Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


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initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

mephit will save vs. sleep DC 19: 1d20 ⇒ 9

he fails, and falls down to the ice.
falling damage: 1d6 ⇒ 5

the smack wakes him up

[r2] [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]
[r3] [24: forsythe], [16: Victor], [15: Ice shards], [13+: mast], [13: Temperance],

and temperance begins casting another Sleep spell.
Loran is up.


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M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

I 5ft step back out of melee, then cast Summon II for Fiendish Eagles: 1d3 ⇒ 1 next to that dumb mephit, smiting and attacking the mephit.

Talons: 1d20 + 3 ⇒ (3) + 3 = 6
Talons: 1d20 + 3 ⇒ (6) + 3 = 9
Bite: 1d20 + 3 ⇒ (14) + 3 = 17

Bite Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Actually, doesn't he have DR 5, which means he takes no damage and therefore doesn't wake up? Same with Loran's eagle, even if the mephit is good the template-smite doesn't technically pierce DR.

Guys, that Mephit has a thick skin, if you don't have a magic weapon or hit it really hard, it's not going down. Leo, this seems like a job for you!

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Now we just have to figure out a way to get it down here, or Leo up to it.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

though he doesn't take damage, the impact is still jarring enough to wake him, as someone who assists another can wake a sleeping character without dealing damage to them by shaking them.

but yes, the eagle doesn't deal enough damage to get through its DR.
its currently prone on the ice next to the boat. not flying.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

On my turn I'll sound burst it, assuming I can get an advantageous AoE going. But that's a while away.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the captain chops at the elemental before him.
captain's axe: 1d20 + 8 ⇒ (9) + 8 = 171d12 + 6 ⇒ (9) + 6 = 15

the crew huddles. squeezing together to get as far away , crawling over eachother

[r2] [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]
[r3] [24: forsythe], [16: Victor], [15: Ice shards], [13+: mast], [13: Temperance],


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

and moves over next to the other elemental.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

swing away.

morningstar: 1d20 + 5 ⇒ (4) + 5 = 91d8 + 2 ⇒ (6) + 2 = 8


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

leo moves over and chops at the mephit.

the elemental takes an attack of opportunity.
elemental slam: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 3 ⇒ (3) + 3 = 6

*free action smite
leo's falchion: 1d20 + 11 ⇒ (9) + 11 = 202d4 + 9 ⇒ (2, 3) + 9 = 14


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

sadly not evil.

mephit fort save. vs stun: 1d20 ⇒ 5
[dice=#1][/dice] elementals can't be stunned.
do you wanna roll damage?

[r3] [16: Victor], [15: Ice shards], [13+: mast], [13: Temperance], [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]

[r3] [24: forsythe],

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

If that stun was for my soundburst, then sure, I'll roll dmg:
SBurst: 1d8 ⇒ 4


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

it was.

Mephit and Elemental take 4.
Victor is up.


Male Beastbrood Tiefling Diviner Wizard 1/Rogue Charlatan 2 (hp: 23/23 | AC: 13 | T: 13 | FF: 10 | Fort: +2 | Ref: +6 | Will: +0 | Init: +6 | Perception: +3 | Darkvision )

I shoot the elemental "south" of me.
Prescience: 1d20 ⇒ 8
Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

I'll use the prescience roll, so have a 13 to hit.

Then I reload and take a 5 foot step (updated map).


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

misses the elemental.

elemental#1 vs. Ash: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 3 ⇒ (2) + 3 = 5
elemental#3 vs. Victor: 1d20 + 3 ⇒ (17) + 3 = 201d4 + 3 ⇒ (3) + 3 = 6

some of the mephit's wounds close, the ice sealing itself.
the mephit stands up
Leo AoO: 1d20 + 11 ⇒ (4) + 11 = 152d4 + 9 ⇒ (4, 3) + 9 = 16
misses the mephit as he's small and nimble.
he flies off into the darkness, out of sight. no longer cackling.

[r3] [13: Temperance], [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]
[r3] [24: forsythe], [16: Victor], [15: Ice shards], [13+: mast],

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Umm, isn't the Mephit stunned? He rolled a 5 on his fort save vs. my sound burst....


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

yah, he's stunned and prone.
ignore him standing up, and leo's aoo on him.
he's having a mephit dream of waking up and flying away.

his wounds do close up a bit still.

=P

temperance is up =)


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I finish casting my 2nd sleep and drop it on that stunned mephit. Give him a chance to have more dreams before Leo ends him.

Then I cast mage armor on myself and move closer to the scared sailors while drawing out my crossbow.

Come on men, they're just elementals, as you can see they die like anything else.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

mephit will save vs. sleep: 1d20 ⇒ 19

[r3] [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]
[r3] [24: forsythe], [16: Victor], [15: Ice shards], [13+: mast], [13: Temperance],

Loran is up.
Place a token on the map for your eagle by the way.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

I'm gonna have the eagle attack one of the ice elementals

then I'll try to smack the on near me.

eagle claw: 1d20 + 3 ⇒ (6) + 3 = 9
eagle claw: 1d20 + 3 ⇒ (20) + 3 = 23
eagle Beak: 1d20 + 3 ⇒ (6) + 3 = 9

talon damage: 1d4 ⇒ 2
talon damage: 1d4 ⇒ 2
Beak damage: 1d4 ⇒ 1

melee attack: 1d20 + 1 ⇒ (3) + 1 = 4
damage: 1d8 - 1 ⇒ (3) - 1 = 2


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

so the eagle lands one claw on the elemental for 2 dmg. updated on the map. its taken 10 so far.

the crew ain't being any help.
the captain takes a swing at #1

captain's axe vs. elemental #1: 1d20 + 8 ⇒ (3) + 8 = 111d12 + 6 ⇒ (8) + 6 = 14
missing

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

get that eagle out of the way!

i tumble a little, so i can whack the mephit while he's stunned still. and prone.
acrobatics: 1d20 + 4 ⇒ (4) + 4 = 8

morningstar: 1d20 + 9 ⇒ (4) + 9 = 131d8 + 2 + 2d6 ⇒ (6) + 2 + (2, 2) = 12


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

elemental's aoo: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 3 ⇒ (1) + 3 = 4


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

and that actually hits the stunned mephit.


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

i killll it .
power attack: 1d20 + 11 ⇒ (6) + 11 = 172d4 + 9 ⇒ (1, 3) + 9 = 13

wooo hooo!


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[r4] [24: forsythe], [16: Victor], [15: Ice shards], [13: Temperance], [12: Loran], [9: Captain and Crew], [8: Ash], [7: Leo]

[r5]

edward fortysythe's up.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

I yawn.

CLW / walk forward / deliver to Ash.

CLW: 1d8 + 3 ⇒ (8) + 3 = 11


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

to the victor!

finish them off before they get lucky and maim someone!


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

indeed, you've got it under control.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

elemental #1 vs. eagle: 1d20 + 3 ⇒ (8) + 3 = 111d4 + 3 ⇒ (3) + 3 = 6
elemental #2 vs. loran: 1d20 + 3 ⇒ (18) + 3 = 211d4 + 3 ⇒ (4) + 3 = 7

after that, you bring the elementals down.

i've updated the frosthamar map.
if you'd like to do stuff before approaching, do so.
and you can arrange yourselves on the ship.

its the morning after the mephit encounter.
you haven't really had a restful night, but you managed to get a rest.
you get 3hp back overnight.
so whatever you need to do to heal after the last encounter you can do.
if you do no healing before the rest, with the 3hp back overnight you have:

Ash is down 2hp
Victor is down 3hp
Leo is down 9hp
Loran is down 4hp

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

I'll use a touch+channel on Leo.

Channel: 2d8 ⇒ (3, 1) = 4

EDIT: (blef, dice)

Channel: 2d6 ⇒ (3, 2) = 5

That channel affects Loran too.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

I daily drink my Endure Elements up here, just to be comfortable. I'll drink my CLW extract before the rest. CLW: 1d8 + 3 ⇒ (5) + 3 = 8


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

k. that leaves Victor's 3 and Loran's 4.
Loran'll heal up when you channel.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

another touch and a heal and everyone is treated.
ok.

so there's a pier full of bugbears, and more bugbears on the snowy river banks. whatcha wanna do?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[fyi if anyone is curious. you're at either 5,170/6,000 exp on the Fast exp track. or 6,870/9,000 exp on the medium track. haven't decided which yet.]


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

if this is our destination, i'm going to put my heavier armor back on.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

bueller?

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

i'll drink my mutagen ( str ) , before we get close to the docks. lasts 30 minutes.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

i'll drink the comprehend languages ( for Goblin ), before we approach too. ( also lasts 30 min ).


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I'll cast Mage Armor on myself and message on all the PCs before we get close.

Also, I whisper to the group before we get close:
Remember boys, we're just supposed to drop off the cargo for now. Our contract with the captain won't end until he's landed us near Aldencross.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

DC 15 sense motive:
it doesn't look like they're interested in peaceful talks

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

SM: 1d20 + 10 ⇒ (6) + 10 = 16


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Is there a detailed map of the area? I'm trying to figure out battle plans without being able to see anything. I have a zoomed out version (linked below) but it's hard to talk about any details without knowing what the area looks like. Also, what does the travel time look like? Is this an hours thing or a days thing?

http://forum.rpg.net/showthread.php?617067-Fire-Mountain-Games-A-Free-Map-o f-Talingarde


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

i'll try n get a map up tonight so you have a better idea.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Love everyone's responses to "traitors to your kind". If there is one thing we can all agree, it's "screw Mitra".

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Yeaaaah -- I'm half undead. I definitely don't qualify as "one of them."


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

lol nope. there's no good map that doesn't give away everything. i'll sketch you up something.

basically looks like another unassailable keep. but there'll be more flavor text to explain things to ya.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

knowledge(local or history) DC 10:

Aldencross
LG small town
Corruption +0; Crime +0; Economy +2; Law +1; Lore +0; Society
+2
Qualities pious, prosperous, strategic location
Danger -5
DEMOGRAPHICS
Government autocracy chosen by the monarchy in Matharyn
Population 1,800 (1,500 humans;150 dwarves; 50 halflings; 100
other)
Notable NPCs
Lord Thomas Havelyn, commander of Balentyne and Lord of
Aldencross (LG male human aristocrat 2/ paladin 7)
Father Donnagin, priest of Mitra (LG male human cleric 6)
Tacitus of Morimun, magister (LN male human wizard 7)
Bellam Barhold, owner of the Lord’s Dalliance (N male human
expert 3)
MARKETPLACE
Base Value 1,400 gp; Purchase Limit 7500 gp ; Spellcasting 3rd
level divine, 4th level arcane
Minor Items 3d4 items; Medium Items 1d6 items; Major Items --


Male Beastbrood Tiefling Diviner Wizard 1/Rogue Charlatan 2 (hp: 23/23 | AC: 13 | T: 13 | FF: 10 | Fort: +2 | Ref: +6 | Will: +0 | Init: +6 | Perception: +3 | Darkvision )

Local: 1d20 + 9 ⇒ (6) + 9 = 15
History: 1d20 + 9 ⇒ (8) + 9 = 17

When we load up on the boat, or at first convenience (not in front of Sakkarot, that would be awkward), I describe what I know about the city of Aldencross to the rest of the bound.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Ok, so the top few guys are pretty tough. A lvl 9 melee, 6 cleric and 7 wizard. Here's what I see as our next steps:

1) Travel close to Aldencross.
2) Eliminate our NPC captain and crew, burn the ship*
3) Infiltrate the city, gather intelligence, plan an ambush
4) No sooner than 2 weeks from now, kill the commander and any other notable NPCs that stand in our way, then signal Sakkarot and open the gate so he can swarm in and finish the job.
5) Break the clay seal on our next set of orders

*This seems unnecessarily conspicuous. It is what Adrastus asked us to do and I should've clarified at the time if that was a literal request or just flowery language. We may have some room for artistic license. Perhaps selling it, or just sinking it will suffice.

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