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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Male Human Lord of Darkness Antipaladin 5; HP 57/57; AC 23/11/22; Initiative +1; Perception -1; Fort +8, Ref +5, Will +5 (+1 vs. divine spells);

Alaric follows.

Stealth!: 1d20 + 18 ⇒ (10) + 18 = 28
Perception!: 1d20 - 1 ⇒ (6) - 1 = 5

Seven higher. Take what you can!


King of Talingarde

Team Tower

As Xanos and Teon arrive at the top of the tower, they easily fly in through one of the large windows for letting the birds loose. Landing, the smell of bird droppings assault their nose as two dozen sets of eyes settle on them, the ravens. The ravens that are noticeably not caged at this time, staring at the newcomers.

Sleeping on a bed in the corner is the raven keeper, Mad Martin Rayard.

I'll need stealth checks to move further into the room at all or take any actions. Room 43.


King of Talingarde

Team Barracks

Peaking out the doorway, you see and hear two guards within torch light, standing guard at the far end of the hallway. While they don't seem to have noticed the cracked door, they certainly would if someone leaves the hallway. In addition, at each barracks door stands another guard at the ready, totaling five in number in this hallway.

One thing is clear from the guards. While they stand alert, they stand with the alertness of a man working double shifts. Darkened circles under the eyes, a slouch in posture not normally visible. These guards have been overworked. (Penalties to rolls)

The door to the east (8b) currently stands open letting in a cool breeze from outside.


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

Price nearly shuts the door and describes the scene in a hushed whisper to the team, "We've got two guards to our right and three more to our left. I see two ways to do this:
Method One - we try a grand bluff to bring the guards all together and blitz them. Someone will have to try to look like Barhold to pull that off.
Method Two - this one will work assuming Xanos' five fingered friend will play along. Here's the basic idea. I stick a hatpin into the hand with Silence on it, and it skitters quietly down towards the barracks. If it stops by the middle door, that should silence all three guards. At the same time, to distract from the appearance of the hand, a couple of us go out as guards and head left to 'relieve' those guards while our remaining man heads right to chat up the two guards or waits to jump them - at his discretion. Then we strike. Thoughts?"


King of Talingarde

All five guards are to the left at the moment and should be visible on the map.


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

LOL. I had to zoom back in to see them... which also revealed the squares were smaller than I thought - i.e. my scale was off. I was seeing 4 squares as 1 square since I was viewing it from a high level... So my silence idea won't catch all of them. OK, guys we need to go with some flavor of bluff and blitz.


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

The birds shouldn't be looking at us. We have 5 minutes of invisibility. We're waiting for the others to kick things off before we make a mess up here.

"We are in position." Xanos whispers over the link.


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

Teon releases Xanos and moves towards the sleeping figure as quietly as he can.

Stealth 1d20 + 22 ⇒ (11) + 22 = 33


King of Talingarde

Teon quietly sneaks over to the sleeping figure. For a moment, Teon thinks he was heard as the man shifts in his sleep, but merely an unconscious act. Finally he stands next to the slumbering form of the birdkeeper.

Xanos wrote:
The birds shouldn't be looking at us. We have 5 minutes of invisibility. We're waiting for the others to kick things off before we make a mess up here.

It was more RP description than anything. But yea, good point on the Invisibility.

Dice:

1d20 + 11 - 10 ⇒ (12) + 11 - 10 = 13


Getting caught up, will post shortly.


Cain shrugs, "Whatever plan keeps'em quiet while we shut'em down is what I'm all for. It'd be ideal if we could get all five in this hallway before springing the trap, but I aint got a clue how to do that. We just need a way to get them all in a forty foot area, then?"


Can Xanos's hand cast invisibility on one of us?


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

Yes, but I'm out of long-duration scrolls. All I have left are the 3 minute versions. Just ask for it through the Message link.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

We don't need anything long duration - just enough to blitz these clowns in the hall.


Cool. I'll assume Cain somehow knows that this is possible.

Cain stops, then grins as an idea hits him. "What about this? How about Price use that Silence trick on a coin. I'll put it in my pocket and head towards those far three guys like I'm gonna relive one of 'em. You all give me a second then make up a reason for you guys to wander to the closer two. Time it so we get to our victims at the same time. Price does a second Silence trick over there, catching your two targets in the area, my three guys will be in my area of silence. We whack 'em as fast as we can and clear the room of bodies as the hand does its thing."

"Another way to skin that cat is if Xanos's creepy-ass hand makes me invisible, then I take the silence coin down there and we do the same thing. It's just less risky for me to get into place that second way."


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

"Works for me. I like invisible werewolves."


Cain looks to Alaric and Shulme for agreement or changes to the plan. "So how are yall gonna make the approach to the other guards? Ya know, so I'll know what to expect."


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

"One of us should appear like Barhold, sick with the same illness that has struck so many down. I, and someone else, will be half carrying him and having trouble. I'll see if we can draw the guards closer. I'll stick a silenced hat pin into Xanos' hand. It can rush in once I've got the guards coming over. Then we all strike." She looks to Alaric, Shulme, and even Slave. "Who wants to play each role?"


Slave stares back.


Cain pulls out the greatsword, "Well, whichever of you goes as the captain, take this."


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

Tiring of all the chatter Teon unleashes upon the sleeping bird man.

Coup de grace power attack Arcane strike 2d4 + 12 + 8 + 4 + 1d6 ⇒ (2, 1) + 12 + 8 + 4 + (6) = 33


Male Human Lord of Darkness Antipaladin 5; HP 57/57; AC 23/11/22; Initiative +1; Perception -1; Fort +8, Ref +5, Will +5 (+1 vs. divine spells);

"I'll be the captain," he says with disdain. Shifting himself, he becomes the man he'd just murdered. "It's disrespectful, but Hell, when was I ever respectful? He should've been sleeping in armor."


"Great," Cain grunts as he hands over the sword, helping to strap it across Alaric's back, "Price, how much time do we have on your quiet spell?"

As they prepare for the plan, he pokes at Xanos's hand, "Uh... Too Tall... You there? I need some help."

Ready to rock. I'll actually head out as Price and Alaric head out, allowing Price to cast her Silence spell at the last moment to make the most of its duration.


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

Price grimaces, "Half a minute (5 rnds), so don't dawdle. Alaric/Barhold is going to have to lurch through this door quickly."


King of Talingarde

Teon takes his clawed hand and sinks it deep into the throat of Mad Martin, silencing the man as he takes his life. Around you the birds suddenly let out a cacaw, not unusual given the circumstances, but then to almost seem to stand down, eyes becoming less menancing, more...normal.

Mad Martin's gear:

  • padded armor
  • iron poker for tending fire (club)
  • wooden holy symbol to Iomedae
  • key to rookery
  • pouch full of bird seed
  • signal horn

Dice:
1d20 ⇒ 5
I actually can't recall his Fort modifier, but considering the DC is 43, I'd think he'd need a nat 20 to make that.


Cain casts Longstride on himself as they prepare. And with that, Cain is ready to commence the beat-down. I'll assume Price places Silence on a coin or something for Cain, and that's Cain's cue to sneak quickly into position.
Stealth (invisibility, move speed penalty): 1d20 + 13 + 20 - 5 ⇒ (13) + 13 + 20 - 5 = 41

And he'll be in hybrid form, though with the disguise still up.


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

Silence will suppress my Message spell in it's area.

I am, Cain. What do you require? Xanos' voice whispers through the Message link.


The Silence will only be up for a short bit. We should have contact with you before and after the fight.

Cain's words are hard to understand... the way they are when he's in his true form. "I gotta get in to some guards' faces without them knowin'... you got any tricks to help with that?"


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

Of course. You have three minutes until the spell fades.

Scroll of Invisibility, cast through Familiar

Now that the rookery was secured, Xanos and Teon had a bit of time while the others worked.

Xanos was not one to sit idly. He invisibly moved to the side of the slain bird-keeper, carefully looking through the man's possessions. Detect Magic

Finding nothing of immediate interest, he rolled the man over, slit open the sleep-shirt, and cut away three long strips of flesh. Then he severed Mad Martin's hand, wrapped it and tucked it away in his satchel.

Teon, as a reminder, you are visible now. The spell ended with your Coup de Grace.


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

Yes Teon is now visable
What is the plan now? I hope this fool had more than this.

Teon will look around to see if anything else of worth is in the room.

search 1d20 ⇒ 6

Just remember that Fargo/Teon is a beatstick and not a skill monkey


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

We'll see if Detect Magic catches anything.

Perception: 1d20 + 1 ⇒ (17) + 1 = 18


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

OK, Alaric will play our delirious Captain and I'll be a beleaguered guard trying to help him - poorly. I'll stick a pin Xanos' hand and his instructions will be to follow a round behind us and then sprint closely when the guards close in. If they don't buy it, his job will be to reach them as fast as possible. In terms of timing things will go like this:
Rnd 1: Cain gets invisibility and I cast Silence on a coin for him. He starts bolting for the furthest guards and should get nearly all the way there.
Rnd 2: Cain gets in position. I cast Silence on the pin in Xanos' hand and then Alaric and I move into the hall. Outside of the range of the silence, I try to bluff the two closest guards into coming close (using Blessed Infiltration). Alaric has only moved so he can keep a ready action to smash someone if need be.
Rnd 3 The hand moves in as needed. This bit depends on the guards - but basically Cain, Alaric, and Price hopefully do some heavy thumping with Shulme backing us up and making sure that other door is secured.

Fully committed to the cobbled together plan, our villains spring into inglorious motion...

When Price struggles to handle the seemingly drunk Captain, she struggles trying to keep him up. She growls in the most masculine voice she can manage, "You two, help me with the Cap'n! He's been taken by that damn sickness. Get over here!"

Using Blessed Infiltration for a 2-fer...
Bluff the guards 1d20 + 13 ⇒ (6) + 13 = 19
OR
Bluff the guards 1d20 + 13 ⇒ (17) + 13 = 30 <--WINNER

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


Plan looks great to me. Glad we're finall kicking this thing off. Here is where I rolled Cain's Steatlh... total of 41 against the guards. That should put him in position to attack when it all goes down. >:D

The hunter stood before his prey... adrenaline barely held in check as he relished the fact that they had no clue he stood mere feet away... blade in hand.

Hybrid Form Status:
HP 64/64
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, Invis, Silence (on a coin in his pocket)

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

I set my token on the map where I want him to be for the ambush. Let meknow if that's cool.


King of Talingarde

Strike Team Hallway

The two guards immediately come towards 'Captain Barhold' and their fellow soldier, stowing shields as they move. They reach out to help the sick man as needed, a look of concern on their faces. Down by Cain, the guards seem momentarily distracted by the events unfolding before them.

One of the guards by Cain calls out to ask what's going on, when he suddenly realizes he can't speak. Though he's unable to figure out why at the immediate moment.

Surprise Round
Alaric
Shulme
Price
Barhold's Men
Xanos's Hand
Cain

Dice:

Initiative
Alaric 1d20 + 1 ⇒ (20) + 1 = 21
Cain 1d20 + 4 ⇒ (2) + 4 = 6
Price 1d20 + 7 ⇒ (7) + 7 = 14
Shulme 1d20 + 8 ⇒ (12) + 8 = 20
Xanos Hand 1d20 ⇒ 9
Barhold's Men 1d20 ⇒ 11

BM SM 1d20 + 2 ⇒ (5) + 2 = 7
BM SM 1d20 + 2 ⇒ (11) + 2 = 13

BM Per 1d20 + 4 ⇒ (8) + 4 = 12
BM Per 1d20 + 4 ⇒ (5) + 4 = 9
BM Per 1d20 + 4 ⇒ (1) + 4 = 5

Luck 1d100 ⇒ 92


King of Talingarde

Tower Infiltration / Bird Genocide Squad

An examination of the room reveals no magical auras to be present, noting of exceptional note. This room is quite empty of anything of real value, unless bird excrement is a treasure.


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

To sell the ploy, Price couldn't reasonably have her mace in hand. It was an unsatisfying situation but one she couldn't get around. It was her only regret that when the helpful sap came into range, she couldn't shatter his skull with her beloved Laughing Demon. She settled for her next best option, a hard-handed chop to the man's throat, hoping to silence him if Xanos' hand failed to do the job for some reason.

~ Round: Surprise ~

STAND: Hand (crit: 20/2x)
HIT: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16 PA
DAM: 1d3 + 3 + 2 ⇒ (1) + 3 + 2 = 6 Improved Unarmed Strike

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


On Price's actions, the hunter strikes, loosing his pent-up aggression on the guard with a vicious, two-handed strike that slams the flat of his blade into the man's head.

Surprise!
Rage + Falchion, dealing Nonlethal power attack, including Favored Enemy and Inv.
.
Attack 1d20 + 13 + 2 + 2 - 2 - 4 ⇒ (13) + 13 + 2 + 2 - 2 - 4 = 24
---> Nonlethal Damage 2d4 + 10 + 2 + 6 ⇒ (2, 4) + 10 + 2 + 6 = 24

If that drops the nearest guard, Cain will 5' step toward the other two. If not, he'll stay put.


Male Human Lord of Darkness Antipaladin 5; HP 57/57; AC 23/11/22; Initiative +1; Perception -1; Fort +8, Ref +5, Will +5 (+1 vs. divine spells);

Surprise!

Alaric's hand rockets out towards the untouched guard, hand brimming with dire intent.

Touch of Corruption (touch attack): 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 2d6 ⇒ (6, 1) = 7
Cruelty: Commanded: DC 14 Will save or "halt", which doesn't allow him to take actions-- pesky actions like free actions to shout "Oh god help!"


King of Talingarde

Alaric lashes out and touches the guard, wounds festering on his body and seeping into his very soul. The corruption temporarily paralyzes the man, preventing his actions. (Failed save)

Price attacks her guard, but he manages to get his shield up at the last moment, deflecting her strike away.

Cain strikes at the guard near him, nearly severing him in half. (D-E-D Dead)

Shulme moves up to join in the fray.

Surprise Round
Alaric (Touch of Corruption on guard)
Shulme (Moves up)
Price (Attack guard unarmed, miss)
Barhold's Men (Wait, what?)
Xanos's Hand (Moved the hand out)
Cain (Attack Guard, kill)

Dice:

G WS 1d20 ⇒ 7


King of Talingarde

Alaric, Shulme, Price are up.

Round 1
Alaric
Shulme
Price
Barhold's Men
Xanos's Hand
Cain


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

Missed? Daaamn... what kind of armor are these guys wearing!

Irritated by her failed strike, Price draws the Laughing Demon and swings for the fences - whipping the mace towards the guard's head in a two-handed strike.

~ Round 1 ~
MOVE: 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


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

Under cover of Price's attack Shulme sweeps around the guards' flank in sinister silence, deadly spear lashing out even as he cuts off their retreat.

1d20 + 8 ⇒ (9) + 8 = 17
1d8 + 7 ⇒ (3) + 7 = 10

Flank with Price and longspear attack (so add 2 to Price's attack after me in the init Mark); Escape Route with Price means no AoO for the guard I believe.


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

Xanos' hand leaps at the paralyzed guard.

Attack: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage: 1d1 + 2 ⇒ (1) + 2 = 3

Grab (if attack is successful): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23

Mostly this is to try for the grab, so as to apply Grappled penalties to the guard.


Male Human Lord of Darkness Antipaladin 5; HP 57/57; AC 23/11/22; Initiative +1; Perception -1; Fort +8, Ref +5, Will +5 (+1 vs. divine spells);

Alaric draws his bastard sword and hacks into the guard in front of him, an annoyed look on his face-- he'd prefer to have a shield to counterbalance, but this will do for now. He shuffles to the side during the strike!

Attack!: 1d20 + 8 ⇒ (18) + 8 = 26
Damage!: 1d10 + 12 ⇒ (5) + 12 = 17

Move to draw sword, attack, five foot. Next round my AC will be at 23, but for now, shieldless, it's 21.


King of Talingarde

They have Chainmail and Heavy steel shields.

Alaric drops one of the guard's near him, his blade biting deep, while Shulme sets another off balance, his thrust sending him back into Price's blow. The guard begins to stumble, futilely calling for help as Xanos's hand suddenly leaps at his throat, finishing him off.

Meanwhile both of the guards near Cain step up to him, though uncertain of what's going on trained soldier skills coming to bear. Neither guard manages to cut through Cain's defenses, but one does indeed come close to striking.

You guys again, Cain for round 1, rest for 2.

Round 1
Alaric
Shulme
Price
Barhold's Men
Xanos's Hand
Cain

Dice:

1d20 + 5 ⇒ (2) + 5 = 7; 1d8 + 2 ⇒ (2) + 2 = 4
1d20 + 5 ⇒ (14) + 5 = 19; 1d8 + 2 ⇒ (5) + 2 = 7


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

You know you're a mook when the wizard's familiar takes you down.

Xanos' hand turns and leaps again.

Attack, flanking: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage: 1d1 + 2 ⇒ (1) + 2 = 3

Grab: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13

I'm occupying the same square as the guy I'm attacking, so I'm not in anyone's way and set up a flank from any direction.


Male Human Lord of Darkness Antipaladin 5; HP 57/57; AC 23/11/22; Initiative +1; Perception -1; Fort +8, Ref +5, Will +5 (+1 vs. divine spells);

Alaric looks down at the soldier beneath him, cracking his knuckles under his gauntlet. "Unworthy," he mutters, snapping out of his trance. He sets his sword on the ground, putting a foot across its blade. Drawing his longbow, he pulls back an arrow and lets it fly at one of the soldiers Cain is engaged with.

Longbow attack!: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11

It, of course, flies wide. "Bleh," he grimaces with all of the gravitas of someone who had missed a horseshoe toss.


Cain's snarl is lost in the silence as he darts between the attacks, responding with his own slash and bite.

Round 1
targeting the guy top-left, Full attack, falchion then use bite to trip. If the falchion attack drops the first guy, the trip goes on the other attacker (bottom left)
Rolls modified by: Favored Enemy and power attack.
.
Falchion 1d20 + 13 + 2 - 2 ⇒ (17) + 13 + 2 - 2 = 30
---> damage 2d4 + 10 + 6 + 2 ⇒ (1, 2) + 10 + 6 + 2 = 21
.
Bite Trip (vs. CMD) 1d20 + 12 - 5 + 2 - 2 ⇒ (8) + 12 - 5 + 2 - 2 = 15


King of Talingarde

Cain kills one of the guards on him, while Alaric attempts to shoot another, his arrow going wide. It silently 'thunks' into the gate, though no noise is heard due to the enspelled Cain.

Shulme and Price up. Xanos, there are no enemies by your hand at present.

Round 2
Alaric (Bow, miss)
Shulme
Price
Barhold's Men
Xanos's Hand
Cain


King Markadian V wrote:
Neither guard manages to cut through Cain's defenses, but one does indeed come close to striking.

it may be dumb of me to point it out, but a roll of 19 does actually connect with Cain while he's in raging werewolf form. Should I apply damage appropriately?

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

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