Way of the Wicked (Inactive)

Game Master Aku Warashi

Dramatis Personae; Loot Log; map;

Balentyne Info; Planning; Dwarven Map

Party Health
Hound------54/62
Mysty-------26/26
Nahia-------26/31
Rose--------44/54
Seren-------35/35


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Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

With Adanna and Lyza setup in the kitchen, Seren sets up along the wall in the messroom close to the kitchen door. She prepares just out of sight, ready for something to happen. A flash of black energy crawls through her hands for a moment before cascading up her body and dissipating around her chest.

Seren cast Guidance upon herself, and is ready and waiting for the action to start.


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

Aku, Marsella and I are searching the place, need you to tell us what we find. Also the image for the map I found isn't loading.

Also you said a minute to prepare so I'm taking that as 10 rounds of play for each of us to prepare before we're attacked so I'm searching the place for anything that we might be able to use to better fight the guards.

Marsella has taken the keys from the dead guards and is checking the foot lockers for what might be inside and Zerik is trying to get into the room he is standing next to.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Zerik, the door is locked, and the lock is a strange one, it is a horizontal slot, unlike the normal keyhole you are used to.
It do not seen to have any trap.

==//==
Marsela will be able to open 8 of the twelve lockers. They have been numered from 1 to 11. Pick 8 and I'll tell you what is inside.
(One of then was already open. and had nothing inside.)

Try this one: map

Locations:

1. Guard House
2. The Bridge
3. The Gate House
3a. The Entryway
3b. Western Gate House Ground Level
3c. Eastern Gate House Ground Level
3d. Gate House Level 2
3e. Gate House Roof
4. Fountain
5. The Garden
6. Guard Towers and Battlements
6a. Garderobe
7. Kennel
8. Great Hall Entry Way
9. Barracks
10. Mess Hall
11. Kitchen
12. Armory
13. Storeroom
14. Sergeant’s Office
15. Sergeant’s Quarters
17. Guardroom
18. Cell Block
19. Grumblejack’s Cell
20. Interrogation Room
21. Hall of History
22. Richter’s Library
23. Landing
24. Warden’s Office
25. Warden’s Private Chambers


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

Just finished ready all the posts. Guess I could have made a small update. Sorry, for the hold up.

Eric will help Zerik and Marsela search the rooms; mostly looking for the armory.


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

"Found it!" Zerik exclaims as he sees the armoury on the map. He rushes over to the room and tries to enter.

If the Armoury is locked:

DD R 5: 1d20 + 10 ⇒ (12) + 10 = 22
DD R 6: 1d20 + 10 ⇒ (5) + 10 = 15
DD R 7: 1d20 + 10 ⇒ (14) + 10 = 24
DD R 8: 1d20 + 10 ⇒ (17) + 10 = 27
I've made checks up to DC 25, If the Lock is DC 20 I take it on the first go, otherwise 4th.

Zerik manages to get into the Armoury and searches for a greatsword and any reach weapons that may be about and calls to Grumblejack, take my shield any weapon you may like.

Have the others barricaded the main entrance? I thought that would be a good passage to fight them, Grumblejack, Erik and I can form the front line while the ranged and magic oriented other ones are safely behind. Better to barricade the kitchen entrance so that they can't sneak in from there.


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

I believe the opposite was done. The front door was barricaded, forcing them through the kitchen. Figured a narrow doorway favors us if they came in overwhelming numbers.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

I was thinking it the other way around. The main entrance is double doors with no kind of cover. If there were going to be lots of guards (which is at least what Adanna will be assuming) then we'd be sitting ducks for arrow barrages. The kitchen has a single door, tables for cover, and the door is not centered in the room, so we can stay near the door at take them out as the are forced to enter single file.


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

Sounds good, the Kitchen it is.


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

Hopefully, finding some reach weapons, Eric will return with the other to guard the single door that leads into the kitchen.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Inside the armory there are six spare sets of gear for guards: chain shirt, heavy steel shield, long sword and longbow. There is also a rack holding a dozen more leather-wrapped clubs. Further, there is also a stock pile of 240 arrows in twelve quivers. These items (save for the arrows and the clubs) bear the mark of Talingarde somewhere on them. There is also an assortment of weaponry that the guards have confiscated over the years. These weapons are jumbled together and obviously little cared for. They are also unmarked and thus resalable. That assortment includes: a shiv made from a women’s metal comb (treat as a dagger), a heavy mace, spear, quarterstaff, battle axe, rapier, great sword, trident, composite long bow (+1 str ), great club and glaive.


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Seren leans against the wall of the messhall, the anticipation of the coming fight building.

Let us remove this vile place from the history books, remind them why the servants of Asmodeus are not to be trifled with.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Adanna, crouching behind the table, lowers her head and closes her eyes for a moment.

Calistra, I know I don't speak often, but let me have my vengeance on this place and let them know the despair that they have caused me.


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

Eric will grab the glaive, trident, and composite longbow with a quiver for himself, and the mace for Seren and Great Club for Jack if he has time.


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

Zerik takes the rapier adding it to his collection of weapons, two longswords, two longbows, two sets of arrows and a dagger besides the shield for extra defense.

Spotting the greatsword he picks it up examining the weapon. "This is more to my liking." he thinks swinging the blade to check the balance. Rushing into the kitchen he hands Grumblejack the shield saying, "Take this, you have no armour, it will help against arrows."

Btw DM, what did Marsella find?


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Seren pushes off the wall as the two men rush back into the room, a smile cascading across her face as she sees the Heavy mace Eric is carrying. She gestures for him to hand it to her, and a feeling of content washes over her as she replaces the leather club with the more substantial weight of the new mace.

"Well done! This is far more to my liking." Seren congratulates Eric.

Just noticed that Alter self requires I have a piece of the "creature" I plan to assume. As part of my preparation it should be noted that Irena is now down one finger.


Ogre

Zerik, I told you, choose 8 numbers from 1 to 11.

Taking the greatclub from Erik, Grumblejack try some blows. The ogre is hurt, you know he is week due poison. But even then, the sound the weapon made was scary. You reckon he has now a great chance of dropping each of you, in a single blow.
Nay un', Grumblejack already has all he needs. Says he ogre with a ugly grim.

Use the map to positon your chars and then I'll begin the combat.Don't forget to put Grumbly where you want him to be too.

You were still preparing, and you heard a loud noise from the main door. Again and again and again. Then it stopped. Someone was trying to force his way in, but it seens they gave up.


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Looks like the fun is about to begin.

Seren sheaths her new mace, stretching in preparation. Her fingers start moving in the motion of a spell, waiting on someone to enter.

As soon as Seren sees or hears someone enter the building she will cast Alter Self on herself (To look like Irena).


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

Can't update position on map due to not having java script at work. Posting a readied attack just in case things start up before I return.

Eric positions himself center, five feet away from the door. He holds his glaive at the ready to attack the first enemy that tries to come inside.

Readied Attack, Power Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d10 + 10 ⇒ (5) + 10 = 15


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

Terribly sorry AKu, I was sure I mentioned the numbers in a previous post. She goes backwards checking the lockers, numbers 4-11.

Zerik stands up on the table, taking advantage of the elevated position and flanking with the Ogre.

Readied Attack: 1d20 + 5 + 2 + 1 + 2 ⇒ (6) + 5 + 2 + 1 + 2 = 16 I've included +1 for height and +2 for flanking, please disregard any dice as appropriate
Damage: 2d6 + 6 + 2 ⇒ (4, 4) + 6 + 2 = 16

Marsella waits in the main passage, keeping a lookout for any trouble that may find it's way in from another entrance.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Zerik and Eric, don't forget you guys have guidance, for a single +1 to a hit, save, or skill check in the next few rounds. I suggest either using it to attack the Sergeant or for a saving throw versus the wizard Warden.

If we're doing readied actions then Adanna will be readied to slumber hex someone (though if those two end up chopping whatever comes through first it might end up being whoever comes in second).

Lysa will be readied to use her Satire ability on whoever tries to enter (assuming they aren't dead first).


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

Thanks for reminding me Adanna. Zerik adds +1 for guidance to his attack as well taking the attack to +17, he attacks the second guard that walks in, as Erik appears to be attacking the first.


Ogre

Grumblejack do as he is told and prepare to atk anyone that escaps from Zerik reach.

Atk: 1d20 + 6 ⇒ (8) + 6 = 14
Dmg: 2d8 + 4 ⇒ (5, 7) + 4 = 16


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Without warning, the door burst open, the little trap Seren had set up triggers doing a lot of noise.

One dog enter the place, and he soon meet its end in Erik charge, another one steps in, and drops to Zerik blade. A guard then enter and Grumblejack trys to hit, but he misses.
Guard will: 1d20 + 1 ⇒ (5) + 1 = 6 x DC 14
But the guard fails in his conviction and fall asleep in the door.
Seren now looks like Irena, and Lyza began to use her Satire.
It would be good if it was only that, but more guards keep running inside.

Adanna: 1d20 + 2 ⇒ (12) + 2 = 14
Eric: 1d20 + 0 ⇒ (4) + 0 = 4
Lyza: 1d20 + 0 ⇒ (3) + 0 = 3
Marsella: 1d20 + 2 ⇒ (14) + 2 = 16
Seren: 1d20 + 0 ⇒ (2) + 0 = 2
Zerik: 1d20 + 6 ⇒ (3) + 6 = 9
Grumblejack: 1d20 + 6 ⇒ (9) + 6 = 15
Warden: 1d20 + 4 ⇒ (7) + 4 = 11
Sergeant: 1d20 + 0 ⇒ (14) + 0 = 14
Gaurd1: 1d20 + 2 ⇒ (18) + 2 = 20
Guard2: 1d20 + 2 ⇒ (20) + 2 = 22
Guard3: 1d20 + 2 ⇒ (8) + 2 = 10
Guard4: 1d20 + 2 ⇒ (3) + 2 = 5

Big Last Fight

Round 1-

Ordered Initiative-

Guard2:= 22
Gaurd1:= 20
Marsella:= 16
Grumblejack:= 15
Adanna:= 14
Sergeant:= 14
Warden:= 11
Guard3:= 10
Zerik:= 9
Guard4:= 5
Eric:= 4
Lyza:= 3
Seren:= 2

Active Effects-

Slumber on guard1 (Only this round)

Map-

Link

Notes-

You feel an enormous desire to praise Asmodeus!
Okay, I've done something here to keep things cool. Both sides knew they were waiting on the other side of the door, and doing prepared actions outside the combat is not a valid move. So I've decided to give everyone an standard, because I liked all the planning and it would ruin it if things had not went that way. Also, I've opt to not give you guys an AoO for the passing guards, because if they droped, I would only put some more, there's no way you are going to leave this one without a hard time. :D

Action-
The guard2 is asleep, the guard1 will step back and draw his long bow.
You can post for Marsela Actions.


Ogre

You hear the guards as they move about.
"For Mitraa!"
"Don't let then escape!"
"Don't worry soldiers, Our warden is with us!"
"You'll learn not to mess with the Mitra Chosen!!"

"Lot's of tin cans to kill. Grumblejack will feast tonight!" says the ogre as he atks one of the guards (Guard3).

Atk: 1d20 + 6 ⇒ (11) + 6 = 17
Atk: 2d8 + 4 ⇒ (3, 8) + 4 = 15

And the guard dies with a single blow from Grumblejack.


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Wow okay I'm going to wait to see what everyone else does in round 1 before I post my actions. yay for 2 initiative.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The guards have the same stuff as the others, the sergeant is in turn using a chain mail, and his sword is better looking than the others. You don't see anyone that old, or anyone that resembles a wizard.

If Adanna put the Sergeant to sleep:

Will: 1d20 + 2 ⇒ (4) + 2 = 6 x DC 14

The sergeant falls asleep and do not atk.


If Adanna fails to put the sergeant to sleep:

The sergeant will atk Grumblejack, he remembers the hell it was to capture the beast, and it's not keen to see that again.

"I had plans for you beast, but die!"
Atk: 1d20 + 7 ⇒ (6) + 7 = 13
Dmg 2H: 1d8 + 3 ⇒ (5) + 3 = 8

About the guard4 actions.

If Adanna put the him to sleep or Zerik Kill it:

Will: 1d20 + 2 ⇒ (5) + 2 = 7 x DC 14
The guard falls asleep and do not atk.

Or he died by Zerik atk.

If Adanna fails to put the guard4 to sleep or Zerik do not kill it:

The guard will atk Erik, if the sergeant is alive and awake, he will get flank.
"It's the end for you. Die in Mitra Name!"
Atk: 1d20 + 5 ⇒ (7) + 5 = 12 +2 if flanking.
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3

Dark Archive

Marsella hears the sound of Combat and is eager to join in. She abandons her post and runs into the kitchen standing by Grumblejack.

She stands to the west of Grumblejack with a gap of 5 feet between them. Full round action to move. If she can't make it that far she goes as far as she can. Requesting the GM/any of the players to move Marsella since I'm on my phone.

-Posted with Wayfinder


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Adanna, hearing the men rush in, peers over the table, stands, and starts to proclaiming loudly "We shall bring the sleep eternal to this cursed place. What legacy you held will be nothing more than a fevered dream of the tatters of your families. Give up and fall into despair!"

As a guard falls from her declarations Adanna turns her attention to the Sargent, telling him "Yes, Blackerly, it is your turn. You never wanted to do your job, just to drink, and scam, and sleep. Rest you cur, and suffer the nightmares of a coward as your final moments!"

After that Adanna will start targeting the guards closest to her, of course, not targeting someone that she has hit with it before. If the Warden shows up he will be a priority target.

And don't forget about the unseen servant. He should be trying to close and lock the door, probably on my turn.

- - - - - - - - - -

Upon hearing the footsteps crashing into the room, Lysa stands and looks out amongst the guards, before declaring "And then the foolhardy guards rush into the room of the vicious killers, not realizing that a dozen of their comrades already lean slain. Clearly the orders of the stupid Sargent Blackerly, who has been turning the once efficient prison into nothing more than a gambling den, and who couldn't muster up a decent defense strategy if his life depended on it, which in this case, it does."

Lysa then giggles at the predicament of the guards.

Lysa will continue to Satire, for a -1 to hit and damage (and save vs fear, but I doubt we'll see that happen).

Also, for any attacks against Adanna or Lysa, don't forget about the soft cover of the overturned table, which should give a +4 to our AC. If you want I can update my stats to represent that.


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

I had forgetten about the guidance. I would have used it on that readied attack, thus I'll consider it spent in all fairness.

Seeing that the glaive is much too long for this close fight, Eric drops it and draws his longsword move action holding it in both hands. He then shouts with fury as he brings the blade down upon the Sargent with full-force.

"ASMODEUS!"

Power Attack: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

Eric will use his 1/day swift action to demoralize (intimidate check) from the Omen trait on the Sargent.

Intimidate, swift action: 1d20 + 13 ⇒ (4) + 13 = 17


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Marsella moves to join the fight. Adanna put the sergeant to sleep. And the door closes again after her turn.
Someone else was in the room, and you did not saw it. You hear a strange voice, and then an old man in robes appears, just as he finish to cast his spell.

Adanna and Lyza are target of the warden spell. Sleep DC 18

The guard3 is dead.

Eric draw raises his sword, his eyes alight with unholy flame, his voice as thunder when he shouts Asmodeus name.
Eric, until the end of the combat or you fall dead, you have +1 unholy bonus in everything.
You sword hit and it hit hard. But even still the sergeant is alive.

You can see the sergeant is shaken from you atk and shout.

I'll need Zerik, Seren and the rolls saves to finish this round. action to finish this part. Eric, you can keep the rolls and change your target is you want.


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

Zerik strikes at his hated foe, the sergeant. Savouring every moment of the strike, delivering the death blow perfectly to his helpless victim. "Oh how the tables turn Blackerly, for this time, it is you who are the helpless victim." he thinks. Not a sound leaves Zerik, the only sign of his satisfaction a truly horrifying smile spreading across his face.

Attack/Damage: 1d20 + 5 + 2 + 2 + 1 + 1 + 4 ⇒ (2) + 5 + 2 + 2 + 1 + 1 + 4 = 172d6 + 6 + 2 ⇒ (6, 6) + 6 + 2 = 20


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Zerik hits, Eric hits, but the sergeant is still alive. Badly hurt, but alive.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Saving throws versus the Wardens sleep, DC 18

Adanna Will: 1d20 + 4 ⇒ (5) + 4 = 9
Lysa Will: 1d20 + 5 ⇒ (2) + 5 = 7

And we both fail. Looks like it is sleepy time for us.

As the Warden appears he finishes his haunting lullaby. Adanna and Lysa both fall to their knees and then the floor behind the table.


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Seren will slide through the door of the messhall, A slight look of concern crosses her face as she sees the melee around her. A quick looks around the room highlights the wizard in the corner and Seren rushes towards him. May draw AoO from guard 4 as I rush past, not sure his distance from the table face which I would be skirting along, Wizard looks to be at exactly 30ft from my prior location.

"Your ineptitude let these forsaken escape! I'm so sorry, they said they would torture me if I didn't help in this vile task." Seren cries emulating Irena's voice and letting fake tears streak down her face as she attacks the wizard.

Attack: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Round1 Recap:

Grumblejack killed the guard3 with a powerful blow.
The sergeant falls asleep, but he soons awake up from a vicous atk from the brother Zerik and Eric.
Adanna and Lyza fails her test and are asleep.
Seren, disguised as Irena, run towards the wizard and atk him.
The guard4 atk Eric, but without the sergeant to distract him, he could not land a blow.

Big Last Fight

Round 2-

Ordered Initiative-

Guard2:= 22
Gaurd1:= 20
Marsella:= 16
Grumblejack:= 15
Adanna:= 14
Sergeant:= 14
Warden:= 11
Zerik:= 9
Guard4:= 5
Eric:= 4
Lyza:= 3
Seren:= 2

Active Effects-

Slumber on guard1 (Only this round)
Unholy blessing on Eric. (+1 to all)
Sleep on Adanna and Lyza

Map-

Link

Notes-

You feel an enormous desire to praise Asmodeus!

Action-

The guard2 opens the door again.
The guard1 pick is weapon and then stand up (Zerik and Grumbly can make an AoO)
"I'll not die like this!" the guard says while he get up.

Marsella flanks with Eric and atk the guard4.
In Asmodeus name, die! she proclames and her eyes too burst in unholy flames, and her voices carries a strange power.

Atk: 1d20 + 4 + 2 + 1 ⇒ (16) + 4 + 2 + 1 = 23
Dmg: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Ogre

Grumblejack will make his AoO.
Atk: 1d20 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Dmg: 2d8 + 4 ⇒ (6, 5) + 4 = 15

And he misses.

It's the magik un'! Flee, run, Grumblejack dies! and he will run.
Atking the guard1 trying to get out.
Atk: 1d20 + 6 ⇒ (18) + 6 = 24
Dmg: 2d8 + 4 ⇒ (6, 4) + 4 = 14

...and where there was a guard, not it's just a clippled mass of a human body.

Grumblejack will flee into the yard, and the guard2 gets an AoO.

"Die moster!"
Atk: 1d20 + 5 ⇒ (20) + 5 = 25
Atk: 1d8 + 2 ⇒ (7) + 2 = 9

Crit Confirm: 1d20 + 5 ⇒ (17) + 5 = 22
DMG 9*2

And grumblejack drops to the ground, badly hurt.
Con save: 1d20 + 3 ⇒ (20) + 3 = 23 x DC 14

And the door closes again.


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

"They cry out to Asmodeous, are we truly blessed by this God?"

If the Sergeant attempts to rise:

As the Sergeant attempts to rise Zerik raises his sword to strike him down.

Attack: 1d20 + 5 + 2 + 4 + 1 + 2 ⇒ (1) + 5 + 2 + 4 + 1 + 2 = 15
Damage: 2d6 + 6 + 2 ⇒ (6, 2) + 6 + 2 = 16


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The sergeant from the ground will yell.

"Don't kill me. Don't kill me! I have money! I can pay! Don't kill me." he will then in the ground like a worn move away and get up.

"Irena, don't do this! I can manage then myself. Don't make me hurt you!" says the old man.

Concentration: 1d20 + 10 ⇒ (4) + 10 = 14 x DC 15 but he fails and Seren gets a AoO.

Seren, the warden AC is 16, if you hit, do for me too an concentration check for the warden. DC = 10+Dmg+2, his bonus is +10 on concentration.

If Seren Miss/Or the warden pass his concentration:

You are a fool woman!
Flaming sphere on Seren.

Reflex DC 18.
Dmg: 3d6 ⇒ (4, 3, 1) = 8

If he can't cast:

"You'll doom us all woman!"


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Don't forget that after Grumblejack runs out the door, it closes and locks again. And that the Sargent has to spend a move action to stand or crawl, both of which (even 5') provoke an AoO, though at this point I'm not sure who still has one left.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Yeah, I forgot to mention that They get an AoO, thanks for the reminder Adanna.


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

Eric hasn't yet made an AoO this round. So he'll strike at the sargent as he tries to squirm away.

"This world has no place for cowards like you!" shouts Eric as he strikes at the crawling sargent AoO.

AoO Power Attack: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Damage: 1d8 + 10 + 1 ⇒ (5) + 10 + 1 = 16

If the sargent is alive:

Eric follows slowly behind the sargent, allowing him only the smallest glimmer of hope to escape, before baring his sword down on the cowardly sargent once more. Use attack below

If Sargent is dead, and guard 4 is alive:

Eric whips around trying to cleave guard 4 in half. use attack below with a +2 from flanking.

If both the sargent and guard for are dead:

Eric rushes at the warden, prepared to bring forth the full power of his might. He tries to position himself so that the warden cannot escape. Use attack below

Power Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 1d8 + 10 + 1 ⇒ (5) + 10 + 1 = 16


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

ROUND 2 AoO
Seren seizes the moment when she recognizes the old man start another spell.

"I saw what they did to Gregor and the other guards! You've always been nice to us, but I can't let them do that to me." She cries.

Attack(AoO): 1d20 + 3 ⇒ (7) + 3 = 10
dmg: 1d8 + 3 ⇒ (4) + 3 = 7

Seren swings trying to take advantage of his spellcasting but misses, lucky enough that her charge disrupted the initial spell from going off.

ROUND 2 ACTIONS
If I miss again I could be in serious trouble.

Having tired of the game of pretending to be a bumbling Irena, Seren steps in dropping her mace to the ground and places a finger on the old man.

"Oh help me Warden! They must have affected me somehow. The energy, it's burning through me." Seren chuckles through a smirk on Irena's Face.

Death's Touch: 1d20 + 3 ⇒ (12) + 3 = 15 Resolves against Touch AC, so ill roll as if I hit for concentration.
dmg: 1d6 + 1 ⇒ (1) + 1 = 2

Assuming Wizard's round 3 action is to cast flaming sphere on me.
Concentration: 1d20 + 10 ⇒ (17) + 10 = 27 DC 14...Pass
Seren cries out as a Flaming sphere engulfs her, Burning the dying skin from her flesh.
Reflex: 1d20 ⇒ 13

If I messed up those actions in any way let me know and I'll adjust as necessary.


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Adanna dreams happily as she continues her slumber...

Nahia lies on a chaise made of the softest down cushions, wearing a beautiful gown made of the finest red silk. Two male slaves wearing loincloths of golden silk stand nearby fanning her with palm fronds. Two female slaves, wearing midriff bearing dresses of golden silk, stand off to the side, one playing a tranquil and calming tune on a harp, the other ready with wine and water chilled through magic. Nearby a small fountain keeps the area cool while also providing soothing background noise. Nahia, who is reading the latest in a series of trashy novels from one of her favorite authors, enjoys a delightful selection of honeyed nuts, cheeses, and sweets. Even the small snake on the table next to her has a small saucer of wine and select cuts of raw meat...


Human Hero Killer1 / Holy Assassin1 / Deceiver2

The guard4 will atk Eric again.
"You may have killed the sarge, but you'll die!"

Atk: 1d20 + 5 ⇒ (1) + 5 = 6
Dmg: 1d8 + 2 ⇒ (7) + 2 = 9

But the guard misses his atk.

Round2 Recap:

Grumblejack killed the guard1, but fell to the guard2 atk.
Eric killed the sergeant, and tried to kill the guard4, but failed.
Zerik failed to atk the sergeant, and failed to atk the guard4.
Seren was not able to disrupt the spell, and was not able to flee from it too, getting burned for 8 dmg.
Adanna and Lyza are still sleeping.
Tue guard4 tried to atk Eric but failed.
Seren used her death touch on the warden.

Big Last Fight

Round 3-

Ordered Initiative-

Guard2:= 22
Marsella:= 16
Grumblejack:= 15
Adanna:= 14
Warden:= 11
Zerik:= 9
Guard4:= 5
Eric:= 4
Lyza:= 3
Seren:= 2

Active Effects-

Slumber on guard1 (Only this round)
Unholy blessing on Eric. (+1 to all)
Sleep on Adanna and Lyza

Map-

Link

Notes-

You feel an enormous desire to praise Asmodeus!

Action-

The door will open again, and this time the guard2 will enter, sword in hand, and will atk Zerik.

"The beast already died, it's your turn now!" shouts the guard.
Atk: 1d20 + 5 ⇒ (6) + 5 = 11
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3

But he misses it too.

Marsella will then atk him again.
"It's the end for you!" Says Marsella
Flurry: 1d20 + 3 ⇒ (11) + 3 = 14
Dmg: 1d6 + 4 ⇒ (5) + 4 = 9
Flurry: 1d20 + 3 ⇒ (16) + 3 = 19
Dmg: 1d6 + 4 ⇒ (6) + 4 = 10

The first atk misses, but the second one strike and drop the guard.

"I see, Just don't get in my way." says the warden.
Concentration: 1d20 + 10 ⇒ (15) + 10 = 25 x DC 19

The spell works and Seren is targeted by a hideous laughter and DC 19 to resist (Will).

With his move action, the warden then will direct the flaming sphere to his next target, Marsella.

Reflex: 1d20 + 4 ⇒ (16) + 4 = 20 x DC 18
But the saves and don't burn.

You can all post your actions now. Don't mind about the order, I'll fix minor things if needed.


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

"There is something. A presence, some guiding force but guiding us to what end? For now freedom at least." Zerik watches Blackerly fall to after Eric's outcry to Asmodeous and he begins to wonder, but pushes the confusion aside, focusing on the battle. Freedom!.

Zerik grabs a jug of some cool liquid and rushes over to his sleeping companions. He throws the liquid on them screaming. "Wake up and fight!"


aka Alina | Female Changeling Witch 7 [HP 43/43 | Bust: 32C | AC:17 | T:15 | FF:16 | CMD:13 | Fort:+4 | Ref:+5 | Will:+8 | Init:+2 | Per:+9 | Sense Motive:+2 | Bluff:+19 (+2 sexy bonus) | Diplomacy:+12 | Intimidate:+10 | Spellcraft:+14]

Sounds like a standard to wake someone to me. Zerik is closest to Adanna so I will assume that he wakes her, at least.

...Nahia reaches over to take a sip of a sweet red Elven wine when her slave girl spills the pitcher of water on her...

Adanna awakens with a gasp. Looking around for a moment to get her bearings...

If Lysa is also awoken:
... Adanna stands and then looks with anger at the Warden, and begins to yell at him "Oh no, let's see how you like that. Fall into the last good dream you will have, the last good thoughts until we end your miserable, sad life..."

Using my slumber hex on the Warden.

If Lysa is not also awoken:
... Adanna turns and shakes Lysa to awaken her before taking a moment to stand and see where things lie.

Lysa, either way:
Lysa will begin to sing a song of strength and power and victory. As her voice echos amongst the kitchen the Warden begins to feel his consciousness slipping.

Lysa will use her spellsong feat to cast sleep (DC 16) while prone, aiming it at the fireplace so as to catch the Warden but not Seren.

Perform (not that it matters): 1d20 + 9 ⇒ (5) + 9 = 14


Female Aasimar (Angel-Blooded) Oracle 6 | HP 46/46 | AC 20 | T 10 | FF 20 | CMB+6 | CMD 16 | Fort +6(+10 vs. Disease) | Ref +3 | Will +5 | Init +0 | Perc +4 | SM +4 | Bluff +10
Abilties:
8/8 1st level; 7/7 2nd level; 4/4 3rd level; 9/9 Death's Touch

Will: 1d20 + 1 ⇒ (8) + 1 = 9
Seren drops to the ground laughing uncontrolablly. Well this does not seem to be working as planned.


Human Hero Killer1 / Holy Assassin1 / Deceiver2

Just to get some order in the actions.

Zerik did not acted in the second round (he tried a AoO in the sergeant but did nothing more than that), So in the round 2 he awaked Adanna.

Adanna, now in round3, will awaken Lyza, and Lyza will cast sleep on the warden, while Seren is laughing uncontrolablly.

Warden Will test.
Will: 1d20 + 8 ⇒ (19) + 8 = 27 x DC 16

The warden passes his test.

I need now Zerk and Erik actions to end round3


Male Half Orc Ranger/4 (Urban) (HP 41/41 | AC/T/F:14/14/14 | CMB +7 | CMD:21 | Fort:+7 | Ref:+7 | Will:+5 | Init:+3 | Per+11 | Stl+10 | Climb+8 | DD+10| Handle Animal +6 | Heal+8 | Int +10 | K(Dung/Geo/Local)+4 | Ride+7| Surv+11 | Swim+8

Zerik sees the guard re-enter the room and he suddenly fears for the ogre. He charges the guard, attacking with immense power and purpose.

Charging Power Attack: 1d20 + 5 + 2 + 2 - 1 ⇒ (9) + 5 + 2 + 2 - 1 = 172d6 + 9 + 2 ⇒ (1, 6) + 9 + 2 = 18

Marsella will attack guard no.4 if Erik doesn't kill him first, otherwise she will move towards the Warden and attack him.


Male Human Anti-Paladin 4| HP 42/42| AC 21(19no shield)(T10/FF21)|CMB +9; CMD 19| Saves Fort+8 , Ref+4 , Will+9 (*+1 vs all Divine Spells)| Initiative +2, Perception +3, Sense motive +7, Bluff +7

If Guard #4 is still alive:

Eric lashes out at the guard once more, his raw hate fueling his assault.

If Guard #4 is dead:

Eric rushes the warden.

"May the flames of Asmodeus burn your soul! shouts Eric as he goes to strike the Warden.

Eric will use Smite Good on the Warden. Don't want to waste the move action to check, so if he isn't good, I have wasted the attempt. If he is good, Eric gains +4 attack, +1 damage versus the Warden as well as +4 AC.

Power Attack: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 +4 more if Warden is Target and good
Damage: 1d8 + 10 + 1 ⇒ (4) + 10 + 1 = 15 +1 If Warden is target and he is good.

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