GM Blood's Way of the Wicked #2 (Inactive)

Game Master David James Olsen

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Loot by Daimon


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Dark Archive

LE Female Human Gestalt Witch (Gravewalker) 3/ Cleric (Asmodeus) 3 HP24/24; AC 11 ff 10 t 11; Fort +4; Ref +3 ; Will +7; Init +3; Per +6

"Well then, it sounds like the closest consensus will be the Warden's tower. Let me get out of this armor and I will scout things a bit and see if the door is accessible."

Tearyn removes the mail but keeps the tabard on. With that done she will crack the door open and watch the wall guards to see if there is a pattern that will allow her the best chance at sneaking in the darkness to the door of the tower.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Daimon nods.

Looks like vengeance rather than escape is upon the wind tonight. I guess I am ok with that.


Tearyn peers out and see the Gatehouse in front of her to the north where the guard detail says there is a pair of guards posted. She can also see the bullseye lantern moving along the wall, it should be easy enough to time it where the guards are moving one way and the group should be able to move around the building the other way back to the tower on the south side of the complex.

Dark Archive

LE Female Human Gestalt Witch (Gravewalker) 3/ Cleric (Asmodeus) 3 HP24/24; AC 11 ff 10 t 11; Fort +4; Ref +3 ; Will +7; Init +3; Per +6

Tearyn slips out the door, closing it behind herself.

GM Blood:

Timing her journey to the pace of the lanterns, Tearyn sneaks out the door and makes her way to the Tower to the south, rounding around the Western side of the Great Hall. Maintaining the cover of night as well as she can, she keeps careful track of her surroundings to avoid any contact with guards.

Steady, Tearyn...

stealth: 1d20 + 8 ⇒ (3) + 8 = 11

Take 10 on perception for a 17

Assuming she makes it to the door...

Tearyn listens at the door, and checks it quickly for traps.

Perception(+vs Traps): 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

If things seem safe she quietly tests the door to see if it is locked, without opening it. If the door is locked, she attempts to pick the lock. If she succeeds, she will leave the door closed but unlocked and return to get the others. If it appears someone has heard her during her efforts she is going to stop and try to sneak around the tower base into the shadows.

Open Lock(trapfinding & MW picks): 1d20 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15
Open Lock(trapfinding & MW picks): 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26
Open Lock(trapfinding & MW picks): 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Open Lock(trapfinding & MW picks): 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12


Tearyn Sesilina wrote:
Tearyn slips out the door, closing it behind herself.

Tearyn:

It is easy enough to time it to make it back to the Warden's tower. The door is neither trapped nor locked. She also does not hear anything from the other side. You can make it back inside with the others without being seen if you head back.

Dark Archive

LE Female Human Gestalt Witch (Gravewalker) 3/ Cleric (Asmodeus) 3 HP24/24; AC 11 ff 10 t 11; Fort +4; Ref +3 ; Will +7; Init +3; Per +6

Tearyn slips silently back in the door. Panting slightly with the shadow of a grin on her face.

"The tower is unlocked and I heard no one behind the door. If we time our moves to the pace of the guards with lanterns we should be able to get there. Follow closely behind me and be as silent as you can... I suggest we enter the tower weapons drawn ready for action."

Unless someone objects...

Once the group is ready, Tearyn peeks out the slightly opened door again to time the lanterns. She then signals the group and disappears through the door retracing her path to the Warden's Tower.

[Dice=Stealth]1d20+8[/stealth]

As soon as the group arrives Tearyn opens the door and steps in leaping to attack any one that she sees before they can react.


Tearyn leads the group to the tower while the guard is making the rounds

Aevry:
As you are about to enter the tower, you notice that there is only one guard patrolling the wall, not two like the guard posting had stated

This entire floor is dedicated to the history of the Castle Branding and the subsequent history that led the castle to become Branderscar Prison. It consists of a series of mostly uninteresting plaques that tell of nobles and deeds hardly anyone remembers anymore. There are a number of banners and flags.

One of the wall hangings is an old brocade tapestry that depicts Castle Branding being turned into a prison with the motto “His Judgment Cometh and that Right Soon”. The tapestry is worth 150 gp. It is however very heavy (50 lb.) and awkward Game mechanics are -2 to any Acrobatics, Climb, Jump, or Swim skill checks while carried. There is a spiral stairway leading up to the second level. This room is lit by four sconces holding torches.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Once inside Daimon will take point.

"Grumblejack, think you can carry that? Prehaps It looks a little awkward to carry for us. If not then perhaps we can come back for it."

Daimon continues to climb the stairway, listening as he goes.

Preception: 1d20 + 3 ⇒ (18) + 3 = 21

Dark Archive

LE Female Human Gestalt Witch (Gravewalker) 3/ Cleric (Asmodeus) 3 HP24/24; AC 11 ff 10 t 11; Fort +4; Ref +3 ; Will +7; Init +3; Per +6

Tearyn follows behind Daimon, blades at the ready. Perception: 1d20 + 7 ⇒ (5) + 7 = 12


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14

Rytara follows the rest, watching the walls for the guards and listening for any sounds from the guard dogs.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12


Male Aasimar Gestalt Cleric of Asmodeus 2/Monk (Fist of Tyranny archetype) 2 - HPs 4/(13) 15 AC 16 FF 10 T 16 CMD 19 Fort +4, Ref +5, Will +6 Init +2 Per +7

Aevry holds up a hand and whispers to the group.
Be alert and proceed carefully. There was only one guard patrolling the walls.
The monk alert and following as quietly as he can.
Stealth: 1d20 + 2 ⇒ (9) + 2 = 11
Perception: 1d20 + 3 ⇒ (9) + 3 = 12


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

You unpreceptive jerks :D


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14
Daimon Pyre wrote:
You unpreceptive jerks :D

Lol - that was my thought. Hard to get a 12 when I am + 10.


Heading up the stairs you come into a large library filled with many tomes of various subjects. The spiral staircase you came up continues up into the ceiling and is in the center of the library It is the whole floor of this level

Grumblejack grabbed the tapestry below, and with his larger size takes no penalty for carrying it, but it is large enough he cannot attack or use his hands for anything until he drops it.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Daimon casts detect magic and scans the room.


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14

Rytara looks up at the next level:
The Warden will be there. We must take care. He is a magician, he will have magic, maybe magic traps.

She then casts Detect Magic and scans up the stairs to see if there are any magical auras to be found.

Once she has done this, she begins to carefully search the room for any books of import.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28


Nothing detects as magical in the room.

Any looking at the books can give me one of any of these knowledge checks they have ranks in

Knowledge (arcana)
Knowledge (geography)
Knowledge (nature)


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14

Knowledge(nature): 1d20 + 5 ⇒ (10) + 5 = 15

Not sensing any immediate threat, Rytara begins to quickly glance at the books.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Daimon also looks around the room at all of the books
Knowledge Arcana: 1d20 + 5 ⇒ (6) + 5 = 11


You do a quick pass of the books and nothing stands out as very interesting. So you decide to keep heading up the stairs.

The spiral staircase up ends here at this stone landing. The stairway once continued up to the roof of this tower but now the roof is closed off. This chamber is lit by a single torch on a sconce. To the north is a door bearing a plaque that reads “Office”. The southern door has a similar plaque that reads “Private: Keep Out!”.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Daimon will keep Detect Magic up. Looking for magical traps or perhaps an Alarm spell.

Daimon signals Tearyn to look for traps on the office door.

We need to be quiet here, no long discussions

Office door first, the private area is more likely to be trapped or locked rather than a more public office area, and we don't know if the warden is up working late. Better to hit the safer area first


Male Aasimar Gestalt Cleric of Asmodeus 2/Monk (Fist of Tyranny archetype) 2 - HPs 4/(13) 15 AC 16 FF 10 T 16 CMD 19 Fort +4, Ref +5, Will +6 Init +2 Per +7

Aevry nods and motions to the 'Private' door and whispers softly.
If possible take him alive.
I want that warden broken and shamed. He could also make a useful hostage if need be.
He rubs his hand over the symbol of Asmodeus and takes a fighting stance, eager to charge in. He glances around and listens for any signs of approach while the others search the office.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5

Dark Lord tonight we show these worms your power. Our strength is yours.

Dark Archive

LE Female Human Gestalt Witch (Gravewalker) 3/ Cleric (Asmodeus) 3 HP24/24; AC 11 ff 10 t 11; Fort +4; Ref +3 ; Will +7; Init +3; Per +6

Tearyn examines the door to the office for traps and listens for sounds behind it and examines it to see if it is locked.

Perception: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

If it appears untrapped and unlocked...

Tearyn opens the door as quietly as possible and attempts to sneak in.

If not...

Tearyn works quickly and quietly to get the door open safely.

Disable Device: 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (2) + 8 + 1 + 2 = 13
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (18) + 8 + 1 + 2 = 29

Upon opening the door Tearyn opens the door as quietly as possible and attempts to sneak in.


This is the Warden’s office. Tastefully adorned in hard wood, the office is dominated by a massive oak desk.

Inside the Warden’s desk is a neatly folded map of the surrounding area. The map shows the quickest route through the moors. It also shows Old Moor Road – your destination.

The desk has one locked drawer which Tearyn open on her first try. Inside a beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its covered. It bears the draconic rune of “R” in the center of its front cover.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Daimon concentrates with detect magic, current working assumption is that it is a spellbook.

Daimon also knows Draconic as a language

Knowledge Arcana: 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10

Dark Archive

LE Female Human Gestalt Witch (Gravewalker) 3/ Cleric (Asmodeus) 3 HP24/24; AC 11 ff 10 t 11; Fort +4; Ref +3 ; Will +7; Init +3; Per +6

As the group examines the office, Tearyn pockets the map and goes to examine the Private door. She quickly checks it for traps and to determine if it is locked. If it is locked or trapped she attempts to disarm and unlock it. She does not open the door until her comrades are ready.

Perception: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21

Disable Device: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (8) + 8 + 1 + 2 = 19
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (19) + 8 + 1 + 2 = 30


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14

As the others quickly move through the room, Rytara simply stands at the entrance carefully scanning the entire room for anything else of value or which appears to be useful for the escape from the prison.

Perception: 1d20 + 10 ⇒ (20) + 10 = 30

When she finishes examining the office, she turns her concentration to the door to the private area.

Perception: 1d20 + 10 ⇒ (10) + 10 = 20

Knowing that wizards are want to protect themselves and their belongings with various magical spells, she also casts Detect Magic and scans the door and any room beyond.

Spellcraft <-- no ranks, if she detects something, someone else will have to do a Spellcraft check.


Not locked or trapped, who is going in first?

Daimon, that is definitely a spellbook


Male Aasimar Gestalt Cleric of Asmodeus 2/Monk (Fist of Tyranny archetype) 2 - HPs 4/(13) 15 AC 16 FF 10 T 16 CMD 19 Fort +4, Ref +5, Will +6 Init +2 Per +7

Aevry will open the door and slip in, taking the lead.
Stealth Check: 1d20 + 2 ⇒ (16) + 2 = 18
The monk creeps in, hoping to catch the wizard unaware.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Daimon will take the spellbook.

Wizards and there rudimentary tools. Oh well, it should hold some value.

Assuming nothing else of interest in the study Daimon will join the others at the private door.


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14

Rytara steps in behind the others carefully scanning the room within for anything of note.
--> I have Darkvision 30' if that is relevant.

Perception: 1d20 + 10 ⇒ (18) + 10 = 28

Dark Archive

LE Female Human Gestalt Witch (Gravewalker) 3/ Cleric (Asmodeus) 3 HP24/24; AC 11 ff 10 t 11; Fort +4; Ref +3 ; Will +7; Init +3; Per +6

Tearyn slips in behind Aevry also trying to remain unobserved. [i]Hopefully he is asleep, and we can dispose of him as we did the sleeping guards. Aevery's hopes of keeping him alive seem quite risky with little reward, especially with a mage.[i]

Stealth: 1d20 + 7 ⇒ (10) + 7 = 17


GM Blood:

Initiative Tearyn Sesilina 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Daimon Pyre 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Rytara Sumpfkrot 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Aevry Balindor 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Grumblejack 1d20 - 1 ⇒ (14) - 1 = 13
Initiative Warden 1d20 + 4 ⇒ (8) + 4 = 12

Aevry opens the door and slips in. The room is lit and he doesn't see anyone. However from out of nowhere appears the warden casting a spell and pointing at you.

Aevry, make a Will Save DC 18 or fall to the floor laughing


The warden is about 35' from Aevry at the moment

Quote:

Round 1

Initiative Order - Rytara, Daimon, Grumblejack, Warden, Avery, Tearyn

Warden Stats AC 14 T 10 FF 14


Male Aasimar Gestalt Cleric of Asmodeus 2/Monk (Fist of Tyranny archetype) 2 - HPs 4/(13) 15 AC 16 FF 10 T 16 CMD 19 Fort +4, Ref +5, Will +6 Init +2 Per +7

Will Save: 1d20 + 5 ⇒ (1) + 5 = 6
Aevry barely has time to take in a gasp as the warden take him by surprise. The spell overpowers his mind before he can even think about resisting. The aasimar twitches and falls to the ground, laughing hysterically.

Heh, of all the times to roll a '1', well..go get him!


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14

Rytara follows in behind Aevry. She moves past Aevry and just in front of him to within 30' of the Warden. Then she simply stares at the Warden with a deadly look as her eyes take on a slitted appearance which cause the Warden to feel as though he is being slowly crushed by the constricting coils of a snake.

Move Action: Move to square down one and one closer to Warden from where Aevry is.

Standard Action: Venemous Stare: DC15 or take 1d6 ⇒ 6 Non-lethal damage and is Dazed for one round.


GM Blood:

Will Save 1d20 + 7 ⇒ (1) + 7 = 8

Rytara, that is fascinated, not dazed. Also where are you keeping track of how many times you have used this?

The warden is affected by the spell, staring at Rytara with amazement.

Dark Archive

LE Female Human Gestalt Witch (Gravewalker) 3/ Cleric (Asmodeus) 3 HP24/24; AC 11 ff 10 t 11; Fort +4; Ref +3 ; Will +7; Init +3; Per +6

Grinning, Tearyn whispers "Well done Rytara! You two surround him with me, but do nothing to startle him out of this trance or break his view of Rytara."

We have to kill him quickly... He made one of us into a laughing fool with little effort at all.

With that, Tearyn moves beside the Mage carefully following her own advice. She then prepares to strike once everyone is in place.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Deleted a large post, most of that can be ignored. The map was seemingly just implemented or I'm just going crazy. No priviledges to move anything on it.

Move with stealth. If seen moving closer another saving throw is given. We don't want to give something like 4 will saves to a wizard.

Daimon will and cast True Strike and move into the room trying to use stealth hoping he isn't noticed by the fascinated wizard.

Stealth: 1d20 ⇒ 15

Grumblejack, hold back just for a moment. Daimon orders, concerned that the hulking ogre will break the flimsy enchantment that currently holds the wizard.


Daimon, I do all the moving, makes it easier for me to keep track of everything. Normally I add co-ordinates to make it easier but in this case it will be without.

Just letting everyone know before they do something, that as soon as you approach he will get a new saving throw. Fascinate is pretty weak

Fascinate:
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature's ally may shake it free of the spell as a standard action.

Perception to notice Daimon 1d20 + 8 + 3 - 4 ⇒ (10) + 8 + 3 - 4 = 17
New Save 1d20 + 7 ⇒ (9) + 7 = 16
Daimon's approach as well as his owl screeching seems to break the fascination.

He casts a spell and two missiles go out striking Daimon

magic missile 2d4 + 2 ⇒ (3, 4) + 2 = 9

Having enough, Grumblejack rumbles in yellin, "No more magic! You will pay warden!"


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Daimon sputters and coughs, the two missles slamming into his chest.

That really hurt

Ok Grumblejack.... you can come out now... break his legs Daimon says as he spits up some blood.

Current HP: (3/12)


Re-ordering to make rounds go smoother

Aevry gets a chance to end the hideous laughter as a full-round action

Quote:

Round 2

Initiative Order - Warden, Grumblejack, Avery, Tearyn, Rytara, Daimon,

Warden Stats AC 14 T 10 FF 14


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

Rytara would have moved before the fascinate stare, in fact she would have had to for LOS on the attack. You currently have her stuck in the previous room, if you could move her 30' closer it would be appreciated.

I don't imagine much changing this action so I'll post it now

Daimon will round the corner drawing his longsword, imbuing it with arcane energy. After which he will promptly throw it at the annoying meddling mage.

move action, around corner hugging the wall.
swift action - arcane strike
standard action - throw longsword

Hit: 1d20 + 20 + 3 - 4 - 2 ⇒ (5) + 20 + 3 - 4 - 2 = 22 True Strike + dex/bab - improvised - range increment

Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

edit - Funny enough that would be 14 on the attack roll even if soft cover and firing into melee penalties were applied. That should be a hit. Go true strike.


Daimon, I think you are seeing Tearyn in the previous room not Rytara as she appears in the main room on my map!


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

My bad


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14

Hmm, I thought that the Warden was where Grumblejack is now. I need to be within 30' and within line of sight. Not sure whether I confused the Warden or someone else on the map last night. I would still have attempted to use the power which would have done 6hp non-lethal even if the fascinate did not work.

Also, Tearyn posted her action I believe, probably a double move or a run action needed to get to the Warden.
_______________

If I was within line of sight, then I will charge the Warden with my club in two hands.

Attack-club: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d6 + 4 ⇒ (5) + 4 = 9


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

As far as last round - yeah it looks like Tearyn didn't get any actions last round, which probably should have been a stealth double move. Not a run as a run requires a straight line.

As far as this turn - the warden blasted me with missles then moved around the corner. Grumblejack just sorta chased him. The rest of us now get actions (mine is posted above for this round), no charging.


Female Human Gestalt Inquisitor/3 - Blight Druid/3 - HPs 19/25 AC 16 FF 15 T 11 CMD 15 Fort +3, Ref +1, Will +7; Init +5; Per +14

If the warden was where Grumblejack is now, then he should not have gotten a move. While he could have broken from the fascination with Daimon's threatening action, the Warden's turn was not until after Daimon and Grumblejack. I do not think that the Warden had delayed such that he could act once the fascinate wore off as he had not yet missed his actions in any round.

Sorry for the confusion.


Male Human Male Gestalt Sorcerer(Draconic) 3 / Antipaladin(Lord of Darkness) 3
Quick Stats:
HPs 35/35 AC 17 (15 when charging) FF 15 T 12 CMD 18 Fort +9, Ref +7, Will +8 Init +4 Per +5

To avoid clutter I'm going to continue this on the discussion section, hopefully I'm not stepping on the GMs toes here.

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