Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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Female looking Android [Advanced CR1] Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None

GM what do we find in the ways of books/maps etc, Rosa at the sound of the voice rosa will head for the front door, to see if any ones coming.


Also, what "opening in the roof"? Don't recall mentioning one?

Meanwhile, I'm going to fast-forward just a little: whatever else happens, I assume someone will scoop up the contents of the lower drawer and, at some point, check them out. There are no additional traps. The book has the Richter family coat of arms on the front and the Warden's initials (MR) engraved onto it. It would be worth a fair bit of money, if you could come up with a plausible explanation of how you got it.

The Warden's Spellbook:

1 - Alarm, Mage Armor, Clarion Call, Color Spray, Magic Aura, Magic Missile, Mount, Shield
2 - Bull's Strength, Flaming Sphere, Hypnotic Pattern, Minor Image, Mirror Image, Summon Monster 2

63 blank pages remain in the spellbook.

The small wooden box contains a large ceramic and metal seal -- the Great Seal of Branderscar Prison. Its next use was to have been on your death certificates.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Assuming nothing is found that Bref can use he is ready to move on. Stealth as needed. 1d20 + 14 - 1 ⇒ (12) + 14 - 1 = 25


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Douglas Muir 406 wrote:
The stairs lead up to an unlocked door, which opens onto a 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!". Otherwise, the landing is empty.

This is what I was referring to.

Post 863


Ah, sorry -- was unclear. "Closed off" here means it's been solidly blocked up. There's also a small fireplace in the Warden's room, but the chimney is too small even for Bref.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Ah - no problem, I figured that it was borded over or something and that we could gain access to the wall. Are there any windows that would allow access to the walls?

I will take the book unless someone else grabs it. Obviously it is most useful for Cy and Jax.

Once we have finished searching the rooms. Well, looks like they have securely blocked that exit through to the roof, too bad, would have been a good way to get to the wall. Lets see if we can get around to the wall tower and gain access to the wall. Then Morsum and Toothpick can wait and surprise any guards. However, both are injured at this point, so we might want to make sure that Edmin and Jax are nearby with their big weapons.

Once the guards on the wall are shut down, we get into and through the gatehouse. After that, it is the checkpoint and then the moors. We only have a few hours of darkness and I think that we all want to be in the moors before the sun comes up.


The library has a large collection of books, potentially of interest to any bibliophile. For some reason about half of them are "penny dreadfuls" -- apparently the Warden collected them for some reason. A quick appraisal suggests that these are pretty worthless; it's not like anyone is going to pay good money for the fifteenth issue of "Amazing Fantasy".

There are some nicely bound volumes that might be worth a few gold. You'd need someone who's a good appraiser to take a hard look at them, though...

The real gold, though, is a single shelf in the corner labeled "Branderscar and its history". Here are books and scrolls about Branderscar going back to its days as a castle and fortress. There are a couple of short pieces on famous villains who ended here. There's an article on "The Reconstruction of Branderscar". There's a book on "Birds and Reptiles of Toadmarsh." There's the autobiography of Richard Brandon, who was executioner for nearly 40 years. And there's... yes, there's a map of the region.

The map is at least 30 years old and somewhat faded, but clear enough. The good news is, it shows Moor Road! It's a long road that runs along the opposite side of Toadmarsh, between marsh and moor. The less good news is, it doesn't show any "manor" on that road. The closest thing is a set of several dots marked 'Horn House (ruins)'.

Less good still: if you want to reach Moor Road, you have two options. One, you follow the coast road. Unfortunately, this will bring you through a small village about two miles away, then a larger village at the crossroads about three miles beyond that. The other option is to cut straight inland through Toadmarsh. That's much shorter and more direct in terms of distance -- it's almost a straight line, while the road takes you many miles to the west and back again -- but the absence of roads or settlements in Toadmarsh suggests that it may not be as simple as it looks.


Female looking Android [Advanced CR1] Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None

"Thats more like it"

Rosa says taking the map and showing it to Edmin.

"Its old but it shows Moor Road! this long road that runs along the opposite side of Toadmarsh, between marsh and moor, but no "manor" on that road just several dots here marked 'Horn House 'ruins', that must be the place lets home there is something there"

she points out to Sir Edmin.

"Looks like we two options. One, you follow the coast road. Unfortunately, this will bring us through a small village about two miles away, then a larger village at the crossroads about three miles beyond that, Or our other option is to cut straight inland through Toadmarsh. That's much shorter and more direct in terms of distance, we can cut an almost a straight line. So the road will take us many miles to the west and back again, but the absence of roads or settlements in Toadmarsh suggests that it going that way may not be as simple as it looks, good news is the only local reinforcements seem to be the Villagers, no town near by, and we could get Steeds in one of the settlements, but for now, need to get the Hells out of here and get going on one or other path Edmin, I hope the others are done looting the dead warden, What next Edmin?.

Rosa takes the Map, "The Reconstruction of Branderscar". and one other book for kindling paper, moor will be cold.

Sorry GM but nicking the body of your post and editing it, just seemed faster, GM dos the "The Reconstruction of Branderscar". have a lay out of the whole complex of buildings, so we can see the fastest way to get to and outside all and the causeway?, with the books and scrolls about Branderscar going back to its days as a castle and fortress, we could luck out and find an old tunnel to the mainland. humm...


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Goblin not want to go through village. Village not like Goblin.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

" After the survivors put together what happened tonight,I do not think that the villages will not like any of us. Going through the marsh may be the best choice. Also, the wet areas could be a good way to keep any of the hounds from finding our scent."

The knight looks over the map one last time and turns to the others. "So, back to our original plan of gaining the walls and moving to the guard house."


Female looking Android [Advanced CR1] Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None

Rosa wills up the map and gets ready to move out now Edmin has stated the next course of action. Rosa gos and gets Grumblejack and heads down to the main door out, waiting to hear if any one comes, and Edmins word to move out.


Although the Warden's Tower abuts the wall, the two are not connected. It looks like there was once a door into the wall at the back of the Library, but both it and the top of the tower have been bricked off. This seems very strange to Sir Edmin, but after a few moments he sees the logic: Branderscar is no longer intended to defend against assault. Instead, it's been rebuilt -- somewhat -- for security. A fortress needs fast access to the defending walls; a prison, however, would logically limit access to a single point.

So if you want to access the walls, you either need to do some climbing, or you need to find which tower (of six) is the access point.


Female looking Android [Advanced CR1] Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None

How about taking the bricking out GM?, the passage way may still be there, just bricked off? how good a job did they make? Edmin do you have Kno Eng Skill?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Looking at the books on the shelf

Knowledge Nature 1d20 + 8 ⇒ (11) + 8 = 19 to see if there is any local fauna that we can use in Toadmarsh to help heal the wounds we have.

Appraise 1d20 + 8 ⇒ (19) + 8 = 27 to see which books on the shelves hold the most value and can be sold for profit.

Also

Knowledge History or Nobility 1d20 + 8 ⇒ (7) + 8 = 15 to find books on Genealogy to help with Jax future forgeries, or Rosa and my Disguises. Not to mention potential Future threats.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Are there any backpacks or other carrying devices that we find in the tower? If not, I carefully place anything of value, that someone else is not attempting to hold onto with a death grip, into the sack that we received the initial clothing in. This would be the coins, books, noble clothing, etc. If it is not too heavy, Edmin should carry it. If it is heavy, then Grumblejack will hopefully be willing to help.

The Judge looks over at Edmin. Since nobody else seems to have an opinion, why don't Toothpick and Morsum head out and scout. Morsum cannot get as far as the Gatehouse, but the pair should be able to check several towers not directly next to the Gatehouse and find a way up. If they run into anything, I will stay in contact with Morsum and Cy can use her spell to talk with Toothpick.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Unless someone objects in the next few posts.

Nodding to the Judge, Morsum heads over to the door out of the tower. After making sure that all lights are out on the ground floor, Morsum heads out with his big headed companion.

Stealth: 1d20 + 13 ⇒ (9) + 13 = 22
Perception: 1d20 + 4 ⇒ (19) + 4 = 23

He will start heading to the left (which I believe is clockwise) and search the wall and towers for access to the wall easier than actually scaling the wall.


1d6 ⇒ 2
1d20 + 2 ⇒ (10) + 2 = 12
1d20 + 2 ⇒ (1) + 2 = 3

Morsum slinks around the Grounds. The northern part, by the Gatehouse, is well illuminated; the southern part is more shadowy. It is a clear cold night in late autumn. From beyond the wall comes the sound of the sea. He can see the lantern of the wall patrol bobbing along the top of the wall to the northeast.

There are no entrances in either of the two towers near the Warden's tower.

Branderscar's wall is a rough hexagon with the Guardhouse in the middle of the northern side. The SW tower has been converted into the Warden's Tower. That leaves five others. Morsum can reach the SE tower and the W tower. They're blocked. That leaves the E, NE, and NW towers. The Barracks is between the E and NE towers, while the approach to the NW tower is across the execution ground -- open ground and relatively well lit.

Morsum notices that the dogs have stopped barking.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin shakes his head at the bag. "I am not carrying that, give it to the ogre."

The night looks at the judge, Morty, and Toothpick before they leave for the walls. "You two remember to stay on focus. This is a very important job that we have asked you to do, you hold they keys to our freedom. Call us up as soon as the top of the wall is secure. One of you take the rope and secure it so the rest of us can climb up, then we will continue our hunt for Blackley."


Cуровую зиму wrote:
Knowledge Nature d20 +8 to see if there is any local fauna that we can use in Toadmarsh to help heal the wounds we have

There is an herb called "Dukesfoil" that is an excellent febrifuge and a mild narcotic as well.

The book mentions in passing that one reason Toadmarsh has never been settled is because of its alarming native fauna, which includes poisonous snakes, cat-sized spiders, leeches in remarkable quantities, and aggressive predatory giant toads. On the positive side, apparently most of the bad stuff is cold-blooded and becomes less active after the first frost (which was two weeks ago). The book does not say whether "less active" is the same as "inactive".

The book also mentions that Toadmarsh was once prime black dragon habitat, but the last one -- a child of the dread Chargammon -- was driven out fifty years ago.

Cуровую зиму wrote:
Appraise d20 +8 to see which books on the shelves hold the most value and can be sold for profit.

Aha -- there are three books that are collectors' items, worth a total of 370 gp.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Stealth 1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26

Perception 1d20 + 4 ⇒ (8) + 4 = 12

Bref slinks off towards the other towers, near the barracks to see what he can see...tee hee


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

With the scouts indicating that the dogs have quieted and that there is no entrance to the more southern towers, Tohram tells the others what has not been found.

Quietly: Lets move out.

Tohram then moves out expecting the others to follow. He heads the same direction as the scouts assuming that Bref and Morsum will alert them of any guards.

When we went around the prison to get to the tower, did we see any entrances in the towers on that side? If not, then I say we proceed around the other way staying directly against the wall so that the guards will only be able to see us if they look straight down.


All the towers have ground-floor doors. From a distance you can't tell whether they are merely closed, closed and locked, or nailed shut. You have to go and look at each one.

1d20 + 2 ⇒ (11) + 2 = 13
1d20 + 2 ⇒ (14) + 2 = 16


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Ah, in that case, Morsum will wait for the guards to leave the area and proceed around the Gatehouse so that they are on the opposite side of the prison, and then he will proceed to one of the doors to see whether it is locked and whether Bref can unlock and disable anything securing it.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

DD 1d20 + 11 - 1 ⇒ (6) + 11 - 1 = 16


Be aware that if Morsum goes that far away from the Judge he'll drop to "75% of maximum and current hit points" - meaning that instead of 5/11, he'll be at 4/8. The Judge can't get closer without leaving the Tower and going out into the open, forcing another Stealth check if the wall guards have line of sight.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

In that case Bref will do it.

Stealth 1d20 + 14 - 1 ⇒ (16) + 14 - 1 = 29


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Just confirming, it is more than 100 feet from the Warden's Tower to the nearest tower with a door? If so, Morsum will stay at 100 feet in the shadows. If he needs to move farther, the Judge will head out and stay in the shadows as well as best he can.

Stealth: 1d20 + 2 ⇒ (13) + 2 = 15

Other's are welcome to follow.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin follows along with the judge. His crossbow at the ready.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
cool stuff about the world

Thanks for that. That was ... Cool! I'm curious is the adventure that detailed or is this mostly fun and well thought DM creativity?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую will have recast Message on Bref just in case it ended after she wad unconscious, and DM/group I made a request that we have our 'stuff' figured out before we leave the Warden's tower so we don't forget anything, it's on the discussion thread.


Some is author Gary McBride, some is reasonable inference from his work, some is me. The best modules are the ones that get your own brain spinning with ideas.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Indeed! Also was there any books on the great noble houses of the land and their genealogy? Cуровую would take that.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge is interested in books, but is more interested in getting out with his tail in one piece.


Okay, Bref and Morsum are investigating the towers. The Judge and Sir Edmin are moving cautiously out, trying to keep the main building between them and the guards. The guards should be on opposite walls, making that impossible, but security has really gone to hell here -- 80% of the time, they're walking together and chatting. Let's see. 1d100 ⇒ 20 Yep. That gives them -4 on their Perception rolls to spot you, and they only get one roll together instead of two. Here we go: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12


Okay, everyone must make a DC 12 Stealth check. Bref, Morsum and the Judge have already succeeded, so that leaves Sir Edmin, Jax, Rosa, Zimu and Grumblejack. If you all make it, you have the free run of the Grounds for several minutes. If one of you fails, that person is spotted. Ready, steady, go.


Female looking Android [Advanced CR1] Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None

Rosa works to get what they need ready, shes been looking after the suplys for a time when, Tohram comes over and stats filling the sack with his loot. She looks shocked as the Judge commands Sir Edmin to carry the sack.

"A common man commanding a Knight!, More petty acts of disrespect, and disregard for class and Rank, he thinks he can command his betters, making a noble knight into his own pack mule."

What Rosa is thinking and why:

Rosa would think this as I knight is a noble ranks, and the X-
Judge even wile in his post was little more than a civil servant, a much lower class close to layman. She would think the disregard, the respect show, and lack of adherence, and deference to class norms shocking, 'here carry this for me' would cream chaotic disrespect for society natural order. She would feel better after Edmin gives his commands to the Scouts, as to her this would be him showing his Rank and class.
I know its hard some times to roll play a world where astrict order of nobility is in-place when one comes form Democracy where Meric dos indeed rule the day, (we hope) but that view in this world is a highly Chaotic one. The Gods (good and bad) by birth and right to the nobility,
there is a natural order to the world that has to be maintained. Nobles at the stop and the rest falling under them, its how she was trained. She is after all 'Lawful' Evi, cool thing is this all adds to the fun of a roll playing game, its its just I think.

Rosa shakes her head and is not at all surprised when Edmin snaps at him.

"I am not carrying that, give it to the ogre."

Taking this as also a command, She nods as Emind's command and gets Grumblejack to hall up the sack, they both head down after Edmin She tells Grumblejack that they have to stay back and keep the noise down wile Brif scouts ahead, hes the only one how can get that far with out any problems. Moving up at the back they listen as Edmin gives his instructions to the Scouts,

Edmin "You two remember to stay on focus. This is a very important job that we have asked you to do, you hold the keys to our freedom. Call us up as soon as the top of the wall is secure. One of you take the rope and secure it so the rest of us can climb up, then we will continue our hunt for Blackley."

Looking at the Judge, Rosa can see his is not looking well.
"Disrespecting he may be, but Edmin needs him and his shadow fit or what use is he"

Just before he heads off she grabs the Judge by his chine shirt and pulls him away from the others to a safe range.

"You said the power of the dark lord can heal you, then in he name of Asmodeus, master of the Hell's I Rose Luminass call on his powers now to heal you dark flesh"

Chanel Negative energy to heal the Tohram Quasangi
1d6 ⇒ 1 HP Back
1d6 ⇒ 3 HP Back

"My Lord and master has healed you, no go do what is needed so his will once more have a place in this world"

seeing him close to whole, lets him go about his tasks.

Rosa then heads over to Grumblejack,
whispering - "If they call we go smash ok, thats our job, but we keep still and silent until Emind calls, not a sound and no running off, until he says so, got it?

They then wait on what happens next.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

DM

Spoiler:
Before leaving Cуровую will find a corner and put on the least 'loud' and flashy of the Warden's outfits, and his eyepatch. She will also take what she deems are the three most useful books in the library and the three she appraised most valuable. She will give these to Grumblejack or Edmin. She will leave the tower with whomever has the best Bluff score.

Rolls
Disguise 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

Stealth 1d20 + 3 ⇒ (12) + 3 = 15

final Knowledge or Appraise to pick three more useful books 1d20 + 8 ⇒ (14) + 8 = 22


While the Judge's social status is not as high as a knight's, he's probably just one step below -- he's of a knightly family, and occupies a very respected position.

Okay, waiting on Stealth rolls for Sir Edmin, Jax, and Grumblejack.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Stealth: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13


Female looking Android [Advanced CR1] Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None

GM note:

Rosa has used two of her Channels healing Tohram Quasangi
she has 1 left, no point wasting the last Chanel on 1HP. So he has 4HP back just to note GM. His shadow would them be on 6HP at 75% 100+ I think?. For Rank, Rank is rank, lower rank means just that, lower, respect needs to be shown to higher ranks in a lawful world, thats the way shes seeing it. Err GM Grumblejack is an NPC you do his rolls sorry, do you mean Rosa?

1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19 Stealth


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

PLEASE Don't roll an 11 Grumblejack!

edit: if DM thinks Rosa is me, and thinks Grumblejack is Rosa, who am I? :)


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Cуровую зиму wrote:

PLEASE Don't roll an 11 Grumblejack!

edit: if DM thinks Rosa is me, and thinks Grumblejack is Rosa, who am I? :)

You are Grumblejack, our 9' tall 800 pound wizard.


Female looking Android [Advanced CR1] Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None

Tohram your HP count in you header is wrong Rosa healed you 4 HPs just


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Grumbledorfina!


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Rosa_Luminass wrote:
Tohram your HP count in you header is wrong Rosa healed you 4 HPs just

Fixed. Thanks for the healing.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Stealth ->1d20 + 4 ⇒ (8) + 4 = 12
Jax will pack up the Warden's outfits in the sack that all of the clothes originally came in. I'm not planning on wandering around looking like a guard or a vagabond forever.


Female looking Android [Advanced CR1] Iron Priest [L4] | AC 21, T 17, FF 16 | F +9*/R+7/W+9* | HP 35/35 | CMB +8, CMD 22 | Init +4 | Perception +10 | Condition: None

No problem, Jax OK ill add all that into the super sack :)


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Wow really pushing it on that stealth roll there folks. A little known fact about Grumblejack is that he is from a long line of gymnasts on the one side and ninjas on the other, so he actually has a natural stealth bonus that is higher than brefs.


DC 15 Int roll:

As in, roll a d20 and add your Int bonus.

Grumblejack, a large creature with mediocre Dex and no ranks in Stealth, is likely to fail a DC 12 Stealth roll. And then, boom, you're blown. So, either leave him behind (you're allowed to do that; you're evil), talk him into a suicidal distraction mission (se above re: evil), or try something else (either the Warden's Invisibility scroll, or multiple Aid Another rolls).

People have had enough time to come up with these on their own, so you can't try any of these unless you make that Int roll. If nobody does in the next little bit, then I'll roll Grumblejack straight.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Int1d20 + 3 ⇒ (6) + 3 = 9

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