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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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 over to Edmin and whispers: Try to let the dog man attack Morsum. It is rather tough to hit these days as you have discovered in training.

Init-Tohram: 1d20 + 4 ⇒ (6) + 4 = 10
Init-Morsum: 1d20 + 1 ⇒ (11) + 1 = 12

Tohram casts Shield on Morsum - AC25.


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 delays until after the Judge casts Shield on Morsum - AC25.

Morsum will charge in the room and around behind the dogman and attack.

Standard Action: Attack.

Attack-Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

If less than 5 feet, will post claws later.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Dren will open the door and slam his mind into the creatures...
Gift of Madness DC 17 Will power Save or confused for 1 round.


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

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10

I will not be afraid!

Edmin roars at the beast headed man.

Intimidate (Demoralize): 1d20 + 11 ⇒ (6) + 11 = 17

Demoralize:
You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.


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

Init 1d20 + 6 ⇒ (16) + 6 = 22

Bref roars! Rage WAAAAAAAAAAGHHHHHH! Anyone ever play Warhammer FB

He charges through the door once Dren opens it.

1d20 + 7 - 2 + 2 ⇒ (11) + 7 - 2 + 2 = 18 vs FF for 1d6 + 2 + 1d6 ⇒ (1) + 2 + (1) = 4


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

And there was much roaring...


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

note that mage armor cancels my ac minus for rage


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 watch as Bref charges the hound and he'll slowly follow into the room (1 move). He'll try to move within 5' of the Archon and use his standard to fight defensively. (+2 ac).

Next round, he'll take a 5' step up to flank with Bref and attack with Spellstriking Arcane Mark, using the Cardinal's Signature in Infernal.
1d20 + 3 ⇒ (15) + 3 = 181d6 + 2 ⇒ (3) + 2 = 5 and 1d20 + 3 ⇒ (8) + 3 = 111d6 + 2 ⇒ (6) + 2 = 8


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

Do we have enough room in that cell for all of us?


It's a 10'x10' chamber. So, no. Only three of you (plus Grumblejack, who has reach) can melee at one time.


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

If there's no possibility of hitting an ally, Jax will just fire his crossbow then. Its not likely to hit, but its better than nothing. If its possible to hit an ally, then he'll keep attempting Dace DC 13 until it hits.


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 me, Bref, and Morty inside?


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
Edmin Al'Roth wrote:
So me, Bref, and Morty inside?

Yup, Jax can save his burst for now.


Rolling Init for Zimu and Ragnar the dog: 1d20 + 3 ⇒ (10) + 3 = 131d20 + 2 ⇒ (19) + 2 = 21 Oh, and Grumblejack:1d20 ⇒ 14

Okay, Init order is Bref, Ragnar, Jax, Grumblejack, Zimu, Morsum, Tohram, Edmin, Dren, Dogman. The ones who are going to melee have already rolled their attacks. If you have any last-minute tactical suggestions, do them now; otherwise I'll assume that Jax opens the door and the the meleers rush in.


When you open the door:

A smile of savage joy lights up the dogman's face. "Lance Corporal Dalgoda, Good Boy Second Class, reporting for duty! CXXVIIIth Legion of the Seventh Host, REPRESENT! 'They Do The Flyin', We Do The Dyin!' HOOOO-AH!!"


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

Oh My God. If they didn't describe the hound archon like that and you did..you are my favorite DM ever.

Jax blinks at the exuberance and lets a crossbow bolt fly. You can get close to that thing. I'll stay here.
1d20 + 2 ⇒ (14) + 2 = 161d8 ⇒ 1


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They don't give that kind of description. And I could have him say 'Spawn of Evil! I shalt smite thee!' or such. But, come on. That's officer talk! Dude's a low-HD celestial with no wings. What does that say to you? To me it says foot soldier or beat cop. Enlisted man. First responder. Grunt.

But he's still a celestial, right? I'd think it would be like going up against a single lance corporal POW Marine. He's just an enlisted dud, no special skills, imprisoned behind enemy lines. But he's still a goddamn Marine.

So, yeah. Hoo-ah.


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

Power Attack: 1d20 + 6 - 2 + 2 ⇒ (15) + 6 - 2 + 2 = 21
Damage: 1d12 + 9 ⇒ (12) + 9 = 21


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

Hooyah!


Edmin Al'Roth wrote:

Initiative: 1d20+4

I will not be afraid!

Edmin roars at the beast headed man.

Intimidate (Demoralize): 1d20+11

Ooh, so close. Missed it by 1.


Morsum wrote:


Morsum will charge in the room and around behind the dogman and attack.

Standard Action: Attack.

Attack-Bite: 1d20+5
Damage: 1d6+3

If less than 5 feet, will post claws later.

More than 5 feet. Anyway, did not hit.


Bref wrote:

Init 1d20+6

Bref roars! Rage WAAAAAAAAAAGHHHHHH! Anyone ever play Warhammer FB

He charges through the door once Dren opens it.

1d20+7-2+2 vs FF for 1d6+2+1d6

Did not hit.


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:

The dog-man grins happily at you and casts on himself -- +1 to hit and d8+6 extra hp.

"Ready when you are."

I really don't think we should do this combat but since the ball started rolling, can we at least cast our spells to help the party pre combat, he's taunting us and making us come to him where he will no doubt have the advantage, let's not give him the satisfaction.


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 Tohram Quasangi wrote:
Well, if we are going to have to fight this thing, so be it. Would you all like me to drop a few animals for him to play with inside the cell first?

Absofruitly!

Jax Naismith wrote:
Oh My God. If they didn't describe the hound archon like that and you did..you are my favorite DM ever.

DM must be be a great table DM too, although since he rolls high maybe not 'beloved'.

Douglas Muir 406 wrote:
A smile of savage joy lights up the dogman's face. "Lance Corporal Dalgoda, Good Boy Second Class, reporting for duty! CXXVIIIth Legion of the Seventh Host, REPRESENT! 'They Do The Flyin', We Do The Dyin!' HOOOO-AH!!"

It's readily apparent that there are fanatics in Heaven and hell, and everywhere in between.


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)

Cуровую will move back even further and delay to cast a Force Missile right before the archon goes, in case he casts instead of attacking but I doubt it will even get through the SR but at still trying to be effective.

Why did we not have the Judge send in summoned pests?


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

This is seeming like a terrible idea. Jax chats idly to Cimu while taking aim and firing, watching the crossbow bolt get knocked aside. Do you think he'd fancy that cup of tea still?

assuming if Bref's 18 missed, Jax's 16 missed as well.
He fired prior to them going into melee so I didn't account for the -4 from melee.


Dren of the Dark Tapestry wrote:

Dren will open the door and slam his mind into the creatures...

Gift of Madness DC 17 Will power Save or confused for 1 round.

Clever: it's a Supernatural ability, so it goes right past his Spell Resistance. Okay, 1d20 + 7 ⇒ (9) + 7 = 16 Got 'im! I'll roll for the Confusion effect when it's his initiative.


Edmin Al'Roth wrote:

Power Attack: 1d20+6-2+2

Damage: 1d12+9

That's a hit. Okay, the dogman takes 11 points of damage and the debuff is off you.

Jax missed, the Judge cast Shield this round, and Ragnar the dog can't get in to attack. Zimu needs to roll a caster level check to get through the dogman's SR with her Force Missile (or whatever other spell she casts).

That leaves Grumblejack. 1d20 + 8 ⇒ (16) + 8 = 242d8 + 7 ⇒ (1, 2) + 7 = 10 Unfortunately, his hit does not bypass the dogman's DR -- it seems to bounce or slide right off his angelically tough flesh.


Lance-Corporal Dalgoda's turn. Rolling for Confusion:1d100 ⇒ 77 That's "attack nearest creature". The only difference is that now he won't use Power Attack and he'll attack at random instead of focusing on taking down Sir Edmin. So, (Bref, Edmin, Morsum) 1d3 ⇒ 1 he attacks Bref.[/ooc]

1d20 + 10 ⇒ (16) + 10 = 26
1d20 + 5 ⇒ (8) + 5 = 13
1d20 + 4 ⇒ (7) + 4 = 11

2d6 + 3 ⇒ (2, 4) + 3 = 9 9 points of damage on Bref.

Dren's mental attack confuses the dogman, leaving him unable to tell foe from foe. However, years of combat training take over, and he lashes out with his greatsword, hitting Bref.


Okay, Round 2. Zimu still has her spell or other action from Round One, so she can act twice. Bref, Morsum, Edmin and Grumblejack are in melee. Edmin has shaken off the debuff. Dogman is at -11 hp. Initiative is "everyone, then dogman".


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

Yargh! Bref growls

1d20 + 7 - 2 ⇒ (15) + 7 - 2 = 20 for 1d6 + 2 ⇒ (4) + 2 = 6 add 1d6 + 2 ⇒ (6) + 2 = 8 if somehow we have flank

Kanight want us outside room? Bref calls if he responds with an affirmative Bref tumbles out of the room to allow for a flank opportunity. If he does not say to do so he says and chews on.

Acro 1d20 + 11 ⇒ (5) + 11 = 16

Current HP 20/29


No flanking -- he's backed into a corner of the room. And no hit -- his AC against you is higher than 20.


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

Terrible choice this! Considering I missed again, Bref will tumble back outside the room to prepare another charge.


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 calls out.
Everyone, retreat. Morsum can hold the door and let Grumbles pound him with that big club.

Attack-crossbow: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 ⇒ 2


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 fight defensively and 5' foot move to the door once Bref and Edmin back up - which they hopefully will.

Fighting Defensively + Mage Armor + Shield = AC27

Attack-Bite: 1d20 + 5 - 2 - 4 ⇒ (12) + 5 - 2 - 4 = 11
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Attack-Bite: 1d20 + 5 - 2 - 4 ⇒ (20) + 5 - 2 - 4 = 19 **HIT - but no damage unless you consider him a Outsider(evil) rather than the untyped Outsider he is listed as**
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Attack-Bite: 1d20 + 5 - 2 - 4 ⇒ (16) + 5 - 2 - 4 = 15
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Yeh, he cannot do any damage, but needs a crit to eliminate the penalty. Once the dogman is dead, can we then hit his corpse to eliminate the penalty?


Judge Tohram Quasangi wrote:

The Judge calls out.

Everyone, retreat. Morsum can hold the door and let Grumbles pound him with that big club.

Grumblejack turns and glares at you. "I ain't one of your magic summon-critters, Whiteface. And I ain't fighting this thing alone."


Morsum wrote:


Attack-Bite: 1d20+5-2-4 **HIT - but no damage unless you consider him a Outsider(evil) rather than the untyped Outsider he is listed as**

Why do you think a 20 hits? His AC is higher than 20, at least to 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

Bref will be charging him again so please leave a lane. Gotta get rid of that penalty


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)

It was a natural 20 - auto hit I think.

Forgot the Crit:

Crit Confirm: 1d20 + 5 - 2 - 4 ⇒ (11) + 5 - 2 - 4 = 10
Damage: 1d4 + 3 ⇒ (3) + 3 = 6


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 looks at Grumblejack: You misunderstand me my friend. Your job is to bash. Morsum will block the dogman and allow you to swing over his head.


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

Do we have to damage it or just hit it? Or do we not know


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Dren slam his mind into the creatures again...the dark voices whispering into his mind
Gift of Madness DC 17 Will power Save or confused for 1 round again.


Dren of the Dark Tapestry wrote:

Dren slam his mind into the creatures again...the dark voices whispering into his mind

Gift of Madness DC 17 Will power Save or confused for 1 round again.

Wow, you're just burning through those. Well, you probably won't need them again today... 1d20 + 7 ⇒ (14) + 7 = 21 Made his save.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

I have other things but this may be one of the more effective against him with his SR.
And that is why this ability is not that powerful. 2 uses to no major effect. At least I have 6 more to use :)


Morsum wrote:


Attack-Bite: 1d20+5-2-4 **HIT - but no damage unless you consider him a Outsider(evil) rather than the untyped Outsider he is listed as**

Whoops, you're right -- nat 20. My bad.

Morsum is an outsider and he's evil, but he doesn't have the (evil) subtype. So, no.

On the plus side, you don't have to get through his DR! Just hitting him lifts the debuff. So now Morsum and Sir Edmin are clean.


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 withdraws to outside the cell.


Okay. Waiting on Jax and Zimu (who acts twice since she missed last round).


Okay, Zimu will throw a couple of Force Missiles. Rolling to overcome SR: 1d20 ⇒ 81d20 ⇒ 18 One success, for 1d4 + 1 ⇒ (3) + 1 = 4 damage. And that lifts the debuff as well -- so that's Sir Edmin, Morsum, Grumblejack and Zimu de-debuffed.


Grumblejack strikes:1d20 + 8 ⇒ (18) + 8 = 26 woo hit! 2d8 + 7 ⇒ (4, 3) + 7 = 14 4 points get past DR. So, dogman has taken a total of 19 points of damage.

Waiting on Jax.


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 throw a flask of acid at him, for touch ac. 1d20 + 4 ⇒ (19) + 4 = 231d6 ⇒ 1

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