Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


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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 initiative, I draw my bow and move up to the entrance to the building we're in. I can get two spaces before the door with a single move action.

Ready a standard action to fire at any hostiles.


Male Aasimar Antipaladin 2 (hp: 22/22 | AC: 19 | T: 11 | FF: 18 | Fort: +9 | Ref: +5 | Will: +5 | Init: +1 | Perception: -2 | Darkvision

I have grabbed whatever gear was available and make my way to the others.

I Grab my sword and make my way to back Grumblejack.


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 look frail and helpless, but also look carefully to see if I can spot any targets.
perception: 1d20 ⇒ 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)

Sorry, I move out from the room I'm in first but stay well back of Grumblejack.


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

can you move yourselves on the map? or does it not give you permission?


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

updated the map settings. you should be able to move yourselves now. if you can't ( phone at work, etc. ) thats fine too. Will give Flick another day and then presume he's delaying and move on to the next person.

[20: Gridlock], [17: Forsythe], [16: Temperance (disguised)], [13: Leo], [10: Loran], [7+: Ash], [7: Grumblejack]


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

i mean... makes sense if you haven't moved yourselves too... you're just saying what you *want* to do *when* its your turn. :9
going to go have my coffee now.


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

*buzz*

okay.

Forsythe moves up to get a better view, drawing her longbow as she moves.
From there she can make out someone at the top of the gate house, behind the crenelations.

Temperance meekly moves in step, but doesn't get a good view of anything outside that hasn't been noticed yet. She hears a shout though, sounds like "Look".

Forsythe sees not one but two guards with bows out come moving to the courtyard side of the three story gate house roof.

Forsythe you can try a shot at the crenellations if you'd like, they've got great cover from you where they are right now though.

[13: Leo], [10: Loran], [7+: Ash], [7: Grumblejack], [20: Gridlock | delay ], [17: Forsythe | ready ], [17-: Roof Guards], [16: Temperance (disguised)],


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

just pausing to see if the ready goes off. you hear more noise now from outside


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

Grumblejack takes a nasty arrow in the shoulder, and then you line up that it came from an arrow slit on the second story of the gate tower.

arrow: 1d20 + 2 ⇒ (20) + 2 = 221d8 ⇒ 8
confirmation: 1d20 + 2 ⇒ (6) + 2 = 82d8 ⇒ (5, 7) = 12

Leo moves up. Do you want to move behind Grumblejack in 1 move? or double move and try to cross the courtyard?

A voice booms out across the courtyard, obviously magically amplified. The voice sounds old, but powerful. Lay down your arms and lets end this with some dignity.

Then Leo comes up. One move to back up grumblejack, or in front to try and cross the courtyard?

[10: Loran], [7+: Ash], [7: Grumblejack], [20: Gridlock | delay ], [17-: Roof Guards], [16: Temperance (disguised)], [15+: Forsythe | ready ], [15: Guard], [14: Warden], [13: Leo]

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 will take my readied shot. At a huge penalty.

hailymary: 1d20 - 1000 ⇒ (16) - 1000 = -984


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

worth a shot.

Loran is up, Gridlock is still delayed


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 will move to be able to see outside (probably just inside the door) and Spawn will keep ahead of me. I will have a shield out as well


Male Aasimar Antipaladin 2 (hp: 22/22 | AC: 19 | T: 11 | FF: 18 | Fort: +9 | Ref: +5 | Will: +5 | Init: +1 | Perception: -2 | Darkvision

I will move to back up Grumblejack.


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

no room in the door, you're in line, about 15 ft down the hall.

Loran and Spawn move up. An arrow flies out of the Gate Tower again, a different arrow slit, plummeting to the ground in front of Grumblejack. arrow: 1d20 + 2 ⇒ (2) + 2 = 4

Then Ash moves up, shield up, adopting a defensive crouch, as Grumblejack plucks the arrow out of himself, raises his fist up to the Gate House, and starts lumbering across the yard to knock down the door. Rushing up, he lumbers around the fountain, and starts to pound on the gate.

Another arrow comes wizzing out of the second story from another arrow slit. Scattering off the stone inside the doorway, making Forsythe and Leo jump, just a little bit, with how close it was. arrow: 1d20 + 2 ⇒ (9) + 2 = 11

A final arrow comes flying out after the last one, shattering on the stone cobbles. arrow: 1d20 + 4 ⇒ (3) + 4 = 7

With the way clear, Gridlock hastily jogs up and joins Grumblejack at the wide double doors of the gatehouse.


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

The guards on the roof move to the wall, and try firing down on Gridlock and Grumblejack, sinking into the ground uncomfortably close.

gridlock: 1d20 - 2 ⇒ (19) - 2 = 17
grumblejack: 1d20 - 2 ⇒ (3) - 2 = 1

[16: Temperance (disguised)], [15+: Forsythe ], [15: Guard], [14: Warden], [13: Leo], [10: Loran], [8: Guard], [7+: Ash], [7: Grumblejack], [5: Guard], [4:Guard], [4-: Gridlock], [round 2], [17-: Roof Guards],


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 delay.

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 )

Move to the center of the courtyard + Obscuring Mist.

Grumblejack my friend, get that door open. We have exactly one minute of this fog to protect us.


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)

In my normal voice:
You're a genius, Forsythe

Assuming the mist covers the entire area, I come out of delay and move up into the mist, next to the fountain thing.


Acid Bloody Human Skeleton hp 6/6 | AC 19 | T 13 | FF 16 | Fort +2 | Ref +1 | Will +2 (+4 vs channel) | Init +5 | Perception +0

[13: Leo], [10: Loran], [8: Guard], [7+: Ash], [7: Grumblejack], [5: Guard], [4:Guard], [4-: Gridlock], [round 2], [17-: Roof Guards], [15+: Forsythe | mist 1 ], [16: Temperance (disguised)], [15: Guard | delayed], [14: Warden],

I gave you one last chance to repent. I'll not let you cut down any more of my men.
::spellcasting::

Spellcraft DC 17:
flaming sphere

Reflex DC 17: 1d20 ⇒ 73d6 ⇒ (5, 5, 1) = 11


Male Ogre Male Ogre (hp: -13/30 | AC: 9 | T: 4 | FF: 9 | Fort: +6 | Ref: -4 | Will: +3 | Init: -1 | Perception: +2 | Darkvision, low-light )

YAAAAAAAAAOOOOOOOORRRRHHH!!


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

guard arrow. 1 is miss : 1d2 ⇒ 11d20 + 2 ⇒ (17) + 2 = 191d8 ⇒ 3

there's a twang of a bowstring from above, but no answering cry of pain.

[13: Leo], [10: Loran], [8: Guard], [7+: Ash], [7-: Grumblejack], [5: Guard], [4+:Guard], [4-: Gridlock], [round 2], [17-: Roof Guards], [15+: Forsythe | mist 1 ], [15-: Temperance (disguised)], [14+: Warden], [14-: Guard],


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

the fog makes it hard to see. halves movement, unless you want to make an acrobatics DC 10 check to move at full speed. everything has been done right so far, just a reminder


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 shall command Spawn to help Grumbles break down the door and I will move up into the mist as well


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

Spawn moves into the mist and has enough movement to get up to there. He sees a swath of the fog has been burned off by the heat from some fiery sphere. You stay close I presume, and follow behind Spawn.

[10-: Leo | Delayed ], [8: Guard], [7+: Ash], [7-: Grumblejack], [5: Guard], [4+:Guard], [4-: Gridlock], [round 2], [17-: Roof Guards], [15+: Forsythe | mist 1 ], [15-: Temperance (disguised)], [14+: Warden], [14-: Guard], [10: Loran].

i'll give leo a little more time since he's likely at work in NY now


Male Aasimar Antipaladin 2 (hp: 22/22 | AC: 19 | T: 11 | FF: 18 | Fort: +9 | Ref: +5 | Will: +5 | Init: +1 | Perception: -2 | Darkvision

Moving to help break down the door.


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

kewl

Leo closes the distance to the door to help Gridlock this round, making it just back and to the east of Grumblejack.


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

[7+: Ash], [7-: Grumblejack], [5: Guard], [4+:Guard], [4-: Gridlock], [round 2], [17-: Roof Guards], [15+: Forsythe | mist 1 ], [15-: Temperance (disguised)], [14+: Warden], [14-: Guard], [10: Loran], [10-: Leo ], [8: Guard],

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 double move out and to the west, trying to hide a little in the fog.
fast stealth: 1d20 - 7 ⇒ (5) - 7 = -2


Male Ogre Male Ogre (hp: -13/30 | AC: 9 | T: 4 | FF: 9 | Fort: +6 | Ref: -4 | Will: +3 | Init: -1 | Perception: +2 | Darkvision, low-light )

Break!! You die Warden!

break check assist: 1d20 + 3 ⇒ (17) + 3 = 20


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

break check: 1d20 + 6 ⇒ (16) + 6 = 22
Gridlock tries to help break down the door, bringing the total check up to 24.

round 3

From above, twangs ring out from on high
grumblejack: 1d20 - 2 ⇒ (8) - 2 = 61d8 ⇒ 3
gridlock: 1d20 - 2 ⇒ (15) - 2 = 131d8 ⇒ 3

[15+: Forsythe | mist 2 ], [15: Temperance (disguised)], [14+: Warden], [14: Guard], [10+: Loran], [10: Leo ], [8: Guard D], [7+: Ash], [7: Grumblejack], [5: Guard D], [4+:Guard D], [4: Gridlock], [round 3], [17-: Roof Guards],

Forsythe 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)

In my wench-voice, screeching hysterically while combat is raging around me. I believe I'm somewhere out in the fog:
Ah!!! Please stop the fire! It's me, Irena, they found me when the guards ran away and now they're holding me hostage! They'll kill me if you keep burning us!

Either this will help, or the dumbest plan ever.

bluff: 1d20 + 11 ⇒ (19) + 11 = 30

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 )

Move up to Grumblejack and touch him with domain ability.

(Quietly)
healing is coming, stay strong my friend

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 )

Also, we did just try to open the door, right? It is actually locked and not open?


Acid Bloody Human Skeleton hp 6/6 | AC 19 | T 13 | FF 16 | Fort +2 | Ref +1 | Will +2 (+4 vs channel) | Init +5 | Perception +0

no one checked if it was unlocked. just waiting for the full assist on the door to determine the outcome.

I'm sorry my dear, I deeply regret this situation. But we cannot allow these criminals to escape!

the sphere of flame leaps up, only to plummet down 5 ft over, burning off the fog and creating a clear view to those two squares, and landing on grumblejack.

Reflex DC 17: 1d20 ⇒ 153d6 ⇒ (5, 5, 6) = 16


Male Ogre Male Ogre (hp: -13/30 | AC: 9 | T: 4 | FF: 9 | Fort: +6 | Ref: -4 | Will: +3 | Init: -1 | Perception: +2 | Darkvision, low-light )

Aaaaaaaaahahhhhhhh!

::collapses::


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

Leo surges forward and pushes Grumblejack into the door as he tries to assist opening it.
leo: 1d20 + 3 ⇒ (12) + 3 = 15

with a crack the brace on the other side buckles and the doors give.
The inside of the room is about 40 ft x 20 ft, with a hatch on the ceiling, and murder holes pointing in at you.

[10: Loran], [7+: Ash], [7: Grumblejack], [4: Gridlock], [round 3], [17-: Roof Guards], [15+: Forsythe | mist 2 ], [15: Temperance (disguised)], [14+: Warden], [14: Guards], [10+: Leo ],

i can't update the extra portion of the map until tomorrow morning ( my time ) , for now i sketched in a rough shape of the room.

Loran is up


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

the doors give, but they don't swing open. they open out, towards you all. the break check to go the other way is much harder, there's brackets on the doors for two huge wooden braces to keep the door shut. but hey at least its not a portcullis. so it'll still be a move action to actually pull one of the doors open, since they're so big and heavy.

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)

quietly into the mist We should just get out of here! the big man is down!

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)

just put the window in the next door and lets book it!

perception: 1d20 + 4 ⇒ (19) + 4 = 23


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

perception checks please, in addition to whatever else you plan to do next.

Perception DC 14:
you hear the sound of armor jingling, coming from nearby, getting louder.

Perception DC 24:
you think you hear two more guards, approaching from the South East


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)

In my normal voice, I yell out:
Blackerly's been stealing from you. He was so brazen as to leave the incriminating paperwork on his desk.

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 agree, this is a losing battle. We should escape to the north as fast as we can.

Perception: 1d20 + 7 ⇒ (3) + 7 = 10

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 )

We must move to the North, use the window, and run for our lives.

(That's what I'll be doing on my turn)


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 )

Let's go then! spawn, stay close and defend me if needed.

Ready to follow to the window when it's 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)

Quietly:
I have the window and will happily run screaming about being kidnapped to the front door once you guys pull this door open.

And once my init comes up!


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

[10: Loran], [7+: Ash], [7: Grumblejack], [4: Gridlock], [round 3], [17-: Roof Guards], [15+: Forsythe | mist 2 ], [15: Temperance (disguised)], [14+: Warden], [14: Guards], [10+: Leo ],

Loran gaily commands Spawn to open the doors, and hugs the wall with him rather than go in first.

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'm going to try the other door. I just wanna check if its locked and see whats inside.


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

you go and check, its actually open. you have enough movement to get over there and peek inside. roll stealth if you want to.

Grumblejack lays there on the ground, burnt, you're not sure if he's dead or dying.

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)

stealth: 1d20 - 2 ⇒ (2) - 2 = 0

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