Repent from your Wicked Ways(WotW) (Inactive)

Game Master True Repentance

Fire Mountain's Way of the Wicked.
Prison breakout in progress.
Map of Talingarde
The Frosthamar
Current Loot


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Human

"Maybe Sir Balin got out of here after all. We should get out of here." Timeon looks at the room and the stairs as a way out. While everyone is searching the room for hidden doors he walks over to the podium and picks up the pendant. "Are you sure this is fake? It looks exactly like the one Sir Balin always wears. He might have left this as a clue for me to follow him out of this place. Come on!"


Cole cringes for a moment as the boy picks up the pendant. He waits a moment to see what may come of it. After seeing nothing happen he speaks.

Timeon. So Balin wears a pendant like this then. I don't think such a man would have a fake one as this. It seems the evil people may have trapped him here and are trying to play a trick on you and us. They want us to try and get out this way, but we found out there are nine rooms to this maze and this is only the sixth. Now put that down and help us check the walls if you would. Be a good squire as Balin has trained you.

He waits a moment hoping his words struck home with the boy.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

While the others talk Kana searches the room thouroughly.
Taking 20 on perception for 27.


Human

Searching the room reveals a hidden door in the western wall. Timeon replaces the pendant with a sigh and follows behind everyone else again. The hallway leads to another door after going south and then east. The inscription above this door reads “Secrecy is our
greatest ally. Exposure brings death.”

Kana manages to spot a strangely uniform crack in one of the walls that nobody else does. Pushing on the crack reveals a hidden passage leading to the west. It comes to another door, not hidden from this side. Above it is an inscription which reads, “Beware the fallen for they may
rise once more to threaten you.”

DM rolls:

6d20 ⇒ (4, 13, 1, 19, 5, 8) = 50


Declan kept a narrowed eye on Timeon as the others searched, wondering just where this "Sir Balin" was if he had been led into-- or entered of his own accord-- these set of rooms. She was thinking that something was odd about his squire, especially since they had no real evidence of the Paladin through these rooms that they had entered. She was beginning to suspect that there was more to this squire, but perhaps when they had been through this room and seen no evidence of the Paladin would she mention something.

This was indeed a curious set of rooms, and while she was inured to the chill in the air from being underground, the humidity was the only thing keeping her from noticing the lowered temperatures. The smell of damp stone did not help either, since either the stone was dry, and the earth was wet, or a little of both, the air having that still sort of taste that lingered in the back of her throat, clinging. Perhaps her (brief) time in the prison had soured her on enclosed spaces. So, she continued to keep an eye open, turning the words on the stone 'round and 'round in her head.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

"Undead it seems, not sure what the secrecy refers to though"


Well lets think, Timeon told us there was an alarm that would call the drowned men. and drowned men certainly would be some stinky water logged zombie. I say we just skip the secrecy room as it is probably some sort of room we need to sneak through for the drowned men not to be called. Lets just take the fight to them. Sound good. Fortunate we have that option. Good eyes Kana.

Cole moves to push and open the wall.


Human

This square stone chamber is lit by a small oil lantern that hangs from the center ceiling. It has eight battered wooden coffins that are encrusted with salt brine, barnacles and dried sea weed. Nothing seems to move but as soon as you all enter the room you hear a scratching noise. Moments later two forms burst from their coffins on the western side of the room. They hold rusted looking greataxes in their hands.

Religion DC 12:

These are Draugr. As some other types of undead they are resistant to piercing weapons.

Religion DC 17:

Above plus - Undead drowned seamen whose nauseating attacks are very dangerous as they try to send their victims to the depths with them.

Religion DC 22:

Above plus - The sea is such a part of these undead that they are resistant to fire.

Round 1
Init kana draugr1 fletch draugr2 timeon declan cole wade

DM rolls:

4d6 ⇒ (1, 3, 6, 1) = 11
Cole init: 1d20 + 3 ⇒ (3) + 3 = 6
Declan init: 1d20 + 3 ⇒ (4) + 3 = 7
Fletch init: 1d20 + 3 ⇒ (12) + 3 = 15
Kana init: 1d20 + 6 ⇒ (14) + 6 = 20
Wade init: 1d20 - 1 ⇒ (3) - 1 = 2
Timeon init: 1d20 + 1 ⇒ (7) + 1 = 8
Draugr 1: 1d20 ⇒ 19
Draugr 2: 1d20 ⇒ 10

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

1d20 + 6 ⇒ (19) + 6 = 25 wade shouts out all he knows about the creatures to his companions hoping that his knowledge will help them dispose of them, unfortunately his study of the creatures slowed him down, and combined with his position at the back makes him the last to react.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

I don´t know why we focus on those people so much, but don´t we have some tests to get through here? And now we are fightung undead. Nice.

She waves her hand, sending a splash of acid versus the first draugr.
Acid Splash: 1d20 + 4 ⇒ (16) + 4 = 201d3 ⇒ 3


Human

Kana steps back i assume to give herself room to fire a bolt of acid which splashes over the undeads arm, melting away some of the rotten soggy skin. That same Draugr attacks the first thing it sees with Wade being within reach it swings but luckily stumbles as it does so, a great clang is heard as the greataxe hits the stones near your feet.

fletch - draugr2 - timeon - declan - cole - wade
Feel free to post your action before your turn, makes combat faster and my job easier. If there is a possible either/or such as (if Draugr1 dies I attack Draugr2 instead then go ahead and post that option in a spoiler.

DM rolls:

1d2 ⇒ 2
1d20 ⇒ 8


Thought I posted, boards must have eaten it.

Cole will 5' step back to attack number 1

Timeon step away, but use caution. I will protect you.

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 5 ⇒ (7) + 5 = 12

Confirmation: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 2d8 + 10 ⇒ (1, 3) + 10 = 14

Ah no crit, but maybe with the acid damage. Hope these guys aren't too strong :)


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Ok my story-wise Danger Sense is tingling...If I get grabbed by the two (or more) Draugr in those other bone piles please don't let me die...

Ooooh, I'm sooo scared. Never would have guessed these bone piles were going to suddenly animate...

Curse your sudden but inevitable animation!: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20 Alchemist Fire vs. Touch AC @ Draugr 2

Alchemist Fire: 1d6 + 5 + 1 ⇒ (5) + 5 + 1 = 11

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

"You fool I said they were resistant to fire"
did you honestly miss that part or is this just acting in character


Human

Draugr 2 shrugs off the alchemist's fire as if it hadn't even noticed it then lumbers after Fletch, greataxe swinging high before coming crashing down leaving another chink in the stone floor. 1 fire damage to Cole from splash
Cole moves away and leaves a mighty wound in Draugr1's side.

I'll give Declan and Wade till tonight. Otherwise I'll just have them attack.

DM rolls:

1d20 ⇒ 6

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

Wade moves to attack the first monster staying neer the door, hoping for his team to surround the creatures soon but staying on the defensive until then 1d20 + 5 - 2 ⇒ (17) + 5 - 2 = 20 1d8 + 3 ⇒ (3) + 3 = 6


Moving into position against these things was difficult, and she did not want to get hit by those axes. The smell of rot covered by brine was not pleasant either. Still, it was easier to move to where she and Cole were on either side of the undead, and most certainly avoid those axes at all costs.
_____________________________
Fighting defensively. AC18


Human

Wade drops Draugr1 to the floor and it falls back into its coffin unmoving.
Declan if that was your whole action then cool but if you meant to move or attack then just clarify for us and I will update the combat

Round 2
Init: kana - draugr1 - fletch - draugr2 - timeon - declan - cole - wade


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Are there any loose objects laying around? Perhaps a femur or something roughly club-shaped?

Crap, resistant to fire and arrows? Maybe there is something else around I can throw. My dagger won't even scratch on this guy...

Perception: 1d20 + 3 ⇒ (12) + 3 = 15


Human

You could pick up a loose board from the coffins, the greataxe of the one that just fell, not really anything else lying around unless you want to take a round ripping a bone off the one that just fell. Remember the DR is only against piercing so your dagger would get its damage just fine. Almost forgot the greataxe is rusted and has the broken condition (-2 on attacks, crit only on a 20 for only x2 damage).


posting to help move things along.

With Wade helping to drop the first one Cole turns his attention to the second. He steps up to his right next to the door and takes a swing.

Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d8 + 5 ⇒ (8) + 5 = 13


Human

Round 2
Init: kana - fletch - draugr2 - timeon - declan - cole - wade

Kana sends a bolt of acid right into the second Draugr's face causing some of the rotten flesh to slide off and splat onto the stone floor.

Fletch/Declan/Wade?

DM rolls:

1d20 + 4 ⇒ (13) + 4 = 17
1d3 ⇒ 3


Seeing one fall was encouraging, if a bit inconvenient, but dying to undead was even more inconvenient. As the zombie fell, she moved to circle around the other one, forcing it to choose between her and Cole, able to get an attack off before it reacted. At least the undead were not known to be quick thinkers.
___________________________
Attack: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13, Damage: 1d6 + 2 ⇒ (6) + 2 = 8


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

I will pick up a loose board and throw it like a club at Draugr 2(which actually have a 10 ft range increment).

Really Old-Fashioned Attack: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22

Ooga!: 1d6 - 1 + 1 ⇒ (5) - 1 + 1 = 5

I assumed a thrown dagger dealt piercing damage...


Human

I know of nothing that says daggers are only piercing when thrown. They are slashing or piercing at all times as far as I'm aware and I can find nothing to the contrary

Fletch picks up a sizable piece of rotting board from the coffins and scores a solid smack on the side of its head snapping its neck. With the head at an inhuman 30 degree angle it roars and comes straight for Fletch. It swings the greateaxe straight out in front of it in a hideous curve leaving no where for Fletch to dodge and cuts him across the middle. 8 damage Fletch feels a sickening feeling go through him as the corrupted metal cuts him but throws it off for now. Timeon screams pointing to the other side of the room. "More are rising!" As Declan circles around and delivers a finishing blow to Draugr 2, another two coffins burst open and another two Draugr stand wielding greatswords instead of axes.

Round 3
Init: (Wade round 2) - kana - Draugr3 - fletch - Draugr4 - timeon - declan - cole - wade

If wade doesn't post I'll have him heal Fletch, fair?

DM rolls:

1d20 ⇒ 9
1d12 + 4 + 3 ⇒ (1) + 4 + 3 = 8
1d20 + 4 ⇒ (15) + 4 = 19
Init3: 1d20 ⇒ 19
Init4: 1d20 ⇒ 11


Yeah sounds good

Round 3

Cole will step to the closest one and continue his assault.

Attack: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 5 ⇒ (5) + 5 = 10

Confirmation: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d8 + 10 ⇒ (6, 1) + 10 = 17


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Using the Withdraw action to move 2 squares west (out of range of the enemy and still adjacent to Wade).

Augggh! You thrice-cursed water mummies, that hurt!

No other actions for this turn that I can think of.


Human

Wade uses the wand to heal Fletch +7hp and Kana steps away from the newly risen Draugr also firing a bolt of acid at it melting away some rotting skin, revealing more rotted muscles and gray tinged ligaments beneath. The Draugr3 grips his weapon and makes for the closest enemy, it steps towards Fletch and attacks cleaving through flesh and bone leaving an almost fatal wound 14 damage and I think Disabled, Fletch is able to move away but not do much else. Blood drips off the Draugr's blade as it watches its victim retreat. Draugr4 charges -2AC straight for Declan and its sword hacks right into her side 10 damage. Cole steps forward past Wade and cuts Draugr3 diagonally in half from right shoulder to left hip. It collapses to the ground to move no longer.

Round 3 still, 1 Draugr Left, Waiting on Declan and Wade
Init: - kana - Draugr3 - fletch - Draugr4 - timeon - declan - cole - wade

DM rolls:

ILW: 1d8 + 1 ⇒ (6) + 1 = 7
1d20 ⇒ 7
1d3 ⇒ 2
1d20 ⇒ 10 2d6 + 4 + 3 ⇒ (3, 4) + 4 + 3 = 14
1d20 ⇒ 16 2d6 + 4 + 3 ⇒ (1, 2) + 4 + 3 = 10


Rather than retreat from the undead, Declan snarled-- and struck it a series of times, while it was exposed from the swing. Tthere was little style to the series of strikes, more something that could be taught to anyone willing to learn to fight in a situation where there were no rules.
________________
Attack(Flurry): 1d20 + 4 ⇒ (7) + 4 = 11, 1d20 + 4 ⇒ (15) + 4 = 19, Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11


Human

Declan shouldn't your flurry attack bonus be +2/+2? Do you have a buff I'm forgetting?

Wade hurries to use another charge of the wand on Fletch +9hp. The wand seems to be performing exceptionally better than before not that is is properly warmed up. Declan deals a series of blows to the remaining Draugr only 1 of which gets past its defense and a sickening crack of bone can be heard though this of course does not phase the creature in the slightest. 8 damage

Kana again fires more acid but succeeds only in hitting the wooden coffin at its feet and melting a hole in it.
Round 4
Init: - kana - fletch - Draugr4 - timeon - declan - cole - wade

DM rolls:

ILW: 1d8 + 1 ⇒ (8) + 1 = 9
1d20 ⇒ 1


Not sure it will be needed unless the thing drops Declan or she drops it but here

Cole moves to bring down the last of them.
attack: 1d20 + 9 ⇒ (16) + 9 = 25
damage: 1d8 + 5 ⇒ (3) + 5 = 8


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

Fletch holds his hands across the bloody gash the Draugr had left, barely managing to shuffle out of the way. A wave of relief shoots through him as the healing magics quickly reknit the tissue leaving nary a trace of the more recent wound and staunching the flow of blood.

Thanks...Wade...I think I'm going to go lean...against that wall.

Fletch uses Total Defense to gain a +4 Dodge bonus to AC and use a five foot step to move diagonally northwest away from the Draugr.

AC 17 for 1 round.


Human

Feeling slightly better Fletch hobbles away as the Draugr continues its assault on Declan but this time she is able to dodge the attack. Cole moves down to flank and help destroy the beast but does not quite do enough damage to bring it down.

You can do it Declan! Only have to roll a ten on one of your attacks thanks to the flank and minimum damage will destroy it.

DM rolls:

1d20 ⇒ 11


While a slugfest was not something that she considered as a first choice, there was a point of no return that she realized she had entered, and it was somewhat concerning to her that they should have anticipated this. She would have to do better next time. A duck and a heavy strike from one of her elbows struck its knee, the followup strike arcing down onto the side of its head.
_________________________________
Attack: 1d20 + 2 ⇒ (10) + 2 = 12, 1d20 + 2 ⇒ (20) + 2 = 22-- Har har.: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11


Human

With another two solid hits from Declan the damage to the Draugr is too much for the necromantic magic to keep it moving and falls to the floor sword clattering on the stone. You wait, but no more rise to harass you. It seems you have managed to pass yet another of the Cardinal's tests. Timeon peers carefully into the room when the noise of battle dies down wondering if it is safe. He picks up one of the dropped greatswords and tries to hack off the head of one but only manages to trip and almost fall face first into the mass of undead flesh.

The east door presumably leads towards the room you had skipped by finding the secret passage. The west door leads down a short hallway to another door with another inscription. “Serve thy master well and be rewarded.” The door is locked but there is also an iron key hanging on a peg next to the door as if keeping something in not keeping you out.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

"Is everyone all right? Anyone in need of healing?"


Male Skinwalker
Bombs Left:
8/8
Stats:
HP 21/21 | AC: 16 /T: 13 /FF: 13 | Perc. +4/6 at night | F: +4 / R: +6 /W: -1 | CMB +1 | CMD +14 | Speed 30 | Init. +3

I could use some more curatives. Wizards really aren't built for melee.

Fletch attempts a half-smile through the pain.

Perhaps now we will get to see the famous Sir Balin? We will likely have to kill him of course. And the little kid too.


Unsurprisingly close to unconsciousness, Declan took stock of the wound in the way her body was telling her to, which was to curl up around it. She sank to a knee, trying to keep pressure on her chest. "A bit of healing sounds real good about now", she groaned, trying to figure out how best to move to keep the wound from being agitated.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

sorry for the delay, settling into a new job, wade looks over his injured party members and says to them very well please show me where you are hurt assuming they oblige him, he pulls out his wand to heal the alchemist pressing it gently into the affected area cure wand: 1d8 + 1 ⇒ (6) + 1 = 7 and lays his hand on the monk rubbing gently around the wounds his hands glowing with negative energy touch of death oracle revalation: 1d6 + 1 ⇒ (6) + 1 = 7


Cole walks to the door, looks at the inscription then to the key. He raises his hand and slides it over the inscription, then looks back to the group.

This must be it. This may be were Sir Balin is. Timeons stick close to us until we are sure he is of his right mind. It can't be certain what those above may have done to him. Everyone ready?

Cole takes the key and opens the door.


Human

The door unlocks and opens into a final stone room with no other entrances or exits. The plain stone room is lit up by another singular lantern. The room is not otherwise empty however. A man in full knightly armour stands in the middle of the room, holding sword and shield ready. He seems unsure as he looks at you. Assuming you still have the disguises that you tricked Timeon with, He seems to notice something about Declan and his stance stiffens. When he sees Timeon behind you he calls out, "Timeon my squire, you found me. Come here boy." Timeon heads forward to go join him.

DM rolls:

1d20 + 6 ⇒ (16) + 6 = 22


Her clothes torn and bloodied by the trials they have gone through-- though more recently the greatsword of the undead-- Declan sighs in exasperation and shrugs, immediately regretting it because of the damage that remains. If this was Sir Balin, then she wanted no part of the fight that she hoped that he was not so narrow-minded to instigate.

"I'm going to go out on a limb and say 'Nope, no exit here'", she remarked dryly. Stepping to the side, she folded her arms and leaned against the wall, waiting to see what the others were going to say.

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

spending another touch of death on our monk before the door is opened: 1d6 + 1 ⇒ (3) + 1 = 4 wade steps to the front of the group "Greetings, might you be the noble sir Ballin? I am known as father willhelm oracle of the divines, and these are my companions," readied action to cast burning disarm if he makes a threatening move


Sir Balin, we are happy to have found you. Timeon told us of your encounters. We too were chased down here. Lucky we found the boy. Have you found a way out?

As the knight changes his stance Cole moves his hand to the hilt of his sword.

Lets see how best to move forward. Ah I have it.

Sir Balin are you hurt I could conjure up some healing magic for you.


Human

Timeon runs to Sir Balin and is very happy to see the man. "I knew you had survived. I prayed to Mitra for hours to help us. These people helped me find you."

He listens to your words and after checking to make sure Timeon is ok and unharmed he turns back to you but does not put away his sword. "Who are you really?" he says to Wade seeming to see through his lie, "I need no healing. Tell me who you are and why I am being held down here these past two days?"

GM rolls:

W/bluff: 1d20 + 11 ⇒ (5) + 11 = 16
SM: 1d20 + 2 ⇒ (17) + 2 = 19

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

I didn't directly lie, "I tell you the truth, I am Wade Willhelm, I am an oracle, granted power to heal the sick and injured by the divine beings, as to why you are down here, I have only guesses"


Human

"Then I demand you release us to escape this cursed place."

Shadow Lodge

M (male) Aasimar (anglekin) oracle (bones, black blooded) 4/ antipaladin (lord of darkness) 4
stats:
HP 37 fort save+8 reflex save +11 will save +10 AC 23 initiative +2 perception +14

"We are looking for the way out ourselves and have yet to find it"


Cole speaks a few words of magic and makes signs as water fills the lantern and puts out the flame. He moves inside the room from where he was.

It is of no further use Wade. The Cardinal would be quite upset if we left this place with Sir Balin in tow. We are here for that pendent you wear. If you surrender it and your life, we will spare to the boy. If you fight we will kill both of you. Do the honorable thing and die for your squire.


Human

That one was totally a lie. You know you can go out the way you came in.

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