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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Bref, I think you only take -5 on the bite attack. The shiv still works normally. Blackerly is no longer blinded, but you rolled high enough to hit him anyway.

The enraged goblin goes into a frenzy of biting and slashing, drawing blood from multiple shallow injuries.


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 was wrong. Not driving yet. Don't worry demin bref will chew you back to health


Round 3 Init: Cуровую, Judge, Jax, Bref, Morsum, Blackerly, Edmin, Grumblejack, Sober Guards, Drunk Guards

Nobody is blind any longer. All PCs except Zimu have the Shaken condition this round.

Do-or-die time, gang. Can you finish off Blackerly before he rallies the guards to finish you?


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

prob die time lol, but fun!


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 up and casts Rejuvenate Eidolon on Morsum
Heal: 1d10 + 1 ⇒ (10) + 1 = 11 .


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 continues to attempt to shut down Blackerly.

Feeling renewed energy from Tohram's rejuvenation, Morsum once more launches into Blackerly with full force.

Attack-Bite: 1d20 + 4 + 1 + 2 ⇒ (16) + 4 + 1 + 2 = 23 <-- +1 tactics, +2 flanking if these are applicable
Damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (1) = 7 <-- I believe the Precise Strike is still in effect this round.

Attack-Bite: 1d20 + 4 + 1 + 2 ⇒ (11) + 4 + 1 + 2 = 18
Damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (4) = 9 <-- I believe the Precise Strike is still in effect this round.

Attack-Bite: 1d20 + 4 + 1 + 2 ⇒ (14) + 4 + 1 + 2 = 21
Damage: 1d6 + 3 + 1d6 ⇒ (3) + 3 + (5) = 11 <-- I believe the Precise Strike is still in effect this round.


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

-

DM Cуровую is at the top of the round, she will lose the blind condition before Blackerly does correct? She can cast 1 spell while he is unaware that she is casting correct?

One last spell guys, Charm on Blackerly or Sleep on the guards? I had no idea there is a chance I could affect my fellow players. Any suggestions?


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

if you can hit a bunch of the guards without us sleep, i think charm is a dry hole, cause he is going to be killed. or we are. maybe charm one of th eohter guards to attack blackerly for being a traitor


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Morsum forgot to add the Shaken condition, so only two of those blows hit. However, the two that hit still do 18! points! of damage.

Blackerly drops!


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 raises his maw and looks at the other guards, blood dripping from his claws and fangs.

Who next?


"Oh, no! They got Sarge!"

Waiting on Zimu, the Judge, and Jax.


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

Tee hee tee hee hee! Run away longshankses, and your eyes will not see my belly from the inside!


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]

Judge healed Morsum, unless that was last round. He will fire a bolt at someone if he healed last round.

Next attack: Attack not in melee if possible guard.
Attack-Crossbow: 1d20 + 2 - 2 + 1 ⇒ (16) + 2 - 2 + 1 = 17 <-- +2 dex, -2 shaken, +1 Tactics
Damage: 1d8 ⇒ 6

or

If Tohram can get to Blackerly without an AoO, he will cast detect magic and then quickly search for any healing potions - in other words, any potions.
___________
As it is Thanksgiving, I will not be on much today. If he does the search this round, then use the attack for the next attack.

Morsum will continue attacking and flanking with Toothpick.


Whoops, my bad. The Judge did indeed heal Morsum. Okay, waiting on the other two.


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

All the action took place at night when I can't post, Jax never got to go for round 2.

Round 2:
Jax stays with the guard he's on, casting shocking grasp and then moving 5' to follow the guard (this is prior to being shaken, I believe, which Blackerly does at the end of round 2). He jabs with the cleaver 1d20 + 4 ⇒ (20) + 4 = 241d6 + 2 ⇒ (4) + 2 = 6 and reaches out to touch with his other hand 1d20 + 7 ⇒ (2) + 7 = 91d6 ⇒ 1 (v. Touch AC).

[another possible crit and..: 1d20 + 4 ⇒ (11) + 4 = 151d6 + 2 ⇒ (5) + 2 = 7

Round 3:
(Edit: Subtracted 2 from this for shaken, forgot to add it in)
If that guard is still up, stab at him, 5' step back, and use Daze (DC 13). 1d20 + 2 ⇒ (14) + 2 = 161d6 + 2 ⇒ (2) + 2 = 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]

Please use my last action for Tohram. If he finds a potion, he will administer it to Edmin assuming that most people do not carry harmful potions on themselves.


Round 3 Init: Cуровую, Judge, Jax, Bref, Morsum, Blackerly*, Edmin*, Grumblejack, Sober Guards, Drunk Guards

*unconscious or dead, no action

Waiting on Cуровую / Zimu.


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 there any way to cast sleep from an angle that will not hit the party? And focus on the guards?

If I can cast sleep at an angle that will not catch the party I will.


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

If I can not cast Sleep

Perception 1d20 + 6 ⇒ (10) + 6 = 16 who is the most unhurt/not drunk guard, then

Daze DC 15 I am assuming the guards were still blinded because I got to go before them, even if not they don't know who is casting what in a melee.

Either Sleep or Daze as a standard action then as a free action or move action

Bluff 1d20 + 8 ⇒ (14) + 8 = 22

'Blackerly is dead! Guards withdraw ! Run! I will cast a huge FIREBALL to get these accursed prisoners!'


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]

Save the Sleep. Use Daze every round or the crossbow is my recommendation.


You can cast Sleep and catch two guards.

1d20 ⇒ 19
1d20 ⇒ 14

Carl's eyes suddenly roll up in his head and he slumps to the ground.

Grumblejack roars and swings his club 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 but his target ducks aside.

Enemies:

Blackerly unconscious or dead
Sober Guard Alf -7
Sober Guard Bob -1
Drunk Guard Carl asleep on floor
Drunk Guard Don
Sober Guard Ed upstairs at top of ladder


"Fall back!" cries Alf. "On my orders! Form on the Warden! Don, Carl, move out! I'll guard the entrance!" Alf moves carefully back to stand in front of the window. Don and Carl rush to throw themselves through behind him.

Alf is taking a withdraw action, so no AoO. However, Don and Carl will suffer AoOs from Grumblejack and Jax, respectively.

Grumblejack: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15 no hit.
Jax: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24 1d6 + 2 ⇒ (3) + 2 = 5 points on Carl.

From the top of the stairs, Ed fires his crossbow at Bref, 1d20 + 3 ⇒ (2) + 3 = 5 but without effect. Two guards are now in the entryway, ready to escort the "Warden" to safety. Brave Alf is still in the guardroom, guarding the window.


Outside, the guards are still pounding on the south door: 1d20 ⇒ 10. The door creaks but holds.


Round 4 Init: Cуровую, Judge, Jax, Bref, Morsum, Blackerly, Edmin, Grumblejack, Sober Guards, Drunk Guards

The Shaken condition has passed. This is the last round for Sir Edmin's flanking bonus.

Enemies:

Blackerly unconscious or dead
Sober Guard Alf -7
Sober Guard Bob -7
Drunk Guard Carl asleep on floor
Drunk Guard Don -5
Sober Guard Ed upstairs at top of ladder

(Got two guards mixed up, but this should be correct.)


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

Back, What did the potion do?


"If Tohram can get to Blackerly without an AoO,"

he couldn't. So he took the shot instead.


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

Ah ok.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)
The 'Old' Warden Richter wrote:

Either Sleep or Daze as a standard action then as a free action or move action

Bluff 1d20 + 8 ⇒ (14) + 8 = 22

'Blackerly is dead! Guards withdraw ! Run! I will cast a huge FIREBALL to get these accursed prisoners!'

Did this get anything accomplished? It was a good bluff.


Absolutely. Two of the guards have withdrawn from the room! Corporal Albert has taken over; he's ordered them to protect you, reasonably enough. And now they're out of the way of the coming spell, too. Two birds with one stone. Without the bluff, likely they'd have stayed in there and kept fighting.

Some of the guards are drunks and incompetents; some are brave Lawful Good men who will do their duty to the end. Corporal Albert is one of the latter. He's blocking the entrance, making sure these evil murderers can't escape the fire that's coming. If that means he shares their fate, well, he knew this job was dangerous when he took the King's shilling. He'll die defending his Warden and Branderscar's honor.


If this is making you think "Wow, Lawful Good is incredibly annoying" -- hey, welcome to Team Evil.

DC 15 Int check:

In addition to your interesting situation with the guards, don't forget that you can't get out unless you raise the portcullis. If you don't get that portcullis up -- and soon -- the dozen guards outside are going to smash down the door and swarm you. TPK, thanks for playing.


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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 continues to amaze with his spot on impression of a throw rug.


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

1d20 + 3 ⇒ (1) + 3 = 4

Bref CDG's blackerly removing and swallowing his eyes. 1d4 + 1d6 + 1d6 - 1 ⇒ (4) + (1) + (5) - 1 = 9


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]

If everyone has left Blackerly, then the Judge will cast Detect Magic and as a move action get any potions that show up. Tohram should be within 5' of Blackerly since he cast Rejuvenate Eidolon last round while Morsum was attacking Blackerly.


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

it will take 3 rounds to locate specific magic item, dont forget


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 turns toward the Corporal and charges with his shadowy red tooth filled mouth agape.

Attack-bite: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6 <-- +2 if 10 or greater for charge
Damage: 1d6 + 3 + 1d6 ⇒ (6) + 3 + (5) = 14

Attack-claws: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 <-- if a 5' move would have gotten him to the corporal
Damage: 1d4 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10

Attack-claws: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23 <-- if a 5' move would have gotten him to the corporal
Damage: 1d4 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8

I am confused. The archer who is shooting at us, where is he. I thought that he was shooting through the murder holes, but if this is so, how is he shooting through the murder holes and through the arrow slits to the room we are all in? Also, what other exits are there from the room we are in. We created the window, obviously there must be a second exit, where is it?
.
This is one of those situations where a map would be very useful as tactical movement and positioning could be critical to maximize our flanking bonuses and assuring that Bref biter gets his sneak damage.


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 short sword crits on 19-20, so here is for that Attack of Opportunity: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (2) + 2 = 4 Edit: That was on Carl prior to the sleep spell, when he withdrew.

Round 4 [
Let's get that porticullis up!

Jax is going to try and get up the ladder to where the porticullis gate is. If he can do that and take a standard, he'll stab at Ed at the top of the ladder.

1d20 + 4 ⇒ (18) + 4 = 221d6 + 2 ⇒ (4) + 2 = 6


1d20 + 3 ⇒ (5) + 3 = 8

Blackerly has three small flasks on his belt; two radiate magic and one does not.


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 have no spellcraft, so here goes nothing.

I will unstopper one of them and pour it down Edmin's throat.
Crossed fingers, here's to nothing.

I am assuming that all someone like Blackerly would be carrying is CLW, Invisibility or perhaps Shield. Could be something else, but we will see.


Next round! That's a standard action, and this round you cast DM.


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

How many guards are still fighting please? And who is the most threatening?

I will cast Daze to the one that is most threatening, and shout to distract

Bluff 1d20 + 8 ⇒ (17) + 8 = 25

'Pull back NOW so I can cast my FIRE spell! How can I cast my spell with all of you next to me? Didn't any of you learn the most basics of the Art of Arcana? Kids today!'


Alf is astonished at the Warden's consideration.

Sense Motive 1d20 ⇒ 13

He had no idea the man cared about the lives of his subordinates. Who knew? Everyone thought the Warden was... well. Sometimes it takes a real crisis to show what a man is made of. If he lives through this, Alf thinks to himself, he'll be less cynical.

The guards think you're delaying until Alf can escape.


Bref giggles to himself as he cuts Blackerly's eyes out with his shiv. Blackerly is most definitely dead now.

You don't have to roll to hit on a CDG -- which is good, because you rolled a 1, and that would have broken your shiv! Blackerly automatically takes 9 points of damage, which would force a DC 19 Fort save, except that the damage is enough to kill him anyway.


Morsum slashes silently at Alf, but the guard is able to fend him off.

Jax rushes up the ladder to stab at Ed, cutting him in the leg.

While you're on the ladder, you're at -2 to hit. You hit anyway -- but Ed will be at +2 to hit you.


Zimu, you'd probably cast Daze on either Ed or Alf. If Alf, that means he can't withdraw on his turn -- that's a FRA -- so he'll have to take a standard move, suffering an AoO from Morsum. If Ed, he won't be able to draw his sword and attack Jax on his turn. (Because right now he's holding a crossbow. He can drop it, but drawing is a move, while attacking is a standard, and if he's dazed he'll only be able to do one.) Which one would it be?


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)

Ed please DC 15


Enemies:

Blackerly is dead
Sober Guard Alf -7 in guardroom, guarding the window
Sober Guard Bob -7 in entryway, adjacent to "Warden", protecting him
Drunk Guard Carl asleep on floor
Drunk Guard Don -11 in entryway, adjacent to "Warden", protecting him
Sober Guard Ed -6 upstairs at top of ladder

Bunch of other guards outside south door

Once Zimu has indicated the target of her Daze, I'll roll Grumblejack's attack and then the actions of the guards.


"Sir, yes sir, I will attempt to escape! Cast your spell as soon as I'm clear!" cries brave Alf. "Bob, stay close to the Warden. Carl -- GET THAT DOOR OPEN!"

Ed's Will save 1d20 ⇒ 5


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

Once the people that broke us out catch up, you're all going to get toasted! You should be more concerned about who's sneaking around behind your crew outside than you are us!

-->Bluff attempt? 1d20 + 4 ⇒ (1) + 4 = 5


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

my roll was my Int roll lol.

Bref looks around, utterly confused by what is happening. Looking for someone to bite.

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