Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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Yeh - anyone who has not made it to the OOC and Gameplay had better get there soon, I am pretty sure that the goblin has a jar of paprika stashed somewhere on him and is considering which of the late responders will taste best.


good luck folks...


I already got a chunk of guard thigh!

And bref does not discriminate! Paprika, Pesto, Honey, Hot Sauce...all good. Though he is partial to peanut butter

Dark Archive

Here is my Heretic:

Helionose Malrick:

Movie plot spoiler:

Back story: This homeless witch doctor was sought after in her street home and was arrested for denying Mitra as he admitted to practicing witch doctrine. He lures people with his practice to "heal" the sick and make money off of them, most of the time he makes them even worse then they were previously. He loves the idea of them making themselves sick however, he will only give people the tools but will not actually commit the act fro his own pleasure. He often prepares "potions" that is merely rotten food and tell them to eat if, or give them a vile of gutter water claiming it is holy water and will cure their ailments. He knows and doesn't deny his practice and crime as he finds it humorous as he is every so slightly insane but in the way that he finds the cruel and awful to be be fun and funny. So he readily jumped at the poor fool who came to take him away as he walked away in shackles with his familiar centipede hidden in his mouth with a sadistic smile on his face.

Class: Witch

Level: 1

Race: Human

Alignment: LE

Homeland: Homeless (nomadic of sorts)

Deity: Asmodeus

Size: Medium

Gender: Male

Age: 17

Height: 5'2

Weight: 122

Hair: Short Black

Eyes: Blue

Abilites:

Str: 8

Dex: 11

Con: 14

Int: 18

Wis: 15

Cha: 12

Saves:

Fort: 2

Ref: 0

Will: 4

Stats:

HP: 8

AC: 10 (touch 10, Flat-footed 10)

Base Attack: 0

Initiative: 0

Traits: Heresy, Poverty Stricken

CMB: -1

CMD: 9

Skills:

Acrobatics: 0

Appraise: 4

Bluff: 1

Climb: -1

Craft (religious ornament, wooden): 4

Diplomacy: 1

Disguise: 1

Escape Artist: 0

Fly: 0

Handle Animal: 1

Heal: 6

Intimidate: 2

Knowledge(arcana): 6

Knowledge (history): 4

Knowledge (planes): 4

Perception: 2

Profession (witch doctor): 2

Ride: 0

Sense Motive: 2

Spellcraft: 2

Stealth: 3

Survival: 3

Swim: -1

Use Magic Device: 1

Languages: Common, Elven, Draconic, Dwarven, Gnome

Feats:

Alertness (+2 bonus on Perception and Sense Motive checks)

Persistent Spell (Meta-magic,Creatures who saved against a spell must save again)

Special Abilities:

Patrons:

Plague: 2nd—detect undead, 4th—command undead,
6th—contagion, 8th—animate dead, 10th—giant vermin,
12th—create undead, 14th—control undead, 16th—create
greater undead, 18th—energy drain.

Hex:

Evil Eye: The witch can cause doubt to creep into
the mind of a foe within 30 feet that she can see. The
target takes a –2 penalty on one of the following (witch’s
choice): AC, ability checks, attack rolls, saving throws,
or skill checks. This hex lasts for a number of rounds
equal to 3 + the witch’s Intelligence modifier. A Will save
reduces this to just 1 round. This is a mind-affecting
effect. At 8th level the penalty increases to –4.

Familiar:

Centipede(+3 stealth)(house):N Diminutive vermin
Init +4; Senses darkvision 60 ft., tremorsense 30 ft.;
Perception +4
Defense
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 31 (9d8–9)
Fort +5, Ref +7, Will +3
Defensive Abilities swarm traits, Immune weapon damage
Offense
Speed 30 ft., climb 30 ft.
Melee swarm (2d6 plus poison)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 13), poison
Statistics
Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Base Atk +6; CMB —; CMD —
Feats Weapon FinesseB
Skills Climb +12, Perception +4; Racial Modifiers +4 Perception
Ecolo gy
Environment temperate or warm forest or underground
Organization solitary, pair, or tangle (3–6 swarms)
Treasure none
Special Abilities
Poison (Ex) Bite—injury; save Fort
DC 13; frequency 1/round for
6 rounds; effect 1d4 Dex
damage; cure 1 save. The save
DC is Constitution-based and
includes a +2 racial bonus.

Spells Prepared:

Level 1:
putrefy food and drink, Spark, light

Level 2:
cure light wounds


upps some one did not read the whole thread

Dark Archive

Yeah sorry I was just trying to get my character in quickly and didn't take the time to read through the thread because at the beginning he said it wouldn't close until Saturday morning. But oh well :P


This is a buffer because the avatar above me is mighty scary!

Everyone can read the spoilers, I just placed them under the tags because of their length.


Guys for our ease of use for reference

Jax's reading

Spoiler:
"Well. Looks like someone is going on a little trip. No surprise there, I suppose."

"No shortage of dangers, I'll tell you that for nothing. No surprise there either, I suppose. Really a question of narrowing it down. Let's see..."

"That's part of the test. Can't help you there. And that over there is, heh, between you and me, Mr. Naismith. Could affect the rest of you but not really. No."

"Three. Male water, female water, location earth and air."

"The Tyrant and the Beating together, in that position, make the Cruel Master. Yes. He's the one. Over here are his people, and... he has a captive. The Theater and the Publican. Ugh. The captive is trouble, either way. Let's see..."

Departure by water. The Cruel Master.
The Cruel Master is violent and ruthless. Greed drives him, and blood follows behind.
The Cruel Master is a master of men. See, they stand around him. In war they will stand before him, for they fear him more than any enemy.
The Cruel Master holds a captive. The captive is cunning, but his cunning serves him not. The captive speaks sweet words, but no words will free him. Do not let the captive see you clearly. Free, he can help you. Free, he is more dangerous than the Master.
The Cruel Master has made a bargain with the sea. Many men think they have done this; he truly has. If he stands in or on sea water, he will not die easily.
The Cruel Master is no fool. He is suspicious and will not easily be gulled.
The Cruel Master is stronger than you. If you meet him in open battle, one or more of you will die.

What then must you do?
The Cruel Master has made bargain with the powers of the deep. On land he is weaker.
The Cruel Master is surrounded by his men. Separate him from his allies, or find allies of your own.
The Cruel Master is suspicious, but greed rules him. By greed may you trick or trap him.

Kill him quickly. The longer you fight him, the more likely one of you will die.

"That's one."

Travel by water. The Soothsayer.
The Soothsayer is in the water. The Soothsayer is of the water.
The Soothsayer knows that you are coming.
The Soothsayer knows what you bring.
The Soothsayer knows

"Well. Won't happen again."

"It's nothing personal, little sister. But this is a professional relationship..."

The Soothsayer knows what you bring.
The Soothsayer does not know your names, but she knows what you are. She does not know your faces, but she knows what you would do.
The Soothsayer knows your wave-road, and the day and hour of your passage. She cannot be avoided.
The Soothsayer guards against evil. She can kill you. She will kill you to stop you. She can kill you. She is in the water and of the water, and she is not alone. She can kill you.

What then must you do?
The Soothsayer has a weakness. Its name is Innocence.
See sees, but she does not believe.
See sees what you have done, but she does not believe you are damned.
See sees what you do, but she does not believe you are beyond redemption.
See sees what you will do, but she does not want to believe that you will do it.
She is innocent. She is trusting. She is good.
Kill her before she lets herself see the truth.

"That's two."

Leave water for solid ground, ascend into air. The Fortress.
The Fortress is strong. It is watched by many eyes. It is guarded by many blades. Its walls are thick and high. See: the White Hero awaits you in his tower. See: the good priest can turn from comfort to the blade. See: there are angels.
You will need to do battle, but you will not take the Fortress by battle.
You will need to use magic, but you will not take the Fortress by magic.

What then must you do?
Where real gold found false love, descend as low as you can, hide, and wait.
Where faith's song rises, faith's light has descended. It will reveal you. Beware.
Know your enemies. Stealth is your tool. Know your enemies. Poison is your tool. Know your enemies. Trickery is your tool.
Your champion is your champion. When you face the White Hero, all of you must fight. But put him to the fore and strengthen him with your magic. If he strikes first, you will prevail.


Cуровую's reading

Spoiler:
"You want to know what is the greatest threat to your rising within the hierarchy of Asmodeus. Very well."

"I cannot give you an answer to that question."

"Long-term threats to your ascent. Here's the first one: the Seventh Knot. Hardest-forged of them all, the Cardinal's most challenging work. Two failed attempts. But the final, successful version is... magnificent.

"They're going to the Dark Tower. And one way or another, if you survive that long, so are you: either to help them, or to replace them if they fail. If the Seventh succeeds, you're in danger. If they fail, you're in deadly danger. Alive, they're a menace to you. Dead, they're worse. If they're alive, never trust them. If they're dead... they're still a threat.

"Them, their work, their minions, anyone associated with them, anything to do with them. The cards showed no redeeming qualities, no mitigation. For you, it's all bad.

"Beware the Seventh Knot."

"Second threat: Elise Zadaria. To you in particular, Zimu. But she'll cheerfully kill the rest of your Knot along the way. You know how she gets, yes? She's ambitious. You all are, of course, but her current situation is just fanning the flames.

"I'm very sorry to tell you that she's already a move ahead of you. She's obtained something of yours... something of you, more likely. A lock of hair, some fingernail clippings, something like that. Do I need to spell this out? She's not powerful enough to kill you with it -- yet -- but she can watch you, and before long she'll be able to do more. And she'll leverage her advantage, as a player who has taken one piece will seek to capture more, or as a swordsman strikes against an opponent's injured arm.

"Your paths are going to run together for a time... quite closely together. You'll both walk into the shadow of the Dark Tower. You'll count the days together. You'll be as close as eye and hand. For a time. Then, either you kill her, or she kills you. If you don't recover the advantage, likely it's you who will fall.

"How to recover it? I don't have much there. But there's a green book, written by a man who lives now but will be dead then. Take it. Read it."

"Third threat: the Son."

"I can't... I can't see the Son. He stinks of the light, but it's not the light that hides him. His face, his name... they tremble just out of reach. Maddening!"

"I can tell you very little, except that he is greater than his father. And he, too, will come to the Dark Tower. All the threads run together there, all the cards point to it. It is the axis upon which this age will turn.

"Beware the Seventh. Beware Elise Zadaria. And above all, beware the Son."


The Cardinal

Spoiler:
Douglas Muir 406 wrote:
Jax Naismith wrote:

QUESTION

"By the way..what do you plan to do if the Cardinal succeeds in his endeavor? If he does, and you have turned him down, he may try to send someone or something after you."

"Oh, he will. I've seen it." Irin's eyelids droop a little, and her green gaze grows distant. "There are several possible futures... there's one where he fails, another where he succeeds, and one where he succeeds, but fails. It's murky, though. Tangled. So many powers in conflict. Too many roads cross at the Dark Tower. And that's still a ways off.

"But if I don't join him, and we're both alive in seven years? Absolutely. I know too much. I have been close in his service for two years now. I know the names and histories of every member of every Knot. I know his plans and how he will carry them out.

"Those things won't matter much, if he wins. But I know things that he will always want kept secret. I know what name he once bore. I know when he entered the devil-god's service, and how. And I know why, which I'm not supposed to know at all... I'm going to eliminate your memory of me saying that. I'm sorry, but he'd kill me if he knew I know that.

"I know how he met Sir Marcel, and how he keeps him bound to service. I know about his travels in the lower planes, and how he reached the headwaters of the Styx, and what he found there. I know why he always wears gloves.

"Oh, I know far too much to be allowed to live. So in that future, he shakes my hand, thanks me for my service... and then sends a death squad after me to make sure I never tell what I know. Almost certainly the Sisters, under the command of the tool.

"Against the tool alone, I'd take my chances. She's powerful, but rather predictable. At the head of her Hell-pack, though... no. Against that, I need insurance.

"Hence the pen.

-

I think this must be key -

"Those things won't matter much, if he wins. But I know things that he will always want kept secret. I know what name he once bore. I know when he entered the devil-god's service, and how. And I know why, which I'm not supposed to know at all... I'm going to eliminate your memory of me saying that. I'm sorry, but he'd kill me if he knew I know that.

"I know how he met Sir Marcel, and how he keeps him bound to service. I know about his travels in the lower planes, and how he reached the headwaters of the Styx, and what he found there. I know why he always wears gloves.


Lest the IX Knot forgets

Pride comes before the fall.


Are you seeking aditional recruits? I'm applying to a S&S ap, but if I don't get in there I'd be interested in playing here. Since I usually DM, I think I'd have a problem playing a villain. :D


Not looking unless any of the current group of players wants to bail and open up a space. (Anyone?)

Doug M.


Nope - I think that Cy using the recruitment thread to keep notes on stuff. Would probably be easier to keep them in her character under a spoiler or on the discussion thread. Every time that someone posts on this thread, it jumps back up to the top of the active recruitments and people think that it is live and start to submit characters.

For anyone who is wondering, this campaign is not recruiting at present.


+1 on spoilering in her character profile...

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