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 rat is much too small to grab the rope, which ends at about shoulder height for a medium sized humanoid.

If you want to take a few deep breaths (Perception check) you can try parsing the odor. Whatever it is, it's pretty unpleasant.


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 the others.

This does not seem like a brute force puzzle. Do we have a length of rope? I can send Morsum to that rope hanging from the roof. It will tie the ropes together, and then come back. If something happens to it, I can send it home without us having to rescue it.

Once the rope is connected and Morsum has returned. We can pull the rope from here without risking being next to it if something unsavory is to occur.

Tohram begins the process of recalling Morsum, looking as usual as though he is suffering extraordinary food poisoning in the process.


A voice speaks from behind the curtain.

"OKAY, BORED NOW."

The curtain falls. It takes you a moment to grasp what you are seeing.


The thing standing behind the curtain is roughly humanoid in shape. However, it appears to be made of pieces of several bodies, somehow sewn or otherwise attached together. Not all of the bodies are human; one of the creature's legs seems to have come from a horse, and the other appears to be the hindlimb of a giant toad. Its arms are grotesquely long. One seems to be from a troll and ogre, the other from some sort of giant primate.

The Judge:

You recognize that torso. Looks like the bard finally got recycled...

The lower half of the creature's head appears roughly human, but the top consists of a large, translucent dome. The dome is filled with a pale greenish fluid. A brain floats inside it, connected to hundreds of fine wires.

Suddenly you recognize the smell. It's rotting meat, mixed with chemicals and the sharp reek of ozone. The stench is coming off the creature in waves. Its flesh is visibly decaying; patches of it are greenish and slimy.

Metal plates of armor have been attached to the creature's hide. They don't cover all of it, but they will certainly make it more difficult to hit. Below the armor, you can see metal rods and sparking wires, as if the rotting flesh had been somehow augmented with pieces of insane machinery. The thing's ape-arm ends, not in a hand, but in a particularly complex piece of machinery with a large hole at one end.

A loud, distorted voice issues from the creature -- not from its mouth, but from a circular metal hole in its chest.

"HEY THERE, NINERS," says Zargo. "NO HARD FEELINGS. I JUST DON'T GET THAT MANY CHANCES FOR A PROPER TEST RUN. ALSO, TIADORA SAID THAT ANY APPLICANTS WHO GET KILLED OR INCAPACITATED, I GET TO KEEP. YOU KNOW I'M ALWAYS SHORT OF TEST SUBJECTS. IT'S NOTHING PERSONAL."


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

Goblin bored first Oz! You want chew?


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

Upon hearing Zargo Bref drops his pin and pulls his blow gun.


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

Sense Motive1d20 + 4 ⇒ (11) + 4 = 15

If he believes Zargo intends to kill them:
Bref will fire if he can. I assume it is initiative in which case I will do something different. But if I can get it off before that then great! The attack and damage roll is there if I can get a pop in before initiative. 1d20 + 7 ⇒ (9) + 7 = 16 for 1d6 + 1 ⇒ (5) + 1 = 6 if it cant be snuck remove that 1d6

Knowledge Local1d20 + 6 ⇒ (1) + 6 = 7 Maybe I saw it in his lab and he referenced it?


"OH WAIT A SECOND, I ALMOST FORGOT. HEY GOBLIN. 'WHAT THIS DO?'"

1d20 ⇒ 5

The creature raises its ape-arm. With a muffled "phoomph", a glowing sphere about the size of a grapefruit shoots out of the machinery at the end of the arm and flies in an arc across the room, hitting Bref.

Bref takes 4d6 ⇒ (1, 3, 5, 6) = 15 of fire damage. Everyone standing next to him -- which I believe would be Sir Edmin, Grumblejack, the Judge and Jax -- takes 1d6 ⇒ 3 of fire damage. (Note that Jax's fire resistance applies.)

That was a prepared action, so you may now roll initiative normally. If you beat a 1d20 + 3 ⇒ (16) + 3 = 19 you can act before Zargo.


Bref wrote:

Sense Motive1d20+4

** spoiler omitted **

Knowledge Local1d20+6 Maybe I saw it in his lab and he referenced it?

Sense Motive: it's a bit hard to sense motive from a disembodied voice coming out of the chest of a rotting hulk of mismatched flesh and bizarre machinery. That said, you have the impression that Zargo is speaking the truth... he doesn't actually have any hard feelings or animosity towards any of the Ninth Knot except for Bref. But (1) he does hate Bref, who got him Corrected; and (2) anyway, he really is always short of test subjects. You know how it is.


Unnamed

no save for half?

1d20 + 6 ⇒ (16) + 6 = 22

Rage charge, chew

Waaaaaghhhhh!!

1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 vs FF for 1d6 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12 note the second d6 is SA if applicable

HP 14/29


The blowgun dart bounces off the thing's armor plates with a faint 'ping'.

Bref didn't roll initiative that I saw, but that will be his action for this round.


Ah, wait, you didn't actually do that. Hm. Okay. You win init and charge. No effect.

Bref's gnashing jaws close on empty air. Despite its grotesque appearance, the thing is surprisingly quick.


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

that roll beneath the question about relex was it I tried to edit but it wouldnt let me. sorry


"YOU'RE CHARGING ME, GOBLIN? HA. HAHAHAAAA."

"YOU KNOW, I KILLED HALF OF THE SEVENTH WITH THE ALPHA VERSION OF THIS RIG. I'VE MADE A BUNCH OF UPGRADES SINCE THEN. FIFTY PERCENT INCREASE IN PEAK CHARGE, SPIKED THE ALKALOIDS FOR FASTER RESPONSE TIME, REAL SILK THREAD ON THE SUTURES. ALSO, I TOTALLY REDESIGNED THE CONTROL HARNESS. I'VE GOT FEEDBACK SO GOOD THAT WHEN I POP YOUR LITTLE SKULL LIKE A ZIT, I'LL FEEL YOUR BRAINS BETWEEN MY FINGERS. HOW COOL IS THAT?"

"SERIOUSLY, THIS IS GOING TO BE GREAT." Wires spark and servomotors whine as the creature prepares to attack.


Whoops, almost forgot: Bref, as you approach the creature, the stench of rotting flesh becomes overwhelming. Make a Fortitude save or be Sickened.


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

INT 1d20 + 3 ⇒ (9) + 3 = 12 to understand what the hell he is talking about!


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

Fort 1d20 + 6 ⇒ (17) + 6 = 23

Edit was writing my last post when you posted again. oops


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 not too late I want to activate my Trait

Bref spots a shiny screw on the floor and ducks to check it out.

+2 AC for one round

Current AC with MAge Armor and Trait bonus is 21/17/15


Whoops2, I also forgot that his grotesquely long troll-arm gives him Reach, so he could AoO you. Eh, I guess he'll wait for the next person to do that.


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

Initiative1d20 + 4 ⇒ (13) + 4 = 17

What kind of hideous abomination is this, Zargo? Let's get rid of this thing immediately. Jax moves into the room and pulls out his shortsword. How big is the creature? If it looks like it has reach, he'll cast Vanish and move behind it.

It sounds like its medium sized though. Jax will draw the shocking grasp scroll using his tail (swift action), cast shocking grasp (standard) and then move to engage, flanking with anyone who goes before him if possible.

It was described as having metal plates, so shocking grasp gets +3 to hit.
1d20 + 8 ⇒ (16) + 8 = 24 (+2 if flanking) for 1d6 + 2 ⇒ (3) + 2 = 5 weapon damage and 2d6 ⇒ (3, 1) = 4 lightning damage.


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

Goblin can't wait for Orc in Dwarf clothes to get Level 3 correction! Tee hee tee hee hee hee. ZORCO coward.


Jax Naismith wrote:

Initiative1d20+4

What kind of hideous abomination is this, Zargo? Let's get rid of this thing immediately. Jax moves into the room and pulls out his shortsword. How big is the creature? If it looks like it has reach, he'll cast Vanish and move behind it.

It sounds like its medium sized though.

It's medium sized but it does have Reach. So, I'll assume that you go with Plan A (cast Vanish and move to get behind it). That's your action for this round. As you approach, the stench of rotting flesh grows almost unbearable; let's see a Fortitude save.

Edit: you can keep the attack roll for Round 2, assuming you are still alive and able to attack.


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]

Init: 1d20 + 4 ⇒ (7) + 4 = 11

The Judge pulls out his crossbow and attempts to hit the thing.

Attack-crossbow: 1d20 + 3 - 2 ⇒ (16) + 3 - 2 = 17 <-- -2 from curse


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

Fortitude 1d20 + 5 ⇒ (6) + 5 = 11
[Edit: Yes, I'll definitely want to keep that roll from this round. Jax will be invisible until the end of next turn so sickened will just counteract the +2 he'll get for flanking, the creature will count as flat-footed and he'll take another -2 because he'll be using spellcombat as well as spellstrike]


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 charges at the monstrosity seeking to get within its reach and take it apart, metal plate by metal plate.

Init: 1d20 + 1 ⇒ (10) + 1 = 11

Attack-bite: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


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 would also like to roll a knowledge check to see if he knows anything about creations like this. 1d20 ⇒ 4 +7 for planes or dungeoneering, +8 if spellcraft.


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 believe you get +2 for being invisible as well 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

Thanks for that Bref! I forgot about that bonus. Got to love all the little bonuses. That will keep his to hit the same as it was


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

Init: 1d20 + 4 ⇒ (4) + 4 = 8

Edmin runs in swinging at the dome covering the brain.

Charge Power Attack: 1d20 + 7 - 1 + 2 ⇒ (19) + 7 - 1 + 2 = 27
Damage: 1d12 + 9 ⇒ (3) + 9 = 12


Init +4; Senses: low-light vision, darkvision 60 ft, scent; Perception +6, AC:32, HP:110/110; SR:10; Fort +12, Ref +8, Will +5; DR 5/good

Init:1d20 + 2 ⇒ (3) + 2 = 5

Bite:1d20 + 4 - 2 ⇒ (18) + 4 - 2 = 20 Trip Attack if above CMD
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

EDIT: Please add +2 to hit if flanking!


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

If Edmin can not charge, please just have him flank with who ever beat an 8 Init.


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'

initiative 1d20 + 2 ⇒ (6) + 2 = 8
Cast envelopes his fist in darkness.
Casts Shield of Faith +2. then walks up and touches Bref,
May the darkness shield you, may the darkness hide you.

Bref suddenly becomes harder to see, only his beady red eyes giving away his position. Add +2 to your deflection AC for 2 minutes.


skills:
Climb+14 Intimidate +11 Profession: Bouncer +13 Perc +13 Swim+14 Stealth+13
Fighter (Brawler)/Monk
Vital:
HP:79/79, AC: 23 (25)T: 20(20) FF: 15 (17), ;Init+2, F: +9 R: +8 W:+ 9,CMD+22(24 bull/disarm/trip), Speed: 50 Ki 5/6

AC 23 this rd

tee hee! Smart Shadowshanks! Stoopid Zorco!


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)

Zoiks - Toothpick turned into a ugly human.


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

oops lol phone post. Lets say it was the spell


Since nobody but Bref beat Zargo's Init, he gets to attack Bref. Rolling that: 1d20 + 13 ⇒ (8) + 13 = 21 Since this comes before Dren casts Shield of Faith, it hits. 2d6 + 5 ⇒ (5, 4) + 5 = 14 Together with the 14 points of fire damage, that's a total if 28 points on Bref, which I believe is enough to drop him.

"I SAID, GOBLIN, 'WHAT THIS DO'."

On the plus side, Dren can do something else besides casting Shield of Faith.


Since the creature has Reach, Sir Edmin's charge opens him to an AoO. 1d20 + 13 ⇒ (1) + 13 = 14 Nope! Still need to see a Fort save from Sir Edmin, though.

"OH, HEY, SIR EDNIM. SHINY ARMOR AXE GUY COMES CHARGING IN. YEAH, I FIGURED THAT'S WHAT YOU WOULD DO. I WATCHED YOU GUYS PRACTICING AND YOU'RE PRETTY PREDICTABLE. SO I GOT SOMETHING SPECIAL READY FOR YOU..."

Once Sir Edmin has rolled the Fort save, he should then roll a Reflex save as well.


Init for Zimu and Grumblejack 1d20 - 1 ⇒ (8) - 1 = 71d20 + 3 ⇒ (1) + 3 = 4 Okay, so Init order is Bref, Zargo, Jax, Edmin, Tohram, Morsum, Dren, Zimu, Ragnar, Grumblejack. I'll roll for Grumblejack and then we're waiting on Dren and Zimu.

Total damage on the thing so far: 7 points. Those of you who took 3 points splash damage from the bomb last turn (Sir Edmin, Judge, Morsum, I believe -- Jax's fire immunity saved him) please remember to note it on your characters.


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 is at 1 cause of rage

Zorco stoopid! Can't do better than that tee hee! Goblin be right back!

Acro1d20 + 11 ⇒ (10) + 11 = 21

Bref tumbles back out of the way of an attack, and behind some allies and goes full defense.

AC 25

edit can't drink potion this round. So went full d w cover instead

goblin not feel good! bref whispers


okay, that's Bref's round 2 covered. And Dren could indeed cast Shield of Faith on you, so he did that after all. That means only Zimu and Grumblejack are left in Round 1.


Grumblejack lumbers forward.

1d20 + 8 ⇒ (12) + 8 = 20 Nope, nothing.

Zimu casts Force Missile.

1d4 + 1 ⇒ (4) + 1 = 5

The Force Missile rebounds harmlessly off the creature, doing it no damage. Zimu blinks in astonishment; she had not known that was even possible.

"FORGET IT, WITCH. I GOT THREE DIFFERENT PHASES OF MAGIC FIELD INTERFERENCE ON THE SUBDERMAL, RUNNING RIGHT OFF THE MAIN ARC REACTOR.

"KEEP WAVING YOUR ARMS, THOUGH. IT'S CUTE. CAN YOU STRETCH A LITTLE MORE? HAHAHA."


Everyone has acted in Round 1, and Bref has already taken his action (tumble away) for Round 2. So it's Zargo's action. However, I need to see the results of Sir Edmin's saves first. Edmin?


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

Fort Sv: 1d20 + 6 ⇒ (3) + 6 = 9

Reflex: 1d20 + 2 ⇒ (19) + 2 = 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

Did I hit?


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

When greater force doesn't work, cunning should be used. Brute force isn't going to be sufficient on this machine, my friends. We must find the chink in the creature's armor.

Jax uses spellcraft to try and identify the magic shield and what's activating it. 1d20 + 8 ⇒ (7) + 8 = 15

He'll then use that prior roll with shocking grasp and full attack to get off a normal attack as well. (total would have been 24 to hit)
1d20 + 5 ⇒ (15) + 5 = 201d6 + 2 ⇒ (2) + 2 = 4

If possible, Jax will take a brief look around the room after his attack to get a perception roll. He's looking for that rope.1d20 ⇒ 13


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 his assault:
Not nice hurt Toothpick. You die now.

Fort Save: 1d20 + 4 ⇒ (13) + 4 = 17 <-- Not sure if I need this.

Attack-bite: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 <-- extra +2 for Flanking, with this many attackers, I assume we are flanking
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Attack-claw: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Attack-claw: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Confirm Crit: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 1d6 + 3 ⇒ (5) + 3 = 8


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 draws out the wand of curing and hits Bref with it.
Cure lights wounds wand 1d8 + 1 ⇒ (6) + 1 = 7
46 charges remaining.


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]

Realizing that his crossbow is likely not the most useful, the Judge begins to call out insults at Zargo.

Pretty sad, the best you have is a bard? They are about as tough as an alchemist. And a toad and a horse? About as creative as a Mitran monk.

Intimidate: 1d20 + 11 ⇒ (11) + 11 = 22 <-- if HD+Wis Modifier < 12, then shaken, if < 7 then shaken for 2 rounds


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 sings!

Shadowshanks is the best!
Fix wound in Goblin's chest!

Sing1d20 - 3 ⇒ (8) - 3 = 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

I believe Zargo has to make a fort save against that! lol

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