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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Dren of the Dark Tapestry wrote:

Dren suddenly seems larger than he has ever seen before and his voice booms, Grumblejack, you will do as I command, go back and get the judge. If you do not, we will give you to Zargo to experiment on!

intimidate 1d20+9

Hm, interesting. Strictly speaking, you can't use Intimidate to make someone Helpful -- only Friendly. However, under the circumstances I'll let you make the attempt.

However! Poor Grumblejack is now getting THREE different sets of conflicting instructions. Can you guys agree on what you want him to do?


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

Tempted to have Bref shout for him to come and squish stoopid undead thingys :) Just to add to the chaos! But my vote is with Dren. Just pick up judge so we dont lose him, or more importantly to Bref, Morsum, I also think we should leave the portcullis in a position that might best slow it down, maybe diagonally across the hall or whatever an engineering check might suggest to buy us a little bit of time


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

For DM if yo Bot me:
Just another reminder that Bref still has a Mage armor up so his AC is actually +2


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, I do not believe all of our strength combined can stop something like THAT!

1d20 + 7 ⇒ (19) + 7 = 26 Know: Dungeoneering if its possible to stop the boulder with pure brute force?

1d20 + 4 ⇒ (3) + 4 = 7 Perception to look for a secret passage or something where the draugr might come from/disappear to?

Judge, can you stop the boulder with a pile of summons? Just...pile them up in front of it?


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 agree with Dren. That would make me the slowest, so we will need another idea in a few rounds.


Jax Naismith wrote:


1d20+7 Know: Dungeoneering if its possible to stop the boulder with pure brute force?

Absolutely! You just need a couple of cloud giants.

Or did you mean with the party? With the party, nope -- see early post re: strawberry jam.


However, since you got a nice high Dungeoneering role, I'll give you this: the beveling, and the close fit of the boulder to the corridor, cuts both ways. It means you can't squeeze past it (except maybe Bref, and he'd be betting his life on a single high DC roll). But yes, clogging or gumming it up could be a useful tactic. Unlikely to stop it, but might slow it down a bit.


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)

Wow I can't believe I did not think of that, nice Dren! Could the Judge get to Grumblejack this round and then have Grumblejack initiate his move?

I know Judge suggested we try to pile on and use our strength to slow the boulder but that sounded too optimistic, this new plan sounds like a band aid and not the cure but still better than TPK jam. Keep coming with alternatives guys!


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:
post re: strawberry jam.

I'm partial to French orange marmalade myself, and also that part about not getting squashed.


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 this round since casting Grease would not seem the best tactic I will shadow Dren and go past the dead sea creature after it takes a swipe at Dren.


Did You Know: Europeans don't eat peanut butter. So my family is faintly nauseated by my love of peanut butter and jelly sandwiches... except for 7 yo Jacob. I got Jacob started on peanut butter as a toddler, and he loves it. So now he and I eat our PBJs together, while wife and other kids look on with fascinated revulsion.


Anyway: should I assume that Dren's instruction is the one you want obeyed? Unless I hear otherwise in the next little bit, I'll go with that.


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 I posted above that I suggest that the Judge get to Grumblejack this round and then have Grumblejack initiate his move after so he did not have to go all the way back then turn around.

Also I rolled perception on my last post but lost it during edit, it was really low anyways so no worries but I seem to lose rolls when I try to edit a message I post from my phone.


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 thought of Grumblejack carrying me and possibly Edmin two rounds ago, but at that point Grumblejack was 200' ahead of me and running away. I also thought of having Morsum carry me, but his strength is only 17, which is not enough.

Let me retcon that last action again now that I know where we are.

Grumblejack . . . wait!!. Edmin and I get caught. . . You carry faster. . . The gate will slow rock. . . We all survive together . . . or die together.

Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28

Dax - Why are you using Intimidate to get a friendly person (creature) to help us? It will only make him dislike you, and probably us as well, later even if it is successful.
_____________

By my calculation, I can get to 305 the first round, which was posted yesterday before DMDM reposted the 225 distance. At this time, Edmin will be at 320 and the boulder at 300. If Grumblejack moves to 385, Edmin and I can run to him and he can pick us up as a move action and then move 30' farther staying ahead of the boulder. He can then run the next round. I know Edmin loves his axe, but it might be worth dropping to lighten the load and slow the boulder - same thing with Grumblejack's axe.

DMDM - I assume the sharp corner will slow the boulder, at least somewhat, and the gate as well.


Judge Tohram Quasangi wrote:


Let me retcon that last action again now that I know where we are.

Grumblejack . . . wait!!. Edmin and I get caught. . . You carry faster. . . The gate will slow rock. . . We all survive together . . . or die together.
Diplomacy: 1d20+9[/ooc]

You can retcon the action, but you can't reroll the Diplomacy check. So, you're stuck with Dren's Intimidate.


Here's the good news: even with a -5 penalty, Dren has pulled it off! Grumblejack will turn back next round to rescue the Judge. The bad news is, as the Judge correctly pointed out, the ogre won't be happy about it. But while dealing with an annoyed ogre might be problematic, I'm guessing it's still preferable to "My Life as a Biofilm: Adventures In The Second Dimension".


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]

What about my earlier Diplomacy? Since we are not asking him to stand and face a giant boulder any more, I would hope that the DC would be a little lower and my 18 might have made it.


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 was worried that a simple diplomacy check might not make him follow my orders. The DC is actually lower on an intimidate and I was't sure if I would make the diplomacy roll...I would rather stroke his ego later than worry about it now.
Dren wants you to live, your loss will make the team weaker, he doesn't care about your character personally...and yes he knows the feeling is mutual :]


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 I posted above that I suggest that the Judge get to Grumblejack this round and then have Grumblejack initiate his move after so he did not have to go all the way back then turn around. Moving forward with his charge (meaning the Judge) rather than backward.

Also if I shadow Dren past the undead creature and go full defensive whats my max move, would it be 60' or 120'?


I think we're almost ready to resolve, except: Total Defense is a standard action, so you can't move more than 30'. That means that Dren and Zimu cannot go Total Defense (or cast a spell) and move past the Draugr on the same round -- you're starting the round at 340, and it's 60 feet ahead of you at the 400 mark.

Alignment!:

Neutral Good: you engage the monster for a couple of rounds -- maybe you'll kill it, but anyway they'll pass by safely.

Any Lawful: the person with the highest AC goes first and eats the AoO for the team. Who would that be?

Neutral Evil: let the other guy go first.

Chaotic Neutral: just run, dammit.

Chaotic Evil: shove the other guy into the draugr, run while it's distracted.


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)

Any Evil 2nd Edition Cleric - Command the undead SOB to be a speed bump for the boulder.

What shall we do Dren? Double move this round and full defense next round?

Perhaps Acrobatics 1d20 + 3 ⇒ (16) + 3 = 19 and just run then? Roll if needed.


So, just waiting to hear what Dren and Zimu are doing. If you cast, you don't reach the draugr. If you want to go past the draugr, you can't go full defensive or cast. Dren cast Cloak of Shadows a while back, so I believe his current AC is 18; if you want to just run, it probably makes cold-blooded sense to put him in front (and hope the thing doesn't have Combat Reflexes).


Dang, nice Acrobatics roll. Okay, you´re past. That just leaves Dren.


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)

Well to be truthful I was waiting for Dren and just rolled just in case he wanted to try acrobatics, but hey if the DM gifts you a gift who am I to say no to it.


Oh, savor the moment. You've got some running in front of you yet.

Anyway, just waiting for Dren now.


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 was casting shield of faith and moving up 30' for my action this round so I am not past it. I will draw the AOO next round.


Okay! So, completing this round, we have

Grumblejack - broke portcullis, 5' step. He's at 355.
Bref - tumbled past draugr, stopped short of second draugr at 445.
Dren - cast Shield of Faith, moved 30'. You're at 370.
Jax - cast Shield, moved 30'. You're at 370.
Zimu - ran and tumbled past draugr. You're at 445, next to Bref.
Edmin - flat-out run. You go around the hairpin and are at 320.
Judge - flat-out run. You're at 305.
Morsum - flat-out run. Pulls ahead of Judge to 345.

The boulder rolls another 100', to 300. It's immediately behind the Judge! He can actually feel the faint breeze it makes, pushing the air in front of it. The vibration of its passage rumbles under his boots, and the sound of it fills his ears. The Judge doesn't scare easily, but this is about as close to death as he's come in his long life.


Now: if things were arranged ideally, Grumblejack would wait until the Judge ran up to him, then would pick him up and carry on. But things don't always work out so neatly.

So in the new round, I'm going to say that Grumblejack runs back towards the Judge at the same time that the Judge runs forward. That means they'll meet in the middle, at 330. At this point the boulder is just a foot or two behind the Judge.

Grumblejack grabs the Judge by one arm, yanks hard, pivots on one heel and runs back again the way he came. (Judge, make a Reflex save to avoid taking 1d4 damage from having your arm nearly pulled out of its socket by the enraged ogre.) The Judge is now half running, half pulled behind Grumblejack, his feet touching the ground only once every few yards. Grumblejack is muttering something under his breath in Giantish as he runs; Judge, you don't speak Giantish, but it doesn't sound complimentary.

Grumblejack is now encumbered, so his move drops from 160 to 120. So, he'll end up at 415. If the draugr doesn't attack someone else first, it will attack him as he passes.


Judge, if you make your Reflex save, you can take any standard action that doesn't require the use of both arms. Otherwise, you can't do anything this round -- you're just being pulled behind the ogre in a series of wild leaps down the corridor.

I assume that Morsum, Edmin and Ragnar the dog continue running at top speed -- correct me if I'm wrong. Note that this will bring you (and Grumblejack) past the first draugr. We'll resolve that in a little bit. Meanwhile, Dren and Jax are still just in front of the first draugr (at 400) while Bref and Zimu are just in front of the second one (at 450). So, what are you doing?


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]

Did the boulder slow down at all going around the corner or when it crushed the gate?

Reflex: 1d20 + 2 ⇒ (20) + 2 = 22 <-- at least this 20 is not wasted like the last 2

The Judge manages an amazing jump which completely avoids the expected jerk when Grumblejack grabs his arm.

Turning to see the boulder still behind, but not quite as close as before, the Judge realizes that he has a few moments of reprieve. The first thing he does is to wave his free hand forward at Morsum causing the shadowy creature before him to suddenly become translucent and even more shadowy before quickly flowing down along the ground and finally reappearing as just the Judge's shadow.

Standard Action: Dismiss Eidolon

Next round I start summoning the biggest things I can - Ponies. Oh to be level 3 and have Summon Monster II.


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You're summoning Ponies, just so they can be immediately crushed beneath a thirty ton boulder?

You evil bastard.


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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]

Would you prefer that I summoned dolphins? I suppose with dolphins we could come back afterwards and have tunafish sandwiches. . . . And who are you calling evil? - Looks both ways innocently.


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)

If we were an action figure line of toys we would have a rather macabre set of add on dead animals. My Little Pony ground meat, - Water Friends Dolphin Chicken of the Sea Tuna, - Dogs, Mans Best Sausages, collect them all!

'Bref ... <heavy breathing> fancy ... <heavy breathing> meeting you here. < Heavy intake of breath > How do you ... <heavy breathing> make this all look easy?


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'

Maybe the boulder will get jammed on a horse femur...we can only hope.


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

Jam the beveling and it could slow the thing down somewhat.

Jax will full move past the Draugr...after Dren does, of course (or Grumbles..or anyone, as long as someone has moved past it to provoke, he'll follow). Full move, not a full on run. He'll also free action drop his waterskin into the beveled ground if that will do something (based on the dungeoneering check?).


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

Now what, rock is going to catch me soon. Any ideas, besides Pony Jam '13?


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 was going to have you ride a pony, but you weigh too much. If Grumbles can grab you and set me on the pony, that would work, but it is risky. The other option is for Edmin to drop things that don't crush easily - mace, longsword, axe, crowbar. Not sure whether these are free actions, but they should help - along with My Little Flat Pony.


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

DM said that Jax's dungeoneering check was high enough to notice that gumming up the bevels could slow down the rock. Lodging a crowbar into that area seems a brilliant way to slow it.


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

Good Idea. DMDM can I start dropping items as a free action? Long sword, shield, etc?


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

Acro 1d20 + 11 ⇒ (11) + 11 = 22
Acro 1d20 + 11 ⇒ (9) + 11 = 20
Acro 1d20 + 11 ⇒ (18) + 11 = 29
Acro 1d20 + 11 ⇒ (15) + 11 = 26

Easy Witchy witch! Bounce, bounce, roll, hop, cartwheel, bounce bounce, giggle, side step

Bref says matter of factly right before he does so.

Assume I can take the first one at full speed again

[i]Stoopid undead thingy! Never hit Goblin![/b]

Also squicking ponies is hilarious


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]

Hey, I dumped my daggers a few rounds ago, but I am sure they were too small. I think the mace and greataxe are the most likely to actually have some effect on this boulder.


Edmin's axe probably isn't massive or sturdy enough to slow it down. It's nonmagical, so the haft will just snap to kindling.


Bref, you need to say in advance whether you're going through at full speed or half speed. (Note that half speed only slows your move by 15', from 120' to 105'.)

Also, for the moment I've decided that you only need one Acrobatics roll, not three. (The folks over at Rules are actually split on this one. Huh.) So, we'll take the first only.


Jax and Dref, who's going past the first Draugr (the one at 400) first? If you can agree (person with better AC or more hp or whatever), great. If not, I'll say you two do rock-paper-scissors as a free action... but that drops your move from 120' to 60'.


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 am not waiting on anyone, so you can put me first. Who is Dref BTW? :]


So, Grumblejack, Judge, Morsum and Bref are done. -- Bref, you tumble past the second draugr (at 450) without any difficulty. When you reach the 500 point, however...

Bref:

For 20', the ceiling and floor both dip downwards in a neat little curve like a shallow U. The middle 10' of this curve is full of water; you'll have to run through it if you want to proceed. The water forms a 10' wide pool, shallow at either end, presumably deeper in the middle. Assuming the curve of the floor is constant, the water should be about 2-3' deep in the middle -- thigh to waist high on a human, neck to nose high on you.

What do you do?


Okay, Dren! Full speed run past the first draugr.

The shriveled dead thing turns towards you. Its bony jaws gape wide; somehow, its empty eye sockets seem to focus on you. It raises its long blade, and swings...

1d20 ⇒ 14

ooh, that's a hit!


1d8 + 3 ⇒ (1) + 3 = 4 points of damage, and also you need to make a Fortitude save.


Dren, it's helpful if you put your hp (current and total) in your bar, along with other basic stuff like AC, Perception and saves -- means I can see it without having to click through to your character page.


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'

Got it, completed although it may be short lived...
Fortitude Save 1d20 + 1 ⇒ (18) + 1 = 19

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