WotW: A Knot of Thorns The Second Parchment

Game Master Xzaral

Way of the Wicked by Fire Mountain Games

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Battlemat


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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, why don't you spend three minutes getting creative with those. Sabatoging the ballistae and maybe turning the catapults around so they're ready to fire into the courtyard or something? We can discuss it in character, but I bet that just seeing them would be enough to get teon's imagination going. :)


HP 21 | AC/T/FF 14/12/12 | CMD 17 | F+3 / R+3 / W+8 | Init +6; PER +10 | Image
Cain, the beast! wrote:

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?"

Price (as a guard) looks reasonably satisfied with the results of the slaughter. "What can I say, Cain? I'm a girl who likes a party. As for this..." She waves vaguely at the bodies, and starts to drag one, "Let's just set them up like they are gold-bricking in a dark spot - lazy bastards. We'll snuff out the torch near them for good measure."


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

If I can't slaughter the guards yet, do you want me to try and do something about the war machines? There is a big one on the roof of the keep and a couple of little ones on the gatehouse.


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

"A very good idea." Xanos' whisper speaks into Teon's ear. "Train as many of them as you can upon the courtyard. Begin with the largest indirect fire weaponry."


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

Proceeding with the original plan since no one is chiming in...

After setting up the corpses, Price rallies her troops, pushes them into a correct marching formation (matching those she has observed around the fort). "Alright boys. We're good soldiers heading to the Gatehouse to pass along a new set of orders and replace a few tired bastards. Let's go."

Bold as brass, she opens the door and leads her men out, down the stairs into the central courtyard and up the stairs (by 29), onto the parapet. If the guards at the front of the keep take notice, she throws them a military nod and keeps her people moving.

Once on the parapet, she marches them unhurriedly towards the bridge guards (@ 24). She doesn't slow down as she approaches the guards. She barks an order, "Fall in line, boys. Got new orders from Captain Barhold on who's holding what watch. We got more men down and got to re-deploy." She pushes past the men, her manner expecting immediate compliance. As she approaches the door to the Gatehouse, she whistles to get the attention of the nearest guard above, using her gunnery sergeant's voice. "You boys! Get downstairs on the double. We got new orders from the Captain and I don't plan to say it more than once. MOVE it." Price enters the Gatehouse.

If the door is locked/barred, she'll rake someone over the coals for holding her up when she's got better things to do, etc. When in doubt, go aggressive. :)

Using Blessed Infiltration to get an additional roll.
Bluff 1d20 + 13 ⇒ (9) + 13 = 22
Bluff 1d20 + 13 ⇒ (13) + 13 = 26
Intimidate (to brook no dissent on her orders) 1d20 + 15 ⇒ (13) + 15 = 28

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


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

[b]Largest indirect fire weaponry? Well the one on the roof of the keep is the biggest and the cup can probably throw more fire than the arrows the ones on the gate house shoot. I should probably be ready to fight before I do. I bet those guards on the roof of the keep will notice if I reaim it.[/i]

Teon will spend two rounds buffing. First Barkskin, then Enlarge Person. Then he will fly down to the roof of the keep and either try to swing the catapult around or change the elevation so it appears that a shot will land in the courtyard.

Disable device if needed 1d20 + 1 ⇒ (1) + 1 = 2

Status:

HP 37/37 THP 38/38

AC 27
TAC 11
FF 26

Fort 5
Ref 4
Will 7

Spells

Lvl 1 3/5
Lvl 2 2/3

Wearing Teon

Mage Armor

Enlarge Person

Barkskin

Invisible


Cain falls in behind Price, doing his damnedest to look the part of a over-worked soldier following orders.

AA on Bluff 1d20 ⇒ 9; what?! BOOOOOOO


King of Talingarde

As Price barks her orders, the two guards from the bridge follow behind while the ones up top head down, curious what's going on. With the five called, four more are in the room. Entering a blast of heat hits you from the two fires heating hot sand, a deadly trap for anyone attempting to penetrate the fortresses defenses. If those fires were to go out, it would take a day to reheat the burning sand within.

One of the guards within turn's to Price and asks, "Our orders?"

Dice:

1d20 + 2 ⇒ (12) + 2 = 14
1d20 + 1 ⇒ (6) + 1 = 7
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 1 ⇒ (12) + 1 = 13


King of Talingarde

Teon lands on the roof and attempts to sabotage the large siege weapon. Sadly luck is not with him as he goes about it. (I'll need a stealth roll, Teon)


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

Price glances around at the assembled soldiers and weighs the odds. She'd had time during the march over to consider how to handle this moment. The surest path to victory was costly in terms of magic. Still, the Gatehouse had to fall quickly.

Price straightens her back, "OK, boys, listen up... Captain Barhold thinks you are worthless pieces of..." She hammers the soldiers with a searing, insulting, lambast about the many failings of the men and their loved ones. Her words verbally scourge the soldiers with foulness and black damnation. Men explode in flames from her furious diatribe. She concludes her epic, venomous, monologue with, "..and your orders, maggots, are to DIE."

Price looks at her comrades, "Help them follow orders, gentlemen."

Surprise Action: Cast Blistering Invective

Blistering Invective
RANGE: 30' rad
SAVE: Reflex - Partial
EFFECT:
Intimidate: 1d20 + 15 ⇒ (19) + 15 = 34 vs DC:10 + Target HD + Target WIS
Fire DAM: 1d10 ⇒ 9
If my Intimidate beats the DC for each soldier: Each guy is shaken (for 1 rnd + 1 rnd per 5 over the DC), takes the full Fire Damage, and must make a Reflex Save (v DC:17) or catch on fire.
If my Intimidate fails to beat the DC: No effect

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


Cain had seen a lot of Price's tricks. This was a new one, and he watched it with a smile… part rueful, part fascination.

At her cue, the wolf snaps his teeth closed, blade flashing into his hands and towards the soldier between himself and the room's one door.

"The exits!" he barks.

Surprise round?
Draw falchion (free) and power attack the soldier directly left of Alaric.
--- power attack, favored enemy
If that drops that soldier, Cain will 5' step into his square (which will put him next to the door)
.
Falchion 1d20 + 11 ⇒ (4) + 11 = 15
---> Damage 2d4 + 15 ⇒ (2, 3) + 15 = 20

Hybrid Form Status:
HP 59/64
AC 20 T 14 FF 16
CMD 24 FF 20
F/R/W +8/+8/+4
Effects/Conditions Werewolf form (STR 20; CON 14), Longstride

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


King of Talingarde

Price's words don't take the men by surprise, they've all been dressed down before. What does take them surprise is the venemous nature of the assault, so much that they all suddenly burst into flames.

Cain attempts to begin finishing off the guards, the first armor stopping the blow.

Shulme, Alaric, Slave, surprise round actions please.

Surprise Round
Shulme
Eddarly's Men (Wha....?)
Slave
Price (Blistering Invective, aka OUCH!)
Mott's Men (Wha....?)
Cain (Attack guard, miss)
Alaric

Dice:

EG R 1d20 + 3 ⇒ (2) + 3 = 5
EG R 1d20 + 3 ⇒ (18) + 3 = 21
EG R 1d20 + 3 ⇒ (17) + 3 = 20
EG R 1d20 + 3 ⇒ (10) + 3 = 13
EG R 1d20 + 3 ⇒ (15) + 3 = 18
EG R 1d20 + 3 ⇒ (9) + 3 = 12
EG R 1d20 + 3 ⇒ (17) + 3 = 20
EG R 1d20 + 3 ⇒ (8) + 3 = 11
MG R 1d20 + 0 ⇒ (7) + 0 = 7
MG R 1d20 + 0 ⇒ (6) + 0 = 6

Alaric 1d20 + 1 ⇒ (2) + 1 = 3
Cain 1d20 + 4 ⇒ (2) + 4 = 6
Fargo/Teon 1d20 + 3 ⇒ (12) + 3 = 15
Price 1d20 + 7 ⇒ (7) + 7 = 14
Shulme 1d20 + 8 ⇒ (20) + 8 = 28
Xanos 1d20 ⇒ 18
Eddarly's Men 1d20 + 3 ⇒ (18) + 3 = 21
Mott's Men 1d20 + 0 ⇒ (13) + 0 = 13


"SLAVE!" Cain growls, "KILL!"

Go to town, Xanos! >:D


I totally forgot he was running around with you guys. I'm a bad zookeeper.

Original Crappy Attack Roll, in case it matters for sand-dump attempt: 1d20 + 4 ⇒ (2) + 4 = 6


Apparently Cain's ill luck is catching...


I actually just had a better idea after looking at the map and Slave's stats. It will probably fail too, but I'm still going to try it.

Slave actually has an Int of 8. He's a little dumber than average, but actually not mindless. They're smart enough to still be sailors and pirates.

So, they have a few more options when it comes to murder than just "killbot swing club"

Would it be possible for Slave to upend the southernmost cauldron of sand toward the line of enemies to the south?


Ah, gotcha. sorry.


No problem. :)


King of Talingarde

Sadly that won't knock it over itself, but it's definitely a good idea.

Still need Shulme and Alaric.


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

Teon fails to move the catapult, apparently failing to notice that the wheels are chocked. He gives up after a push or two. He glances around to see if the guards noticed the noise.

Stealth 1d20 + 20 + 1 - 4 ⇒ (15) + 20 + 1 - 4 = 32


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

I am guessing Teon 's invisibility is going to run out soon. It is only three minutes.


King of Talingarde

One of the guards near Teon looks up at the catapult, a questioning look on his face, as a breeze blows by. He calls to another guard, "The wind is picking up it seems." The other guard nods in acknowledgement before going back to watch.


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

Teon tries again. Disable Divice 1d20 + 1 ⇒ (14) + 1 = 15 Possibly making head way in his efforts to reaim the siege engine.


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

Shulme reacts to Price's invective with surprised admiration, but his chosen target unexpectedly bursting into flames seems to throw the sorcerer's aim off.

Power Attack: 1d20 + 6 ⇒ (3) + 6 = 9


King of Talingarde

Slave attempts to dump out the contents of the sand pot, but to no avail. Shulme does his own attempt to impale one of the soldiers, but the blow is deflected off the soldier's armor, not so much a deflection as a bit of fortune on the soldier's part.

Round 1, Shulme is up. I'll have Alaric delay.

Surprise Round
Shulme (Attack, miss)
Eddarly's Men (Wha....?)
Slave (Dump pot, fail)
Price (Blistering Invective, aka OUCH!)
Mott's Men (Wha....?)
Cain (Attack guard, miss)
Alaric (Delay)


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

Shulme curls his lip, maneuvering through the surprised guards and rounding on his prey from the other side - but he encounters no more luck than before.

Flanking Power Attack: 1d20 + 8 ⇒ (1) + 8 = 9

No AoO (flatfooted) but grumble grumble dice grumble


King of Talingarde

Shulme's attack misses it's mark once again, but the battle is quickly turning around. Several soldiers drop, burning form Price's spell. Trained fighters, two focus attacks upon Cain while a third draws a bead on price, ready to strike her if she speaks again. "Another word and I'll spear you in the throat with an arrow!" (Price, the soldier is holding a readied attack on you if you speak (words or spell). If you choose to, please open the spoiler and resolve as appropriate) (Cain, both attacks hit, one for 4, other for 7)

The last opens the doorway, attempt to call for aid. (This provokes from Alaric and Cain)

(Slave, Price up. Alaric still delaying)

Round 1
Shulme (Attack, miss)
Eddarly's Men (Varied actions)
Slave ()
Price ()
Mott's Men ()
Cain ()
Alaric ()

Dice:

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d8 ⇒ 4
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 ⇒ 7

Readied attack on Price:

Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 ⇒ 1


As the man grabs for the handle, Cain pivots off his previous errant strike… this one feeling much more sure.

AoO on the man tying to open the door. Including power attack and favored enemy.
Falchion 1d20 + 11 ⇒ (11) + 11 = 22
---> Damage 2d4 + 15 ⇒ (2, 2) + 15 = 19


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

Price smiles at the 'threat' then pantomimes using an invisible key to lock her mouth. She pulls the Laughing Demon steps up, and brains the nearest archer... it had been her intention all along.

I'm assuming the pics are accurate so I won't be drawing an AoO from the archer against the wall. If I will, reduce my move to a 5' and still strike the same guy.
I'm not sure if you factored it into your rolls - but all of these guys attacks should reflect they are Shaken.

~ Round 1 ~

MOVE: Move and draw mace
STAND: Smash!

STAND: Laughing Demon (20/x2)
HIT: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20 2H, PA
DAM: 1d8 + 4 + 3 ⇒ (6) + 4 + 3 = 13

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


Xanos' Slave was not exceptionally bright, but it knew enough to be able to tell when an idea was not going to work.

It let go of the enormous pot of sand and turned to bring it's halberd down on the archer Mistress Price was engaging.

Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d10 + 7 ⇒ (1) + 7 = 8


King of Talingarde

Sorry guys, bad week for me on updates. Doing so now.


King of Talingarde

Cain's strike stops the man before he can open the door to escape. Price and Slave both step up and continue their attacks upon the guards, dropping two more archers.

One of Mott's men catches fire and burns while the other drops to the ground, attempting to extinguish himself. "Ah, fire!"

Cain, Alaric, Shulme up.

Round 1
Shulme (Attack, miss)
Eddarly's Men (Varied actions)
Slave (Attack guard, hit)
Price (Attack guard, hit)
Mott's Men (Extinguish)
Cain ()
Alaric ()

Dice:

1d6 ⇒ 5
1d6 ⇒ 1
1d20 + 2 ⇒ (17) + 2 = 19


King of Talingarde
Price wrote:
I'm not sure if you factored it into your rolls - but all of these guys attacks should reflect they are Shaken.

Doh! Cain, the 4 point hit missed.

EDIT: To clarify, that was a Homer Simpson 'Doh!'


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

Did you miss Teon's second atempt?


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

Shulme keeps his attention on the nearest guard, spear lashing out again and again in eerie silence as the sorcerer attempts to overwhelm the Talirean's defenses.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 7 ⇒ (7) + 7 = 14


Cool. Added 2 back on (I had reduced it for DR).
Round 1

Cain stalks across the room, enjoying the moment as he closes on another of the soldiers. His blade hacks into flesh like some cruel butcher's cleaver.

Close on the guard to the north-east and attack; 2-handed power attack with favored enemy.
.
Falchion 1d20 + 11 + 2 - 2 ⇒ (17) + 11 + 2 - 2 = 28
---> Damage 2d4 + 15 ⇒ (3, 1) + 15 = 19

Hybrid Form Status:
HP 54/64
AC 20 T 14 FF 16
CMD 24 FF 20
F/R/W +8/+8/+4
Effects/Conditions Werewolf form (STR 20; CON 14), Longstride

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


King of Talingarde
Teon wrote:
Did you miss Teon's second atempt?

Dagnabit, I did. Sorry about that Teon. I'll get that updated when I can.


Alaric charges past the Inquisitor and slashes at the guard with his bastard sword.

~ Round 1 ~

MOVE: By Price
STAND: CUT

STAND: Bastard Sword (19+/x2)
MODS: 2H, PA
HIT: 1d20 + 8 ⇒ (5) + 8 = 13
DAM: 1d10 + 12 ⇒ (7) + 12 = 19

Status:
AC:21 | HP: 57 / 57
Smite Good (2):
Touch of Corruption (4):
Effects: None


King of Talingarde

Between the efforts of Shulme and Cain, the last two guards in the Gatehouse fall to the ground, bleeding out. From this room, you find both the winch that lowers the drawbridge as well as the one that raises the portcullis. A trap door goes to the lower level and to the ceiling, a set in the north of the room, as well as in the south side. The door to the bridge does possess a lock and bar to it.


King of Talingarde

Teon's efforts to redirect the siege weapon makes progress, allowing him to disrupt the weapon's aim. When it next goes off, it may take some time to fix the weapon to fire correctly. Time that hopefully they won't have.


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

I messed up the aim of the big one. Can I kill the guards on the roof of the keep now? I think I will be visible soon anyway


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

Xanos' whisper speaks into the ears of the group in the gatehouse.

How are you progressing?


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

Price looks over the bodies and responds to the wizard. "Good. The winch level is secure. We're moving on to take the top and bottom. Ready to torch some poultry?"

OK, I don't recall if there was a guard left on the roof, so I'm thinking we send the buff guys (Cain/Alaric) upstairs to deal with the final straggler (if there is one) and start moving all the siege weapons the other way while Shulme and Price can check the lower level just to clear any hiders. Slave can stay on the mid-level, keep the door blocked, and help either team as needed. Does that sound good?

Price sneaks over to the hatch in the floor (Area 21), pulls it open quietly and looks into the lower area.

Stealth 1d20 + 12 ⇒ (18) + 12 = 30
Perception 1d20 + 15 ⇒ (10) + 15 = 25


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

Sounds great

Teon, it is time. Xanos says moving to the edge of the tower and stepping up onto the ledge of the outside window. A brief incantation brings up an arcane barrier.

Casting Shield.

Then, Xanos reaches into a pouch and throws a handfull of small pebbles into the air.

The torrent of boulders that rains down rattles the stones of the tower and lays waste to the rookery.

Stone Call: 2d6 ⇒ (5, 5) = 10


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

Xanos' hand holds a nail before the last door, releasing it and allowing it to worm it's way into the doorjamb. Then it touched the door. Within the partially armored glove that served as it's armor, and it's means of carrying things, a small piece of paper burned away to nothingness.

Hand delivers Arcane Lock for Xanos.

All doors to the barracks should now be shut with Arcane Lock and a Stubborn Nail. I'm not sure if you want one to increase the DC of the other, or if they would need to be bypassed separately (i'd do them separately since they are different sorts of barriers).


Cain nods, "I'll head up top. Alaric?"

He wipes and sheaths his blade as he makes his way to the northern ladder, quickly climbing up and pausing to slowly open the trapdoor.

Stealth (to open door quietly): 1d20 + 13 ⇒ (14) + 13 = 27
Perception (to peek through hatch): 1d20 + 11 ⇒ (3) + 11 = 14
Cain can take Alaric's or Price's Stealth roll if it's better.


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

My stealth was an 18 but I'm heading in the opposite direction... so I'm not sure if that counts for ya. I'll toss in some rolls for Alaric in a moment. I don't have a cheatsheet for him yet.


Alaric takes the other hatch to the roof cautiously.

Stealth: 1d20 + 18 ⇒ (20) + 18 = 38 use a 20 base, Cain. :)
Perception: 1d20 - 1 ⇒ (7) - 1 = 6


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

Teon takes flight from the roof of the keep, doing one more flyover of the fortress before heading back to the tower to retrieve Xanos.

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