Way of the Wicked Reversed, Group Two

Game Master parizzio

Based on the "Way of the Wicked" AP by Fire Mountain Games, heroes of Talingarde will find their homeland targeted by the sinister schemes of Cardinal Adrastus Thorne.


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The group pushes through to a short hallway that takes a right turn at the end, only thirty feet down. While the end of the hallway the party is on is dark, a small bit of light trickles in from around the corner. Moving to the end of the hallway near the turn, the hall extends another sixty feet, lit by a torch burning on a sconce. There are five doors in this hallway; two on the left, two on the right, and one at the end. Karl immediately recognizes this area as housing for the four captains of Balentyne. Bellams older brother, a Captain himself, once brought him here for drinks in his room after a particularly frustrating encounter with Lord Havelyn. It is disturbingly quiet.


HP: 39/39| AC: 23 (25) FF: 21 (23) Touch: 12 () CMD: 19| Init: +2|Fort +8, Ref +7, Will +8| Perception +9

"Too quiet in here. These boys love to party and snore like a herd of cows, they wouldn't be this silent."

Dreading what he'll find, Karl begins opening doors.


Male Human Bolt Ace Gunslinger/Sohei Monk 4 | HP 45/52 Grit: 3/4 Ki: 6/6 | F +8 R +9 W +9 | AC 21 T 20 FF 21 CMD 24 | Init: +8

Cal moves to cover Karl with Mathilda, the monstrous crossbow primed with a fresh magazine of bolts loaded.


Each of the doors on the sides of the hallway are locked.


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

Kyriel looks around as Karl tries the each of doors in succession.
Survival, follow tracks: 1d20 + 7 ⇒ (19) + 7 = 26
Now just where did you all get to...?

"Karl, what's at the end of the hall?"


HP: 39/39| AC: 23 (25) FF: 21 (23) Touch: 12 () CMD: 19| Init: +2|Fort +8, Ref +7, Will +8| Perception +9

[oc]What is at the end of the hall?[/ooc]

While Karl mulls it over, he gives one of these doors the same treatment as the one to the cellar earlier.

Str: 1d20 + 6 ⇒ (10) + 6 = 16

Str take 2: 1d20 + 6 ⇒ (2) + 6 = 8

Str take 3: 1d20 + 6 ⇒ (19) + 6 = 25


The end of the hall leads into the massive mainhall, which you have walked through a few times. I had another GM show me how to set up some things on roll20, and I'm actually going to post a map up there and use it for combat positioning, looks pretty nifty. I should have it and a link up by the end of the day

Tracks on the floor indicate a great deal of movement throughout the day, possibly guards coming and going. The most recent movements have been through the door at the end of the hall.

Random roll to determine which door Karl burst into
1: Varning. 2: Barholde. 3: Mott. 4:Eddarly: 1d4 ⇒ 2

Barging through the door, Karl finds Captain Barholde, dead on the floor. The wardrobe, desk, chair, and bed are all dented, broken or pushed about, being slammed into during the obvious struggle that occurred here.


HP: 39/39| AC: 23 (25) FF: 21 (23) Touch: 12 () CMD: 19| Init: +2|Fort +8, Ref +7, Will +8| Perception +9

"Shit. I was afraid of that. Bellam's not gonna take this well."

"We don't have time to check the rest, they're probably dead too. We need to get moving and find these bastards." Karl says, thoroughly pissed off at this point.

He stalks onward, trying to follow the trail as best he can.


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

Somber, but determined, Kyriel follows along, keeping an eye on the most recent of the tracks.


Male Human Bolt Ace Gunslinger/Sohei Monk 4 | HP 45/52 Grit: 3/4 Ki: 6/6 | F +8 R +9 W +9 | AC 21 T 20 FF 21 CMD 24 | Init: +8

"They're set to ruin this place as much as kill the soldiers. They hit the forge and the officers already. What would be the biggest and most time consuming asset to hit here? They'd probably be saving it for when they don't have to worry about the noise and all the easier stuff is out of the way," Cal said, taking the pragmatic view once again.


male young naatanuk skald|oracle 4 (hp 48/48) | F +8 R +3 W +8 | AC 19 T 13 FF 16 CMD 21
Resources:
Mammoth's Hide 6/6 | Raging Song 15/15 | Oracle Spells 7/7 4/4 | Skald Spells 4/4 2/2

Any immediate signs of how he was killed so we might know what we're dealing with?

Nukilik's hackles raise in alarm at the scent and sight of more blood.


Various wounds cover Captain Barholde's body, ranging from slashes made from large swords, bite and claw marks, and even burns. He certainly did not die a swift death.

In response to Cal's comment, Nukilik could take a moment to think about what he knows of Balentyne and it's defenses. He would know the three strongest, and probably most time consuming threats for an evil party to neutralize would be Lord Havelyn himself, a catapult on the top of the tower, and an Archon (though neither he nor Karl would know its actual location

Moving through the door at the end of the hall, Karl enters the main thoroughfare of the keep: a twenty-foot wide, one hundred and sixty foot long hallway with massive double doors on each end. From his experience here, Karl would know that taking a right through the double doors would lead to the drawbridge that connects the keep to the gatehouse that serves as access to the savage north. Going left would lead them out and to the road leading back to Aldencross. There are three doors on the wall opposite the side the party enters from, all closer to the left exit. There are also two doors on the same wall the party comes in through, further down on the left.


male young naatanuk skald|oracle 4 (hp 48/48) | F +8 R +3 W +8 | AC 19 T 13 FF 16 CMD 21
Resources:
Mammoth's Hide 6/6 | Raging Song 15/15 | Oracle Spells 7/7 4/4 | Skald Spells 4/4 2/2

"We should check on Lord Havelyn", Nukilik suggests. "If anyone could have survived what's happened here, it's him."


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

"You know him better than us, Nukilik. Where would he be? Does he have a safe place to hole up in? Or would he be facing the threat head on?"


HP: 39/39| AC: 23 (25) FF: 21 (23) Touch: 12 () CMD: 19| Init: +2|Fort +8, Ref +7, Will +8| Perception +9

"Havelyn's a hard-ass but he's no coward. I wouldn't be surprised if he's set himself up to face the bastards blade to blade. Assuming he knows they're coming, though, which he might not."

Do we know which of these doors likely leads towards his quarters?


All that would be known is that Lord Havelyn's personal chambers are near the very top of the keep


male young naatanuk skald|oracle 4 (hp 48/48) | F +8 R +3 W +8 | AC 19 T 13 FF 16 CMD 21
Resources:
Mammoth's Hide 6/6 | Raging Song 15/15 | Oracle Spells 7/7 4/4 | Skald Spells 4/4 2/2

"Up!" Nukilik says insistently. "His quarters were on one of the top floors."


HP: 39/39| AC: 23 (25) FF: 21 (23) Touch: 12 () CMD: 19| Init: +2|Fort +8, Ref +7, Will +8| Perception +9

"Up!" Karl agrees, and goes.


The room above the smith once served as to commemorate Balentyne. Where banners of recognition once proudly hung from the walls, now only tattered cloth remains. Two guards have been murdered here, their bodies discarded to the floor. There are two additional exits: a door heading to the northwest, and a set of stairs leading up.


Up!


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

"Nukilik, Karl. How much higher up do we have to go?" Kyriel asks, pausing for just a moment at the bodies of the guards."I'll want just a moment to prepare before we confront our quarry, ideally."

Perception, guard corpses: 1d20 + 6 ⇒ (6) + 6 = 12


The group continues up the tower, the next floor was once a supply store for arrows, but they have all been recently burned. The lack of smoke would suggest magic may have had a hand in the destruction.

Finally, one more floor up, they reach the top of the tower. Two large double doors at the top of the stairwell are burst open with such force that one lay on the floor. The room itself is an orgy of death: dead bodies of dozens upon dozens of messenger ravens litter the floor, surrounding their keeper, Martin. He lay on the floor facedown in a pool of blood large enough to indicate he could no longer be alive.

From the opening in the wall used for the birds to come and go, much can be seen:

The top of the tower is two stories above a courtyard, with a keep in the center. A stone watch-wall is erected around the perimeter. Centered on the western wall, a small access bridge leads from the watch-wall to the gatehouse, where Karl would know a lever is placed to raise and lower the drawbridge beneath.

In the middle of the access bridge, everyone can clearly see Lord Commander Havelyn fighting off three attackers. One is short, lithe and garbed in black dancing agilely around Havelyn and laughing. Another is adorned in plated armor as black as the night itself, gripping in his hand a sword larger than most of you. The final remains in the back, throwing divine incantations. They are roughly a hundred feet away and two stories down.


Initiative coming soon, please refrain from substantial posts until then!


When you roll the Init, can you give us a quick rundown for what our options are for getting there? I.e. how much of the fort we need to race through to reach that bridge, DC for Climb checks to go out the windows, etc.


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

He did say something about Roll20, I think. That sounds like it would help IMMENSELY for a combat like this.


It does, very much.


male young naatanuk skald|oracle 4 (hp 48/48) | F +8 R +3 W +8 | AC 19 T 13 FF 16 CMD 21
Resources:
Mammoth's Hide 6/6 | Raging Song 15/15 | Oracle Spells 7/7 4/4 | Skald Spells 4/4 2/2

Nukilik can actually feather fall down. He might be willing to carry someone with him.


Often overlooked fact about Feather Fall: It's target/level. So you can take you and up to two others of us.


male young naatanuk skald|oracle 4 (hp 48/48) | F +8 R +3 W +8 | AC 19 T 13 FF 16 CMD 21
Resources:
Mammoth's Hide 6/6 | Raging Song 15/15 | Oracle Spells 7/7 4/4 | Skald Spells 4/4 2/2

It's from a lesser talisman. I'm not sure if those function as the spell or only for the wearer.


It functions only for the wearer, and is only CL 1st anyway.

If worst come to worst we can safely-ish drop 20 feet on our own. I don't mind attempting Acrobatics and eating a d6 of damage. If you have anything that adds +3 to a skill I can do it by taking 10.


She* mentioned. I'm sorry I didn't get it posted yesterday, power supply stopped working and I couldn't get my boyfriend to get the part until today. I've created a roll20 session for us to use. Click here to join. Make sure you post which character you are playing in the chat box so that I can give you permissions to move your token. You can zoom in and out of the map with the scroll bar in the top right corner of the map section (For those new to roll20).

Initiative:

19 - Kyriel
17 - (Enemy)
10 - Cal
8 - Karl
8 - (Enemy)
6 - (Enemy)
5 - Lord Havelyn
2 - Nukilik


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

Ah, sorry, my mistake.


Waiting for Kyriel to take action.


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

Whoops, I was waiting for a 'start'. My bad.

As Kyriel moves towards the opening in the wall, he pulls his bow into his hands, and takes careful aim at the short, laughing man, hoping he's not been noticed. He carefully draws, aims, and looses.
Prescience d20: 1d20 ⇒ 7
Longbow - 2 for range: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27
damage: 1d8 + 1 ⇒ (7) + 1 = 8

Not using my prescience die roll...
crit confirm?: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
damage: 1d8 + 1 ⇒ (3) + 1 = 4 extra crit damage if confirmed
damage: 1d8 + 1 ⇒ (7) + 1 = 8 forgot longbows are x3...
If the bird-hole isn't big enough to shoot from, Kyriel will instead descend down the tower as fast as he can, yelling back to the ones who know how to get there for directions as he speeds ahead.


Kyriel lets loose a shot worthy of a tale to tell his grandchildren. The arrow catches the man in the neck; while he remains on his feet, the wound is clearly mortal. He snarls out, taking one last stab at the Commander.

Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d4 + 3d8 + 6 ⇒ (1) + (1, 4, 2) + 6 = 14

Both the crazed man and Commander Havelyn fall to the ground.

Init moves to Cal and Karl


HP: 39/39| AC: 23 (25) FF: 21 (23) Touch: 12 () CMD: 19| Init: +2|Fort +8, Ref +7, Will +8| Perception +9

Karl, the crazy bastard, leaps out the window!

Attempted Acrobatics (DC 15): 1d20 - 6 ⇒ (8) - 6 = 2

He slams into the hard stone 20 feet below, then picks himself up and dusts off.

Damage: 2d6 ⇒ (2, 3) = 5

He slams a hand to his chest and bolsters his ability to deflect harm even further.

Move action leap from building, Move action stand from Prone, Swift action use Fervor to cast Shield of Faith.


Male Human Bolt Ace Gunslinger/Sohei Monk 4 | HP 45/52 Grit: 3/4 Ki: 6/6 | F +8 R +9 W +9 | AC 21 T 20 FF 21 CMD 24 | Init: +8

Mathilda (Deadly Aim): 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8

Well, that's embarrassing. I'm getting shown up by the elf.


Male Human Bolt Ace Gunslinger/Sohei Monk 4 | HP 45/52 Grit: 3/4 Ki: 6/6 | F +8 R +9 W +9 | AC 21 T 20 FF 21 CMD 24 | Init: +8

Oh, and not that it matters much but I was targeting the sword-dude


male young naatanuk skald|oracle 4 (hp 48/48) | F +8 R +3 W +8 | AC 19 T 13 FF 16 CMD 21
Resources:
Mammoth's Hide 6/6 | Raging Song 15/15 | Oracle Spells 7/7 4/4 | Skald Spells 4/4 2/2

I realize Nukilik isn't up yet but I'm just going to post now because he's not going to be doing much.

The sudden danger once again sends a flood of spirits rushing through the young bear's form. Pushing against them, he steps off the ledge and plummets toward the ground much like Karl did only to be caught by a cushion of friendly winds.

As his paws lightly touch the ground, he begins a low crooning ursine song. When Nukilik sings the spirits answer, forming as motes of starlight in the air and settling on the weapons on his comrades.

Free action: Step off the ledge and fall. Standard action: Begin raging song.

Everyone can choose a weapon to gain a +1 enhancement bonus. Also, once during this song you can get +3 to CMB or CMD for a single check.


No problem partybear, all is well.

The plated man turns slightly, half-facing Karl and half the Commander laying on the access bridge. He smiles wickedly at Karl before yelling out "Have you come to save your precious commander!?".

Without hesitation, he brings his blade down on the back of the commanders neck.

Coup de Grace(Smite Good): 4d6 + 8 + 12 ⇒ (5, 3, 2, 1) + 8 + 12 = 31

The plated mans ally rushes behind him, chanting briefly...

Spellcraft 17:
Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 5) + 3 = 12


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

Spellcraft: 1d20 + 10 ⇒ (17) + 10 = 27


Male Human Bolt Ace Gunslinger/Sohei Monk 4 | HP 45/52 Grit: 3/4 Ki: 6/6 | F +8 R +9 W +9 | AC 21 T 20 FF 21 CMD 24 | Init: +8

"Nah!" Cal shouted out the window, "Got a report of some dogs gone rabid. Figured we'd do the civic thing and put them down." He hated guys like that. 'Knights' and their ilk were a waste of meat.

Mathilda (Deadly Aim+Song): 1d20 + 7 ⇒ (16) + 7 = 23
1d10 + 3 ⇒ (10) + 3 = 13

He took careful aim this time and snapped off a shot from Mathilda, treating the sword wielding sociopath to a taste of his capricious lady's scorn.

"Hey Karl! I changed my mind! It'd be more amusing to watch you beat Captain Overcompensation there to death with your fists."


HP: 39/39| AC: 23 (25) FF: 21 (23) Touch: 12 () CMD: 19| Init: +2|Fort +8, Ref +7, Will +8| Perception +9

Karl spits to the side in disgust.

"Havelyn knew the risks when he signed his commission, but I'm not about to let you get out of here with your skin intact for killing him, boy."

He moves as fast as he can hustle in plate and closes much of the distance.


44/44 HP | AC: 23 T: 17 FF: 16 | CMD: 23[25 vs trip] | Init: +8 | Fort: +7 Ref: +7 Will: +6 | Perception: +7 [-3 to hit, +5 AC when fighting defensively & using combat expertise]

"The man in back, he's a healer!" Kyriel calls out as he watches the man cast his spell.

Kyriel nocks another arrow and looses it at the knight, then throws a mocking salute to Cal, before dropping off the tower with a sly grin,
"Tower's all yours, Cal!"

Longbow attack: 1d20 + 10 ⇒ (14) + 10 = 24 oh whoops, call that a 23, forgot my masterwork bow already has the enhancement to atk
damage + song: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10

Acrobatics to soften fall: 1d20 + 8 ⇒ (15) + 8 = 23
fall damage, nonlethal: 1d6 ⇒ 5


"The only thing you're about to do is taste Asmodean steel!"

The towering figure charges down the causeway towards Karl swinging his blade with all his might, each hefty step on the way sending vibrations down the narrow bridge.

Charge/Power Attack(Furious Focus): 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 2d6 + 6 + 6 + 1 ⇒ (6, 2) + 6 + 6 + 1 = 21

The other mysterious man moves towards the gatehouse, digging through his robes to produce a flare. Pointing it straight up, he fires it into the sky, cackling fiendishly. "Talingarde will taste the might of Asmodeus!"


Looks like it's Nukilik, then Kyriel's action goes off, then me and Cal?


Yes, if I don't have a post from Nukilik by the time I'm home from work tomorrow I'll post on his behalf


male young naatanuk skald|oracle 4 (hp 48/48) | F +8 R +3 W +8 | AC 19 T 13 FF 16 CMD 21
Resources:
Mammoth's Hide 6/6 | Raging Song 15/15 | Oracle Spells 7/7 4/4 | Skald Spells 4/4 2/2

Oh, sorry. I didn't realize I was up again.

Nukilik lumbers forward while continuing his ursine crooning. Double moving toward the fight.


HP: 39/39| AC: 23 (25) FF: 21 (23) Touch: 12 () CMD: 19| Init: +2|Fort +8, Ref +7, Will +8| Perception +9
GM Raine wrote:
"The only thing you're about to do is taste Asmodean steel!"

Karl takes the blow like it's nothing, catching the man's sword arm with one hand, stepping a little to the side, and uppercutting him with his Cestus.

"Have to try harder than that you limp wristed little git."

5 ft. stepping, Outslug Style activates, giving me +1 AC (Dodge) and +1 damage. For shiggles I'll use my Swift to activate Weapon of the Chosen so if he has Concealment I get a re-roll and if he has DR/Magic I overcome it.

Power Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 1d6 + 10 ⇒ (1) + 10 = 11


Male Human Bolt Ace Gunslinger/Sohei Monk 4 | HP 45/52 Grit: 3/4 Ki: 6/6 | F +8 R +9 W +9 | AC 21 T 20 FF 21 CMD 24 | Init: +8

Mathilda: 1d20 + 7 ⇒ (14) + 7 = 21
1d10 + 3 ⇒ (3) + 3 = 6

"Look mate, if I ever wanted to taste 'the Might' of someone I already know plenty of accommodating ladies and a few lads as well. They charge very reasonable rates and look better in leather," Cal shouted from his perch after fetching the priest a glancing shot from Mathilda.

Bluff check to confuse everyone: 1d20 + 10 ⇒ (8) + 10 = 18

If motives are sensed:
Cal is definitely not talking about a religious experience. Well... at least not one Mitra would approve of

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