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

Game Master David James Olsen

Current Map
Loot by Daimon


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Warden got surprise while invisible and waiting for you to come through the door and hits Avery. Rytara fascinates him while Daimon moves in breaking the fascinate, Grumblejack delays. Wizard's turn in initiative he casts magic missile and moves farther into the room. Grumblejack then double moves off his delay since the wizard is active. That leaves Aevry to save, Tearyn to go, then Rytara and Daimon.

I re-ordered the initiative to make future round easier and I have already updated the map as indeed you are right Rytara that the wizard was where Grumblejack is now


Tearyn moves into the room while Daimon moves around the corner and launches his sword at the wizard hitting 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

I will double move to where the wizard is and use my roll for any AoO or else it will be my attack next round.


Rytara double moves but is still not there yet.

The wizard pulls out a scroll and reads it, you all begin to feels sleepy and just want to lay down

Rytara, Tearyn and Daimon make Will Saves or fall asleep

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

Having moving swiftly into the room, Tearyn grins as she sees the Wizard appears to be cornered. Her eyes then widen as he casts a spell and she fights to remain conscious.

Will: 1d20 + 5 ⇒ (12) + 5 = 17

Not to nit-pick but I think Tearyn should be right by Rytara with her 30' move rate having taken a double move. It will make a difference if she is still awake and able to close and strike next round.


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

Will: 1d20 + 6 ⇒ (10) + 6 = 16
--> Lets hope that he does not have Int 22 or Spell Focus of some sort.

EDIT - Just realized that he is using a scroll, unless he has some strange feat, it should be a lower save DC.


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

Will Save: 1d20 + 3 ⇒ (18) + 3 = 21

"Looks like it's night night for the warden instead of us"

Yeah I believe the DC should be 11


Tearyn, Ryatar has had 2 rounds of actions to your 1 which is why she is closer. Rytara did a move the first round then did her Venomous stare. In Round 2 she double moved. So far you have only double moved. you are a 30' move away from reaching him

All three of you shake the effect off. Grumblejack double moves closer but keep out of your way for now.


Aevry gets a chance to end the hideous laughter as a full-round action in round 2, if successful can act in round 3

Quote:

Round 3

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

Daimon charges, pulling out his new greatsword and again imbuing his power into it.

"Tearyn get him! Rytara attack him from his back"

Rytara is close enough where she can move in from behind(ish) and not affect Tearyn from moving and attacking this turn.

Swift Action Arcane Strike
Full Round Action Charge: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 2d6 + 4 + 1 ⇒ (6, 3) + 4 + 1 = 14

Current HP (3/12)
Level 1 Spells remaining (3/4)

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

Dark Prince, thank you for the strength to fight of this heathen's sorceries

Tearyn hisses, Rytara, move up and engage him from the far side - we'll both do better if he's fighting us at the flanks.

Tearyn will drop behind Rytara to see if she sets up a flank. If she does not, Tearyn will act before the wizard gets another opportunity.


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

Hearing the directions from her companions Rytara will charge the Warden with her club out.

Charge to square above and to the right of the warden, next to the wall.

Attack - previously rolled: 19
Damage - previously rolled: 9

She then swings her club connecting solidly with the side of the wardens ancient head.

This should draw an AoO, but I do not think that the warden has a weapon out.

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 closes quickly with the Warden, using the flank provided by the Druid to position he attack for maximum impact.

Flank Attack: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Damage: 2d6 ⇒ (1, 5) = 6


Rytara, you cannot charge there

Charge - You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.


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

Then I will move normally to that square. I did not realize it was the closest square, although that makes sense. It is less than 30', so I can move. This drops my attack to a 17, hopefully enough to hit.


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

The dark priest focuses his will and tries to regain his composure.
Will Save: 1d20 + 9 ⇒ (6) + 9 = 15
But the look on the warden's face was just..too..much...
Ahhh, hee hee hee HAAH AHHH HAAA HAAAAAA
The aasimar can't help himself as he rolls on the floor ana pounds it with his feet and hands.
I'm cc'ed for a while. If you want I can keep posting, otherwise assume I'm prone and laughing like a loon on my turn until further notice.


Rytara moves in Tearyn way but hits the wizard. Tearyn moves in and misses. Daimon however follows up hitting the mage too hard for him to resist and he crumples to the ground dead.

Soon the joke for Aevry is over and he stops laughing. Grumblejack corners the old man's owl and kills it. Then you all begin to search his room for valuables.

The Warden’s wardrobe includes no less than five noble outfits (worth 375 gp in total). This collection of noble finery is mostly elegant silk robes and could fit most anyone.

There is also a sturdy oak chest pushed into one corner of the Warden’s private chambers. This chest contains a well packed alchemist’s lab (worth 200 gp; weighing 40 lbs.).

The wizard himself carries a potion and 3 scrolls which glow as magic, a dagger, his wizard’s college class ring (gold with diamonds worth 250 gp), ioun torch, plus his spell component pouch.


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 down at the fallen old man.

All shall crumble and be spoilt before the will of the First.

As she says this, she reaches down and runs her hand through the blood welling from the wound to the Warden's chest where Daimon's wicked strike slashed across the Warden's chest. As she stands up, she raises her finger to her mouth and savoringly sucks the blood. As she does, a wicked smile crosses her lips.

He may be old, but he was healthy. I have tasted much worse from drunks in the ditch.

Confused by the looks of the others, she simply says: You should try fresh blood. It is very refreshing. As she says this, she licks her finger once more to clean off any remaining blood.

She then turns to Daimon.
You appear to have taken the brunt of the Warden's magic.

Turning to whoever has the holy symbol. If I may have the symbol of the First, I can heal some of his wounds.

Assuming someone gives me the unholy symbol.
She casts CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Daimon feels a ripping pain as his wounds knot back together leaving behind a stinging, but healed wound.

She then returns the symbol to whoever was carrying 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

After his initial anger Daimon drops to the floor, pretty battered by the force missels that the wizard pounded him with.

The healing is a much needed relief, bruises remain but Daimon's had worse. Daimon retrieves his thrown longsword.

That crap looks heavy. Daimon says referring to the alchemist chest. I can carry it but it will slow me down. Grumblejack, I know you have that tapestry but do you think you can take a little more? The more we can take from these guys the better off we will be. Besides stealing from them is an excelent form of payback.

Daimon doesn't mind using Grumblejack as a beast of burden. It does help everyone really and so far things have been going well even without his help in combat.

I also think Avery could carry the chest as long it was on his back or something, weight wise he should be ok. Daimon is loaded down with armor and weapons

Daimon will wear the clothes and take the smaller items from the wizard if no one objects.


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 to Daimon: I can carry a fair amount, but would prefer to do so once we have resolved to issue of guards following us.

I have 16 strength and cannot wear any armor we have found yet - limited to non-metallic.

She also notices that not all the wounds have healed.
I can cure wounds once more time. However, I would prefer to save it if one of us sustains additional serious wounds.


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 gasps for breath and gets up to his feet. He snarls and kicks the warden's corpse savagely. This is better than what he deserved.
He helps the others search the room and offers to carry some of the heavier loot out.
Alchemy Lab and what else?


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 at the others as they begin to pick up the heavy loot.

While I agree that obtaining as much of value as possible is a wise choice, I believe that carrying large chests and tapestries around a courtyard and across a causeway guarded by archers may not be the wisest choice. Why don't we carry it all to the first floor and then retrieve it if we believe that we can safely take it.

Rytara looks toward any window (I assume there is one somewhere). We need to get up on the walls and take out the patrolling guards and the guards on top of the gatehouse first. Then we will be in a position to determine whether we eliminate the Sergeant and his gambling buddies.


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

Did we see a way onto the walls from 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

"Leaving things behind means killing everyone to come back for them. If an alarm is sounded and we need to run then we can't come back"


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

Then carry them if you can. I will not be burdened by heavy objects if I have to run. And if we are planning on using stealth, carrying fine clothing, tapestries and large coffers does not seem to be advantageous. Also, do not forget that we will be travelling across the moors after this. I do not know how difficult this will be, but carrying a great quantity of goods is unlikely to make our travels any easier.

Rytara looks to Grumblejack. Can you carry the coffer and tapestry for now. If we need your strength, drop the goods and feel free to smash all you wish.

GM Blood - have we found any backpacks or sacks that would make carrying the fine robes and other stuff easier?

Rytara then takes and looks out the window (I assume there is one) attempting to identify where the guards on the wall are and whether there is an easy way to get atop the walls.

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

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

Entering into the conversation, Tearyn adds,"When I looked at the map, it appeared that the roof of this tower connected with the walls. Perhaps we just need to continue our way up. As for carrying things, if we plan to use a password to get through the gate, we will need to appear as guards. If we are killing our way out, then I suppose we should carry what does not hinder us."

Do the stairs continue up? Are there any trap doors in the ceilings?


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
GM Blood wrote:

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!”.

Pretty sure that the roof access has been sealed off.


There is a set of stairs behind a door that lead to the walls. The roof of the tower is above the walls (more on par with the second level)


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

I am confused. Is there a way to directly access the wall from the Warden's tower? Or is there a second set of stairs behind a door? In one of the towers?

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

"Here is our access to the walls. I say that we wait for the guards to come behind the tower and ambush them, then continue the circuit with the lantern in our hands... Since the tower extends above the walls, others should not be able to observe the fight."


Think of it this way: Each of the towers, including the warden's tower has stair access to the walls from the ground level. All the small towers and the gatehouse are "three levels" high. The walls connect on "level 2" of all of these structures. The top of the small towers and the gatehouse is "level 3". The top of the warden's tower would technically be "level 4"


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

Ok, so we can access the walls from any of the small towers, but not through the Warden's tower. Just making sure that I understand the layout.

After looking out the window and waiting for the guards to complete their rounds, watching to see exactly how they move and patrol, Rytara turns back to the others.

It looks as though the guards pass through the guard towers to patrol the walls. In addition, there is a door at the base of the nearest tower and there looks like there may be other doors on the other towers. My guess is that the wall can be accessed from any of these entrances.

This actually makes sense. This structure was not built as a prison, it was built as a keep to keep people out. Giving the guards access to all the defensive structures, the walls and towers, makes sense.

Rytara pauses considering the layout.
I would like to reiterate my thoughts from earlier. It might be wise to go up to the wall just this side of the tower closest to the Warden's tower. Then we can hide and when the guards pass through the doors, we hit them fast and hard. With any luck, they will not be able to sound their horn and any calls for help will not be heard over the sound of the waves breaking down below.

Once we have those two guards down, we can move to the gatehouse and surprise the guards there by dressing as the patrolling guards.

If we accomplish this, all that is left in the prison area are the Sergeant and his gambling buddies. We can either sneak past them or surprise them from above since the map seems to indicate that where they are playing has no exits out except for up through a trapdoor.


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

Here is my reading of the situation - yes we can enter the wall from the warden's tower or any of the guard's towers.

Level 1 - Keep level 1 / Grounds
Level 2 - Keep level 2 / Wall patrols
Level 3 - Wall guard towers
Level 4 - Warden's tower
Level 5+ - WEEE I'M FLYING

Quote:
"Here is our access to the walls. I say that we wait for the guards to come behind the tower and ambush them, then continue the circuit with the lantern in our hands... Since the tower extends above the walls, others should not be able to observe the fight."

Daimon says "I agree with this plan"

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
GM Blood wrote:

There is a set of stairs behind a door that lead to the walls. The roof of the tower is above the walls (more on par with the second level)

I believe we can access the walls from the Warden's Tower, just not from the roof. There is a door that leads to there.


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

That is what I think too Tearyn - a door off of the stairs as you walk on the way up to the office/private room.


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 to Rytara.
I like the sound of that plan. On our way to the warden's tower there was only the one guard patrolling on the walls. With any luck he will still be alone and easy to silence.


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

To speed things forward, I think that we are all in agreement that we will take a set of stairs up to the wall just south of the southwest most tower. We will wait there until the guard exits that door on his rounds and will jump him and hopefully silence him before he has a chance to shout or blow his horn.


Sounds good. I will update when I can with the start of the next fight, will probably be tonight


No map yet. Let's say you have the drop on him and can each take an action before him. He cannot be flanked but he is flat-footed

Perception 1d20 + 2 ⇒ (6) + 2 = 8


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 charges the prison guard and snaps a viscious kick at him.
Charge, Unarmed strike: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 2 ⇒ (3) + 2 = 5 + Additional fire damage if he hits: 1d6 + 1 ⇒ (5) + 1 = 6


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

Being as yet without armor, Rytara attempts to make the guard have a more difficult time striking any of the party members by causing dark shadows to appear blocking his vision.

Standard: Use Touch of Darkness
Attack-touch: 1d20 + 3 ⇒ (13) + 3 = 16

If hit, we all are treated as though we have concealment for the next round - 20% miss chance.

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 lunges in with her short sword, trying to take advantage of the surprise attack.

Sneak Attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d6 + 1d6 ⇒ (2) + (3) = 5


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 grips and swings his greatsword, empowering it, hoping to end this quickly.

Swift Action - Arcane Strike
Charge: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d6 + 4 + 1 ⇒ (4, 3) + 4 + 1 = 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

Looks like one kabobed guard to me

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

Assuming the guard falls.

Tearyn quickly suggests someone throw the corpse down the stairs they came up from, then sheaths one of her blades to grab up the lantern.

"I'll shine this in the eyes of any guards we approach... Hurry all, lets move to continue the rounds make our way towards the gate." Tearyn then walks the path of the walls as the plan continues on.


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

Guards patrol in pairs. Although it means seperating the group some I suggest that Tearyn and I who need light to see anyway take the front. Those with nightvision keep some distance behind us to keep off suspicion.


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

Assuming the guard is down.

Rytara looks down at the corpse.
Let it rot and spread disease. Even without our help, nature returns all to its most basic form eventually.

She then looks to Daimon and Tearyn. Perhaps I am confused, but there was only one guard patrolling. Probably his companion is down gambling and drinking with the Sergeant. One person should take his cloak and garb, probably Daimon or Aevry as they are male. The rest of us shall follow 30 or so feet behind. First, Daimon will walk the rest of the wall up to next to the Warden's tower. Then turn around and walk back, just as the prior guard was doing. Shine the lantern back and forth across the courtyard. We all saw how this guard was doing that while we waited for him to arrive here.

When Daimon gets up on the Gatehouse roof, he continues to proceed forward mimicking the corpse. We shall follow behind as quietly as we can. Once we are all on the gatehouse roof, Daimon will shine the lantern at the guards and that is when we all charge. As before, we take them down quickly and quietly. We all hit any one with a horn first.

Rytara then looks to the others to see whether there are any other questions or disagreements.


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 is already in guard clothing. He nods and adds,Let us keep moving then, lead on Daimon.
Aevry quickly checks the corpse for anything besides the basic guard equipment. He stares at it and focuses as he casts a simple spell to test for magic.

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

I think everyone is already in guard clothing.

"I will carry the lamp. I need it to see the most and we shouldn't have our best fighter standing off lighting things."

With that Tearyn starts completing the dead guard's rounds.


Your combined attacks defeats the lone guard immediately.

All, just remember that if ground level is "level 1", the wall is "level 2". The gatehouse roof is "level 3" and not accessible from the wall.

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