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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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 spots a guard and charges him, teeth reaching for his throat not sure who is closest.

Better run away Longshankses!

bite1d20 + 6 - 1 + 2 ⇒ (5) + 6 - 1 + 2 = 12 for 1d4 - 1 ⇒ (3) - 1 = 2


"SMAAAAASH!!"

1d20 + 3 ⇒ (14) + 3 = 17

2d8 + 5 ⇒ (5, 6) + 5 = 16

Brave Alf is just thinking I wonder if I'll survive this when Grumblejack's club provides a definitive answer. Alf's sword shatters and his broken body flies across the room, to land in a crumpled heap.

"Rrah! Grrah! AAAAARGH!"


Bref wrote:
bref spots a guard and charges him,

Dude, you already went. A Coup de Grace is a FRA. That was your action this round.


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

THE GUARDS!! NEXT TO ME!!


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

I'm away for a couple of hours, then I'll come back and do the surviving guards' actions for this round. Everyone has acted, yah? You can speak -- talking is always a free action -- but you can't do anything else until after the guards take their turn.


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

Did Morsum go this round? Thanks DM for all that, I am free now until 8:30 PM eastern.


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

sorry I had no idea what round we are in right now...oops


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Edward the guard drops his crossbow and fumbles for his sword. The twisted half-human monster is coming up the ladder at him! Strike it down... you know, I really like plums. apples and pears are too hard. cherries are too small, you're constantly spitting out pits. but a nice ripe plum? also, plum jam. mmm, jam. Edward blinks. The creature is still coming at him! Somehow he has lost several seconds! Edward draws his sword...


"Damn you, monster!" cries Bob the guard. "You killed Alf! I'll kill you for that!" He lunges at Grumblejack, stabbing through the open window.

The window opening is small -- I'll say that gives partial concealment for a 20% miss chance. 1d100 ⇒ 25 So, does Bob hit? 1d20 ⇒ 19 Yes he does. Confirm the crit? 1d20 + 3 ⇒ (8) + 3 = 11 No. So, 1d8 + 2 ⇒ (2) + 2 = 4 points of damage on Grumblejack.


Drunk guard Don is having a very bad night. First Blackerly won all his week's salary at cards. Then the monsters burst in and killed Blackerly! Then they killed Corporal Albert! Everyone liked Albert...

What is he supposed to do now? Protect the Warden! No, wait -- Albert's last command was to open the door. Don hesitates...

1d100 ⇒ 73

The door's going to break in a few moments anyway. Also, Don has no idea who has the keys. Can't open a door without keys... Don stands in front of the Warden, protecting him from the monsters in the other room. "Blackerly's dead but we got 'em cornered! Hurry up and smash that door down!" The guards outside are attempting to do exactly that.

1d20 ⇒ 19

The guards have brought something to use as a battering ram. It smashes against the door once, and then again. On the third smash, the lock snaps off. The door is still barred; only the bar is keeping it shut.

One more successful check and the guards will be through the door. Meanwhile, Bob and Don are at the window. Don has a ready action to attack anyone who comes through the window.


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

Round 5 next? The potion that the Judge administered to Edmin is ...

DM I enjoy all the backstories of these NPC's they seem like real believable characters. That want to kill us.


Enemies:

Blackerly is oh, so very dead
Alf is dead

Sober Guard Bob -7 in entryway, adjacent to "Warden", protecting him
Drunk Guard Carl asleep on floor
Drunk Guard Don -11 in entryway, ready action to attack anyone coming through window
Sober Guard Ed -6 upstairs at top of ladder

Bunch of other guards outside south door, trying to smash it down

Round 5

The Judge has already stated that he's pouring a potion down Sir Edmin's throat. Which potion is it? 1d100 ⇒ 93 It's an excellent Potion of Lesser Restoration that Blackerly got from somewhere. If Sir Edmin had taken any ability damage... but he hadn't.

Bref already stated that he was attacking someone. The closest guard is Edward, up the ladder. So, Bref is going to swarm up the ladder after Jax. (In fact, he climbs right over Jax's back.) So, he's upstairs now, attacking Edward. Unfortunately, his roll was not high enough to hit.

Round 5 Init: Cуровую, Judge, Jax, Bref, Morsum, Edmin, Grumblejack, Sober Guards, Drunk Guards

Sir Edmin's flanking bonus no longer applies.


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

Which guard can I cast Force Missile on without others noticing? Don is my first choice Don.

Bluff 1d20 + 8 ⇒ (18) + 8 = 26

'Soldiers at the door HOLD! I will open it from the inside, I put a magical ward on it, by the King's justice stand by and cut down any who try to flee!'


Holy cow, you are rolling hot with the Bluffs. Okay, that will stop the guards outside for one (1) round. (It doesn't actually make sense, but with a 26 Bluff it'll take them a moment to figure that 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]

Damn, that didn't work. Lets hope this one does.

Tohram takes the second potion and also dumps that down Edmin's throat.


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 said I put a ward on the door, maybe it was to strengthen it.

Daze to sober guard that is most threatening the party please.


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)

Knowing that the guards are waiting for him, but also knowing that he must save his master, Morsum goes on the full defensive and then moves through the window expecting the guards to be prepared to attack him.

Standard Action: Total Defence - AC17 for 1 round.
Move through the window, but not far enough to give up any AoO, only prepared attacks if there were any.


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 am lost.

Morsum why not take down one of the guards now, one of those with us and still a threat?


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Drunk guard Don sees the monster coming through the window. He raises his sword...

1d20 - 2 ⇒ (1) - 2 = -1

Dammit, I don't care what those guys say. I like a woman with some meat on her bones. Firm, well rounded... Don blinks. What the hell? The monster is right in front of him! How did it get through the window?

For a nat 1, I would say that Drunk Don is so lost in erotic reverie that he loses both his prepared action and his action this round.


The Judge pours the second potion down Sir Edmin's throat.

2d8 + 3 ⇒ (4, 7) + 3 = 14

Edmin gasps and his eyes fly open. He's had healing potions before, but never this powerful! He can feel his wounds closing!


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, Jax, Bref, Edmin, Grumblejack we have a few rounds to act before we are overwhelmed, bring the guards down and get that gate opened!!


Round 5 Init: Cуровую, Judge, Jax, Bref, Morsum, Edmin, Grumblejack, Sober Guards, Drunk Guards

Edmin, healed, can stand up as a move action. There's nobody adjacent to attack, but he can take a second move action to either go up the ladder or through the window.

Otherwise, waiting on Jax.


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)

Or maybe Edmin and Grumbejack can get that gate open!!

Perception 1d20 + 6 ⇒ (2) + 6 = 8 Any keys on Blackerly?

YIKES! Being the old Warden gave me cataracts.


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 smiles as Edmin's eyes open.
Welcome back axe master. I think that guard that hit you wants some payback.

Figured one of them would be healing. Welcome back great warrior.


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

Thanks Judge!

Ac: 16(20 for full defense)
HP: 12/13

Action: Stand, go through window. Full defense(?)

Edmin grabs the headsman's axe and scrambles to his feet. "What in the Nine Hells happened?"

The knight takes quick stock of the situation and runs for the window to attack the guard beyond. "Move your arse, Jax! You and Bref have to open this gate! Grumblejack help them! I will kill this bastage!"


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

Round 5

Jax will continue pursuing the guard that was at the ladder. Full attack! Daze DC 13 then move up next to the guard (5' step) 1d20 + 4 ⇒ (9) + 4 = 131d6 + 2 ⇒ (2) + 2 = 4 Jax lunges forward with the cleaver and tries to pierce around the man's armor.

Really, look at the toothy fellow, do you want to keep fighting him? Put down your weapon and let us escape. We may die if the others come, but so will you


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

All I kept think of was, "What in tha Wild Wild World of Sports is goin on here?"


Edward's Will save against that Daze: 1d20 ⇒ 13 Made it, just barely. Is Edward one of the brave guards? 1d100 ⇒ 14.

"Oh, Sweet Mitra!" Edward backs away into a corner of the room, his sword sweeping in frantic arcs before him. Somehow he cannot stop thinking about plums. Stop thinking about plums! he thinks, thinking about plums.

Edward is not dazed but is not going to fight it out with the two monsters that have already killed several of his comrades. On his turn, he'll take a 5' step backwards into the corner and go on full defense.

Sir Edmin leaps through the window, landing in front of Bob and Don.


Grumblejack frowns. Up or out? The loud little man told him to go upstairs. But right in front of him is the guard who hurt him! He should kill that guy.


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

-

Next round:

Daze most threatening to the party non drunk Guard DC 15

Bluff 20 + 8 = 28

'Guards behind the door, HOLD! we will funnel the prisoners through the door! ... ' At this point I would like to shout and pretend I was captured if there is a chance we could pull it off.

Players PLEASE read. I won't be able to Bluff forever, should I say that I am hostage and I want the guards to stand down at this moment? I would do that now if you guys think it would work, BUT at least one of you needs to be near me though.


1d100 ⇒ 51

Bah! He's here to kill, not "help with the portcullis"! Grumblejack brandishes his club, and hurls himself through the window.

1d20 - 1 ⇒ (10) - 1 = 9

Where he sticks fast. The ogre roars in rage and frustration. He is filling the entire window, stuck in it like a cork in a bottle.


Edmin Al'Roth wrote:


Action: Stand, go through window. Full defense(?)

Alas, full defense is a FRA. So, no.


Edward the guard upstairs is cowering in a corner, taking full defense as an action.

Sober, cleancut Bob attacks Morsum. 1d20 + 3 ⇒ (7) + 3 = 10

Drunk Don attacks Sir Edmin. 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14

Neither guard hits. However, they are standing shoulder to shoulder, making a flank almost impossible (unless the "Warden" attacks one of them from behind).


The guards outside are hesitating, waiting for the "Warden" to cast his spell. They do not act. So ends Round 5. -- Let me get another post up before you start acting, please.


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

Are you in the entry area with me and the 2 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

Finally a chance to cleave!


Round 6

The party is currently arranged as follows: Bref and Jax are upstairs, looking for the portcullis mechanism. The Judge is in the guardroom; there is nobody left alive in here. Grumblejack is stuck in the window, blocking the way out. Zimu, Morsum and Sir Edmin are in the entryway. Morsum and Sir Edmin are in melee with the two guards who are protecting the Warden.

Grumblejack has the Grappled condition. Every round, he can try to attack anyway, or he can attempt an Escape Artist check to get free. It is possible to use Aid Another to help him with this -- a DC 10 STR check, or a DC 10 Escape Artist check.

Round 6 Init: Cуровую, Judge, Jax, Bref, Morsum, Edmin, Grumblejack, Sober Guards, Drunk Guards

Sir Edmin's flanking bonus no longer applies.

Enemies:

Blackerly still quite dead
Alf is dead

Sober Guard Bob -7 in entryway, adjacent to "Warden", in melee with Morsum
Drunk Guard Carl asleep on floor
Drunk Guard Don -11 in entryway, adjacent to "Warden", in melee with Sir Edmin
Sober Guard Ed -6 upstairs at top of ladder, cowering in corner, full defense

Bunch of other guards outside south door, trying to smash it down

You may now take your moves. It's getting tight, so you may want to discuss first -- if you're going to get out of this, teamwork is more likely to be effective than random actions. I'm offline until tomorrow morning anyway. Enjoy your Friday night!


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

Suggestion for next round on the discussion page.


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 searches for the mechanism

1d20 + 4 ⇒ (1) + 4 = 5

But can't find it, unless Jax points it out to him.

Spawn where is opener?!
Bref waits for Jax to show him where it is.

DD to figure out how it works.1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28


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]
Douglas Muir 406 wrote:
Edmin Al'Roth wrote:


Action: Stand, go through window. Full defense(?)
Alas, full defense is a FRA. So, no.

I believe Total Defense is actually a standard action.

______________
Despite the massive and rather unsightly portion of Grumblejack that is still visible, Tohram pushes and attempts to help the ogre through the window.

Escape Artist(Aid Another): 1d20 + 2 ⇒ (14) + 2 = 16


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
Morsum continues to fight those who would dare harm his master.
Attack-bite1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Attack-claw1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Attack-claw1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Crit: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 3 ⇒ (4) + 3 = 7


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 is going to look around to see if he can find the winch. 1d20 ⇒ 10. If that succeeds: Toothpick, it's right there! Get the damn thing open.

If it fails: Jax turns to look at the guard up here, keeping his weapon at the ready, readying an action to attack the guard if he does anything other than stand in the corner. Thank you, gentleman. I really am not preferential toward bloodshed. I'd much rather avoid killing anyone that I don't have to. You do understand that I can't have my freedom so impunged though, right? Hell, all I did was try to cheat some lousy nobles out of a fortune. It's not like they deserved it.

IF the guard moves: 1d20 + 4 ⇒ (7) + 4 = 111d6 + 2 ⇒ (3) + 2 = 5 + Daze DC 13 (Unless the perception check was not a free or swift action then only the attack)


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The Judge is trying to shove Grumblejack through the window. The ogre roars and squirms.

Here's his check, with +2 from the Judge's assistance: 1d20 - 1 + 2 ⇒ (5) - 1 + 2 = 6

Grumblejack is still stuck.


Upstairs, the portcullis mechanism is actually quite large and easy to spot. It's a complex-looking thing, with a winch and counterweights.

"Spawn, where is opener?!?"

"Isn't it all that complicated machinery, right behind you?"

"Oh... right." Bref shakes his head. "Bref still tired. Okay, let's see here..."


It's a DC 20 Disable Device check to figure out the mechanism. Bref made that easily. So:

Bref stares at the mechanism for a moment. Counterweight on the left, counterweight on the right... there. He pulls out one pin and then another, and additional weights fall into place. Then he kicks a switch.

RATTLERATTLERATTLERATTLE KLANG!

The counterweights fall. The portcullis rises.


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 hee

Bref laughs as he dances a goblin jig

1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23

It is a very good jig and a waste of a good to hit roll lol


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"Smartest... Goblin... EVER!"

This renders both Jax's prepared actions moot. Unless I hear otherwise, I'll assume his action now will be "run like hell back down that ladder".

Morsum claws Bob's throat open. Now only one guard, Drunk Don, is left defending the "Warden".

Round 6 Init: Cуровую, Judge, Jax, Bref, Morsum, Edmin, Grumblejack, Sober Guards, Drunk Guards


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

-

With the two remaining guards focused on the the escape convicts in front of them, the 'Warden' sees an opportunity, waiting for one of them to fall before acting from behind them.

Delay action, will act as soon as one guard falls

Force Missile to remaining guard Dependable Drunk Don 1d4 + 1 ⇒ (2) + 1 = 3

Bluff 1d20 + 8 ⇒ (15) + 8 = 23

'Wait what's that? Poison gas?! The prisoners have POISON GAS - ! Foul magery! "Coff" "COFF" - Withdraw! BY MITRA WITHDRAW!"

The 'Warden' starts to retreat towards team locksmith and what may be freedom.

Trying to post from phone is horrible how do you guys do it?


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)
The 'Old' Warden Richter wrote:
'Wait what's that? Poison gas?! The prisoners have POISON GAS - ! Foul magery! "Coff" "COFF" - Withdraw! BY MITRA WITHDRAW!"

This was to try to hold off the guards a few minutes while we run!


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

That plan sounds fine to me, DM

Nice job Toothpick..Now lets get out of here! Jax climbs back down the ladder and stops at Blackerly's corpse. Wait wait..one moment.. He's going to loot anything left on him.

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