,350 of 12,164 << first < prev | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Doug M's Way of the Wicked Campaign All Messageboards

Want to post a reply? Sign in.