WotW: A Knot of Thorns The Second Parchment

Game Master Xzaral

Way of the Wicked by Fire Mountain Games

Roll20

Battlemat


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Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

I like it. I guess I know what my part is.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

"Cain, take the door. Grumblejack, help Teon."


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme nods, taking up a spot where he can cover the others with spear or spell.

Knowledge Arcana

1d20 + 11 ⇒ (19) + 11 = 30


King of Talingarde

Just to make sure I have it all correct.

Round 0 Summary

Shulme - Delays
Teon - Casts Mage Armor
Cain - Fires an arrow at the first Cobra
Xanos - Delays until after Cain, Shuts Door
Price - Casts Bless
Grumblejack - Delays

Round 1 Summary

Shulme - Continues Delay
Mithril Cobras - Charge the door, the sound of them beating against it can be heard
Teon - Up next


Inish
Shulme
Mithril Cobras
Teon
Cain
Xanos
Price
Grumblejack

The Map


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Delays until door is open, Ready action to grapple snake that come in reach.


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Teon, we've been keeping mechanical descriptions in ooc text. It makes the Gameplay thread nice and pretty.

Those round summaries Mark does every once in a while have been the only notable exception.


King of Talingarde

Round 1

So next should be Cain opening the door for one snake then closing it (need a CMB roll against the other snakes, just 1 roll). Then Teon's Readied action (which will have an AoO). If you both want to make your rolls, I'll do Grumblejacks then, and resolve them. Unless someone's gonna change something up.


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Grapple 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 Now I wish I had done that defensivly

Status:

HP 18/18 THP 20/21
AC 21 T 11 FF 20
CMD 17 FF 16
F/R/W +1/+1/+3
Spells
1 2/3
Eidelon, Eidelon at -1 Con, Bless, Mage Armor


Cain slams the door shut, grunting from the effort, "Those are some big damn snakes!" As he pushes, his body shifts, pops, and flexes into its half-wolf form.

Using a move action to shift before attempting the CMB.
CMB 1d20 + 7 ⇒ (14) + 7 = 21.


King of Talingarde

As the door is opened, one of the Cobra's come charging out. Cain manages to shut the door as it does, trapping the other two inside. The one cobra attempts to charge at Cain, but Teon intervenes, grabbing the snake behind it's metallic hood, firmly in grasp. Writhing about, Grumblejack reachs in to help brace, but a narrow miss from a bite sends him pulling back. The snake, while grappled, is still not ready for the sack held by Price.

Grumblejack failed his pin roll.

Inish
Shulme (Delay)
Mithril Cobras
Cain (Opened and closed door)
Teon (Grappled snake)
Grumblejack (Failed ot pin snake)
Xanos (Delaying)
Price

Dice:

MCvT 1d20 + 3 ⇒ (7) + 3 = 10
GJvMC 1d20 + 9 ⇒ (3) + 9 = 12


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

Who is up in the order? I'm assuming, based on the map positioning, that Price can't get off an attack unless it is a spell and even that may be prevented by Grumblejack blocking LOS. If that's correct - feel free to leave Price with her Ready Action to bag the snake once pinned.


King of Talingarde

Right now you're up, with Shulme and Xanos delaying. You have LoS, but if it requires an Attack Roll, you'll have Firing into Melee (-4) and Soft Cover (-4) to contend with.


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

LOL! I don't fancy those odds... not to mention the SR! Price will maintain her Ready Action to bag the snake once it is pinned. Wait a second... is a RTA subject to the Firing Into Melee penalty?


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Yes


King of Talingarde

I believe so, but looking at the descriptions, now I'm not so sure. I've always played that way. Let me look into it for abit.


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

It seems to be a pretty typical way of ruling - that RTA is subject to FIM - based on my quick search. I'm fine with that. I'm just probably mistaking it with 3.5 or some house rule that is giving me brain clutter... I'll go with the Ready Action - Tag'it & Bag'it.


King of Talingarde

Looks like it. The FAQ seems to concur, though it's mostly listing Ray spells.


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

I know precise shot is vital for an alchemist


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

Would Aid Another actions help anywhere? I'm not able to post much right now, so I might as well try to give bonuses to others. Xanos is smart enough to figure out who needs it most, so whoever wants the help, just take it.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Unfortunately you cannot use aid another against a foe in combat unless you threaten that foe in melee


King of Talingarde

The two cobras inside the room can be heard beating against the doorway with all their strength, thought to little effect. The third in the hall with you lashes out, attempting to get at the fused form of Fargo/Teon, though in it's position it has little reach to do so.

By the way, I re-read the grapple rules. Grumblejack cannot actually pin the cobras, only Teon can. Grumblejack can aid him do it though, as can Cain in this circumstance. Only the primary Grappler can make checks, others can only Aid Another. GJ did assist though, so if Teon wants to make that check to pin, he can with +2 from GJ.

Inish
Shulme (Delay)
Mithril Cobras (MC1 Grappled by Teon; MC2 & MC3 attempting to sunder door)
Cain
Teon (Grappler of MC1)
Grumblejack
Xanos (Delay)
Price (Readied Action to enbagulate* the cobra)

Dice:

MC1vT 1d20 + 3 ⇒ (2) + 3 = 5


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

CM to pin the snake 1d20 + 6 + 2 + 5 ⇒ (17) + 6 + 2 + 5 = 30


King of Talingarde

Okay, snake is pinned, geesh, lol.

The snake firmly grasped by Teon, it's easily placed into a bag by Price. One down, two to go.


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

A small 'eep' comes from behind the party as the snake is put into the bag.

Hi

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12


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

Gwyn! You back? If so - WELCOME! :)


Female Half-elf Bard 1/Unchained Rogue 3 HP: 20/20 AC 14/10/14: F+2, R +9, W+6 (+2 vs. Enchantments), Per:+18, Init: +10

Yup I'm back, and staying well away from those cobras. 8 CON is not conducive to succeeding many FORT saves.


King of Talingarde

With one snake captured, and a previous ally having appeared, before you stands the door with two more snakes to defeat.

Inish
Gwyndolin
Shulme (Delay)
Mithril Cobras (MC1 enbagulated; MC2 & MC3 attempting to sunder door)
Cain
Teon
Grumblejack
Xanos (Delay)
Price

To get the next one, as before. Cain needs to make a CMB roll to close the door on the next snake. Teon will need to make two CMB rolls (1 to grapple, 1 to pin). Grumblejack successfully assisted on both, so add +2. Cain can assist on the second roll if he wants to make a second check.

Dice:

GJ1 1d20 + 9 ⇒ (3) + 9 = 12
GJ2 1d20 + 9 ⇒ (11) + 9 = 20


King of Talingarde

And a map link


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

CM 1d20 + 6 ⇒ (10) + 6 = 16
CM 1d20 + 6 + 5 ⇒ (9) + 6 + 5 = 20

Of course, if the aid another works, it will be two higher.


King of Talingarde

Round 4

Cain opens the door, easily closing it after allowing the second snake entrance. In fact, too easy, for the snake leaps through the doorway, firmly clasping onto Teon's neck, venom injecting deep into the summoner's fused necking. Teon, I need a Fort save, please. Also take 3 damage from the non-confirmed crit. Fortunately before the bite sinks in too deep, Grumblejack grabs the tail of the snake, pulling it free with only minimal ripping of Teon's fleshy neck.

Inish
Gwyndolin (Delay)
Shulme (Delay)
Mithril Cobras (MC1 enbagulated; MC2 Bites Teon with AoO; MC3 attempting to sunder door)
Cain (Opens/Closes door)
Grumblejack (Aids Teon)
Teon (Attempt to grapple Snake)
Xanos (Delay)
Price (Delay)

Round 5

The snake attempts to once again inject more of it's paralytic venom into Teon, but it's attack misses as the three at the door firmly grasp the snake to be put into the waiting bag held by Price.

Inish
Gwyndolin (Delay)
Shulme (Delay)
Mithril Cobras (MC1 enbagulated; MC2 misses Teon; MC3 attempting to sunder door)
Cain (Aids Teon)
Grumblejack (Aids Teon)
Teon (Attempt to pin Snake)
Xanos (Delay)
Price (Delay)

Dice:

C1 1d20 + 6 ⇒ (14) + 6 = 20
C2 1d20 + 6 ⇒ (16) + 6 = 22
MC2vT R4 1d20 + 3 ⇒ (20) + 3 = 23; 1d6 + 1 ⇒ (2) + 1 = 3
MC2vT R4 CC 1d20 + 3 ⇒ (1) + 3 = 4; 1d6 + 1 ⇒ (4) + 1 = 5
MC2vT R5 1d20 + 3 ⇒ (9) + 3 = 12; 1d6 + 1 ⇒ (5) + 1 = 6

Round 6

Inish
Gwyndolin (Delay)
Shulme (Delay)
Mithril Cobras (MC1 enbagulated; MC2 enbagulated; MC3 attempting to sunder door)
Cain (Opens/Closes door)
Grumblejack (Aids Teon)
Teon
Xanos (Delay)
Price (Delay)


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Fort save 1d20 + 1 ⇒ (2) + 1 = 3 crap


King of Talingarde

Teon:
As the poison seeps into your body, you feel your muscles begin to tighten, becoming harder and harder to move, a feeling of numbness attached to it. You take 1d2 ⇒ 2 points of Dexterity damage. I will actually need more saves. Can youp lease roll me 11 fort saves in a spoiler (I hope they won't all be needed, but just in case). Also determine if you will continue with the third or will let the poison run it's course first?


The wolf-man watches the big demon-man deal with the bite. With two of the snake-things bagged, holding the door closed is taking less of his focus.

His canine lips peel back in what you suppose is a wolfsh grin… mostly a flashing of teeth. And his words are crude and clumsy, spoken through anatomy not designed for the common tongue. "Want me to wait a bit to let the third through?"

If Teon indicates he should wait, he'll wait. Otherwise…

The wolf-man lets the weight of the third snake slam the door open, readying an attempt to help Teon's grab when the time comes.

Release the door and AA on the grapple (DC 10) - 1d20 + 7 ⇒ (14) + 7 = 21.

Status:
HP 23/23 con damage 21/21
AC 18 T 14 FF 14
CMD 21 FF 17
F/R/W +4 (+3 currently)/+7/+3
Effects/Conditions Wolf Potion (24 hours), Werewolf form, 2 con damage


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Sorry guys, I was out of commission all day.

rolls:

1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (12) + 1 = 13
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (4) + 1 = 5
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (2) + 1 = 3
1d20 + 1 ⇒ (8) + 1 = 9
1d20 + 1 ⇒ (2) + 1 = 3


King of Talingarde

Teon:
Did you wish to stop and let the poison run it's course first, or just keep going? You're call on this.


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

let the poison run its course, then see where we go from there.


King of Talingarde

Aaaaaaand, just verified the Save DC.

The poison having run it's course, Teon fights off the rest of the ill effects.

Round 7

Inish
Gwyndolin (Delay)
Shulme (Delay)
Mithril Cobras (MC1 enbagulated; MC2 enbagulated; MC3 attempting to sunder door)
Cain (Opens/Closes door)
Grumblejack (Aids Teon)
Teon
Xanos (Delay)
Price (Delay)

At this point I just need two more checks from Teon to see how things go.


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

1d20 + 6 ⇒ (1) + 6 = 7
1d20 + 6 ⇒ (15) + 6 = 21


King of Talingarde

Round 7 Summary

The snake leaps forward, in imitation of it's former and now enbagulated companion. The eerie similarity is enough for Teon to dodge the attack, though it's twist was of a different variety, going left instead of right. Teon misses the snake.

Inish
Gwyndolin (Delay)
Shulme (Delay)
Mithril Cobras (MC1 enbagulated; MC2 enbagulated; MC3 attempting to sunder door)
Cain (Opens door and Aids Teon)
Grumblejack (Aids Teon)
Teon (Failed Grapple)
Xanos (Delay)
Price (Delay)

Round 8

The snake makes another strike at Teon, though this time he he is prepared and between the efforts of Cain and Grumblejack easily grasps the snake.

Inish
Gwyndolin (Delay)
Shulme (Delay)
Mithril Cobras (MC1 enbagulated; MC2 enbagulated; MC3 attempting to sunder door)
Cain (Aid Teon?)
Grumblejack (Aids Teon)
Teon (Failed Grapple)
Xanos (Delay)
Price (Delay)

Round 9

The snake reaches around, and if not for the magical protection offered by his spell the snake would have sunk it's teeth into his fingers.

Inish
Gwyndolin (Delay)
Shulme (Delay)
Mithril Cobras (MC1 enbagulated; MC2 enbagulated; MC3 attempting to sunder door)
Cain ( )
Grumblejack (Aids Teon)
Teon (Failed Grapple)
Xanos (Delay)
Price (Delay)

Need another roll Teon. If you want to roll a couple more just in case, feel free.

Dice:

MC3vT 1d20 + 3 ⇒ (8) + 3 = 11
MC3vT 1d20 + 3 ⇒ (6) + 3 = 9
MC3vT 1d20 + 3 ⇒ (17) + 3 = 20


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

1d20 + 6 ⇒ (13) + 6 = 19
1d20 + 6 ⇒ (5) + 6 = 11

Sorry, I think I did this yesterday, but must not have posted after I previewed.


King of Talingarde

We've all done that.

And the third snake has become trapped, engabulated as the others. At present the sacks seem to hold the writhing forms of the snakes, unable to puncture through at this time, though how long the bags will hold is unknown as the snakes limitless endurance and single-minded focus means they shall never tire.

The Map Link


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

I feel that went about as well as could be expected. What next


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

"Tie the tops of the bags, then put them all together inside a fourth bag. This should force them to struggle against each other and reinforce their cloth prison. If we find a chest to keep them in, that would be ideal."

Nice work Teon


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

Price is impressed. "Damn! That worked out better than I could have imagined. Good plan and fine execution gentlemen."

Standard magical and mundane room investigation, yes?

Perception #1 1d20 + 12 ⇒ (11) + 12 = 23
Perception #2 1d20 + 12 ⇒ (5) + 12 = 17
Perception #3 1d20 + 12 ⇒ (5) + 12 = 17
Perception #4 1d20 + 12 ⇒ (7) + 12 = 19
Perception #5 1d20 + 12 ⇒ (8) + 12 = 20


King of Talingarde

A search of the room reveals a secret alcove, beyond which you find a small trove of goodies.

  • One Quiver of 20 arrows (5 MW Cold Iron, 5 MW Silver, 4 Adamantine, 6 Magical)
  • One Bolt case of 20 Bolts (5 MW Cold Iron, 5 MW Silver, 4 Adamantine, 6 Magical)
  • 10 Potions (5 different types)
  • 2 Oils
  • 6 Scrolls
  • A Magical Cloak
  • 2 Tanglefoot Bags
  • 2 Alchemist's Fire
  • 3 Flasks of Acid

DCs are all Spellcraft roll with Detect Magic.

Potion x2 DC 18:
Potion of Cure Moderate Wounds

Potion x2 DC 16:
Potion of Lesser Restoration

Potion x2 DC 16:
Potion of Enlarge Person

Potion x2 DC 16:
Potion of Mage Armor

Potion x2 DC 16:
Potion of Vanish

Oil x2 DC 16:
Oil of Magic Weapon

Arcane Scroll x2 DC 23 or Read Magic:
Scroll of Scorching Ray

Arcane Scroll x2 DC 23 or Read Magic:
Scroll of False Life

Divine Scroll x2 DC 21 or Read Magic:
Scroll of Bless

Arrow 1 x2 DC 25:
+1 Flaming Arrow

Arrow 2 x2 DC 23:
+1 Frost Arrow

Arrow 3 x2 DC 23:
+1 Shock Arrow

Bolt 1 x2 DC 25:
+1 Flaming Bolt

Bolt 2 x2 DC 23:
+1 Frost Bolt

Bolt 3 x2 DC 23:
+1 Shock Bolt

DC 18:
+1 Cloak of Resistance


HP 27/35, Temp HP 0, 3 str damage, AC: 11, Fort +02/ Ref +2 / Will +6, Perception:+5 Channel 8/8, Bolster 8/8, Infernal Healing 50/50, Command Undead 50/50. Active Effects: Fox's Cunning

oh good lord... I take 10 and get everything of 20 or lower. The rest will have to wait until tomorrow because I am not coding that many dice rolls from my phone.


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

Wow! Jackpot! I'll post some rolls asap. Also, guys, since we lack a chest to safely store the enbagulated snakes should we toss them in this secret storage room just in case they get loose?

EDIT

Spellcraft (Potion DC:18) 1d20 + 6 ⇒ (6) + 6 = 12
Spellcraft (Potion DC:16) 1d20 + 6 ⇒ (1) + 6 = 7
Spellcraft (Potion DC:16) 1d20 + 6 ⇒ (17) + 6 = 23 Success - Enlarge Person
Spellcraft (Potion DC:16) 1d20 + 6 ⇒ (16) + 6 = 22 Success - Mage Armor
Spellcraft (Potion DC:16) 1d20 + 6 ⇒ (3) + 6 = 9
Spellcraft (Oil DC:16) 1d20 + 6 ⇒ (20) + 6 = 26 Success - Oil of Magic Weapon
Spellcraft (Arrow 1 DC:25) 1d20 + 6 ⇒ (6) + 6 = 12
Spellcraft (Arrow 2 DC:23) 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft (Arrow 3 DC:23) 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft (Bolt 1 DC:25) 1d20 + 6 ⇒ (6) + 6 = 12
Spellcraft (Bolt 2 DC:23) 1d20 + 6 ⇒ (2) + 6 = 8
Spellcraft (Bolt 3 DC:23) 1d20 + 6 ⇒ (17) + 6 = 23 Success - +1 Shock Bolt
Spellcraft (Cloak DC:18) 1d20 + 6 ⇒ (4) + 6 = 10


Outsider (AC: 22|12|20- For:+5| Rex:+6| Wil:+7- Per:+2Init:+3)

Maybe. I do wonder if they might be unleashed on something else later.


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

That might work - assuming the orders given to the snakes are suitably vague. The risk would be if the snakes have orders not to attack the other monsters down here.


Yah, i'd be more happy just removing them from the equation... not risking doubling up on an encounter.

I did a quick loot update in the discussion. Casters (other than Price), you guys wanna make some rolls to see if we can get a better-defined list?

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