Way of the Wicked by GM SnowHeart (Inactive)

Game Master SnowHeart

Link to Maps and Handouts
Loot Chart - Google Docs Spreadsheet

INIT Rolls:

[dice=Affyria]1d20+1[/dice]
[dice=Timo]1d20+1[/dice]
[dice=Daidalos]1d20+4[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+7[/dice]
-------------------
[dice=Enemy]1d20+1[/dice]
[dice=Enemy]1d20+1[/dice]
Perception Checks:

[dice=Affyria]1d20+9[/dice]
[dice=Timo]1d20+2[/dice]
[dice=Daidalos]1d20+2[/dice]
[dice=Morthos]1d20+1[/dice]
[dice=Raven]1d20+11[/dice]


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Belial's Maps; Dispater's Maps

Wut? You don't want the guards watching? ;-) Updated. We'll be generous, round up, and say Inelukii has healed 5 nl.

A pair of guards -- not the ones who've been with you most of the day -- enter a few hours after dinner to do a visual inspection. They do not enter the cells and make no conversation. After a few moments, they turn off the light from the oil lamps, leave through the southern door and lock it behind them.

From behind the vault door, chains slowly drag across a stone floor moving closer to the door, and those closest hear a low, throaty rumble of anticipation.

Aaaaand... cue the Mission Impossible theme song.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price almost smiles as the guards kill the lights, darkness was her friend. Her unnatural eyes see everything clearly. She receives the picks and contorts herself into a position to get at the manacles binding her wrists.

Disable Device vs DC20: 1d20 + 9 ⇒ (9) + 9 = 18 MW Tools

Her initial effort is frustrating... "Son-of-a..."


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

She persists. Never practiced trying to pop locks in this position.

Disable Device vs DC20: 1d20 + 9 ⇒ (4) + 9 = 13 MW Tools


Belial's Maps; Dispater's Maps

As Price begins to work at the manacles, she feels herself getting close but discovers the awkward circumstances of her restraints make it surprisingly difficult. Perhaps if she slows down...

There is an additional -2 penalty due to the manacles but you're still within 5 of the DC. I honestly have no problem with you taking 20 on this. Further, once successful, further checks will receive a +2 bonus.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu's cold voice was anything but reassuring or calming. "Stop rushing it and take your time. You can do it, Price." Motivational it was not.

At least he tried.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Finally, there is a curse and a *snikt*, then Price pulls her hands free. She rubs her wrists and stretches her back - giving Affyria a wink. Then she goes to work. With remarkable rapidity, her allies are unshackled.

Disable Device vs DC20: 1d20 + 9 - 2 ⇒ (16) + 9 - 2 = 23 <- Price Hands
Disable Device vs DC20: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21 <- Price Feet
Disable Device vs DC20: 1d20 + 9 ⇒ (12) + 9 = 21 <- Cell Door - so we can get at the guards if we're disturbed.

Then she frees Timo. "There are a couple blades in the rag, take one."
Disable Device vs DC20: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26 <- Timo Hands
Disable Device vs DC20: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28 <- Timo Feet

She moves on to Affyria and quickly frees her.
Disable Device vs DC20: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 <- Strex Hands
Disable Device vs DC20: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25 <- Strex Feet

If I get that +2 on the remaining locks, then I could Take 10 and free everyone a little quicker. Are Grumblejack's locks tougher?

In short order, Price liberates the rest of the bloody-minded crew. She leaves Luke for last and is careful not to move him more than necessary to liberate the sorcerer from his impressive number of bindings.

Status:
HP: 8/8 | AC:12
NL: 8/8
1st Spells (2):
Effects: None


Belial's Maps; Dispater's Maps

Dang. Nice. Yes, Take 10 is also acceptable and will let you move very quickly with your +11. The cell door is also a DC 20 (no +2 bonus, though). I'll have to double-check on Grumblejack's locks. Will follow-up shortly with that info...

Huh. turns out Grumblejack's cell is also DC 20.... and the manacles were only DC 24 to break (but would have made a lot of noise).

Anyway... looks like Price isn't going to have trouble freeing everyone quickly. The only challenge will be the darkness (for anyone who doesn't have darkvision). RP away and let me know how you'd like to proceed.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Timo rubs his wrists and ankles as the shackles come free and then stretches out his body thankful to be out of the cursed shackles. "Much obliged," he says softly with a wink and a grin at Price.

As Price hands him one of the blade patches, it smokes briefly before becoming an actual blade. Timo tests the heft and balance of the blade briefly making a few swings through the air. "Nothing special but it will definitely do the job." He then remarks to his fellow forsaken, "We must work quickly and quietly. We cannot allow the one with the horn to alert the others or this escape may be over before it began."


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price nods, "Let's get everyone free and ready by the door. Then we just need a distraction to get them to open it. I'm not sure I can pick it quietly."

Price pads over to Grumblejack's vault. She looks in through the hole and smiles reassuringly at the creature, taking his measure. "Ready to get loose and thump some little'uns with us?"

Disable Device vs DC20: 1d20 + 9 ⇒ (20) + 9 = 29 Vault Door

She pops the lock and moves into the cage with a confidence she doesn't feel - since she's quite sure Grumblejack could pulp her with little effort. "Nice to work with you." She offers her hand and hopes her arm doesn't get torn off. Then (assuming I'm not dead) Price goes to work on his chains, rather expertly she thinks despite being justifiably nervous.

Disable Device vs DC24: 1d20 + 9 ⇒ (18) + 9 = 27 Grumble's Chains

Status:
HP: 8/8 | AC:12
NL: 8/8
1st Spells (2):
Effects: None


Ogre

Map and handouts updated.

As Price works on the door to the vault, whatever is at the door is heard to back up several steps, chains rattling. Thank Asmodeus, these locks are practically antiques. With a *snick*, the tumblers fall into place and the door opens. Within is a massive creature looming in the darkness but Price's darkvision is easily able to discern its nature. Grumblejack is most definitely an ogre.

An ogre who has been badly beaten, judging by the flesh mottled and bruised and more than a few cuts and slashes.

Heal DC 15:
He should normally be around 30 hp but is currently at 11. He is also still under the effects of some poison that has weakened him, though he is still stronger than any of you.

For an ogre, he seems remarkable stoic, letting you unlock his manacles while he patiently waits for you to finish your work. That done, he stretches his arms, joints popping and cracking, then looks at Price with a wide, toothy grin. "Grumblejack thanks the pretty lady. You give Grumblejack freedom, and Grumblejack kill guards for you. But no worry. Grumblejack can be quiet if must. But... can't be small like little 'uns." A chuckle that sounds like boulders rumbling down a cliff comes from deep in his chest as he laughs at his own joke.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki groans softly and blinks his eyes in the darkness... as he feels someone manipulating his chains, he smiles a little. Since he only has low-light vision, not darkvision, he's relatively blind (as a bat?) for the moment, so he softly asks... Price, 'sthat you?... thankee, whoever you are."

Once his hands are free, he struggles to remove the mask and collar,, fingers fumbling a little in the darkness... "Help me get these off please? once completely free, he rubs his wrist and his neck, twists his head around from side to side a few times to stretch. "I owe you a debt for my freedom... I'll not forget it, should we get quit of this place."

He turns to where he thinks the others are, based on where they were before, and contritely offers, "I'm sorry I jumped the gun, but he made me so angry for hitting me... I hope i didn't jeopardize our chances... I will do the best i can to get us all out of here alive.... speaking of alive... I'm barely so... can anyone help me? perhaps a healer among you?"


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price chuckles, liking the ogre for several reasons, especially his civility. "You are positively charming, Grumblejack." She pats him on the arm, "I think we are going to be great friends." She tsks over his wounds like a mother-hen, "They hurt you. We'll see what we can do about that."

Heal vs DC15: 1d20 + 4 ⇒ (15) + 4 = 19

OK, guys, I have 2 spells to fire off per day. So I could use both as CLW right now to heal up Luke and Grumblejack (he's at less than half HP), or some other variant. I'm open to suggestions. I try not to review other character sheets on general principles, so I don't know what other healing options we have.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

Heal: 1d20 - 2 ⇒ (10) - 2 = 8
"An Ogre? That can definitely be useful as a distraction if nothing else. However, the guards will definitely sound the alarm after their done pissing themselves when they see him."

He then makes his was as quietly as possible to the door in case the guards show up before they are ready.

Stealth: 1d20 + 1 ⇒ (13) + 1 = 14
Perception to Listen to the other side of the door: 1d20 + 1 ⇒ (10) + 1 = 11

I have no healing abilities. What else is on the veil?


Belial's Maps; Dispater's Maps

Timo and all, an image of the veil is on page 2 of the slides/maps link. Zoom in to get a look at the embroidery.

Also remember that magical healing does double-duty if someone has both lethal and non-lethal damage.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Affyria nods to Price in thanks, then tilts her head left and right, accompanied by loud cracking noises of her neck. "Aah, much better." She looks down at her scruffy prison garb with disgust. "Now I just need some decent clothes and I'll feel like a proper person again."

Sauntering over to Inelukii, attempting to avoid the puddles of blood and goo that litter the cell floor, she regards him cooly. "I can patch you up, but you'll really have to use a tiny bit more of your intellect in the future. Timo, can you hand me one of those daggers? I'll only need it for a minute."

Upon receiving the dagger, the devil girl makes a tiny cut in one of her arms, that already appears riddled with self-harm scars. She smears a tiny drop of it on Inelukii's cheek, accompanied with a weird sounding incantation.

Infernal:
"Asmodeus, my Dark Prince, Ruler of hell, please heal the body of this daft fool, so he can be an instrument for furthering your glory."

Casting infernal healing. Taking some liberties into using my own blood as a material component for devil's blood, but since I'm a devil-spawn tiefling outsider, I'm thinking it should work, and it's great flavor.

Affyria hands back the knife and licks a trickle of blood off her arm. "Don't fight what you're feeling, you should be right as rain in a minute or so. For any further healing, I'm afraid I'll have to find a holy symbol of the Archfiend, which is not something easily come by."


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

"Don't fight what I'm feeling? I don't feel anythi... oh wait... oh... what is that, it feels ... tingly... like something crawling around inside me... it's... GLORIOUS!" As he actually begins to heal from it, he'll get a broad grin on his face and nod to Affyria.. "Your blood is quite potent... thank you! Perhaps you can do the same for the poor fellow in the next cell... the one that Price is talking to... Something-Jack... she said he was hurt too."

I could get addicted to her blood.. it's intense. I never really saw what vampires saw in the stuff... til now. His smile turns warm as he regards the tiefling...


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

The aristocrat raises an eyebrow at Affyria's incantation, but offers no further commentary. He's happy to be finally out of his chains and gets up to do some stretching, making sure he's ready for a fight. One is surely to come. The whole thing might seem awfully out of place: a ragged looking human performing exotic looking motions to get some sense back into his battered muscles.

"So, with all of that out of the way, how do we want to approach this situation? Shock and awe might work, but without weapons and armor and the prospect of the guards sounding the alarm, that seems a little too risky. There are so many unknown variables."

Being human, Asturu can't see a thing in the dark. Also, isn't the middle thing on the veil a holy symbol of Asmodeus? I might be wrong.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Heal: 1d20 + 5 ⇒ (10) + 5 = 15

Affyria approaches the ogre, checking out his physical well-being. She's clearly impressed by his imposing presence, although she does her best to hide it. "You're hurt, but you'll be fine. I do have a little amount of healing left, but I'm reluctant to spend it all now, we might need it later." Affyria then has a look at the veil, pulling off both the pentagram and the potion.

"Perhaps this is a curative potion?" Affyria says as she smells it and carefully tastes a drop.

Perception to identify potion: 1d20 + 5 ⇒ (12) + 5 = 17


Ogre

Grumblejack nods at Price and Affyria, and for the cleric he seems to be particularly respectful but also...wary? "Grumblejack fine. Still kill many guards." He bows his head slightly--respect? from an ogre?--then ambles out of the vault-like cell, doing his best to keep his voice low and steps quiet.

He raises a hand and practically waves at the rest of the little 'uns, flashy another one of his toothy grins, then slowly steps over towards the door to the guard room but staying back from the door so as to not interfere with Timo nor betray his presence to those on the other side of the door. Of course, for those without dark vision, you only hear hints of this.


Belial's Maps; Dispater's Maps

GM Rolls:
Guard's Perception: 1d20 + 2 - 10 ⇒ (10) + 2 - 10 = 2
Guard's Perception: 1d20 + 2 - 10 ⇒ (15) + 2 - 10 = 7
Guard's Perception: 1d20 + 2 - 10 ⇒ (9) + 2 - 10 = 1

All of this seems to transpire without notice from the guards. From the other side of the door, Timo begins to understand why as he hears three voices in conversation

"I still think we should have told Blackerly."
"Why? To dock us all a day's pay for letting that happen?"
"Besides, you know he's got his card game tonight. Doesn't want to be interrupted while he fleeces us."
"Maybe. But these prisoners... t'aint normal. We hardly get any prisoners in months, then all of a sudden some of the worst we've seen in years? And a half dozen of 'me? Something ain't right. An' we should have told Blackerly."
"Yeah yeah."

It is indeed a potion of cure light wounds.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Still weighing the value of healing the ogre, Price decides to let the matter rest for the time being. More urgent healing may be needed later. Seeing Asturu milling about blindly, she collects him and guides him over to a place nearer the door but out of the way of the warriors.

OK, we should make sure our warriors are armed. Someone should claim the second dagger. Our casters who might be able to silence or nuke the good guys should be in spots where they can see in the guard-room when the door is opened. And then we've got to decide if we want to make some noise that will lure them to check on us OR I can try to pop the lock quietly. What's your pleasure, guys?


Male Human Antipaladin (Tyrant)/Fighter/Gestalt 3rd
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33

Should we use the potion on the big guy? Of course, we may need it on one of us real soon like. :P

As he is freed, Morthos straightens himself and adjust his rags as properly as he can. "Well done. Now let us end these fools and find our freedom."


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

I have a pyrotechnics SLA. I'll absolutely use it when needed. Perhaps as a sneak-up-and-blind tactic? I also have a Color Spray, Charm Person, and Silent Image, coupled with Prestidigitation, Mage Hand, and Ghost Sound. That's my toolkit, along with 3 points that I can use to teleport, bump DC/CL, or swap out a spell prepared.

Daidalos, once freed, nods his thanks to Price, and smirks at Affyria's prayer to heal Inuluki.
I would have just left him chained up. He's already proven reckless. Still, the ogre will be a valuable ally.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

As the group gathers around the door, Timo whispers, "I count three guards, the others including Blackerly seem to be off at a card game. If we move fast and hard we can take them before they know what's going on."


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price leads Morthos, and any other night-impaired allies, to reasonable spots for their assault. She also distributes any of the useful items from the rag that seem reasonable before returning the cloth to Morthos.

Luke/Daidalos do you need the component pouch?
@ Daidalos - that's a good stack of blitz spells. I agree you should try to hold on to them as long as you can. That said, it would be good if you were prepared to drop one if one of the guards looks like he's going to blow that horn, escape, or scream.

EDIT: Based on Timo's post, maybe a sneak/pick is the best bet to catch them all. SnowHeart let me know if this is possible. If it isn't, ignore my rolls below.

Price creeps to the door and tries to pick the lock silently and carefully.

Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Disable Device: 1d20 + 9 ⇒ (14) + 9 = 23 MW Tools


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

What about the pentagram, silver (un)holy symbol of Asmodeus?

Affyria indicates she is ready, taking up a rear position near the door with a grim, determined look on her face.

-Posted with Wayfinder


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

INeluki can do ghost sound at will, so if you want some noise to distract them while you pick the lock, he can do that. and thanks for asking, but Luke does not need the component pouch.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu has the improved unarmed combat feat and STR18, so he is okay without weapons until we stumble upon a rapier or such. I got little else to add right now.


Belial's Maps; Dispater's Maps

Price has no problem picking the lock and she's preternaturally quiet as she goes about it. Even the *snick* of the lock disengaging seems muffled she does it so gently.

Door still closed but unlocked. You should be able to edit the map now.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

@Price: I took the liberty of moving Asturu towards the door. Feel free to correct if/when I make a mistake.

Asturu holds his breath as Price picks the lock and lets out a silent sigh when it finally gives in to her efforts. Under his breath he whispers, "I'm ready when you are."

Stealth check: 1d20 + 6 ⇒ (20) + 6 = 26
Asturu should be in position close to the door.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Price backs away from the door, letting the warriors take the lead. Despite the lack of weapons, she looks feral and ready for fight.

I moved some folks around on the board - warriors at front, casters in back. Price has IUS so I'm comfortable sending her into combat. If you can think of a better spot for your character (or mine) feel free to move them around. I left Grumblejack in the rear because it's probably better if he doesn't block the casters with his bulk. But, again, if someone would rather play it differently - move the icons.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

Ineluki stands ready to attack the one with the horn with a sonic scream, as soon as the door is opened... not a readied action, since we're not in combat yet, just what he's going to do when he has a chance. He gives a nod to indicate he's ready...


Belial's Maps; Dispater's Maps

I'll give y'all a surprise round before we go into initiative. So it'll be each person can take one move or one standard action (not both and not a full round action). Utility may be somewhat limited by the layout but it's still an advantage.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

readied action then... sonic scream at the guy with a horn... as soon as the door is open....

readied action, rta: 1d20 + 2 - 4 ⇒ (13) + 2 - 4 = 11
dmg if hits: 1d4 + 3 ⇒ (3) + 3 = 6

penalty taken for intervening cover, hopefully he's flatfooted and touch ac 10? lol I can hope


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Can the two lead folks possibly do the Standard Round Charge?
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed)


Belial's Maps; Dispater's Maps

Yup


Belial's Maps; Dispater's Maps

Normally opening a door is a move action... I'll give it to you for free this time! :-D Inside you see not three but four guards... One is leaning quietly up against the wall near the fireplace, while the three in conversation have two in the middle of the room and a third sitting in a chair by the door. The horn is hung from a hook on the wall near the fireplace.

Surprise Round for the Villains. Go.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

INeluki will take his readied action on the standing guard, letting others take down the sitting and possibly less-ready combatants.


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

If possible I'll charge the one leaning against the wall by the fireplace. We are kinda clumped so I'm not sure if I have a clear path. If not, I'll charge the one in the middle closest to fireplace.

As the door opens, Timo takes quick note of the threats. "Damn it there are four not three. No matter, this changes nothing, just less we kill later." He then notices the danger of the alarm horn is unattended on the wall and quickly makes his way across the room with a feral grin, slashing at the one closest to it with his dagger.

Charge Power Attack: 1d20 + 5 + 2 - 1 ⇒ (12) + 5 + 2 - 1 = 18
Damage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10


Belial's Maps; Dispater's Maps

Ill resolve properly at end of round but just FYI so people can decide their actions, Luke and Toni's attacks combined drop the guard. I don't have a token to switch the guard to <0 hp, so I put a dotted black border around him.


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image

Just to keep things moving...

After the warriors sweep in and begin the bloodletting, Price moves in to flank and block the stairs as an easy escape.

MOVE: On Map - I think I can get that far.


Female LE devil-spawn tiefling cleric of Asmodeus 5 || hp 32/41|| AC 21, touch 11, flatfooted 20 || Perception +11, Sense Motive +18 || Fort +5, Ref +2, Will +9 || CMB +4, CMD 15 || Init +1 || Affyria appearance || Guard disguise

Affyria strides into the room as if she owns the place, hips swaying and tail sweeping behind her. She looks at one of the sitting guards who stares back at her with a dumbfounded look.

She gives him a toothy grin, "Are you afraid yet, humans? Your reckoning has come, now surrender or perish."

Intimidate: 1d20 + 8 ⇒ (9) + 8 = 17

Edit: Forgot it was a surprise round, the intimidate roll will be for next round.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu rushes forward and, perhaps to the surprise of everyone, gets up close to a guard and starts pummeling him with fists and feet. A series of jabs was complimented by vicious kicks to shin and knees. Asturu knew that if he wanted to live, the guard had to be taken straight out.

Charge 20 ft forward (2 squares on the map) and attack.
1d20 + 6 ⇒ (14) + 6 = 20
1d3 + 4 ⇒ (2) + 4 = 6
Hope I did everything by the book!


HP 30/30; AC 16/12/14; Saves +3 Fort, +4 Ref, +4 Will; Init +4; Per +4
Uses:
1/1 Pyrotechnics, 2/8 Arcane Reservoir, 3 'Hero' Points
Male Emberkin Aasimar Exploiter Wizard 5;Current outfit, Base Appearance, Journal

Daidalos is the last to enter the room, cautiously making his way through the doorway and staying close to the wall, keeping an eye out for any that might raise the alarm.


Male Human Antipaladin (Tyrant)/Fighter/Gestalt 3rd
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33

Previously
As Price hands him the dagger, he works to get a feel for the weapon. Pathetic. How does anyone survive with such weaponry?

Currently
Let us see if this blade has any capabilities whatsoever, Morthos thinks to himself as he takes a step in and stabs at the guard.

5' step(Not exactly sure if you can take a 5' step during a surprise round, BUT, considering I can't hit the broad side of a barn I'm thinking it really doesn't matter). :P

Dagger: 1d20 + 4 ⇒ (2) + 4 = 6

Missing horribly, I would say clearly not, he thinks as a matter of fact, drawing the obvious conclusion that the blade is faulty.

Didn't move Morthos because I'm honestly not sure where to put him. On top of the door? That seems weird. Heck, it might be 10' I've got to move but I'm not real sure about that either.


Belial's Maps; Dispater's Maps

Surprise Round Actions:

Inëlûkii: Ranged Blast
Affyria: Move
Asturu: Charge (fists, ius)
Price: Move
Timo: Charge
Daidalos: Move
Morthos: Poke at the air

As the door opens, Inelukii sounds the attack with a blast that rattles the guard in the corner. Right behind that comes Timo slashing with one of the daggers procured from the veil. The dagger swipes across the guard's throat. He collapses to the floor in slow motion, hands at his neck trying to hold in his life blood that continues slips through his fingers.

Morthos and Asturu both begin to attack the closest guard (sitting in the chair). Asturu reveals himself as something of a martial artist, with a flying kick to the guard's chest.

The rest of you move into the room and Grumblejack brings up the rear.

Initiative (Villains Go First!):

Inëlûkii: 1d20 + 4 ⇒ (17) + 4 = 21
Affyria: 1d20 + 1 ⇒ (4) + 1 = 5
Asturu: 1d20 + 2 ⇒ (18) + 2 = 20
Price: 1d20 + 2 ⇒ (20) + 2 = 22
Timo: 1d20 + 1 ⇒ (15) + 1 = 16
Daidalos: 1d20 + 4 ⇒ (11) + 4 = 15
Morthos: 1d20 - 1 ⇒ (20) - 1 = 19
---------------------
Guard: 1d20 + 1 ⇒ (8) + 1 = 9
Guard: 1d20 + 1 ⇒ (20) + 1 = 21
Guard: 1d20 + 1 ⇒ (16) + 1 = 17

The maps in this AP are a little wonky as they were drawn at a 10' scale. As long as you make a good faith effort to accommodate the scale (e.g., moving through doors, etc.), I'm good. Morthos, I adjusted your location, so you're good to go (and yes, I put you "in" the wall). ;-) In the future, I'll probably be dedicating a full slide and I may even do some additional tinkering with the maps in d20Pro or Roll20 to add additional gridlines. Sorry for the oddness and thanks for bearing with me.

Status:

Guard 1: -6 hp; flatfooted
Guard 2: Healthy; flatfooted
Guard 3: Healthy; flatfooted
Guard 4: Dead


Male Human Antipaladin (Tyrant)/Fighter/Gestalt 3rd
Stats:
AC 21; Fort: +9, Ref: +10; Will: +12; Int: +3; Perc: +6; Hp's 33/33

Man it is totally all good. I just wanna make sure I'm doing things right. Cool maps by the way.

Morthos strikes out again with the faulty blade.

Dagger: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

AC 9; Hp's 13/13

If that hits and the guard drops, Morthos will move out of the way to let Grumblejack through. And he will move to flank with Price. Right into the midst of the guards.


18/28 hp, AC 12 T 12, FF 10 bat: 16, 16t, 14f; F 7, R 6, W 4*, bab 2, melee 2, ranged 4; cmb 2 cmd 14; init +2; sonic blast rta 2d4+3, hero 3 | bloodmarked (werebat-kin) skinwalker vibrokineticist / 3 | image
skills:
acro 8, diplo 6, fly 8*, intim 5, know engrg 3, know local 8, ling 3, perc 7*, perform: sing 7, stealth 9, umd 7 | *+2 at night

can't seem to move my figure on the map

Ineluki moves up to the doorway and a position where there's no cover between himself and his targeth, then he shrieks at the wounded guard if he's still up, otherwise the closest other one.

to hit rta with penalty for melee: 1d20 + 2 - 4 ⇒ (5) + 2 - 4 = 3
dmg if hits: 1d4 + 3 ⇒ (4) + 3 = 7

Sadly, while it's a particularly potent attack, it's not well-aimed, and his care not to hit a friend throws off his control and he strikes a wall with it.


Male NE Human (Talingardian) Investigator 3 | HP: 18/28 | AC: 16 (12 Tch, 14 Fl) | CMB: +6, CMD: 18 | F: +5, R: +5, W: +4 | Init: +2 | Perc: +7, SM: +6 | Speed 30ft | Inspiration: 3/3 | Extracts: 1st 4/4 | Active conditions: None.

Asturu presses the advantage, but has trouble connecting solid blows to the flat-footed man.

Standard action: Attack.
Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d3 + 4 ⇒ (2) + 4 = 6


Male LE Tiefling (Demon-Spawn) Anti-Paladin (Tyrant) 5 | HP: 51/53 | AC: 20 (11 Tch, 19 Fl) | CMB: +9, CMD: 20 | F: +11, R: +6, W: +6 | Init: +1 | Perc: +5, SM: +2 | Speed 20ft | Smite Good: 1/2, Touch of Corruption: 4/6 | Spells: 1st 2/2 CL: 4| Active conditions: None. | Image

The spray of the first fallen guard's blood splatters against Timo's visage as he turns to the other guards. "Who's next?" he says with a feral grin, clearly enjoying himself. He then steps, placing himself between the guards and the horn hanging on the wall, before slashing at the guard in front of him.

Move 10' placing myself between the southern most guard and horn and power attack the guard

Power Attack with Dagger: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d4 + 4 + 2 ⇒ (2) + 4 + 2 = 8

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