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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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 gives the others a thumbs up after listening at the door. She then puts her indexfinger against her lips to indicate silence might be advised.

I vote crash the cardgame, the sergeant should be there with a key to the armory, according to the guards.


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

You know my thinking. Clear out the card game so they can't hear us raiding the armory.


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 makes a circular motion with her right hand, then places it on the doorknob. With her left hand, she holds up three fingers, then two fingers, then one finger...

Unless someone stops her, Affyria will pull open the door once people have taken up positions.

-Posted with Wayfinder


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

I'm good with the plan. I'd suggest the first folks plan to move as far into the room as possible so we can squeeze in as many fighters as possible.


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 fly over the Affyria and flit around her head for a moment... if she doesn't seem to mind his presence so close, he'll hover above the head of whoever takes position in front of the door, waiting for it to open.

fly check to hover dc 15: 1d20 + 6 ⇒ (11) + 6 = 17

readied action:
Ineluki will blast the first person he sees inside.

rta to hit: 1d20 + 2 ⇒ (19) + 2 = 21 (hopefully against flat-footed touch ac)
dmg if hits: 1d4 + 3 ⇒ (3) + 3 = 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

I placed myself in front of the door. There should be room beside me for Morthos. I'll reserve my action until the room is revealed but it will most likely be a standard charge attack. Timo enjoys charging in with reckless abandon


Belial's Maps; Dispater's Maps

Looks like that's four in favor. I'll give it a little longer for other feedback but otherwise I'll have something for you in a few hours.


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.

I'm in for crashing the card game. Maybe the arcanist can drop
a colorspray on them before they can act =)


Belial's Maps; Dispater's Maps

Okie dokie. I adjusted y'all slightly based on the descriptions I've read. I also replaced Luke's current token with that of a bat.

Affyria swings open the door and you an office that is a plain affair with a cluttered desk. There is some paperwork on the desk and a few other documents.

In the center of the room is a table that seems to have been brought in temporarily and a several chairs. Sitting around it is Blackersly and five guards, all of them sitting and in the middle of a cardgame. Blackerly looks up with a snarl on his face that changes to shock when he sees not his guards but his prisoners.

Luke's sonic blast hits Blackerly square in the chest.

Status:

Blackerly: -6 lethal

Villains Go!


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 let's out a snarl when he sees Blackerly. He then charges the man who tortured him and brings his sword down on him with all of his might.

standard charge two handed power attack against Blackerly. If it's determined I can't charge to him, redirect the charge to one of the guards.
2hPA charge: 1d20 + 6 ⇒ (9) + 6 = 15
damage: 1d8 + 9 ⇒ (8) + 9 = 17


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

As Morthos moves in and catches sight of his jailer, he narrows his eyes at the man and moves in to attack. "Your end draws near, Blackerly. I'd offer you surrender, but, what would be the entertainment in that when I can simply just strike you down? You understand," he says plainly, as if it's simple math.

Crud. I can't make it that far. Well blah.

Smite Good vs. Blackerly(Heck, it may not work. ;)); Moved him

AC 15(18 vs. Blackerly); Hp's 13/13


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 looks into the room, seeing if there's any kind of horn or other method of alarm that the guards inside might try to use.
Perception: 1d20 - 1 ⇒ (15) - 1 = 14

"What do you say we don't kill him too quickly? Let's try and keep him alive for a little while, for a little... fun?" the aasimar says with a smirk that belies his angelic face.

Assuming everyone can guess I'm talking about Blackerly, but it never hurts to spell it out.


Belial's Maps; Dispater's Maps

No horns in here.


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

Price moves quickly to the base of the table, trying to block access to the far too many doors in this room. Each one promises the possibility of reinforcements. She pivots hard and swings the club at the skull of the guard at the foot of the table.

MOVE: On Map
STAND: Swing Batter!

STAND: 2H Club (crit: 20/2x | 10')
HIT: 1d20 + 3 ⇒ (17) + 3 = 20
DAM: 1d6 + 4 ⇒ (2) + 4 = 6

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


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

Not sure if it's a surprise round or not, if so, just the move.

Affyria waits till at least Morthos and Timo have charged in, then steps into the room near the door. Brandishing a holy symbol, she released a wave of energy that partly streams into the room, partly into the corridor. She finishes with a grin and the words, "Hail Asmodeus."

Everyone evil heals 1d4 ⇒ 4 damage, everyone good has to make a DC 12 will save or take 4 damage and become sickened.

-Posted with Wayfinder


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.

Once more Asturu moves in to join the fray. Without his trusted sword cane the man has to rely on his martial techniques to overwhelm the guards. Surprised and confounded, the guard makes for an easy target practice.

First, the stomach, then, foot or shin. Instinctively the target will lean forward to deal with the pain, opening up both chin and collarbone for targeted strikes.

He had done this hundreds of times in training, but no amount of training could prepare someone for the brutal harsh reality of actual close combat.

Move action: move into the room
Standard action: lethal unarmed attack

Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d3 + 4 ⇒ (2) + 4 = 6


Belial's Maps; Dispater's Maps

It is just a surprise round. Lines get a little blurred with the chars as a standard action exception.

That looks like all of you, counting Luke's readied action. So I'll have something up shortly


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

Shoot. OK, my action still works as a Standard Action charge, I think.


Belial's Maps; Dispater's Maps

Okay, I adjusted a couple folks tokens (Daedalus and Timo's). Let me know if there's a problem with what I did; just looked like you hadn't moved them so I tried to adjust based on your description. Timo, as a charge still has to be in a straight line, I stopped you where I put you and will have you attack that guard.

PC Actions for Surprise Round:

Luke: Sonic Attack
Timo: Standard Charge 15 attack, hits flatfooted w/o shield
Morthos: Move and Activate Smite
Affyria: 5' step and Channel as Fiendish Vessel Can you 5' step in a surprise round? Not sure, but I'll allow it for now
Daedalus: Move and Perception
Price: Standard Charge
Asturu: Standard Charge

The villains quickly swarm the room with blasts of energy, slashing metal, flying fists and infernal energy. Timo's attack brings his sword cleaving into one of the guard's necks; though not severing the man's head, he is clearly on his way to Pharasma's boneyard. Price and Asturu inflict solid blows on two of the other guards, and then Affyria's wave of infernal energy washes over the room.

Grumblejack, unable to make it into the room without creating problems for everyone, moves up to the door.

Blackerly clearly sees the odds stacked against him--and orders his men to the attack. "An escape! Kill them! Kill them all!" He stands, backing away as he draws his sword in one hand and a potion in the other.

The remaining guards all stand, draw their swords, and leap to the attack, fighting for their lives more than in deference to Blackerly. It's a devastating rejoinder.

Two guards move to attack Timo and even though it's not a proper flank, they both land blowsone of them lands a blow. (-10 hp.)

Another moves to attack Asturu and lands a vicious strike. (-9.)

The last goes after Price, aiming for her head. The blow connects with a sickening spray of blood. (Critical Hit. -11. Is she down?)

Ouch. Alright... Bottom of Round 1 and your turn. Flip the tables back on them.

GM Rolls:

Reflex Saves vs. Channel
Blackerly: Immune (not Good)
Guard 1: 1d20 - 1 ⇒ (13) - 1 = 12
Guard 2: 1d20 - 1 ⇒ (5) - 1 = 4
Guard 3: 1d20 - 1 ⇒ (6) - 1 = 5
Guard 4: 1d20 - 1 ⇒ (12) - 1 = 11
Rounds sickened: 1d4 ⇒ 4
------------------
Initiative - Guards go First
Inëlûkii: 1d20 + 4 ⇒ (3) + 4 = 7
Affyria: 1d20 + 1 ⇒ (18) + 1 = 19
Asturu: 1d20 + 2 ⇒ (8) + 2 = 10
Price: 1d20 + 2 ⇒ (13) + 2 = 15
Timo: 1d20 + 1 ⇒ (17) + 1 = 18
Daidalos: 1d20 + 4 ⇒ (8) + 4 = 12
Morthos: 1d20 - 1 ⇒ (5) - 1 = 4
-------------------
Blackerly: 1d20 + 0 ⇒ (19) + 0 = 19
Guard 1: 1d20 + 1 ⇒ (13) + 1 = 14
Guard 2: 1d20 + 1 ⇒ (16) + 1 = 17
Guard 3: 1d20 + 1 ⇒ (12) + 1 = 13
Guard 4: 1d20 + 1 ⇒ (2) + 1 = 3
------------------
Guards' Attacks
Guard 1 Attack vs. Asturu: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d8 + 2 ⇒ (7) + 2 = 9 Hit
Guard 2 Attack vs Timo: 1d20 + 5 ⇒ (11) + 5 = 16 Damage: 1d8 + 2 ⇒ (2) + 2 = 4 Hit! After factoring in a -2 for being sickened, this is a miss!
Guard 3 Attack vs Price + Flank: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27 Damage: 1d8 + 2 ⇒ (5) + 2 = 7 Hit.
Guard 4 Attack vs Timo: 1d20 + 5 ⇒ (14) + 5 = 19 Damage: 1d8 + 2 ⇒ (8) + 2 = 10 Hit.
------------------
Guard 3 Crit Confirm Check vs Price + Flank: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 Damage: 1d8 + 2 ⇒ (2) + 2 = 4 Hit.


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 curses under her breath as people around her fall, she sends another channel of energy ripping through the room.

I'm not letting us getting imprisoned again here. Assist me, Prince of Hell.

She then moves out of the room, making room for Grumblejack. "You, ogre, get in there and smash them!"

Channel evil, 1d4 ⇒ 4 healed/damaged, DC 12 to negate.


Belial's Maps; Dispater's Maps

Argh. Hold on. I need to doublecheck the attacks. Forgot to add the sickened condition for some of them. Will update or delete this post when I'm done.

Okay, Guard 1 is not sickened, so his blow against Asturu is still good. One of the guards attacking Timo, however, had his attack dropped below Timo's AC. It was the weaker of the two strikes (for 4 hp), but still enough to keep Timo up and kicking. Sorry for the confusion. The sickened made a difference!


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 has DR2/pierce, so assuming the attacks were with longswords, they should have dealt 2 and 8. Enough to hurt a lot but should be standing


Belial's Maps; Dispater's Maps
Timo Zoci wrote:
Timo has DR2/pierce, so assuming the attacks were with longswords, they should have dealt 2 and 8. Enough to hurt a lot but should be standing

Cool. And per my edited post above yours, the smaller attack didn't hit at all, so just -8.


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, flies into a corner of the room and aims another sonic blast at Blackerly..

[dice-to hit]1d20+2[/dice]
dmg if hits: 1d4 + 3 ⇒ (4) + 3 = 7


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 grunts in pain as one of the guards strike him. "I may have underestimated them," He thinks to himself as he draws his shield. He then sets his glare on the one that struck him. "Nice swing. Now let me show you mine." Timo quips as he swings his sword
move: draw shield
Standard: 1 handed attack

attack: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d8 + 4 ⇒ (4) + 4 = 8


Belial's Maps; Dispater's Maps

Luke, your attack roll didn't work.
Timo, if you can take a 5' step south, Grumblejack can come in without squeezing anyone. Also, you get the benefit of 4hp back from Affyria's second channel


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

I'm ok with 5' stepping south. I'm on my phone so I can see but not update the map. If you can move me,that would be appreciated.


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

Yay I'm helping. Also, Affyria channeled while inside the room in front of the door opening, so I think she got everyone.


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

to hit,rta: 1d20 + 2 ⇒ (6) + 2 = 8

guess that misses... oh well..


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

With my DR2/Magic, that blow still smacks me for 9 DAM, putting me to -1. So I'll recover to 3 after Affyria calls on 'Big Daddy'. :)

Price comes to almost as soon as she hits the floor... and looks up to see she is flanked by two guards and her club is a lifetime away. She quickly determines which guard's scalp she parted moments ago.
He's got a hard head. Let's see how tough his berries are.

The inquisitor fires an awkward snap-kick at the guard's groin.

MOVE: Studied Target
STAND: IUS on wounded guard

STAND: Hand (crit: 20/2x)
Mods: Studied Target, Prone
HIT: 1d20 + 3 + 1 - 4 ⇒ (18) + 3 + 1 - 4 = 18
DAM: 1d3 + 3 + 1 ⇒ (2) + 3 + 1 = 6 Improved Unarmed Strike

Status:
HP: 3/8 | AC:12
NL: 8/8
1st Spells (2):
Effects: None


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 tide of battle seems whimsical today. Ringing blow after ringing blow was dealt by both sides, but it was Affyria's channeling of the Divine that reassures Asturu that victory is indeed close at hand.

Standard action: Attack
Attack: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d3 + 4 ⇒ (1) + 4 = 5


Belial's Maps; Dispater's Maps

Round 1 Actions (pending)
Luke: Sonic Attack (miss)
Timo: Attack (miss)
Affyria: Channel (to be resolved)
Price: Attack (hit)
Asturu: Attack (hit)
Morthos: ?
Daedalus: ?
Grumblejack: (provided PCs leave him room, he will enter and attack)


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

As Blackerly runs away from the battle, Morthos moves to help Timo - or possibly Asturu - while leaving room for their over-sized ally to move in and smash.

Morthos wants to move directly South of Timo but I'm a unsure if I can actually fit there legally. If not, I guess he could move directly North of Asturu and attack that guard.

Longsword: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

AC 15; Hp's 13/13


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

When Luke is still nearby, Daidalos whispers to him, "I am about to cast an illusion. Try and see through it when it appears."

"Remember what I said earlier!" Daidalos calls out, in a voice loud enough to be heard, but not enough to carry to other rooms. "Abarrai Cavellis!" Casting Silent Image, Will DC 16.
Mystic runes appear around Daidalos as he steps into the doorway, and flames roll off his arms, coiling into molten serpents on the ground, and circling the wizard in midair, shedding smoke that fills the entire room with ever-thickening mists, ghostly shapes all around that play on the eye and mind even as all sight is obscured. From the outside, it is clear the smoke is surrounding the guards, each surrounded by a cloud of smoke.

So, Daidalos is hoping everyone remembers his comment that he'd be casting an illusion, thus granting them a +4 on their save against the fog and granting them an automatic save(?). On the map, I indicated the areas of fog with the squares- at CL 1, I can have up to 5 10-foot cubes going. The fog would be as thick as possible, so whether that grants total concealment or partial concealment, is up to you. He would also try and wait until after his allies have struck, but before the guards have time to retaliate (i.e. delaying his action until last in our group's initiative)


Belial's Maps; Dispater's Maps

Daedalus, I adjusted the spaces in which the squares were placed to better match the map grid. As I assume you want it to grant some bonuses to your allies, I placed it accordingly. Holler if it's not to your liking.

PCs' Round 1 Actions:

Luke: Sonic Attack Miss
Timo: Attack Miss
Morthos: Attack Miss
Affyria: Channel as Fiendish Vessel and move
Daedalus: Illusion
Price: Attack Hit
Asturu: Attack Hit

Adjudicating the Illusion (Please Read):

I'm dropping this into a spoiler box to limit space consumed on the page. I'm still going to have everyone make a Will save to disbelieve (it's not automatic) but you do get the bonus of a +4 on your saves. We'll treat attacks into an adjacent square with the mist as concealment (20% miss chance) and more than 5' away as total concealment (50% miss chance), unless you've succeeded on your save to disbelieve, in which case no penalty but you still know where the illusory effects are.

Mitra's strength is apparent in your foul turn of luck, as Luke, Timo and Morthos all miss in their attacks. The guards start to look confident of victory when Affyria once more channels the unholy power of Asmodeus. Two of them managed to resist the infernal power while the other two find themselves injured and sickened by it.

The faithful of Asmodeus begin to rally, however, as Price drops one of the guards, his wounds becoming too much to bear, and Asturu does the same, delivering a strike to the man's neck.

Daedalus enters the room and roiling from his hand are serpents of flame and smoke. They move throughout the room and the guards and Blackerly seem utterly confounded by them. "Ah! I can't see! The wizard! Where'd the snakes go!?"

Into this confusion comes Grumblejack, a menacing grin on his face as he steps up to Timo and Morthos then brings his longsword down on the guard in melee with Timo. The blow connects, but in the guard's flailing the worse of it is deflected by the table.

Begin Round 2 -- Guards Attack!

The two remaining guards return the attack, one of them landing a blow against Price but being sickened by Affyria's channeling saps the worst out of the blow (-4 hp). Nonetheless, it is enough to send her back into unconsciousness. He then advances towards Asturu, brandishing his weapon. The other guard strikes at Timo but the blow goes wild.

From the back, Blackerly curses. "Damn you fools! Kill them!" He comes up himself, stumbling a bit through the fog, before swinging at Asturu. However, in closing, he incurs an attack from Grumblejack but manages to deflect it with a parry of his sword.

Blackerly practically stumbles into Asturu but quickly stabs out with his sword as a black-toothed snarl tears across his face. It's a fierce blow, practically gutting Asturu. (Urgh! Confirmed Crit for 18 damage!!!)

Price and Asturu are down, but so are three of the guards. The other two are badly wounded while Blackerly is coming on strong.

GM Rolls:

Guard 1 Will Save: 1d20 - 1 ⇒ (7) - 1 = 6 Fail
Guard 2 Will Save: 1d20 - 1 - 2 ⇒ (17) - 1 - 2 = 14 Pass
Guard 3 Will Save: 1d20 - 1 - 2 ⇒ (18) - 1 - 2 = 15 Pass
Guard 4 Will Save: 1d20 - 1 - 2 ⇒ (10) - 1 - 2 = 7 Fail
Rounds of Sickened for 1 and 4: 1d4 ⇒ 1
------------------------------
Blackerly Will Save: 1d20 ⇒ 8 Fail
Guard 3 Will Save: 1d20 - 1 - 2 ⇒ (9) - 1 - 2 = 6 Fail
Guard 4 Will Save: 1d20 - 1 - 2 ⇒ (15) - 1 - 2 = 12 Fail
Grumblejack Will Save: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19 Pass
------------------------------
Grumblejack's Attack: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15 damage: 1d8 + 3 ⇒ (1) + 3 = 4
------------------------------
Guard 3 Attack (sickened) vs Price: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19 damage: 1d8 + 2 - 2 ⇒ (4) + 2 - 2 = 4 Hit?
Miss Chance (1 or 2): 1d10 ⇒ 3
Guard 4 Attack (sickened) vs Timo: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 damage: 1d8 + 2 - 2 ⇒ (8) + 2 - 2 = 8 Miss
------------------------------
Grumblejack's AoO: 1d20 + 6 - 2 ⇒ (11) + 6 - 2 = 15 damage: 1d8 + 3 ⇒ (5) + 3 = 8 Miss
------------------------------
Blackerly vs Asturu: 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d8 + 2 ⇒ (7) + 2 = 9 Hit
Blackerly Confirm Crit: 1d20 + 7 ⇒ (14) + 7 = 21 damage: 1d8 + 2 ⇒ (7) + 2 = 9
Blackerly's Miss Chance (1 or 2): 1d10 ⇒ 7

Status:

Grumblejack= Was at 12 hp; two heals from Affyria bring him up to 20
Blackerly= -6 (sword in one hand, potion in another), believes the illusion
Guard 3= -8 and Sickened, believes the illusion
Guard 4= -8 and Sickened, believes the illusion

Oy! Sorry for the delay but that was a LOT of rolls I had to make. Some bad luck on the dice there but the guards are on the edge of defeat.

Bottom of Round 2 -- PCs 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

Luke aims another sonic burstburst at blackerly.

rta to hit: 1d20 + 2 - 4 ⇒ (15) + 2 - 4 = 13
dmg if hits: 1d4 + 3 ⇒ (1) + 3 = 4


Belial's Maps; Dispater's Maps

Luke, don't forget to disbelieve the illusion. +4 on your will save.


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

Will: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10

Of course. Ah well. Can Morthos do anything since he can't see? I have no idea what failing an illusion means.

AC 15; Hp's 13/13


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

Will save: 1d20 + 7 ⇒ (16) + 7 = 23

You can still attack, but with a miss chance I think.


Belial's Maps; Dispater's Maps

Yup, see my "adjudicating the illusion" spoiler box. I'm basically treating this as a fog cloud or obscuring mist.


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

I assume I need to make a will save?
will to disbelieve illusion: 1d20 + 4 ⇒ (4) + 4 = 8
I'm going to assume failing means it acts like fog bank
Timo curses as his blade misses. "I missed once, I shan't miss again!" At that moment a fog bank rolls in and Timo snarls. "I can't see him well. No matter, he just won't see it coming"

standard: attack guard I'm next to
Move: if the guard dies, move up to the next guard

attack: 1d20 + 5 ⇒ (7) + 5 = 12
concealment (1-20=miss): 1d100 ⇒ 50
damage: 1d8 + 4 ⇒ (2) + 4 = 6

wow... my dice rolls have gone to crap


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 continues to concentrate on the illusion, ensuring the smoke affects his enemies as much as possibly while leaving his allies as unaffected as possible. Ideally, he would move the most out of the way of his allies' attacks, while moving it back into place for their foes.


Belial's Maps; Dispater's Maps

Yeah, the RNG is really not liking you guys right now. :-(


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

will: 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25


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

I'm actually going to make a small addendum to my action and 5' step south of the guard


Belial's Maps; Dispater's Maps

Just to summarize actions so far since we've tossed some OOC posts into the mix...

Luke: Makes his save and directs sonic blast at Blackersly and hits
Morthos: Fails his save but still has an action
Affyria: Makes her save and still has an action
Timo: Fails his save, attacks and misses
Daedalus: Concentrates on maintaining illusion
Price: Down?
Asturu: Down.

And once more on the illusion:

Quote:
I'm still going to have everyone make a Will save to disbelieve (it's not automatic) but you do get the bonus of a +4 on your saves. We'll treat attacks into an adjacent square with the mist as concealment (20% miss chance) and more than 5' away as total concealment (50% miss chance), unless you've succeeded on your save to disbelieve, in which case no penalty but you still know where the illusory effects are.


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 winces as Blackerly sticks his blade in Asturu's gut. Well, he's a goner, but I suppose this is a good way to weed out the weak.

Affyria then moves into the room, positioning herself at the far end.

She then targets a spell at Blackerly, not wanting him to pummel another of her companions.

Casting command, DC 16 will save to resist. My first thought was to command him to move towards me, so that Grumblejack, Morthos, and Timo get free AoO's, but if the mist makes that impossible, I'll have him drop all he's holding.


Belial's Maps; Dispater's Maps

by my calculations, Asturu is at -12 (unless he has DR or my math sucks). With a 14 Con, he has two rounds of bleeding out before he's dead. CON check to stabilize once each round on his turn, DC10+(# of points below 0); 20 auto-success,


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

With my DR2/Magic that hits for 2 DAM, leaving me with a massive 1 HP. :)
IIRC, guys, since I still 'threaten' you can use me for a flanking buddy.

Price was woozy and running out of tricks to play. She smiles past Blackerly and the remaining guard, "Now you're fv#<ed. Here comes Grumblejack." She hopes their attention turns just long enough for her to vanish in the illusory mist.

FREE: Save
STAND or MOVE?: Bluff & Stealth
MOVE: Stand Up?

OK, IF I manage to distract them with the Bluff and that leads to a successful Stealth (and assuming I have any actions left at that point) I'll stand up which shouldn't draw an AoO.

IF I fail to Bluff/Stealth:
Assuming I know I failed because these guys are looking at me...
Price gives the men a sheepish smile, stays seated, and says, "Well, you can't blame a girl for trying." And then she prays hard neither of the guards puts her lights out.

Will Save vs DC16: 1d20 + 7 + 4 ⇒ (7) + 7 + 4 = 18 Win!
Bluff: 1d20 + 12 ⇒ (8) + 12 = 20 To distract the guards so I can Stealth into the fog.
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19

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


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

Morthos steps up and attacks the one guard who seems to possess an uncanny ability at dodging every strike.

Moved

Concealment 20% or less: 1d100 ⇒ 55

Mwk Longsword: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Unbelievable. I swear I couldn't hit this dude if he was standing still and had his eyes closed.

AC 15; Hp's 13/13

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