Jammin's Takeover Way of the Wicked

Game Master YanJieming

Map of Talingard
Party Gold / Items


601 to 650 of 2,737 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>

DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

They might be in the lower section, and if they are then they will have a doorway that will just let them out, but if we have killed all the other guards who aren't in the room then I have an idea.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

I see no door :(
All i see is sniper holes.


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Yeah, but we're on the second floor so there's a floor beneath us that probably has a door.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Look at the big map. We did take it from blackerly's office. Ground level has no doors.


The western one does the eastern one doesn't.

DM Rolls:

Perception: 1d20 + 2 ⇒ (11) + 2 = 13

Eryan:

You peek your head out onto the roof, the wind is brisk and it masks your movements the the oblivious guardsman standing if front of you. He seems to be all alone with a bow in hand.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Stealth: 1d20 + 8 - 3 ⇒ (17) + 8 - 3 = 22

Eryan carefully climbs back down and whispers to the others that there is also 1 guard on the roof. "Should we take him out?"


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Can we lock the portcullis?

"Better leave him for later, so we won't spoil the surprise on the main room. We will have a problem with that ladder tough. I wish there was a way for us to go down there all at once... Unless you want to call them out here, so they would come one at a time. Then we need to take the upper guard first."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Well we have two ways of entry yes? Why not kill the guard up top first and then lock the 1st level door from outside.. Lite the 2 barrels of oil we have and toss into the room from up here.. Then just wait till they burn to death? If they managed to come up out of the holes we kill em as they do.."


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

"Blackerly might have a key or master key that would allow him to unlock the door, but I like the idea of killing the guard up top. Maybe we should kill him, and then yell for Blackerly to face us? If he leaves the room running for it then we can shoot him with our bows, and arrows. If he and his men try to climb up then we can kill them one at a time as they climb."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Well you let Grumblejack lean on the door from the outside and it matters not if he has a key.. I say we smoke em out.. They're probably drunk and a spontaneous fire would most like kill most of them.."


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Yes. Let them burn."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"Ok, so we're planning on using the barrels of oil, but they are far away, down in middle complex. We cannot afford to leave the guard on top alive, if we're going to do that. Is any of you good with those bows? I'll climb this ladder, and the bow guy climb in the other. We kill the sentinel and proceed, ok?"


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"We may not have time to go back. Let us deal with the guard on the roof first. Then call Blackerly."


@Argan: There isn't a portcullis in the gate house. just a double door

So whats the plan chaps


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Ok let's do that. Two of you with bows, one climb each ladder carefully, when both at the top and ready, attack simultaneously. If you miss, draw your swords and cut him down quickly. Vlad and I will guard the hole leading to Blackerly."


stealth check for the one's going up the ladder's. Then if undetected take your surprise round.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Man i really liked my burn em down idea.. Im decent with a bow let Argan stay here and me and Kharn will take the guy up top.." He pulls out a longbow and begins to climb the ladder..

Stealth: 1d20 + 3 ⇒ (11) + 3 = 14

Do the bows have any pull bonus?


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Here's an idea. Let's set fire to the whole prison." Eryan smiled evily.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan smiles when Vladamir proposes for him to stay. He lifts his shoulders and answers. "Sure, go ahead. I'll wait."


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn moves up the ladder to the guard as quietly as possible.

Stealth: 1d20 + 3 - 2 ⇒ (20) + 3 - 2 = 21


DM Rolls:

Perception: 1d20 + 2 ⇒ (11) + 2 = 13
Perception: 1d20 + 2 ⇒ (1) + 2 = 3

The two of you successfully make your way up to the roof. Man my perception rolls have been shite. Even initiative.

@Vladamir: No pull bonus. Also which ladder were you going up?

Combat - Surprise
Vladamir: 1d20 + 1 ⇒ (12) + 1 = 13
Kharn: 1d20 + 3 ⇒ (8) + 3 = 11
Guard: 1d20 + 1 ⇒ (4) + 1 = 5


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"Let's see how that works without us Eryan..."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

I guess the right one..

Peering out at the unexpectant guard Vlad will put his bowstring back and let it fly..

Attack: 1d20 + 2 ⇒ (19) + 2 = 21 Vs FF
Dam: 1d8 ⇒ 6


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn will let lose as soon as Vlad does.

Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d8 ⇒ 6

His arrow goes wide due to the moonlight getting in his eyes and Kharn drops his bow in frustration.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Tis all good we both get to go again before him :).. Might as well take those actions and see if the man gets to act..

Round 1

Seeing Kharn miss and drop his bow Vlad knows hes about to charge.. Dropping his bow and pulls his longsword and moves up to the man for a strike.. Charging if he can..

2H Attack: 1d20 + 6 ⇒ (10) + 6 = 16 +2 if he can charge, still vs FF AC
Damage: 1d8 + 7 ⇒ (6) + 7 = 13


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Aaaaaaaaaaaaand he's dead ^_^


I was hoping someone was going to shove someone over the wall lol.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Cutting the man down quickly Vlad will collect the mans bow and head back down the ladder..

"Well thats taken care of.."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

So he could fall screaming? How green do you think we are? :P


now whats the plan with the other room available? You could always slit his throat and shove him off lol.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Argan moves to the trapdoor leading to the game room and takes a peek raising it just... a little... bit.
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24


DM Rolls:

Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Perception: 1d20 + 2 ⇒ (13) + 2 = 15

Argan:

There is an old battered wood table, six chairs and a small wooden shelf that holds a half filled keg of decent beer and a collection of dirty mugs. You see and hear four guardsmen bantering, drinking and laughing around a table strewn with cards.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

So there's 2 guards on the roof?


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

No, he was expecting you just threw him from the ledge, instead of killing him or leaving the body.

Argan closes the trapdoor and gets close to the group, keeping his voice low.
"There are four of them inside. I'd think we should get down there and kill them all at once, but the ladder is a problem... Why don't two of us go down there and the two others shot some arrows to take one or two out?"

@Yodler: Can we go around and get into the room from another entrance, or there is none? How high is the fall? Can two person shoot from the trapdoor?


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"On the other hand, there are no doors down there. We can just provoke them to get them one at a time. I believe they won't be so dumb as to really fall into that trap, but they will be out of choices. Anyway, they can try to defend themselves until more guards come in, and we have no time to lose. We may use the fire to get them out of there..."


@Vlad: No there was one. The perception was for any noise made for the guards below

@Argan: The drop is a 30foot drop. There is no other entrance that you can see into the room. Two people can shoot from the trapdoor yes.


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

"Why not just challenge them? It's not like Blackerly will actually come up and we can just laugh as we have someone go get the barrels of oil to burn him out."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Their card game is still going strong it seems and guard shift still isnt for a bit.. How bout me and Argan run and get them barrels real quick and we'll block the door downstairs and burn em out.. They'll have no choice but to come up the ladders and then we kill em.. Or they burn.."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"They won't come if they know it's a trap Kharn. They will just stand there and sound the horn. We've killed most of the guards, but there's probably one or two at the eastern wall, still. Also, there's this front gate here" - he points at the map - "that probably have some guards and may send someone to warn the city, then we are screwed.... But if they hear some noises up somewhere, they will probably come to investigate, right? I think that's our best bet."


Only one entrance to the room with the card game - the ladder. Not that your characters would know but, this is to keep it hidden from the eyes of the warden.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"We've killed 7 or 8 now.. Their can't be anymore than 5 or so left.. Let's just get this overwith.."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Man with only 1 way out why are we not burning their asses? It would negate most it not all of the combat.. The smoke would most assuridly draw any remaining guards in the prison to investigate and then we get the jump on them..


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Ok, you just not did specify that.
"So, watch over so they will not escape, even if it's time for them to leave. I'll be right back."

Argan walks back to where Grumblejack is at:
"Hey big'un! How are you doing? Do you enjoy cooked humans? Well, I don't, but I'll like to see some burn! Will you help me with this?"

Argan and the Ogre will go back to where the Oil barrels are at, while also getting some cloth and flint and steel, so they can make a arrow catch fire later. He will ask the Ogre to carry the barrel back with him, to where the others are.


"Grumblejack like 'em crispy. What does the little 'un need this for? Aren't the little 'uns and Grumblejack trying to escape?"

Grumblejack asked his questions as he heaved the barrel above his shoulder and followed on with Argan. His face riddled with questions as to what the barrel was for.

Didn't mean to be vague, but meant to keep the description brief as it was a peek into the room.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"You will see it big'un! It turns out there are four guards in a room, and there's only one exit! We will toss the barrel in there, set it on fire and watch the guards burn!"

That's basically it, ready two fire arrows, open the trapdoor, Grumblejack tosses the barrel inside, we loose the arrows, everything is put on fire, and we watch from to see their suffering... Any additions party?


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Lets poke a few holes in the barrel to make sure it busts open.. Other than that sounds good.."


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Place barrels over the hole and get Grumblejack to smash them or cut them with your swords.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

While the barrels are retrieved Eryan stands guard and listens to anything going on below.

Perception: 1d20 ⇒ 8


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"No need to worry with that Vlad. The floor is about 30 ft below us, so the fall will most certainly break the barrel. Also, Grumblejack will have the opportunity to hit one of them if he aims good, and the splash will spread the liquid, so the fire will be more effective."

That is, unless the hole is not big enough for the barrel to be thrown through.

"You got that Grumblejack? I'll open the door. You throw the barrel on one of them, or at the table, the others trow some flame arrows, followed by the normal ones, and we're done. Got it?"


Grumblejack's face lit up when he realized what the barrel he was carrying was for. A grin of the darkest happiness was forming. All he did was nod. Looking anxious to throw the barrel at the motion of the others.

if lighting with flint and tinder. Make a Stealth check

DM Rolls:

Perception: 1d20 + 4 ⇒ (15) + 4 = 19

1 to 50 of 2,737 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Yodler's Way of the Wicked All Messageboards

Want to post a reply? Sign in.