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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King of Talingarde

Teon and Xanos, you two are waiting for the others, correct? Just making sure I'm not forgetting anything.


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

Price curses in silence and then moves forward taking a position close to the middle barracks door.

Double-move 60' - stealthy like

Stealth 1d20 + 12 - 5 ⇒ (14) + 12 - 5 = 21 moving normal speed


25/25 HP, 20 AC, Fort +2, Dex +2, Will +5 Current Spell Effects: Prestidigitation

Yeah. I just got the post out of the way. I thought there was another guard near Alaric and I. Can we get the link to Roll20 at the top of the page?

I guess for now I'll just hang out.


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

While Price does her work, Shulme, still wary of the priest at large, ensures that these fallen guards, at least, will not rise again.

Coup de grace


King of Talingarde

The guard on Cain, seeing the danger presented, dodges past him, attempting to call an alarm as he moves. The zone of silence prevents his screams from reaching beyond the hallway.

Cain, Alaric, Shulme Price are up.

Round 2
Alaric (Bow, miss)
Shulme (CDG on guard)
Price (Moves to door)
Barhold's Men (move)
Xanos's Hand
Cain


25/25 HP, 20 AC, Fort +2, Dex +2, Will +5 Current Spell Effects: Prestidigitation

Xanos's hand skitters after the guard, the zone of silence moving with it.


AoO as the guard stands (raging, power attack, FE)
Falchion 1d20 + 13 + 2 - 2 ⇒ (4) + 13 + 2 - 2 = 17
---> Damage 2d4 + 10 + 6 + 2 ⇒ (1, 3) + 10 + 6 + 2 = 22

That should take care of it, but if it doesn't, Cain will charge him. (same mods plus charge)
Falchion 1d20 + 13 + 2 - 2 + 2 ⇒ (15) + 13 + 2 - 2 + 2 = 30
---> Damage 2d4 + 10 + 6 + 2 ⇒ (4, 4) + 10 + 6 + 2 = 26

Cain continues his bloody work, lips peeled back in silent snarl as he tries to cut down the final guard.

Hybrid Form Status:
HP 69/74
AC 18 T 12 FF 14
CMD 24 FF 20
F/R/W +10/+8/+6
Effects/Conditions Werewolf form (STR 24; CON 18), Longstride, Rage

+2 STR/CON, 1d6 Bite (currently 1d8), DR 2/Silver, +2 Natural armor


King of Talingarde

The guard attempts to stand and run to shout out a warning, but Cain's blade descends upon him, stopping his noble attempt short.

All right guys, how you going from here? From what I remember it's nailing the three doors shut, and Xanos animating the ravens?


Cain sheathes his blade as he checks his wound, powering through the wave of fatigue that often comes from a fight. After a quick look around, he jogs back and grabs one of the dead guards, carrying it back into the doorway through which they came.

As he comes near the strange gauntleted hand of XAnos, he stoops, hoping his voice carries to the wizard but not through any of the doors nearby. "Good trick," he says with his clumsy canine tongue, "I reckon I owe you a drink after that one… or maybe fifty. The trick worked… we're cleanin' up and movin' out."

Cain will drag the body back to the dead captain's room, then search it for anything useful. If people don't mind, grabbing a body and moving it this way would be good if we can. Though I guess the priority should be on getting up those stairs and on our way to the gatehouse.


25/25 HP, 20 AC, Fort +2, Dex +2, Will +5 Current Spell Effects: Prestidigitation

Xanos' hand crawls to the barracks door and somehow manages to pull a nail out of a small hole in it's own palm. It holds the nail up against the seam where the door met the doorframe down at the lower corner and let go. The nail jumped forward like it had been shot from a bow and slammed itself deep into the crack.


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

"It has been a fairly long while since I imbibed alcohol. I have heard that the process is far more refined now than it was when I first discovered it. Perhaps it is time for new experiences." Xanos whispered back to Cain.

"They have secured the barracks. The first door is jammed." he relayed to Teon.


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

Then do what you need to do magic man. I want to join the party.


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

"It will not be long now. We wait until the jammed doors draw attention, or until the others are in place at the gatehouse."


King of Talingarde

Little effort it needed to secure the three doorways. The bodies are retrieved and placed into Barhold's room. Moving down the hall to the open door, a quick glance is enough to alert our villains that upon the upper bridge, two guards currently patrol back and forth. Both are armed with bows and horns.


Cain peeks out, then backs into cover. "So, back up the tower stairs and try to get up on their level?"

I think the plan is to try to get up on the walls and make it across the walkway where those archers are.. as opposed to trying to get across the main bridge. Guys?


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

If I read the map rightly, we cannot enter the towers or drop the bridge from the ground level.


Looks to me like that pair of dots on the 2nd floor of the gatehouse is the key... which we could hopefully access by the door on that 2nd floor facing the keep.


As the team gets ready to move, Cain takes some time to check the mechanisms on the big double-doors that lead out onto the main bridge from the gatehouse.

How much time would it take for Cain to disable the locking device, the hinges, or any other component of the main doors joining 8 and 18... so that when the bugbears come, they can basically make a straight run through? If possible, Cain will look for a way to do so that isn't readily obvious to anyone who saw the doors.
.
disable device: 1d20 + 16 ⇒ (10) + 16 = 26


King of Talingarde

1 full round, but you could be spotted from above (it is dark, and with distance though).


Excellent, then Cain does exactly that... trying to stay out-of-sight as he does so.
Stealth: 1d20 + 13 ⇒ (8) + 13 = 21
Anyone with Stealth Synergy wanna give me a roll to help Cain stay out of sight? :)


Or we could simply use my 21 and move on.

Cain fiddles with the massive doors, spending a few moments finding—then unceremoniously jamming a pin into—the hinge mechanisms (Or whatever Cain would know to work best).

Then, after a quick peek to make sure no one will spot him, he heads back down the hallway past the officers' quarters, heading up the spiral stair and towards the gatehouse. As always, his eyes and ears are open for the sounds of soldiers approaching.

There, that should do it. And he'll do it quietly, but at a normal pace.
Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Stealth (penalty for regular speed): 1d20 + 13 - 5 ⇒ (6) + 13 - 5 = 14


King of Talingarde

Cain sets to work, disabling the door's lock in preparation for the imminent attack. As he works, one of the guard's brings his eyes to bear upon the entryway. Cain freezes for a moment, embracing the shadows as the searching gaze travels over him. But the night wins out, and the guard fails to spy the work being done below.

The task completed, our villains make their way up the stairs to the next level, only to hear a sneeze above. Guards lie in the chamber up top (Room 32).

I can add the guards to the map when I get home this evening.

Dice:

EM1 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
EM2 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11

MM1 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
MM2 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8


King of Talingarde

I added the tokens to the board. These appear to be two halberdiers. They also both sound to be sick. How do you want to proceed?


Cain pauses and quietly steps back down to where the others wait, whispering as quietly as possible. "I'm more'n happy to murder the two up there, but we gotta keep a low profile until we can get that gatehouse secured. One a you think you can lie the group through? Less bloody that way."

He seems disappointed that he's even saying this.


Shulme, Alaric, and Price (though I guess you're still on vacation), do you guys have any feedback for Cain? Or should he just go in swinging? I'd love to keep this thing moving forward.


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

"Not I." the sorcerer's low reply comes from a nearby shadow. "In times of... interest... my tongue is not to be relied upon."


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

"I can do it. They sound sick, so let's go in as fit troops volunteering to relieve them. I'd rather we beat them on numbers... so aside from Cain, who wants to come with me?"


Cain nods, ready to move on Price's lead.


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

I'm going to assume someone will volunteer to get in on this bit of violence.

Price, as a guard, leads the small team upstairs, talking as she goes. She deepens her already contralto voice, to sound more masculine. "...practically the whole fort is down with this damned sickness. And I'm pretty sure I just heard these fellas hacking up a lung so..." She mounts the last step and regards her fellow guards with a wan look, "we're here to relieve you, boys. You look like sh!t and need some shuteye. Beds are ready for ya. Come'on guys let's help'em with their gear a bit. They look dead on their feet." Price keeps up the patter as she moves towards the furthest guard, her mace held behind and disguised as a switch.

Using Blessed Infiltration to get an additional roll.
Bluff 1d20 + 13 ⇒ (18) + 13 = 31
Bluff 1d20 + 13 ⇒ (9) + 13 = 22

Status:
AC:16 | HP: 42 / 42
1st Spells (6):
2nd Spells (3): xx
Daylight (1):
Judgment (2):
Blessed Infiltration (5): xx (D/B/S)
Bane (5 rnds):
Discern Lies (5 rnds):
Effects: None


King of Talingarde

Neither guard seems particularly surprised when Price comes up the stairs. At first one guard seems a bit confused, "I thought it was double shifts for ::cough,cough:: the ones not too bad off?"

The other seems to nudge him a bit, a seeming act to draw off attention, "Father Donnagin probably sent 'em here. He said he'd see what he could do to relieve us. Iomedae bless the father for his kindness." The two seem ready to head down the stairs.

Feel free to position yourselves as you wish.

Dice:

S1 1d20 + 2 - 2 ⇒ (16) + 2 - 2 = 16
S2 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19


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

Price is in position.

"Yeah, well, you boys are coughin' and we're not. So I guess we drew the short straw here, eh? Have a good night." Price waits for the men to head toward the stairs before striking.


King of Talingarde

Everyone gets a surprise round. Post your surprise actions please. And round 1 actions apparently, lol.

Surprise Round
Price
Cain
Shulme
Alaric
Guards (Wha....?)

Round 1
Price
Cain
Shulme
Alaric
Guards

Dice:

Alaric 1d20 + 1 ⇒ (13) + 1 = 14
Cain 1d20 + 4 ⇒ (14) + 4 = 18
Price 1d20 + 7 ⇒ (19) + 7 = 26
Shulme 1d20 + 8 ⇒ (7) + 8 = 15

Guards 1d20 + 0 ⇒ (10) + 0 = 10


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

Price waits for the guards to move between her and Cain before she strikes.

~ Surprise ~

STAND: Laughing Demon (20/x2)
HIT: 1d20 + 7 - 1 + 2 ⇒ (15) + 7 - 1 + 2 = 23 2H, PA, Flank
DAM: 1d8 + 4 + 3 ⇒ (3) + 4 + 3 = 10

~ Round 1 ~

STAND: Laughing Demon (20/x2)
HIT: 1d20 + 7 - 1 + 2 ⇒ (19) + 7 - 1 + 2 = 27 2H, PA, Flank
DAM: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13


Cain steps into the room a second behind Price, nodding along to her bluff. When Price strikes, Cain doesn't hesitate, drawing his blade over his shoulder and bringing it down on the guards. Brutal. Fast.

Cain will target the flanked solier first. If Price drops him in the first hit, Cain will switch over to attack the remaining soldier.

Surprise Round
Falchion (including power attack, flank, murder trait, and favored enemy: human. if we drop the flanked soldier, just reduce the modifiers as necessary)
.
Attack 1d20 + 11 + 2 + 2 - 2 ⇒ (4) + 11 + 2 + 2 - 2 = 17
---> Damage 2d4 + 7 + 6 + 2 + 1 ⇒ (4, 3) + 7 + 6 + 2 + 1 = 23

Round 1
Full attack: Falchion and bite to trip (including power attack, flank, murder trait, and favored enemy: human. if we drop the flanked soldier, just reduce the modifiers as necessary)
.
Falchion 1d20 + 11 + 2 + 2 - 2 ⇒ (10) + 11 + 2 + 2 - 2 = 23
---> Damage 2d4 + 7 + 6 + 2 + 1 ⇒ (4, 4) + 7 + 6 + 2 + 1 = 24
.
Bite 1d6 + 10 - 5 + 2 + 2 - 2 ⇒ (5) + 10 - 5 + 2 + 2 - 2 = 12
---> Damage 1d6 + 2 + 2 + 2 + 1 ⇒ (3) + 2 + 2 + 2 + 1 = 10


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

So much murder!

"They've taken the gate house." Xanos said to Teon. "You will want to be clear of the top of this tower for what happens next, and we will need an arial view of the soldiers' response. You will know when I am ready to leave."

Teon, go ahead and get clear. I'm about to loudly kill a lot of ravens. Give us a little recon.


We're not in the gatehouse. We're in the tower beneath you.


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

It look like you are in the tower access to the gatehouse right?


Unless I'm mistaken (always a possibility), we're in 32, which is a few levels below you two guys. We still have to go out the door (into the main courtyard), up the nearby stairs onto the wall, and then along the wall and across 24 (dealing with at least two guards on the wall on the way)... at which point we'll be at the western side of the second level of the gatehouse.
.
I just intended to point out that we havne't taken the gatehouse yet (counter to Xanos's comment).


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

I thought you were taking out the soldiers guarding the gatehouse. Ignore the beginning of my last post. The stuff about needing arial recon is still valid. I can re-invisible Teon with a scroll


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

I will have to fly low in order to see anything and that leaves me in danger of being seen. It it a risk worth taking or can it be mitigated?

And we might want to signal the Fireaxe. Locking the guards in does little good if they can be freed before the attack comes.


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

"Not quite yet. Very soon though. As long as we have subterfuge on our side, we will use it."

"As such..." he says, opening his book and laying a hand on a parchemnt, which disintegrated to pale powder as he spoke.

And Teon vanished again.

"You have three minutes."


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

The only reply is is a gust of wind and a quiet chuckle.

Teon is flying out the window. The first thing he is going to do is head out over the gatehouse. He is looking for guards and if there are any if they appear agitated or alarmed. Then he will overfly the rest of the fortress looking for the same.


King of Talingarde

Price and Cain easily dispatch the two guards in the chamber with the element of surprise. Teon takes to the sky invisible and reveals several other guards located throughout the complex.

I've added several guards to the map.


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

Can he see the siege weapons now?

"Do you see anything we have not accounted for?" Xanos says over the whisper link.


As the two guards fall, Cain—wearing the face of one of the guards—licks his lips (in a decidedly canine manner), resheathes his blade and grins over at Price. "You always bring me to the funnest joints."

He looks down at the spray of dark blood on the stone, "Should we even mess with hidin' these guys?"

Whether or not they hide the bodies, Cain re-checks his illusion, making sure his disguise shows no signs of the blood splashes decorating his real clothes. Then he makes his way to the door to the courtyard. He presses his ear to the door for a second before cracking it, checking for patrols or guards before he leads the group quietly out into the night, up the stairs, and onto the walls.

For simplicity, taking 10 on Perception and Stealth (but moving at full speed; just doing so quietly)
Perception = 21 (23 for traps or vs. humans)
Stealth = 23 (25 vs. humans)


That stealth should be an 18 (20 vs. humans) -- forgot to include the penalty.


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

Guards on the roof of the gate house, no more than five. A few on the roof of the keep and the walls. A couple at each of the doors. All in all, not many. I can take the ones on the roof of the keep myself. Hurry up Magic Man, I want to join the fun.


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

"If we alert the forces on the ground prematurely, the gatehouse will go on alert and reinforcements will begin moving in behind the others. I'd prefer to avoid that until they have control over the mechanism room and can bar the doors."


King of Talingarde
Xanos wrote:
Can he see the siege weapons now?

Affirmative.


Should I be waiting for Alaric and Shulme to post to move things forward with Cain? I just hate to lose momentum.

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