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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Grumblejack grabs the Judge and runs through the flames. 1d20 ⇒ 18 With a mighty leap, he soars through! 2d4 ⇒ (2, 3) = 5/2 = 2.

Judge, for simplicity's sake you can share Grumblejack's save and his damage.


The ogre runs at full speed down the corridor until...

"What th' --"

But let's not get ahead of ourselves.


Dren, Bref, Grumblejack and the Judge have completed their moves. That leaves Jax, Zimu and Sir Edmin. Zimu and Sir Edmin, if you want to move forward, you must either dismount and walk through the flames, or Sir Edmin must make a DC 20 Ride check to force the horse forward. Otherwise, you'll have to wait a round.


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 move through the flames and apparently make no attempt to dodge the fire. Reflex: 1d20 + 6 ⇒ (1) + 6 = 7 2d4 ⇒ (2, 3) = 5


The flames lick around Jax, but his fiendish ancestry protects him. His clothes are singed a little, but he is completely unharmed!

Double move, flat-out run, or what?


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

Ride: 1d20 + 6 ⇒ (10) + 6 = 16

Oops, guess I wait.


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)

Waste not, want not.

Ride 1d20 + 3 ⇒ (17) + 3 = 20

'Snowmantle, ancient oaths has your bloodline taken, for a thousand winters have they been held sacred, now great strider, as your fore bearers of old, carry your charge as swift as the Northwind!'


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! Witchy Witch talk funny!


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)

I thought it was more in keeping with my character than saying, 'look play on my team and work with me or I'll hand you to the Judge and you can pitch for team Glue factory'.


Cуровую зиму wrote:

Waste not, want not.

Ride d20 +3

Did you just... grab the wheel?


Okay, let's complete Round 10.

Grumblejack - Grumblejack, carrying the Judge, will run all the way to 865. Then I think he'll stop...
Bref - Took a FRA to wriggle out of the webs. You're now at 820.
Dren - At 830.
Jax - Trotted through the flames without taking any harm from them. You're at 860.
Edmin - The horse leaps the flames! And proceeds without difficulty to 860.
Judge - you're with Grumblejack at 865. Grumblejack is once again carrying you.
Zimu - you're on the horse with Edmin, at 860.

The boulder was at 710, moving at 50'. It gains 10' of speed every round it's not at top speed, but then it runs over YET ANOTHER pony --

CRUNCH

So, it's now at 760, still moving at 50'.

That ends Round 11. We now begin Round 12.


So why did Grumblejack stop? Because, up ahead of him in the corridor...


Starting at 880, the ceiling rises upwards at a 45 degree angle. At 900, the corridor ends in a rough, solid-looking wall. The wall is 20' high. Climbing the wall would require a single DC 15 Climb check.

For 20' in front of the wall, from 880 to 900, is another 20' pool of water.

Standing immediately in front of the pool, side by side, are two draugr with drawn blades. They block the corridor at 875.


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)

It appears that the flu is truly over and DM can begin with trying to effectively slaughter us again.


Now that you mention it, I do feel much better, thanks.


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 moves forward to 860

Stoopid dead things!


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

Charge Attack: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24
Damage: 1d12 + 6 + 3 ⇒ (11) + 6 + 3 = 20


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 up at Grumblejack and then once again climbs down..

This is the last pony I have up my sleeve, I can draw their attacks and then send him on a bouldering expedition.

The Judge then turns his head and looks back at Edmin sitting directly behind him on the horse.
Edmin, hold your charge for a moment, let my four legged friend draw their attacks.

The Judge once again takes a deep breath and calls on those places lower and darker than most in Talingarde can imagine. A moment later, a dark rift flecked with flames opens in the air directly before the two undead. From this rift emerges a sleek smoky grey pony. The pony immediately begins to head back up the passage past the party and toward the oncoming boulder.

I think that this should draw both draugr AoO attacks. The pony will run to the boulder if possible, if not it will double move 80' up the corridor which should put it where it will have a crushing experience quite soon.

Once the draugr have swung their swords, the Judge will prepare to jump the pool, but I do not think I can do it this round as I will only have 20' of movement.


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 runs this round..turning the corner he sees the Pony appear, drawing the creatures attacks. He continues running right by them into the water, trying to make it over to the base of the wall before they recover. When he gets there he speaks to Grumblejack...
Grumblejack, can you throw me up to the top of the ledge? I don't think I can make that climb...

I am willing to take the damage to get up there :)


Edmin Al'Roth wrote:

Charge Attack: 1d20+6+4

Damage: 1d12+6+3

Defaulting to Power Attack? Okay. Let's see: 3d8 + 6 ⇒ (5, 3, 2) + 6 = 16. Woo![/ooc]

Sir Edmin charges and -- CRUNCH -- the former headman's axe of Branderscar prison cleaves through the undead skull of the grinning corpse-thing.


Judge Tohram Quasangi wrote:


The Judge once again takes a deep breath and calls on those places lower and darker than most in Talingarde can imagine. A moment later, a dark rift flecked with flames opens in the air directly before the two undead. From this rift emerges a sleek smoky grey pony. The pony immediately begins to head back up the passage past the party and toward the oncoming boulder.

The surviving draugr swings at the pony! 1d20 ⇒ 10

eh, it needed a crit. So you've absorbed his AoO, and the pony, though injured, can continue to run up the corridor.


Now that one of the draugr is down, you can see that there's something behind them. Two (2) ropes are suspended from the ceiling -- one behind each of the undead monsters. The ropes hang at about chest height, and each one has a knot at the end. They're lightly attached to the ceiling by what look like cords or string. The ropes long -- they go up to a point high above, in the darkness above the top of the wall.


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)

Is the darkness magical? How hard would it to be to scale the rope?


The darkness does not appear to be magical -- it's just that the top of the wall is more than 20' away from you and more than 20' up.

It looks like the rope would be fairly easy to climb.


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]

Could I have run and jumped for the rope this round? I did not try to jump the water as I only had a normal move left and the 10' run + the 20' jump would have been too much. Can I jump and grab one of the ropes?


You didn't see the ropes until Sir Edmin knocked one of the drauger down, and anyway Grumblejack would have to let you go, and climbing the rope would be a standard rather than move action. So, next turn.


Sir Edmin and the Judge have acted. Others?


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 acted moved almost 60 feet. Am I one action short?


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)

Since my climb rope skill is ... far from Olympian, I was hoping to catch a ride with maybe Grumblejack but waiting on the others first. Could I reach the rope and make an attempt this round?


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 believe Dren moved up to the rope this round for his action.


Okay, so Dren ran into the water? Or grabbed the rope?


And Bref, you can take a free action, but that's it. Edwin and Zimu are on a horse that already charged, which limits what they can do.


Okay then -- want to know what Dren is doing (you originally were going to splash through the water, but I'll allow grabbing a robe) and what if anything Zimu is doing (can cast a spell or climb down off the horse).


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)

What does it take to climb the rope this round?


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 will run up to the rope and look up...just remember the 60' darkvision.


The rope is attached to the ceiling by a bit of light cord or twine, and then it angles away from you. It's attached to the ceiling 40' up and 25' away from you. So it looks like, if you grab it, the twine will snap, and then you'll *swing* over the 20' pool of water.


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'

Don't grab the rope yet, if you do it will swing you over to the other side of the water! If we do something like that several of us should try to do it at once.


Fair enough! But since you're the only one who can grab it this round -- what do you want to do? (Note that "I'll pass and wait until next round" is an acceptable response.)


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

Free action! in that case...

Goblin Dance!!! Dance 1d20 - 3 ⇒ (19) - 3 = 16


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:
Fair enough! But since you're the only one who can grab it this round -- what do you want to do? (Note that "I'll pass and wait until next round" is an acceptable response.)

Or he can cast Guidance.

:)


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 a little confused sorry...I started at 830, I took the run action to get to the base of the rope and looked up, confirming I still have an action left? standard or move action? thanks!


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 join Edmin at the front and attack the remaining Draugr. No reason to leave these things to attack us while we climb, in case someone climbs slowly.
Move: 20 ft, Standard: Attack, Swift: use an arcane point

1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Spoiler:

Damage is at +2, for 10 damage, if Jax should have his level 3 feat.


Dren of the Dark Tapestry wrote:
I am a little confused sorry...I started at 830, I took the run action to get to the base of the rope and looked up, confirming I still have an action left? standard or move action? thanks!

Whoops, my bad. Okay, if you started at 830, then a move action gets you to 860. Since Guidance is a 'touch' range spell, you can't cast it on anyone from there. In order to reach the action, you must move to 875 -- which means you have nothing left but a free action. So, okay, you're done.


Jax spins, twirls, and strikes the draugr! It staggers backward, bony face grimacing in a toothy snarl.

Keep track of those arcane points, tail-boy.


Okay then, I think everyone has acted this round...


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Grumblejack takes a 5' step and swings at the surviving draugr. 1d20 ⇒ 20 Crit check: 1d20 ⇒ 7 Aw yeah.

Grumblejack's mighty blow cleaves the thing's head in two, clear down to its neck and beyond. It convulses once, and then collapses.


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]
Douglas Muir 406 wrote:

Grumblejack takes a 5' step and swings at the surviving draugr. d20 Crit check: d20 Aw yeah.

Grumblejack's mighty blow cleaves the thing's head in two, clear down to its neck and beyond. It convulses once, and then collapses.

How does a skeleton convulse?


How does anything convulse? -- Besides, as noted, there's still some flesh left on the bones. Just enough to be unpleasant.


Grumblejack - Grumblejack is standing at 870.
Bref - Moved to 860.
Dren - At 875.
Jax - At 880.
Edmin - At 875, on horse.
Judge - With Grumblejack at 870. Grumblejack is once again carrying you.
Zimu - you're on the horse with Edmin, at 875.

So, everyone but Bref is clustered at or near the edge of the water.

The boulder was at 760, moving at 50'. It gains 10' of speed every round it's not at top speed, but then it runs over ONE LAST pony --

CRUNCH

Which slows it back down to 50'. However! It then rolls down the steep slope between 780 and 800. That accelerates it by another 10'. It rolls through the place where the webs and spiders were, scattering a few last odds and ends of flaming web. It's now at 820, moving at 60'.

Since you can't slow it down any further (I don't think), next round it will move at 70', bringing it to 890. So you have two rounds to get over that water and up that wall. Good luck!

That ends Round 12. We now begin Round 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]

With the skeletal threat removed, the Judge moves to the rope and attempts to climb it.1d20 - 1 - 2 ⇒ (18) - 1 - 2 = 15

I climbed down from Grumblejack last round assuming that climbing while holding me would not be that easy.

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