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

Kargeld still stands.
Leo heals up 1 from infernal healing and stabilizes.

Kill the ones on the ground if you can mates!

Zes skirts away from Ash, and find's a body.
acrobatics to move full speed in the dark: 1d20 + 3 ⇒ (11) + 3 = 14

Vijf moves up behind the captain and attacks Forsythe.
short sword: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 2 ⇒ (3) + 2 = 51d2 ⇒ 1
hitting for 5 damage.

Een gropes around for a body.
Twee slashes at Ash
short sword: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 2 ⇒ (6) + 2 = 81d2 ⇒ 1
managing to score a hit for 8 damage.

[r3] [21: Victor], [19+: Temperance (casting sleep)], [19: Sailors 3&4], [18: Ash], [15: Neji], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo, r1 infernal], [10: Sailors 5&6], [3: Sailors 1&2]

[r4]


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

Temperance, perception check DC 15 to place the AoE target where you want. Scatter rules if ya miss. 2 squares off if you miss by 5 or more.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Pending what happens with Sleep and positions, Burning Hands is likely my best help at this point. Unless people move or mass sleep that is. Looks like Captain, 1, 2 & 5 are in my view now.
Napalm in the morning: 5d4 ⇒ (2, 3, 4, 1, 3) = 13
DC 16 Reflex for half damage. If anyone dies due to the cleansing my next CL goes up.


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

Temperance tries to place a Sleep at the back end of the darkness
temperance perception: 1d20 ⇒ 1

scatter: 1d8 ⇒ 5

Still catches Vier
will save: 1d20 ⇒ 10
And he falls asleep.
It takes Drie a full round action to hear Vier slump and find his body.

Victor shoots the captain.
prescience: 1d20 ⇒ 9
attack: 1d20 + 3 ⇒ (16) + 3 = 191d4 + 1 ⇒ (3) + 1 = 4
+7 normal, -4 soft cover.


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

Captain takes 4 and temperance starts casting sleep again. Third of the evening, fourth first level spell including her Mage armor?

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)

Ash swings at Twee
morningstar: 1d20 + 7 ⇒ (4) + 7 = 111d8 + 2 + 2d6 ⇒ (4) + 2 + (6, 1) = 13


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

Still a miss.
Neji casts his burning hands

Een, Twee, Vijf, kargeld
ref saves: 1d20 ⇒ 111d20 ⇒ 101d20 ⇒ 151d20 ⇒ 13
13, 13, 6, 13

All still alive and standing. It has to kill kill them dead to gain the CL boost, right?


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

Loran's pup bites kargeld
bite: 1d20 + 2 ⇒ (8) + 2 = 101d4 + 1 ⇒ (4) + 1 = 5
Miss.

Kargeld steps back, drops one axe, draws a potion, and drinks
acrobatics: 1d20 + 1 ⇒ (16) + 1 = 172d8 + 3 ⇒ (8, 8) + 3 = 19
Healing 19 regular, and 19 nonlethal. Back up to 33 damage from 52.

Can't move him on the map , but he's south if Een, west of Vijf


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

Forsythia is up.
That's auto correct, but I like it, so I'm leaving it.


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

[r3] [10++: Forsythe], [10+: Leo, r1 infernal], [10: Sailors 5&6], [3: Sailors 1&2]

[r4] [21: Victor], [19+: Temperance (casting sleep)], [19: Sailors 3&4], [18: Ash], [15: Neji], [11+: Loran], [11: Captain Kargeld],


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Yep, must be a full kill as far as I read it:
Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Unless stated otherwise, my next standard will be casting Shocking Grasp and changing the school from electricity to fire. This will be my third casting of four Sorc (BH, BH, SG) spells.

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 )

He can't 5' step in darkness unless he has darkvision. So unless he got an extra move action from somewhere, he can't move / draw / drink all in one round.

What I do next depends on whether he stays in the same spot and draws AoO's to drink the potion, or if he moves and doesn't drink the potion.

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 )

And actually, he'd draw two AoO's if he doesn't move... One for retrieving an item, and one for drinking a potion.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

If he draws AoOs:
clawAoO: 1d20 + 4 ⇒ (17) + 4 = 21 for damage: 1d6 + 4 ⇒ (3) + 4 = 7


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)

It seems like Vince is ruling that the acrobatics check lets the guy get away with 5-ft stepping when it's dark in the same way it would let you move at full speed. I think this is a reasonable call.


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 have used 5 spells (2 MA, 3 sleep) because I cast 1 MA early in the day pre-bugbear. I have 2 more slots left. Thanks for posting for me Vince, in agreement with everything you did.


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

::nods:: yes on the acrobatics for moving full speed in the dark. Failing a DC 10 check would mean he falls prone in the square he starts in, and then he'd provoke for getting up and whatnot.

Edward Fortysythes, toca a te

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 disagree with that. But not worth arguing.

Bless.

Izzbit moves in and attacks.

Slash1: 1d20 + 2 ⇒ (5) + 2 = 7
Slash1Dmg: 1d4 + 1d6 + 2 ⇒ (1) + (3) + 2 = 6

Done.


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 heals up 1
activates a touch of corruption and tries to hit Zes from the ground.
touch: 1d20 + 4 ⇒ (19) + 4 = 231d6 ⇒ 6


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

Zes' fort save: 1d20 ⇒ 12
Zes is shaken.

Vijf tries to attack Izzbit since he's the last one he heard moving and attacking.
short sword: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 2 ⇒ (1) + 2 = 31d2 ⇒ 1
Hits izzy, but doesn't bypass his DR.

Zes tries to slit leo's throat, he's not helpless anymore though, so its not a coupe de gras.
Zes's shortsword: 1d20 + 8 ⇒ (10) + 8 = 181d6 + 2 ⇒ (4) + 2 = 61d2 ⇒ 2
and misses Leo.


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

Een slits Gridlock's throat
CDG: 2d6 + 4 ⇒ (3, 3) + 4 = 10

Gridlock's Fort Save: 1d20 + 5 ⇒ (11) + 5 = 16


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

Twee attacks Ash again
short sword: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 2 ⇒ (3) + 2 = 51d2 ⇒ 2


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Changed my plan:
I will move over to Ash and cast Burning Hands again to hit 1, 2, 6, and Captain.
Woman's Burning Scorn: 5d4 ⇒ (1, 2, 4, 2, 3) = 12.
DC 16 Reflex for half damage. One more Sorc spell left.


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

zes and captain are too far apart.


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

Victor attacks captain
prescience: 1d20 ⇒ 2
hand crossbow: 1d20 + 4 ⇒ (17) + 4 = 211d4 + 1 ⇒ (4) + 1 = 5

Temperance drops sleep
perception: 1d20 ⇒ 12
scatter: 1d8 ⇒ 7

Still hits Drie
will save vs. sleep: 1d20 ⇒ 10
Drie falls asleep.

[r4] [18: Ash], [15: Neji], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo, r1 infernal], [10: Sailors 5&6], [3: Sailors 1&2]

[r5] [21: Victor], [19+: Temperance (casting sleep)], [19: Sailors 3&4 Asleep],

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 step back 5 ft and throw an alchemist fire at Twee

ranged touch: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 5 ⇒ (2) + 5 = 7
Captain and Een get a reflex save vs. 6 fire.


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

Een, Captain
Ref saves: 1d20 ⇒ 191d20 ⇒ 19


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

ok neji, can place yourself now =)

[r4][15: Neji], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo, r1 infernal], [10: Sailors 5&6], [3: Sailors 1&2]

[r5] [21: Victor], [19+: Temperance (casting sleep)], [19: Sailors 3&4 Asleep], [18: Ash],

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 )

AoO on #1.

Izzbit AoO: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d4 + 1d6 + 2 ⇒ (3) + (6) + 2 = 11


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

i'll just put neji there, looks like the most she can hit without flying overboard.

een, twee, captain
ref saves: 1d20 ⇒ 51d20 ⇒ 121d20 ⇒ 17


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

Loran does a Corrosive Touch on Zes
touch: 1d20 + 4 ⇒ (1) + 4 = 53d4 ⇒ (3, 2, 3) = 8acid

[r4] [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo, r2 infernal], [10: Sailors 5&6], [3: Sailors 1&2]

[r5] [21: Victor], [19+: Temperance (casting sleep)], [19: Sailors 3&4 Asleep], [18: Ash], [15: Neji],


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

well, still holding the charge.

fiendish dogbite: 1d20 + 3 ⇒ (6) + 3 = 91d4 + 1 ⇒ (1) + 1 = 2

Kargeld swings at Izzbit
main hand: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 7 ⇒ (3) + 7 = 101d2 ⇒ 1
5 damage gets through Izzbits DR.

Forsythe is 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 )

Izzbit fast heals 1.

Against the captain:

Izzbit Slash 1: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 1d6 + 2 ⇒ (3) + (4) + 2 = 9
Izzbit Slash 2: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 1d6 + 2 ⇒ (3) + (6) + 2 = 11

Channel Energy (Harm), excluding: Leo, Temperance, Victor, Doggy.

CNE: 2d6 ⇒ (4, 6) = 10 (DC16)


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

I was at lunch; where you placed me is perfect. Thank you.
I figure I gave Grid a nice cremation as his people demand.

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 )

Crit threat:

Crit?: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (1) + 2 = 3


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

captain is still raging, but looks like he's just barely holding on.

Captain, Vijf, Zes
Will Saves: 1d20 ⇒ 161d20 ⇒ 41d20 ⇒ 8
5, 10, 10


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

Leo stands up, and picks up his sword.

Vijf attacks Forsythe
short sword: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 2 ⇒ (3) + 2 = 5
captain i can see over here!

Zes tries to five ft out of the darkness
acrobatics: 1d20 + 3 ⇒ (11) + 3 = 14

and attacks loran short sword: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 2 ⇒ (2) + 2 = 41d2 ⇒ 2
but misses.

Victor shoots the captain
prescience: 1d20 ⇒ 9
hand crossbow: 1d20 + 4 ⇒ (13) + 4 = 171d4 + 1 ⇒ (3) + 1 = 4

Temperance sleeps Zes
Will save: 1d20 ⇒ 2

[r5] [19: Sailors 3&4 Asleep], [18: Ash], [15: Neji], [11+: Loran], [11: Captain Kargeld], [10++: Forsythe], [10+: Leo, r3 infernal], [10: Sailors 5&6], [3: Sailors 1&2 Dead]

[r6] [21: Victor], [19+: Temperance (casting sleep)],

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)

ash vs. Vijf: 1d20 + 8 ⇒ (5) + 8 = 131d8 + 2 + 2d6 ⇒ (2) + 2 + (3, 5) = 12


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

Neji!


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

I cast Shocking Grasp as my last Sorc spell and change the school from electricity to fire. I move over to the Captain (updated map directly).
burningtouchytouchy: 1d20 + 4 ⇒ (7) + 4 = 11 for damage: 4d6 ⇒ (5, 4, 5, 1) = 15

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 )

You can cast + move + touch in one round, I believe. So you can make an attack roll.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Yes, I know. I was debating holding it and turning the touch into a AC claw/claw/bite...but decided to try to drop the captain now.


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Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

Reaching around I place a burning claw on the Captain's heart and lean in to whisper in his ear while the spell discharges into his body
Oh, Captain, I do enjoy your boat so. If only you weren't such a rude host. I would have enjoyed you as well, thoroughly. Perhaps another of your crew will be wiser than you were, and accept a girl's interests


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

and we're done. you sleep/kill/burn the rest of the crew.


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

The captain collapses to his knees. the axe falling from his hand, as his eyes glaze over and frothy blood erupts from his mouth. He veritably pops as he collapses.


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

among the captain's stuff, along with recovering his mwk greataxe, a battered old sea-chest you manage to unlock contains his foul, flea-infested wardrobe, beneath that there's 6000gp neatly stacked in an unlocked wooden box. Additionally there's a small silver statuette of a nude mermaid that looks well polished, and 115gp in loose change that clatters around the sea-chest. A wooden crate labelled "emergency rations" contains six bottles of whisky.

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 )

When / if we have time to rest....

I will be dismissing Izzbit.

And animating the captain because I'm pretty sure he has some good physical stats.

Please provide when you get a chance! :-)

<3


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

Str 16, Dex 10, Con 18, Int 10, Wis 12, Cha 10


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

he got the +15 on the first swing from power attack and a rage power =)

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