Jammin's Takeover Way of the Wicked

Game Master YanJieming

Map of Talingard
Party Gold / Items


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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:

Yea I forgot about the helpless part..

"I have 2 invis pots left.. I was about to drink one.. We should hide these bodies.. Kharn, lets go.." He quaffs his 2 pots, 1 invis, 1 barkskin, and heads up the stairs to the Guardroom/Hall of Honor.. Take 10 with moving gives him a 40 stealth


They are some rooms in front of you to the east.

Nothing beyond some mundane equipment is on the soldiers.


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:

Vlad will whisper.. "Kharn.. Take a listen at them doors.."

We have the map, so he knows the left door is the prisoner cells right?


Yup.


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:

Do the doors by chance have that set of bars in them you can look through? If so he takes a peek..


Nope, closed doors without windows.


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Kharn nods or at least you think he nods as he is currently invisible, but the barbarian tries to listen at the door.

Perception: 1d20 + 9 ⇒ (12) + 9 = 21


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 will hide the bodies over the trapdoor on the little section to the southwest of room 31 and wait one minute before moving up the ladder.


Kharn listens at the door for a moment, hearing naught but silence beyond it.

My posting may be sparse this evening, I have a lot of work to do.


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:

Vlad will creep door into #35 slowly, taking a look inside as he does..

Perc: 1d20 + 1 ⇒ (13) + 1 = 14


Vlad opens the door to the cells, and inside he finds it devoid of life. No guards, no prisoners. The room looks dusty, like it hasn't been used in a long time.


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:

Frowning at his discovery he moves to the far right door, #37 and opens the door..


Vlad goes into the once-torture chamber, but finds it bare. It too has a layer of dust.


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:

Vlad will wait fo the others to catch up before heading up to the next level.. Once everyone is there.. "We might wanna think about blocking passages as we move forward.. That way if a fight breaks out it'll take the rest of the keep longer to get up here.. At the very least you could jam the door locks right Argan?"


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 just stands there and points to the huge rock behind them, that was that for exactly that purpose.

#34:
34: Guardroom/Hall of Honor
Fwo guards are stationed here day and night. Carved into the walls of this place is the name of every soldier who has died defending the watchtower. There are over two hundred names. Stairs connect to the Great Hall below (room 31.). There is a large stone cap that can be moved in place by two strong men. This effectively seals the keep from access below.

"Or we can just put that rock where it should be, and keep on climbing up. Damn that old woman, has she betrayed us? We have no time to lose, up we go to kill Havelyn!"

So, nothing on 35, nor 37, and we don't have the names of the soldiers who serve on the castle, or do we? It would be freaking awesome if we could write their names on the board already... Anyway, up we go!


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

Being more specific. Argan will disguise like Varning, and will suggest the rest to take the appearance of the other guards (whichever), and then go up the stairs on the 36, knowing there may be guards in there, and we certainly don't want to raise an alarm. Whoever is invisible (if any) may go after them and start the bloodshed, as the rest follows right after.

Argan will disguise his sword as rolled up large paper, that will play the part of a map, in case he needs to.


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

What guard walks around with a rolled up map lol.

Eryan follows, "Where else could she be?"


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

Varning, with important information from the surroundings of the castle, that will be presented only to Havelyn, and NOW, rather than later... And stop undermining my confidence or imma hit you with this map!

Argan let out a single word, as if it explained everything. "Alexandros!"


After a moment the sound of boots are heard from the upper floor, then two guards come through, swords drawn.

Argan Disguise: 1d20 + 9 ⇒ (8) + 9 = 17
Guards Perception: 1d20 + 5 ⇒ (19) + 5 = 241d20 + 5 ⇒ (7) + 5 = 12

One of them relaxes, but the other narrows his eyes. "And who exactly are you supposed to be?"


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:

The headband gives disguise self, disguise self grants a +10 bonus to disguise, so he would be at a 27 disguise, not a 17.. Regardless, did the guards come from the 3rd level down?


Right, I forgot about his gear. This is why you should make your own rolls and mention your own bonuses. Ignore my previous post. And yes, they came from the 3rd level.

The two guards come through with swords drawn, but lower them upon seeing Argan. "What is it sir?"


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

Aparently Disguise checks are meant to be made secretly so that we dont know if we succeed or fail the diaguise. Until someone shouts "Imposter" of course lol

Eryan is still invisible for now.


Well at least record the numbers properly on your character sheet because I pulled that bonus strait from his skills tab.


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 think we're all invis except for Argan.. I put a parentheses by my disguise score showing my mod with the circlet..


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

Whenever we can, Argan is taking 20 on disguises, but inside the castle we have no time to lose, so a take 10 might suffice, giving a 29 total, and you may use that as a fixed number, since we won't usually change disguises during battle.

He presses the left side of his shoulder and neck with the right hand, as if something was hurt there, preventing him from acting normally. "Trouble. Maybe I'm just paranoid." He says it as an excuse to have protected the upper part of the keep with the rock, but continues immediately after. "I need to talk to Havelyn." He says this and starts to move already, map in hand, slowing down just a bit to - hopefully - allow the guards to go up the stairs before him.


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:

Might wanna roll some Bluff action the bro.. Also imo we should kill them here.. No need to have a pile of guards to face and Havelyn, who could be an ubber badass.. Plus there's supposidly the wizard on the next level..


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

That's why I have a map in my hands, you would figure... Anyway, Omen usually makes the favor of rolling when necessary. Much batter than to have to roll bluff in every single post you make. I feel like a cheater when I'm rolling out of combat like that, cause knowing the results the players (me included) usually take it out of the post when it is too low, but roll it even when not necessary if the roll is high. Making it off-screen also makes us unaware of the results...
By the way this post would have rolled a 15, but I'm not using that ^_^

I believe they have come down to room 34, and are going up through 36, right?


The guards look at each other with a confused expression, then some realization hits them. "What's going on? You weren't supposed to get back for the rest of the week."


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

Varning makes a tired and sad expression, his voice lowering to barely a whisper, both to disguise it and to be part of the play. "There is trouble ahead. We have no time to lose..."

Well, whatever, this is not much important. All Argan wants is a moment when they are unprepared (preferably with their weapons sheathed), to strike!


One of them remains unconvinced. "Why don't you go into a bit more detail on that? Why didn't you wake the other captains for one?"


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

Now to disguise the voice Argan's tone assume a heavy hint of anger. "Barhold's dead in his bed, Mott is missing and Zach is a freaking traitor!" He pronounces these last word with greeted teeth. "Now open the doors, soldier, before I realize you're also a traitor and cleanse your evil sins out of your body! I'm not on a good mood!" His eyes darken. That was a real threat.

Do I know him by the way? If I do I'll call him by the name instead of Soldier.


You don't know him by name.

The men look taken aback, but despite Argan's skill at lying they don't seem to believe that three of their captains are compromised. Or that the last one suddenly discovered it while he was supposed to be scouting. They do look scared though, and one of them bolts towards the stairs.


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

Stairs up or down?

Argan attempts to cut the one who ran with his not-a-map! (or the other one, in case he can't reach/charge).
1d20 + 10 ⇒ (14) + 10 = 24! Damage: 1d8 + 7 + 2d6 ⇒ (4) + 7 + (4, 1) = 16


Up.

Init: 1d20 ⇒ 2

I assume most of the party can beat that, so you can all act before the guards.

Argan gets swung at by the first guard as he passes, then cuts through the mail of the second and leaves a gash, but the man still stands.

AoO: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

"The fort has been breached!" The first guard yells.

The hallway is ten feet wide, so only two can fit side by side in it.


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Init: 1d20 + 3 ⇒ (14) + 3 = 17

Charing forward Kharn brings down his blade upon the first guards neck.

Using reckless abandon, raging, and charging so AC is 11 until next turn.

Attack w/Pa w/RA w/Invis: 1d20 + 15 ⇒ (6) + 15 = 21
Damage: 2d6 + 15 ⇒ (2, 6) + 15 = 23

13 rounds of rage left after this one.


Kharn makes a complete mess of the first soldier, turning what was once a human into a pile of meat and bones...rather noisily.

Poor level 2 soldiers...


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:

Vlad moves and attacks the other one, hopefully before he can yell out..

Init: 1d20 + 1 ⇒ (5) + 1 = 6

Attack: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Damage: 2d4 + 13 ⇒ (2, 1) + 13 = 16

Him yelling that would be a free action but only on his turn right? Since they are dead that wouldn't have been yelled right?


Vlad quickly cuts down the other.

They had a surprise round, which one used to retreat and the other used to try and defend his retreat, where he also yelled 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:

Rats..

Well our surprise element is over.. We need to move quick before we loose all of our advantage.. Vlad starts drinking potions as he moves up the stairs..

Potion Order:

Bulls Str
Bears End
Shield of Faith


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

Are we certain the shout has been heard? I mean, outside of the keep? The walls are thick rock solid, and there are no windows, or so I've heard.

Argan takes a potion of Darkvision and another CLW, and moves along with the others, picking up the torches along the way to make it harder for any upcoming guard to see. I'll put them out if there's a chance, but we don't have buckets of water nearby, I believe.
Once in room 39, he motions for Eryan and Kharn to take the right door while Vlad (first) and then him take the one to the left (south door)
CLW: 1d8 + 1 ⇒ (6) + 1 = 7


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

Eryan positions himself at the door ready.


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:

Vlad moves to the left door, #41, and enters with his sword ready..


The magistrate's private quarters are empty, but inside his laboratory he is frantically banging on a huge chunk of ice. When the party opens the door he looks over for a moment in fear, then gives the ice a hefty kick and it stands up. "Crush the intruders!" he cries. Then he steps to the north, pulling out spell components. "Yietha!" A web covers the room the party is in, entangling them.

Init Order
Tacitus
Argan
Eryan
Vlad
Kharn
Ice Creature

Tacitus won initiative, so he went first to cast a web spell. You all need to make a DC 18 reflex save or be entangled in the web.

Dice:
Eryan Init: 1d20 + 6 ⇒ (14) + 6 = 20
Kharn Init: 1d20 + 3 ⇒ (8) + 3 = 11
Vlad Init: 1d20 + 1 ⇒ (17) + 1 = 18
Argan Init: 1d20 + 4 ⇒ (19) + 4 = 23
Tacitus Init: 1d20 + 5 ⇒ (19) + 5 = 24
Ice Creature Init: 1d20 - 1 ⇒ (8) - 1 = 7


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:

Reflex: 1d20 + 6 ⇒ (17) + 6 = 23

Vlad dodges the web..

playin cards now so ill just see what happens and post later.


There is a map.


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:

Ok didnt see it.. Now that i can i see my action cant happen.. Ill edit it..


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

Reflex: 1d20 + 6 ⇒ (17) + 6 = 23
Escape Artist: 1d20 + 4 ⇒ (9) + 4 = 13 Does that mean i'm stuck where I am or the first square I 'enter' as the spell says? If I move to C9 am i out?
Concentration: 1d20 + 9 ⇒ (6) + 9 = 15

Eryan moves through the web C9 if possible and attempts to cast Murderous Command on the Ice Creature.


Eryan, to move through the web you need to make a CMB or escape artist check.

Web


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:

Vlad will try to move out of the web and into the room..

CMB: 1d20 + 11 ⇒ (5) + 11 = 16 but is apparently stuck this round..


Barbarian (Invulnerable Rager) 6 Furious Guardian 1 | HP 101/118 (119/136 R) | AC 17 (17 raging); Touch AC 13 (11 raging); FF 14 (14 raging) | F +12 (15 R); Ref +5; W +4 (6 R) | +3 Init | Perc +12 | Sense Motive +12 Human DR 3/- Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1

Reflex: 1d20 + 4 ⇒ (18) + 4 = 22

Kharn attempts to get out of the web, and into the room with the wizard.

CMB: 1d20 + 8 ⇒ (15) + 8 = 23

After getting into the room Kharn moves around the ice construct To B5, and attacks the Wizard.

Attack w/PA w/RA: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 2d6 + 12 ⇒ (6, 1) + 12 = 19

AC is 15 until next turn.

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