Way of the Wicked by GM Falling Darkness

Game Master Edelsmirge

Welcome to Evil


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So, you big orc?


Female Catfolk U. Rogue 2 (Cat Burglar, Poisoner, Underground Chemist)

"Grumblejack, eh? Please to meet ya! I'm Talia, and I'm here to rescue you." She says, flashing the big creature a grin, as she works to pop the lock of his cell door.

She'll take 10 on the DD check, for a 20 total.


[Grumblejack grumbles deep in his chest and says that is a little un orc is, Grumblejack is an ogre. and he watches intently as Talia starts working on the lock of the cage.


Female Human* Ora 1/Kin 1 | HP 20/20 (2 NL) | AC 16 T 13 FF 13 (+4 vs human)| F +6, R +6, W +5 (+9 vs Mind) | Per +5 DV | Init +3 | Channel 6/6; Spells 1: 5/5

"Oh yes, Grumblejack will do so much smashybreak on the nasty guards! They'll be all..."

...and she falls to the floor with her limbs at odd angles, her eyes rolled back and tongue out, just like a guard smashed by an ogre.


Just what is wrong with you, human? Aghh glares at her.


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Audi smiles at Grumblejack. He motions to Aggghhh.
Would you fine gentlemen care to bash that outer door there and crush anyone on the other side?

The scarred Witch doctor nods as if listening to another for a moment.
Yes! The Ancestors agree. We will be guiding your steps.

The 1/2 orc then asks the Ancestors for Guidance on the two just prior to any breaking through doors....
Time keeps on ticking, ticking, ticking....


Female Human* Ora 1/Kin 1 | HP 20/20 (2 NL) | AC 16 T 13 FF 13 (+4 vs human)| F +6, R +6, W +5 (+9 vs Mind) | Per +5 DV | Init +3 | Channel 6/6; Spells 1: 5/5

As she lays there, still "Dead", a voice from thin air calmly states, "Deliberately induced dissociative states caused by repeated use of mind-affecting magical trauma during childhood. Including possession by multiple entities."

But she does scuttle out of the way as Aggghhh and Grumblejack begin moving toward the door.


Aggghh is relieved to do something useful and.....Hesitates and just tries the door to see if it opens without alerting anyone


Male Human Crossblooded (Ghoul & Pit-Touched Bloodlines) Sorcerer 2| HP 17/17 | AC 13 T 13 FF 10 CMD 15 | F+2, R+3, W+1 | Perc +0, Darkvision 60ft. | Init +3 | Move: 30ft. Burrowing 10ft.| Ghoulish Claws 7/7

Wiktor's hungry gaze cannot hide the disappointment that Jassie isn't actually deceased...

As Ogre and Orc move toward the door the lanky wretch steps aside expectantly;

"Breaking door vil bring guards yes?"


Female Svirfneblin Bard (Dwarven Scholar, Stonesinger) 1 | HP 12/12 | AC 17 TO 17 FF 11 | F +5 R +8 W +9 (+1 vs. divine sp) | CMD 13 | Init +4 | Perc +11 DV120 LLV | SR 12 | BP 9/9 | Nondetection
Spells:
1st 3/3
SLA:
Blindness Deafness 1/1 Blur 1/1 Disguise Self 1/1

As Leralesti notices the others actually talking to the brute and working on releasing him as well, she steps to the shadows. She almost seems to blend with them, the dark embracing her as she silently steps in. She doesn't have a good feeling about the giant, neither feels like staying around for his rage.

She enjoys the idea of him breaking out towards the guards, but hates that it means they'll have to flee during the mess without actually having made any plans - everything is feeling a lot more rushed than it should. She keeps her eyes in Audi, as he's carrying the rest of the patches, but cares less about the others.


The cage door pops open and Grumblejack moves out.

Spoiler:
can this big of thing be quiet?: 1d20 - 1 ⇒ (15) - 1 = 14

perc: 1d20 + 2 ⇒ (19) + 2 = 21
perc: 1d20 + 2 ⇒ (2) + 2 = 4


current map in campaign along with init. You have currently released Grumblejack from room 19 and room 17 is where the guard room is and room 20 was the conference room Audi was in


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Looks like waiting on results of Room 17 attempt to open door? Both Aggghh and Grumblejack have Guidance for a minute for it.


str bash: 1d20 + 6 ⇒ (3) + 6 = 9


Grumblejack seems weakened by something as he grabs the door and attempts to bash it open.

Spoiler:
str check: 1d20 + 3 ⇒ (15) + 3 = 18

The door smashes down with a sickening crunch as wood splinters spray everywhere. The door at the bottom is also closed as well as the door to the conference room. There is a small fireplace which shows some use.


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

If Guidance is used, Aggghhh would Aid?


Aghhh is feeling rather weak today.


The door splintered open see above


Ahhh opens the door to the meeting room


Male Human Crossblooded (Ghoul & Pit-Touched Bloodlines) Sorcerer 2| HP 17/17 | AC 13 T 13 FF 10 CMD 15 | F+2, R+3, W+1 | Perc +0, Darkvision 60ft. | Init +3 | Move: 30ft. Burrowing 10ft.| Ghoulish Claws 7/7

As the door shatters Wiktor hisses his concern;

"Feh. Too much noise! They vill come..."

In the big orcs wake the wretch slinks into the meeting room, arms hanging loose and too long by his sides;

Stealth: 1d20 + 7 ⇒ (17) + 7 = 24


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Audi peers into the main room. The 1/2 orc frowns. He then notices the door at the bottom being also closed.
Grumblejack and Aggghhh want to try that one also? The Ancestors will offer Guidance to you both. We have places to go and people to meet.


Aggghh tries opening the door.


Female Catfolk U. Rogue 2 (Cat Burglar, Poisoner, Underground Chemist)

While the boys deal with the doors, Talia scans the room for anything useful. 1d20 + 4 ⇒ (9) + 4 = 13 Perception


The meeting room has two chairs and as you look closer seems to have been a questioning room previously with some blood on the floor.

The chimney might allow medium or small people to climb down it.


Grumblejack squeezes down the stairs and grabs the door and gives it a hard thrashing. Below as he blasts the door you hear some frightened yelling beyond the door.

door break:
1d20 + 3 ⇒ (19) + 3 = 22

The door explodes open making tremendous noise. Two guards in the hallway below are walking toward the door and are yelling their fool brains out ALARM!

init:
Aggghhh: 1d20 - 1 ⇒ (14) - 1 = 13
Talia: 1d20 + 4 ⇒ (8) + 4 = 12
Jacinda: 1d20 + 3 ⇒ (10) + 3 = 13
Audi ibn Jad: 1d20 + 2 ⇒ (1) + 2 = 3
Wiktor Hrobka: 1d20 + 3 ⇒ (14) + 3 = 17
Leralesti Murellin: 1d20 + 4 ⇒ (13) + 4 = 17
Grumblejack: 1d20 - 1 ⇒ (19) - 1 = 18
guards: 1d20 + 1 ⇒ (1) + 1 = 2

Everyone may go before the guards as the yell out the alarm!


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Starting a new job today, so getting post in first...lol. Can't access map at the moment.

Audi ibn Jad laughs at the frightened guards. The wickedly scarred 1/2 orc points to the closest guard, as he strides to within 30'.
The Ancestors degree that you are cursed.
Hex Evil Eye(Su) Will DC 16 -2 AC

Audi then smiles at Aggghhh and Grumblejack.
The Ancestors suggest smashing that one first.

Both of you have a Guidance still. We need to end them quickly.

Audi glances at Wiktor and Prisoner 1723.
Can you prevent any thoughts of leaving in our guests?


Female Human* Ora 1/Kin 1 | HP 20/20 (2 NL) | AC 16 T 13 FF 13 (+4 vs human)| F +6, R +6, W +5 (+9 vs Mind) | Per +5 DV | Init +3 | Channel 6/6; Spells 1: 5/5

Jacinda nods nervously and says "I can try to stop one for a moment. but not both."

She'll wait until the last minute, until a guard runs for the door, then she calls out "Halt! stand your ground" in the Sergeant's voice.

Readying for a guard fleeting and then casting command - Halt
bluff to imitate voice: 1d20 + 10 ⇒ (17) + 10 = 27 It can't hurt to try and mess with them.


Spoiler:
hex save: 1d20 + 1 ⇒ (17) + 1 = 18

Both guards stand firm and continue yelling alarm despite being outnumbered. They have bows and longswords with a dagger each as well.


Male Human Crossblooded (Ghoul & Pit-Touched Bloodlines) Sorcerer 2| HP 17/17 | AC 13 T 13 FF 10 CMD 15 | F+2, R+3, W+1 | Perc +0, Darkvision 60ft. | Init +3 | Move: 30ft. Burrowing 10ft.| Ghoulish Claws 7/7

At Audi's words Wiktor grimaces, shaking his head;

"Magicks only make them flee..."

Instead the lithe wretch moves forward towards the guardsmen, but keeps in the wake of Grumblejack and Aggghhh.

Moving Action, but keeping back from melee until the meatshields warriors have suitably tenderised the guard


Grumblejack pops into the hallway below with a low growl and attempts to slam a guard.

Spoiler:
attack: 1d20 + 6 ⇒ (3) + 6 = 9

damage: 1d6 + 3 ⇒ (2) + 3 = 5

The ogres large fist glances of the armor of the guard with a oooff from the guard but little else.


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

The closest guard is being Evil Eyed...reminder that both Grumblejack and Aggghhh have a Guidance.

You boys getting paid enough for this shit?


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Female Svirfneblin Bard (Dwarven Scholar, Stonesinger) 1 | HP 12/12 | AC 17 TO 17 FF 11 | F +5 R +8 W +9 (+1 vs. divine sp) | CMD 13 | Init +4 | Perc +11 DV120 LLV | SR 12 | BP 9/9 | Nondetection
Spells:
1st 3/3
SLA:
Blindness Deafness 1/1 Blur 1/1 Disguise Self 1/1

Leralesti doesn't stay at the hair of action, but starts a performance by simply humming, almost inaudibly; her performance doesn't give any visible benefits, but her allies can "feel" it if they're touching the ground. Her enemies can also feel it - she positions herself within at least 30 feet of them, and the tremors on the ground make them lose a bit of their balance.

AC -1 if the guards are touching the ground; I swear to you guys that her performances will grow more useful, but she starts fairly slow :)


Aghh stabs at a guard with his dagger
Dagger,Guidance: 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 131d4 + 6 ⇒ (3) + 6 = 9


Grumblejack got a 9 and even with all the help misses however

the dagger slides past the chain links of the guard seriously wounding him but he is still in it

Spoiler:
guard 1: 4/13; guard 2:13/13


Female Catfolk U. Rogue 2 (Cat Burglar, Poisoner, Underground Chemist)

Talia lands softly on her paws, then darts over to one of the guards whom she attempts to rake with her claws. Going to try to flank to get a sneak attack. 1d20 + 6 ⇒ (14) + 6 = 20 for 1d6 - 1 + 1d6 + 1 ⇒ (2) - 1 + (1) + 1 = 3


Death to humans!


Female Human* Ora 1/Kin 1 | HP 20/20 (2 NL) | AC 16 T 13 FF 13 (+4 vs human)| F +6, R +6, W +5 (+9 vs Mind) | Per +5 DV | Init +3 | Channel 6/6; Spells 1: 5/5

Jassie will follow down after the group. From the door behind the guards, they'll hear the sergeant's voice, "Don't let them get close, they've been infected!"

trying to distract them with deception.
bluff: 1d20 + 10 ⇒ (10) + 10 = 20


Female Catfolk U. Rogue 2 (Cat Burglar, Poisoner, Underground Chemist)

1d20 + 8 ⇒ (5) + 8 = 13 Acrobatics


Since you got over a 10 I will use that for aid another as an action and give Talia a +2 for the action, however, dice needed to be a bit better there. You can try again Talia on a move action and try a new attack next round or you can just stab the guy in front of you for 2 HP damage as you went prior to his turn and he is flat footed to you at this time until he goes, choices choices


Female Catfolk U. Rogue 2 (Cat Burglar, Poisoner, Underground Chemist)

Being flat-footed causes you to lose your Dex bonus to AC. Meaning he's automatically vulnerable to sneak attack, regardless of my position. I think that means I also don't need an acrobatics check, right?


correct you do not need to move but you stated for your original post you wanted to move to flank so I was trying to honor that


Female Catfolk U. Rogue 2 (Cat Burglar, Poisoner, Underground Chemist)

It's been awhile since I've played a rogue, and it didn't occur to me that they were flat-footed(having not acted) and thus able to be sneak attacked. Apologies for my confusion.


Alright standing in a twenty foot wide hallway with two guards the guard to the right is badly wounded And the one to the left is kitty scratched.

One guard attacks Talia and the other Aggghhh.

Spoiler:
attack T: 1d20 - 2 ⇒ (17) - 2 = 15
attack A: 1d20 - 2 ⇒ (14) - 2 = 12
damage T: 1d6 + 1 ⇒ (6) + 1 = 7
damage A: 1d6 + 1 ⇒ (1) + 1 = 2

Aggghhh is lightly wounded and Talia is amazed as the Ogre with his reach takes the blow from behind her!


Group may go!


Augghh keeps hacking
Dagger: 1d20 + 7 ⇒ (2) + 7 = 91d4 + 6 ⇒ (1) + 6 = 7


Grumblejack takes a massive swing as well and you here the wind resistance as the fist comes down.

attack if the ogre:
1d20 + 6 ⇒ (7) + 6 = 13
damage: 1d6 + 3 ⇒ (6) + 3 = 9


Male Human Ranger (Transporter/ Trapper) 3 Initiative+3 AC 15 HP 39/39 Fort +5 Ref +6 Will +3 Senses Perception+8(+1 Traps) Sense Motive+9 Conditions

Audi frowns at the elongated duration that has been produced by this annoyance. He targets the same guard that Jumplejack has targeted.
Hex Evil Eye(Su) Will DC 16 -2 AC


Male Human Crossblooded (Ghoul & Pit-Touched Bloodlines) Sorcerer 2| HP 17/17 | AC 13 T 13 FF 10 CMD 15 | F+2, R+3, W+1 | Perc +0, Darkvision 60ft. | Init +3 | Move: 30ft. Burrowing 10ft.| Ghoulish Claws 7/7

From safely behind Grumblejack and Aggghhh, Wiktor's sinewy form jerks erratically as he hisses threats at the least damaged of the guardsmen;

"Ssssssoooon ve vill dine upon your marrow and meat... Ssssssoooon ve vill dress ourselves with your blood and guts... No one is coming... No one can save you..."

Intimidate (Demoralise): 1d20 + 8 ⇒ (5) + 8 = 13


new map up with party just into hallway 8, please don't use map knowledge


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Indeed the guard is demoralized and he cries out mercy upon us in our time of need great Mitra!

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