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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The second guard, injured and alone against the monsters, screams, "Warden! Help! Your magic's not working! Do something!" He slashes desperately at Sir Edmin.

1d20 + 3 ⇒ (15) + 3 = 18

1d8 + 1 ⇒ (1) + 1 = 2


All the guards have gone. They'll be able to raise the portcullis at the end of next round -- but that's a FRA, so they won't be able to chase you until the round after. So this round, only Surviving Guard and the two crossbowmen can attack.

New round, everyone can act. Morsum and Bref are right in front of the portcullis. The Judge is prone on the causeway. Sir Edmin and Grumblejack are in melee with the last guard. Zimu has slipped past him. (Aren't you going to help that poor man?) Haven't heard from Jax, but nobody has interacted with him, so he can still take his action from last round as well as this one.


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 the guard make his save for Daze? I believe I mentioned I was preparing to cast it twice as to make sure the spell was cast.


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 gets up and begins to move back along the causeway.
--> Move 30' --> should be at 120'


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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 dreams.

How did I get here? He finds himself in a void, floating with random objects floating all around him. Hey my rolling pin! My hat! Blackerly's eyeballs! Bref begins to scramble attempting to swim towards the objects. Goblin angry!


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 his head and growls at the guard who shot him.
I rip your soul and eat your heart.

He then turns and takes off at a full sprint with light goblin under one arm.
-->Run - move 120'


Saving throw for the surviving guard

1d20 ⇒ 12

The desperate guard raises his sword. He will stop these monsters or remember how we used to look at clouds when we were kids? Just like on the hillside and look at clouds. There's a weasel. There's a whale. Good times. When was the last time I did that? Must have been years. Clouds.

1d20 + 5 ⇒ (3) + 5 = 8

"Bah!" Grumblejack snorts in disgust and walks on past the surviving guard.

The arch leads into a small stone building which was obviously once part of a much larger structure. On one side is a small guardroom; on the other, an even smaller office. The road outward leads through a second archway, which is blocked by a metal gate. The gate is sturdy, but low, rising only to six feet. (It is intended to stop carriages and riders who do not have a proper pass. No need for a portcullis, since there's already one at the Guardhouse.) It is closed by a simple lock. You can smash it or simply climb over it (DC 6 Climb check).


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 wounded and not bothering to stop, he'll just keep on running for both rounds, doing whatever he can to avoid getting attacked again.


1d20 + 2 ⇒ (6) + 2 = 8

Jax trots through the arch and climbs over the gate without difficulty. He pauses just a moment, savoring. Freedom!

Beyond, the paved road continues inland for perhaps two hundred feet, climbing upward at a steep angle. Then it abruptly turns to the left. According to the map in the library, it will head along the shore for several miles, passing through a small fishing hamlet and then a larger village, before turning inland and intersecting with Moor Road.

On the right of the road stretches a bleak expanse of reeds, their dead stalks rustling in the chill November wind. It looks like the ground here is boggy and damp. This must be Toadmoor...

As discussed earlier, your options are either to follow the road along the coast or strike directly inland through Toadmoor.


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 think we had decided to go through the moors.


Edmin Al'Roth wrote:

I think we had decided to go through the moors.

You did. Just checking to see if I scared you off with any of that "bleak stalks rustling in the chill November wind" stuff.


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)
Douglas Muir 406 wrote:

All the guards have gone. They'll be able to raise the portcullis at the end of next round -- but that's a FRA, so they won't be able to chase you until the round after. So this round, only Surviving Guard and the two crossbowmen can attack.

I thought that Morsum had attempted to disable the lifting mechanism, smashing it with the guards sword or something like that. Or are they just going to lift the gate?


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 would prefer the road, but will not object too loudly if it is the moors. The Judge's life was not really based around hanging out in cold moors, but he does understand the situation.


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 have Survival as a skill if that helps.


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 with Morsum at his side continues down the causeway to the checkpoint.

If the guard is down, Tohram will climb over the gate and Morsum will then hand Bref over before following his master.

Climb-Tohram: 1d20 - 1 ⇒ (8) - 1 = 7
Climb-Morsum: 1d20 + 7 ⇒ (3) + 7 = 10

If the guard is still standing, Morsum drop the goblin and attack him.

Attack-bite: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 3 ⇒ (4) + 3 = 7


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 grins at the remaining guard and swings the headsman's axe in an arc at the man.

Power Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d12 + 9 ⇒ (9) + 9 = 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 will continue down the road a little, tugging off the guard's robe and pulling out a sheet of paper. He'll rapidly write a message on it while the others are still playing with the remaining guard.
The map we had had the name of the small vishing village, presumably?
Use the key to escape. When you free yourselves, meet me in [Name of small fishing hamlet]

Jax writes the letter with his left hand, using an intricate styling and writing the note in Infernal. He'll tuck the scrap of paper into the guard's shirt pocket and then use one of the knives to rip a the pocket and a large part of the shirt off, tossing it into the mud on the side of the road.

All of those actions will likely take at least, presumably 2 full round actions or so. He'll rush to complete them as quickly as possible before heading into the moor with the rest of the party.


Wizard 2 (HP 17/17; AC 13/13/10 ; CMD 12 Fort +2; Ref +3; Will +4; Init +3; Perception +7, Darkvision 60 ft)
Cуровую зиму wrote:
I rolled perception is there anything of note or interest here, such as how best to get away, bobbie traps, and possible cover?

The 'Warden' rolled an 18 perception, anything of note or would be useful for our escape?

Cуровую will attempt to climb over.

Climb 1d20 - 1 ⇒ (1) - 1 = 0

Cуровую is taking the role of an old curmudgeon to heart and is still acting like the 'Warden' and refuses to leave his beloved Brandascar.

Can I make a second attempt on the same 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)
Jax Naismith wrote:
Jax writes the letter with his left hand, using an intricate styling and writing the note in Infernal. He'll tuck the scrap of paper into the guard's shirt pocket and then use one of the knives to rip a the pocket and a large part of the shirt off, tossing it into the mud on the side of the road.

I like Jax more and more each day.


A natural 1. Hm.

Zimu does manage to climb over the gate. However, she catches her foot going over and suffers an embarrassing pratfall, twisting her ankle.

Zimu is limping: -5' to her Move unless someone makes a DC 15 Heal check.


The guard is still thinking about clouds when Sir Edmin's axe cuts through his chest into his heart.

Sir Edmin pauses for a moment to wipe the axe blade clean. Nice and shiny. What a fine blade...


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

Like his beloved Prison, the 'Warden' now broken and tarnished, limps as fast as he can away from the bastion of correction.


The range is getting long, but the guards behind the portcullis are still firing.

1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 1d100 ⇒ 65

1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17 1d100 ⇒ 82

That's 1d6 ⇒ 5 points of damage on the Judge. (Please don't forget to keep track of hp -- you don't have any more healing, and you're not out of the woods, er, moors yet.]


The party plunges forward off the road and into the marsh. As they do so, Grumblejack turns back for a moment and shakes one gnarled, ham-sized fist.

"I smash you, Branderscar! One day! I smash!"


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)

Anything of use at the checkpoint (I had been asking the past rounds)?

Physician heal thyself

Heal 1d20 + 2 ⇒ (13) + 2 = 15

Can I please get a few assists for our Survival 1d20 + 6 ⇒ (12) + 6 = 18


Sorry: your Perception was high enough to get a good look around, but you didn't see anything of obvious use or value. You'd need to actually spend a round or two searching the guardroom and/or the office. If you want to do that, no worries -- roll away.


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

Survival: 1d20 + 4 ⇒ (18) + 4 = 22

Climb: 1d20 + 4 ⇒ (6) + 4 = 10


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 grins at his new axe as he runs to the gate and climbs over.
"Let us take the road for a bit then turn into the marsh. Maybe we can throw then off."


That's fine. You have two PCs with nice high Survival rolls, so you're not likely to get lost. Yet. -- How far along the road would you like to go? The map showed the fishing village as being about 2-3 miles away.


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

Snore...snore...tee hee tee hee hee...snore.

Bref then commences to chew something really large in his sleep.


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:
You'd need to actually spend a round or two searching the guardroom and/or the office. If you want to do that, no worries -- roll away.

I would have spent one round looking.


The office contains records of all passage through the Checkpoint in the last month (older records are in the cabinets in Blackerly's office). There are pens, paper, and a large stamp for punching visitors' papers. A day-old memo from the Warden is lying on the desk, telling the guards to inspect a visiting Inquisitor tomorrow (i.e., today).

This is interesting, but it causes you to lag behind the others. At extreme range, the guards fire their crossbows at you.

1d20 + 3 - 4 ⇒ (12) + 3 - 4 = 11 1d100 ⇒ 78

1d20 + 3 - 4 ⇒ (6) + 3 - 4 = 5 1d100 ⇒ 65

The bolts clatter off the stones nearby without doing you any harm.


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

Go about a mile, I want to be well off the road by dawn.


Okay. Everyone good with that? Any other preparations before plunging into the marsh?

Also, what is party marching order in the marsh? Heavy hitters (Edwin & Grumblejack) in front? Or do you want Zimu (high Perception, Survival, and Darkvision) leading the way?


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 feels the bolt pierce his side, but knowing it is flee or die, he proceeds over the gate followed closely by Morsum carrying Bref. They follow closely behind Edmin who appears to have the best sense of the wild from what has been said up until this point.
_______________

Morsum and Tohram will stay in the middle of the group with Morsum carrying Bref.


The marshes are not easy going. Most of the landscape is simply reeds (now stiff and brown with the autumn) growing out of mud. Where the ground is a bit lower, there are small shallow pools; where it is a bit higher, the earth is dry -- but these areas are covered with thick bushes, often defended by sharp thorns. Here and there a low willow tree rises above the bog. Your feet squelch into the cold mud with every step. Perhaps the only consolation is that autumn is far enough advanced that there are no clouds of stinging insects.

The mud counts as difficult terrain -- half movement. You'll get one more survival check to get out of here.

1d100 ⇒ 50


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 will be near the front behind either Grumbles or Zimu, but will take point once the sun comes up.


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 perfectly content to take up the rear, someone has to run away fir--..er watch out for any attacks from behind.


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 walks silently, the wound in his side causing him pain and discomfort with every step.Despite his pain, he carefully watches the stars and pays attention to the breeze to help keep the group from getting lost.

1d20 + 1 ⇒ (17) + 1 = 18


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

They are firing at me? DM I am still disguised as the 'Warden'.


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 the jig is up Warden lol


Indeed. -- Mind, you got plenty of mileage out of that spell and the accompanying Bluffs.


Squelch, squelch, squelch.

After perhaps an hour of walking you pause and, by some unspoken consensus, all stop for a few moments' rest. You are deep into the marsh now, a bleak sea of reed with an occasional island of thorny bushes. There's no sound but the endless sad rustling of the dead stalks.

You have left a fairly obvious trail through the reeds. On the positive side, there seem to be no signs of pursuit.

The Judge looks up at the sky. "The weather is changing," he says. It is true: a mass of dark clouds is coming up rapidly from the north, the direction toward which you are traveling. The wind is shifting: sudden gusts flatten the reeds.


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]

Is there any place to hide and take refuge? If not, Tohram will continue to follow along.

Perception: 1d20 + 3 ⇒ (20) + 3 = 23


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 looks at the dark clouds approaching and shakes his head. "I know we are tired and hurt but we need to use this storm to our advantage and keep moving. Hopefully any pursuit will be held up and signs of our passing will be erased."

The knight readjusts his gear and grins at the others. " As we said in my old life, you can get all the rest you need when you are dead."


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 looks at Edmin: Be careful what you wish for. There are many dead who never rest.


You have paused for a moment by the side of one of the innumerable black pools that dot the marsh. You're in single file along what passes for a trail in this trackless waste -- the water on your left, a thick bank of thorny bushes on your right.

Perception checks:

1d20 ⇒ 3
1d20 + 6 ⇒ (4) + 6 = 10
1d20 ⇒ 6
1d20 + 4 ⇒ (6) + 4 = 10

Wow, pretty bad. I will allow the Judge to keep his, so he's not surprised.

Init rolls::

Judge: 1d20 + 2 ⇒ (16) + 2 = 18
1d20 + 1 ⇒ (4) + 1 = 5

The Judge has initiative and can act on the surprise round. I'll roll the attack anyway, and then everyone else can roll init.


The Judge stares gloomily at two large bubbles that have risen to the surface of the water.

Wait a moment. Those aren't bubbles. They're...

Water explodes outwards as a huge form lunges out of the pool.


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 instantaneously reacts by drawing his crossbow and loading it while calling to the others.
Monster in the water. Take arms.

DMDM:

Since summoners can communicate with their Eidolon as a free action, could I have alerted Morsum?


Who's the target? Grumblejack is too big. Edwin, Zimu, Judge, Morsum, Jax. 1d5 ⇒ 2

1d20 + 5 ⇒ (17) + 5 = 22

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