GM Blood's Way of the Wicked (Inactive)

Game Master David James Olsen

Current Map
Map of Branderscar


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Will it be Ash or Hugh as I guess the halfling and dwarf would stand out

You knock on the door and the Warden's voice from somewhere on the other side yells, "What is it? It better be really important to disturb me at this hour!"


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

It'll be Hugh.

"There's a, a messenger from the Crown downstairs, sir! Says it's urgent!"

Untrained Bluff check, if necessary: 1d20 + 2 ⇒ (6) + 2 = 8

Here's hoping there are penalties for trying to Sense Motive through a door....


GM Blood:

Warden Sense Motive 1d20 + 8 - 2 ⇒ (8) + 8 - 2 = 14

Initiative Steinki Uðr 1d20 + 1 ⇒ (17) + 1 = 18
Initiative Hugh of Karfeld 1d20 + 2 ⇒ (13) + 2 = 15
Initiative Ash 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Lueck 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Warden 1d20 + 5 ⇒ (13) + 5 = 18


You hear from the other side, "Ok, be there in a moment" Then you hear spell casting and him moving away from the door


Quote:

Round 1

Initiative Order - Warden, Steinki, Ash, Lueck, Hugh

Warden AC 14 T 10 FF 14 CMD 10


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Spellcraft 1d20 + 6 ⇒ (3) + 6 = 9

Steinki casts lead blades. I'd open the door too, but that would leave me in an occupied square.


Map is updated

Quote:

Round 1

Initiative Order - Warden, Steinki, Ash, Lueck, Hugh

Warden AC 14 T 10 FF 14 CMD 10


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash moves to open the door. If locked, he tries to put his shoulder into it:

Strength check to open door: 1d20 + 3 ⇒ (3) + 3 = 6..if not, will move back and wait for Lueck to pick it.


The door is not locked and opens easily


With the door shoved open, Lueck will dart inside, making for the far wall so there is plenty of room for the others to follow.


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Is the warden visible inside the room?


Yes he is


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Round 1:

Hugh walks into the room, smiling slightly. "There's word of a plot to free the prisoners. Warden. Tell me, if you wouldn't mind--what gave us away?" Without waiting for an answer he sends a stream of infernal fire at the warden; unfortunately for drama, he misses cleanly.

Fire Bolt ranged touch attack, incl. PBS: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6

HP: 10/10 AC: 12+4 Conditions: mage armor

Judgments (1/day) Used:
Fire Bolt (6/day) Used: 4
Heavenly Fire Bolt (6/day) Used:
L1 Sorcerer spells (4/day) Used: 2
L1 Inquisitor spells (2/day) Used:


The warden casts a spell and says, "I can always tell a scumbag when I hear them" For some reason, Hugh finds his statement humorous

Will Save DC 18 or fall on the floor laughing


Quote:

Round 2

Initiative Order - Warden, Steinki, Ash, Lueck, Hugh

Warden AC 14 T 10 FF 14 CMD 10


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Will save: 1d20 + 5 ⇒ (9) + 5 = 14

Hugh collapses on the ground, laughing uncontrollably.


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Steinki rushes into the room, heading toward where he heard the warden casting the spell. Double move toward warden. Looks like that's all I can do this round based on the grid.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash moves 30' east into the room, behind Steinki, and shoots a fire bolt at the warden:
30' Ranged touch attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 ⇒ 3
4 uses left today


With the others in the room, Lueck now starts to close the distance on the warden, eager to sink some blade into him.

Double move, should get him just along the wall where the stairwell is, across from the bed.


The warden backs up while beginning to read a scroll


Quote:

Round 3

Initiative Order - Warden, Steinki, Ash, Lueck, Hugh

Warden AC 14 T 10 FF 14 CMD 10


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Ah, if only I had a clear path or more speed :)

Steinki rushes toward the warden getting ready to swing the axe he recovered from the armory at him. Double move. Doesn't look like any way for his short legs to get him there this round.


FYI, Hugh gets a save as a full round action to end the spell on his turn on Turn 2, if he makes a DC 18 then he can act this turn otherwise he is laughing for a bit.


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Did the previous fire bolt hit the warden's touch AC?

Ash moves 30' to bottom left diagonal of Steinki and shoots another fire bolt at the warden:
Ranged touch attack:1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 ⇒ 2
3 uses left today


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Hugh tries to concentrate, but is overwhelmed by the humor of the situation.

Will save, DC 18: 1d20 + 5 ⇒ (11) + 5 = 16


Lueck closes more ground on the warden, trying to circle to the side of him.

Double move to the north wall following along the west wall. He'll end with a five foot gap between him and the warden.


Sorry Ash, yes it did hit last round, just forgot to note that damage, will update that

Hugh is left behind laughing at his own personal joke. Steinki, Ash, and Lueck move closer to the Warden while Ash shoots another fire bolt at the warden causing making him work harder to complete the spell.

Concentration 1d20 + 8 ⇒ (20) + 8 = 28 DC 13

As the spell goes off, Ash and Steinki begin to feel tired Will Save DC 11 or fall asleep. He then moves away from Lueck.

I moved the warden, but if both Ash and Steinki fail he will instead move past them


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Round 3

Steinki's eyes glimmer with black rage as the warden attempts to enspell him. He shrugs it off and murmurs a prayer to Asmodeus as he swings his axe in a vicious arc at the warden's midsection. Fortunately for the warden, Steinki is slightly slowed by fighting off the spell and the blow is too slow to catch up as the warden leans back.
5-foot step toward warden leaving Ash's lane clear.
Will save 1d20 + 12 ⇒ (12) + 12 = 24
Attack 1d20 + 3 ⇒ (5) + 3 = 8
Damage 2d6 + 3 ⇒ (1, 1) + 3 = 5


Lueck runs up to the warden, taking a long anticipated swipe at him with his dagger.

Move to the square just north of the warden.
To hit 1d20 + 5 ⇒ (15) + 5 = 20
Damage 1d3 + 0 ⇒ (3) + 0 = 3


Ash, then the Warden!


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Ash moves 10' east and with hatred in his eyes, punches the warden as he invokes his elemental fist!

Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d6 + 3 + 1d6 ⇒ (2) + 3 + (3) = 8


Ash need a will save for the sleep spell first!


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

Oh, forgot about that. My bad. Will save: 1d20 + 5 ⇒ (3) + 5 = 8
Guess he still is sleeping away and still has his 1x per day elemental fist.


The warden casts defensively but the spell fizzles.

1d20 + 8 ⇒ (3) + 8 = 11 DC 17

Steinki and Lueck are up!


Lueck darts forward, blade at the ready hoping to elicit a response from the warden. Once he thinks the warden has committed to a direction of dodging away, Lueck pulls back and readies his true assault.

Feint vs. the Warden.
Bluff 1d20 + 7 ⇒ (4) + 7 = 11


Lueck, DC 13


GM Blood wrote:
Lueck, DC 13

Yeah, I wasn't optimistic about that roll... :p


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Round 4

Steinki swings his axe at the warden again, but catches only bits of the warden's tabard instead of flesh and bone.
Attack 1d20 + 3 ⇒ (9) + 3 = 12
Damage 2d6 + 3 ⇒ (4, 1) + 3 = 8


The warden tries to cast defensively

1d20 + 8 ⇒ (3) + 8 = 11 DC 17 and fails the spell fizzling. The warden curses as his magic fails him.

Steinki and Lueck up! The humor that Hugh had found earlier has wore off and he is now prone on the floor but also able to do what he wants


Quote:

Round 6

Initiative Order - Warden, Steinki, Ash (asleep), Lueck, Hugh

Warden AC 14 T 10 FF 14 CMD 10


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Is each square on the current map 5' or 10'?


ten foot squares


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Hugh stands up, dusts himself off quickly, and heads for the melee. Double move action: first to stand up, second to move 30' towards the fight.


Lueck lashes out at the warden, hoping to wear him down with a hundred cuts.

To hit 1d20 + 5 ⇒ (3) + 5 = 8
Damage 1d3 + 0 ⇒ (1) + 0 = 1


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Round 5

Steinki laughs darkly at the warden's inability to get a spell off, shouting sharply at him just as he attempts to concentrate on his spell. He face flushes with frustration as yet another swing of the axe barely misses the elusive warden.
Attack 1d20 + 3 ⇒ (10) + 3 = 13
Damage 2d6 + 3 ⇒ (6, 5) + 3 = 14


Event hough Lueck and Steinki have had a hard time hitting the elusive warden, they attacks have interrupted his spells and once again even though they cannot find their mark , the warden fails to cast again.

Cast Defensively 1d20 + 8 ⇒ (8) + 8 = 16 DC 19


Quote:

Round 7

Initiative Order - Warden, Steinki, Ash (asleep), Lueck, Hugh

Warden AC 14 T 10 FF 14 CMD 10


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Round 7:

Hugh strolls over to Ash and shakes him awake.


Ash awakens!


Round 7.

Lueck presses his so-far-ineffectual assault on the warden.

To hit 1d20 + 6 ⇒ (11) + 6 = 17
Damage 1d3 + 0 ⇒ (2) + 0 = 2


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

"Huh...what? I was having a good dream!" Seeing the warden, Ash sighs in frustration, stands, and shoots a ray of fire at him.

Ranged touch: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Damage: 1d6 ⇒ 6
2 uses left today!

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