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

tee hee tee hee hee hee. Goblin not need Spawn to tear off your face longshanks!

next round rolls:
With flank. bite1d20 + 6 - 1 + 2 ⇒ (1) + 6 - 1 + 2 = 8 for1d4 - 1 + 1d6 ⇒ (2) - 1 + (1) = 2
shiv1d20 + 6 - 1 - 5 + 2 ⇒ (1) + 6 - 1 - 5 + 2 = 3 for1d3 - 1 + 1d6 ⇒ (3) - 1 + (4) = 6


For simplicity's sake, I'll assume Zimu is in fact stepping outside with the Judge and getting ready to run. If you want to retcon that to something different, please feel free.

Once again, the guards outside slam their impromptu ram into the battered, cracking door. 1d20 ⇒ 20 The door shatters!

Grumblejack immediately swings his club at the leading guard, 1d20 + 5 ⇒ (4) + 5 = 9 but to no effect.


Smashing down the door was a FRA for the guards, so they can't act again this turn. That leaves Edward, upstairs.

"I'm up here! Help! I'm fighting two of them! Help, help!"

Edward slashes frantically at Bref 1d20 + 3 ⇒ (16) + 3 = 19 and hits. 1d8 + 2 ⇒ (5) + 2 = 7 Bref falls.


Init for Round 8: All of you, all of them

Bref and Morsum are upstairs with Edward the soon-to-be Hero of Branderscar, the valiant sole survivor, the man who has struck down the Goblin Menace. Bref is at -1 hp.

Jax and Sir Edmin are in the guard room. Grumblejack is in the entryway. The Judge and Zimu have just stepped outside the portcullis.


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]

As the Judge steps outside, he looks up to see whether there is any way out the front of the gatehouse.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8

He then continues to move away from the gatehouse and across the causeway.


From the front of the Gatehouse, there only appears to be one way out: the causeway. It stretches 150' across the black sea to the rocky shore and the Checkpoint.

The causeway is a minor marvel of engineering. At the moment, it stands about 8' above the surface of the water. (Bad weather in winter can produce large waves that come right over the causeway surface, cutting Branderscar off for days at a time.) The water looks rough and cold -- not attractive for swimming -- and in any event there is no beach, just nasty-looking rocks upon which the waves break. The causeway enters a low arch in the rocks, beyond which is the Checkpoint.

Judge, when you say "move away", can I assume that you mean "run"? The causeway is 150' long. A simple FRA move will take you 60' along it, while a running move will double that to 120'.


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 suppose running it will be, I hate having Morsum diminished in power, but it is probably necessary. I would prefer moving to 90' this round assuming that Grumblejack will hold the guards off for a minute and this will leave Morsum at full power.


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 was asking if the party wanted to bluff that the 'Warden' would be put to death, and would remain only if that were the case. And I would have told those who could lift it about the metal rack to prop against the door but I don't think it would have helped at natural 20, maybe make some difficult terrain would be the best result after that.

OTHERWISE, the 'Warden' will already be in motion if we are not using bluff, I have repeatedly said lets get out of this area so unless they want me as a 'hostage' all my movement from last round was used to get as far as possible from where combat is, past the Judge by 60 ft. unless the party wants me closer to them. I intend to bluff the guards at the checkpoint.


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]

Sorry, apparently I posted Morsum in the OOC before bed last night.

Tohram stops and looks back as his shadow tells him that the final guard has been disabled.

To anyone near: The last guard is down, but so is our goblin.

He then looks back waiting to tell Morsum to drop the gate once the rest of the prisoners have made good their escape. He also looks forward to see whether there are any guards ahead.

Perception: 1d20 + 3 ⇒ (9) + 3 = 12


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)

Smiling at the feeling of fresh blood on his claws and in his mouth once more, Morsum turns to the gate mechanism and examines it to determine how to make the gate drop and also how to disable the mechanism. He also looks to see whether there are any more exits from the room once the gate is dropped.

Perception: 1d20 + 4 ⇒ (11) + 4 = 15


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's actions will depend on Jax. If he dosent come down with Bref, the knight will un-ass the area.

DMDM, how many guards can come through the door at one time? Also, is there enough oil in the lamp to start a fire if I throw it at the guards?


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 goes before Bref and Edward and he already FRA to leave that upstairs area-->Withdraw action


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

Ahh, ok.


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

Is there away out of the wench room going up?


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]

Seeing Edmin and Jax still within the entrance, the Judge calls back.

Get out unless you wish to be stuck within. The gate is dropping in but a few moments. And tell the ogre to join 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

Edmin turns and runs through the gate. "Come on ogre! Run!"


The ogre turns and runs. It takes him a moment to get up to speed, but once he does, those long legs cover ground surprisingly fast.

Grumblejack has reach, so the guards don't get AoOs on him.


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)

As soon as the guard falls, Morsum begins to examine the gate mechanism trying to figure out how to make it drop and also disable the mechanism when the Judge tells him all is clear.

Intelligence: 1d20 - 2 ⇒ (17) - 2 = 15 <-- if untrained Disable Device applicable, will be an 18.


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 isn't waiting around, he's booking it.


Six guards were manning the ram. Once the door breaks, they immediately fall back and drop the ram.

Four guards with swords and shields cautiously move forward into the entryway, followed by two guards with crossbows. The guards are appalled at the slaughter that greets them: dead guards everywhere! Sergeant Blackerly's eyeless corpse! Somone is blowing a horn: WHOOONK WHOOONK

Two of the guards, seeing prisoners fleeing, will try to shoot them with their crossbows.


Range increment is -2, and dim light gives a 20% miss chance. Targets are Sir Edmin and Jax, the laggards.

1d20 + 3 - 2 ⇒ (14) + 3 - 2 = 151d100 ⇒ 35
1d20 + 3 - 2 ⇒ (18) + 3 - 2 = 191d100 ⇒ 41

ooh, just missed a crit. Anyway, that's 1d6 ⇒ 6 points of damage on Jax.


New Round: You All Go, then They All Go.

Morsum isn't intelligent, exactly... but he is observant, and he watched what the goblin did. So, lift this, push these pins, pull that... and RATTLERATTLERATTLE KLANG! the portcullis goes down.

That was Morsum's FRA for this turn.


The guards at the Checkpoint heard the horns blowing. They did what regulations tell them to do: stay alert and watch outward, for a potential attack from the land side meant to assist an escape. (Looking inwards is the Guardhouse's job, not theirs.) So they've only just realized that it's a full-blast escape attempt that is coming across the causeway right at them. However, they're moving under the archway to stand, shoulder to shoulder, blocking the way against you -- the last line of defense between these monsters and the world.

Both of the Checkpoint guards have readied an action to attack as soon as someone is within reach. Of course, this doesn't help against an opponent who has Reach on them.

Grumblejack roars and charges, 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13 but Blackerly's drugs are still weakening him and he misses.


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]

Hearing the portcullis come crashing down, the Judge takes out his crossbow and fires at the guards in the gatehouse from the shadows on the side of the causeway just to give them something to think about.

Attack-crossbow: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6 <--I have Low-Light Vision and Darkvision, so I assume no concealment miss chance.
Damage: 1d8 ⇒ 1


Judge Tohram Quasangi wrote:

Hearing the portcullis come crashing down, the Judge takes out his crossbow and fires at the guards in the gatehouse from the shadows on the side of the causeway just to give them something to think about.

There are no shadows on the side of the causeway. If you step over the side, you drop into the water. Firing a crossbow is fine. It is a standard action though, so it restricts you to a 30' move on your move action. I assume you'll use that to move down the causeway towards the Checkpoint.


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? Anything of note?

Do I arrive before the rest of the party? Very important!

Perception 1d20 + 6 ⇒ (12) + 6 = 18

Bluff 1d20 + 8 ⇒ (15) + 8 = 23

"Hesterfield!"

"Stand DOWN! Stand Down!" The 'Warden' is giving direct and forceful orders.

"I have cast a Confusion spell on these bastards, they will fight amongst themselves but if you strike at them they will strike YOU! They already struck down guards because that jackanape Blackerly gave stupid drunk order! I'll punish him later! By my order stand down!"


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]

Tohram will stay at 90' and drop prone waiting to see whether Morsum manages to rescue his goblin cohort.

Prone - AC20 vs ranged.

I will plan on continuing to fire bolts back at the guards until I get hit or Morsum gets out or the gate goes up.

Firing a crossbow from Prone should not incur any penalty to attack.


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 is going to grab his little friend and try to climb to the next level of the gatehouse, hopefully the roof.

Let me know if/when there are any rolls needed. Once up, he plans on climbing down the outside to the causeway and carrying Bref to freedom - or eternal bondage depending on your view of Asmodeus.


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 once the 'Warden' is past the guards and their focus is on the oncoming prisoners, casting Daze DC 15 on whomever looks to be in command, or if no one apparent, on whoever looks taller.


Morsum grabs Bref's limp form and ascends the ladder. A trap door opens onto the room of the Guardhouse. Morsum lifts it up and steps out.

This space is mostly unused now; the guards on the wall watch the interior of the prison, and the Checkpoint watches the mainland. There are struts that used to support defensive engines, ballistas or some such, but they have long since been removed. Broken glass tinkles under Morsum's hooves; guards come up here sometimes to sneak a drink.

Morsum looks over the edge. It is a thirty-foot sheer drop to the stones of the Causeway.


We all know the rules on falling, right? Morsum is going to need either an Acrobatics (Jump) or a Climb check.

Perception checks for the guards to see through Zimu's disguise. Nat 20?

1d20 ⇒ 14
1d20 ⇒ 8

Not this time.


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 carefully places the tiny unconscious goblin in his mouth and begins to descend the wall.
Climb: 1d20 + 7 ⇒ (9) + 7 = 16


The Goblin is small, not tiny... I'm not sure that even a creature like Morsum would be able to carry him in his mouth. Well, it's moot anyway, because it was a DC 20 Climb check.

Now: you can make an attempt to catch yourself (needs a nat 20) or an attempt to land on your feet (DC 15 Acrobatics, reduces damage by 1d6 -- so, 2d6 instead of 3d6).


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

dont you have to fail by 5 or more fall? Otherwise you just don't progress?


Whoops, you are correct! Okay, Morsum is hanging from the top of the wall, looking around for a handhold, with Bref slung clumsily over his shoulders.


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)

Hopefully Morsum does not have a Silvester and Tweety Bird moment where he suddenly discovers he not only like Bref but he quite likes the way Bref tastes.


Meanwhile: do the guards believe your Bluff? They're going to get a pretty good bonus to disbelieve, since horns are blowing and they're seeing you running right in the middle of the prisoners.

1d20 + 10 ⇒ (5) + 10 = 15
1d20 + 10 ⇒ (12) + 10 = 22

Man, these guys will believe anything... Okay, the guards will let you go past them, and, they'll step cautiously backwards, but they're still preparing an action to attack anyone who attacks them.


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 'Warden' has a pretty face. But I wanted to run fully ahead of the party not with them, to seem like they were in pursuit.

I rolled perception is there anything of note or interest here, such as how best to get away, bobbie traps, and possible cover?

I will only cast Daze when I am fully behind the guards and they are focused on the prisoners.


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

So we are out?


Edmin Al'Roth wrote:
So we are out?

The good news is, you're out! You're on the 150' causeway leading to the shore. And you even managed to close the portcullis behind you.


The bad news is, there are two guards in front of you at the Checkpoint, and you can't get around them. Also, there are two guards with light crossbows behind you. One of them just stepped up and put a crossbow bolt into Jax for 6 points of damage.


If you stay on the causeway, they'll keep shooting at you, and eventually will get the portcullis open. So you need to get past those two guards. Unfortunately, they have ready actions prepared to attack you.

Doug M.


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]

Lying prone on the ground, the Judge turns his head and calls out: Grumblejack - BASH

He then turns back and launches another bolt in the general direction of the gate hoping that it will hit something. Unfortunately the bolt smacks into the wall next to the gate. The Judge never was much good with weapons.

Attack-crossbow: 1d20 + 2 - 2 ⇒ (6) + 2 - 2 = 6
Damage: 1d8 ⇒ 3


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 growls as he initially loses his grip and almost drops his large headed friend. He then pays more attention and continues to try to make it down the wall in one piece, unconcerned for himself, but concerned about his small cargo.

Climb: 1d20 + 7 ⇒ (18) + 7 = 25


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]
Bref wrote:
dont you have to fail by 5 or more fall? Otherwise you just don't progress?

What are you doing, trying to stay alive?


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 moves forward and attacks the guards.

Power Attack: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Confirm Crit: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 24

Damage: 1d12 + 9 ⇒ (8) + 9 = 17
Crit Damage: 2d12 + 18 ⇒ (3, 8) + 18 = 29


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)

SEXY!

If ever Edmin and the great axe stop seeing each other, Cуровую will definitely ask the Axe out on a date.


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
Judge Tohram Quasangi wrote:
Bref wrote:
dont you have to fail by 5 or more fall? Otherwise you just don't progress?
What are you doing, trying to stay alive?

tee hee tee hee...snore


Since nobody else is attacking the guards, they both get to use their saved attacks on you.

1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (10) + 3 = 13

A big axe is slower than a sword, you have to watch out for ripostes... so you dodge instead of parrying. Sir Edmin grins wolfishly as the guard lunges at him. You know how to fight with a sword, against a sword. But this... Edmin leans out of the way of the stroke, then lets his momentum flow into the curve of the axe stroke. The luckless guard is caught completely out of position. The axe takes his sword arm off at the shoulder. The guard gapes for a moment, then his eyes roll up and he falls.


Morsum's descent brings him down onto the causeway... and directly into the line of sight of the two guards with crossbows.

1d20 + 3 ⇒ (13) + 3 = 16 1d100 ⇒ 57
1d20 + 3 ⇒ (1) + 3 = 4 1d100 ⇒ 75


1 person marked this as a favorite.

Morsum takes 1d6 ⇒ 2 points of damage. (Man, that one guy with a crossbow is badass. Where was he all this time?)

Inside, guards are running up the ladder to the portcullis mechanism. Drunk Carl, the sole survivor of the gate guards, is still sleeping peacefully on the floor.


Grumblejack roars. "Smash! Good!"

1d20 + 5 ⇒ (16) + 5 = 21

2d8 + 5 ⇒ (1, 5) + 5 = 11

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