DMDM's Way of the Wicked, Part II: The Dark Tower

Game Master Douglas Muir 406

Villains! You've committed acts of great and terrible evil. But now comes your greatest challenge yet. You must find and take control of the Dark Tower, and unleash horror upon the Kingdom of Talingarde.


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M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Jax's sword may talk..but Edmin has a 'special' relationship with that axe.

He's hoping to get/make a Dex boosting item, an int boosting item and a rod of metamagic..probably elemental for things that have resistances to electricity.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp will eventually get some kind of belt but for now he has potions of cats grace a, bulk str and bears end and alchemical alocation which let's him spit it back into the flask and reuse it

Gross I love it


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

I fixed the bombs jax, my favored class gives me extra I also have a fun toy called unstable accelerant that makes my bombs do an extra d6 and it only costs me about 17 gp to make


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Wow, he'll be doing almost as much as Jax's shocking grasps! We should have some very good nova between the two of them.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Ulp should be safe. Everyone knows that cold blooded reptiles don't taste anywhere near as good as warm blooded folk.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

HERE is the Farhold info, DMDM maybe you want to put the link into the Campain tab?

https://drive.google.com/file/d/0B0NP0qPr6hs-X05LNTd0QkRIcTF0NmpMZEJtVVNReF RET0VF/edit?usp=sharing


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

So take a look at my spell list I can make potions if any of those spells could be really useful I think.

I suspect we will have at least a little time to do some of this


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'
Dren of the Dark Tapestry wrote:

[

Dren is also looking for a cloak of resistance +1
Rod of Extend, lesser
The following scrolls made:
Invisibility 37.5gp
Magic Missle (3rd) x2 75gp
Mirror Image x2 75gp

Scrolls for purchase:
Inviso Purge 375gp
Lesser Restoration 150gp
4612.5gp total purchases.

Doug do you have any concerns with Dren's purchases? If not I will add this to my character sheet?

Assuming Cy could have made the scrolls on the way over to the town.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]
Judge Tohram Quasangi wrote:

Ok, still had a fair amount of cash from before. Considering the following:

Amulet of Mighty Fists +1 <-- for Morsum so that he can overcome some DR and hit more.
Cloak of Protection +1 <-- for me because evil DMDM likes to make us make saves
Handy Haversack <-- because I am a complete wimp

Likewise for the Judge - although I will get something else normal if I get the Haversack from Xen.


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Farholde's base value is 4,400 gp. For magic items with a retail price under that amount, the base chance for finding the item available is 75%. If it's an arcane item with a retail price over half that amount (2,200) the likelihood drops to 50%. For the next month, the availability of all items with potential military use is reduced by 20% because of the military making purchases before going off to the new war. Low rolls good:

for Dren

Rod of Extend, lesser 1d100 ⇒ 82 Nope. Wizard stuff. Not much call for that here.
Inviso Purge 375gp 1d100 ⇒ 6 Yep, in stock.
Lesser Restoration 150gp 1d100 ⇒ 49 Yes.

for the Judge

Amulet of Mighty Fists 1d100 ⇒ 66 No. They had one in stock for years, then some damn officer snapped it up last week. What, he's going to punch the bugbears to death?
Cloak of Protection +1 1d100 ⇒ 77 Oh, those sold out. They're good against evil magic and dragons, you know. Do the bugbears have dragons with them? Well, you never know.
Handy Haversack 1d100 ⇒ 9 Oh certainly! We have one right here.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

pretty sure you got the haversack from Xen Judge. The only others that really need it are Zimu, who doesn't carry much and Ulp who has his own.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Will have to think of other stuff to look for.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

You missed my request for the cloak of resistance as well but I am guessing since the judge didn't find one then either can I.

What about having them made by contracting with a wizard/clerics in town?

Otherwise this was what I was worried about not being able to buy any equipment in a small town...we are already behind in wealth and if we can't buy anything we are going to be in big trouble trying to go through this AP...we all have about 4000gp in wealth for 6th lvl characters which is about 12000gp behind were I am assuming the AP figures we should be.


Unnamed

We need zimu to take craft who serous item I guess


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Jax's cohort has craft wondrous :)

Could you roll for a chance at there being a lesser metamagic rod of elemental spell? :D It retails at 3000


I'm aware that you're a bit behind on WBL. So is the module designer! The first module was treasure-light; this was a deliberate design choice on Gary's part. Does it even out later, or is the whole AP going to be like this? I guess we'll see.


Unnamed

We haven't seen a Gary mcb in quite some time


Jax Naismith wrote:

Jax's cohort has craft wondrous :)

Yes, he does. Feel free to post that meeting any time.

Quote:

Could you roll for a chance at there being a lesser metamagic rod of elemental spell? :D It retails at 3000

1d100 ⇒ 20 Man, I can't believe someone is finally interested in this thing. Like I said, not much call for the wizard stuff.


MiniGM wrote:
We haven't seen a Gary mcb in quite some time

Your guess is as good as mine. We corresponded regularly back when I was editing stuff for him, but I haven't exchanged e-mails with him in nearly a year.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Hope he is alright


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Jax let's have ulp and your cohort meet, I think there is some great opportunity for a fun relationship there


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Any str items in town?


Edmin Al'Roth wrote:
Any str items in town?

Alas, no.

Note that you can make these rolls yourselves. Again, the guidelines are:

-- must be 4,400 gp or less
-- items made with only divine spells base 75% chance
-- items made using arcane spells, or more typically used by an arcane caster, base 50% chance. Farholde has a lot more clerics than wizards.
-- subtract 20% from the base if it's an item that the military could use, because the local garrison cleaned out the town's stocks before marching off to the war that you guys just started.

These guidelines apply to standard or commonplace items -- cloaks of resistance, stat boosters, and the like. If it's something unusual, ask before rolling. If it's something that involves evil spells, don't bother asking -- you're still in the Lawful Good kingdom, so nobody is going to craft you a Wand of Infernal Healing.

Farholde is a long way from anywhere, so they're not easily going to restock. However, you can order items made for you, of any cost up to the purchase limit (20,000). Roll the base chance above (75% divine, 50% arcane); that's your chance of finding someone to do it for you this week. If you fail, you can retry in a week. Crafting in this town takes one day per 500 gp value or fraction thereof. So, if you wanted someone to make you a 4,500 gp item, it would take nine days.


Just for the hell of it, here are the significant magic shops in town.

The Church Armory -- Yep, the major place to purchase magic is run by the Mitran Church. Weapons and shields and wands and clerical scrolls and most standard items, it's the biggest magic mart in Farholde. Of course, it's crawling with good clerics. Do you guys radiate evil these days? Come to think of it, yes you do.

Stacks -- The Stacks are dwarves, and they have a couple of local wizards on subcontract. Arms and armor, rings, and minor wondrous items. They also can enchant and re-enchant weapons and armor.

Mrs. Baylock's -- Kindly old Mrs. Baylock brews a wide range of potions and has a number of other minor items for sale as well. Spend more than a few minutes and she'll probably offer you tea and cookies.

The Scriptorium -- Arcane scrolls. Talingarde doesn't allow wizards' guilds outside of the three largest cities, but most of the local arcane casters have banded together to sell scrolls through a local scrivener's. It's borderline illegal, which makes them jumpy, so don't ask for anything unusual.

Cladius' Wand Shoppe -- Dirty and dubious, you'd normally be better off giving this place a pass. But he's an old friend of Jax's, now under the tiefling's sway. He's been under observation by the authorities on and off -- they know he's a wrong'un, and would love to bust him -- but the recent crisis has given them more pressing concerns, so nobody's bothering him just now.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Per my original post:
Cloak of resistance +1 1d100 ⇒ 56 75 or less 2 days to craft
Rod of Extend Lesser 1d100 ⇒ 20 50 or less 6 days to craft

Dren will place orders as soon as he is in town. You just might want to let us know when we are able to get the items since we will be placing several orders from all of us.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Cloak of Resistance +2 is 4000 gold, so it should be available. <-- 1d100 ⇒ 40 - yup, I think it is available
Feather Step Slippers - 1d100 ⇒ 37 - 2000 gold - yup, available

So, that should be all my purchases. Cloak +2, Feather Step Slippers and getting my armor enchanted to +1.

Let me know if I missed something.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

CH item then?


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

2000g to up grade to +2 armor?
How much to upgrade my axe?


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

It is actually 3000gp...going from 1000 to 4000gp gp for +2.

Ax +1 is 2000gp, +1 to +2 is 6000gp.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Judge Tohram Quasangi wrote:

Made it about 1/4 of the way into that. Just does not sound right.

This is the real version of the song from when I was in high school.

I heard that version as well, I like the new one better.

But I respect your taste and nostalgia, its a style thing, Jax and Xen would understand.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I am sorry for the delayed and less frequent postings, I was traveling for work and my new phone and the Paizo site don't vibe so well I had to wait to get home to my computer.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Also I am skimming the old posts from the first thread because I remember Cуровую had three things she wanted to do.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Dren of the Dark Tapestry wrote:
Did you include the silver raven in those numbers? I don't really see much use for it now that the tower is gone. It's another 3800/2gp we can throw in the kitty.

Could we find a buyer for the notes on the Ice Golem?

Cуровую also said she did not use the potion of Protection from Arrows.


Cуровую зиму wrote:


Could we find a buyer for the notes on the Ice Golem?

Perhaps in the capital? Their interest is largely academic, though they might give +1 on a check to someone trying to fix a broken golem.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Dren of the Dark Tapestry wrote:

We never really decided who gets what in the treasure share. Big items:

Headband of Charisma-Dren
2nd Headband of Charisma-Judge
Rod of Lesser Extend-Cy?
Sword and Armor-Edmin
Jax: Not sure he has gotten anything. Maybe the cloak of resistance and the Handy haversack? That way he can buy a ability item, same with Cy.

Is that okay and/or fair? That gives everyone some items and then the remaining is divied up. Have I missed anything major?

I was going to hold onto the hat as a party item? Any thoughts? It can be used by anyone as needed, I see Cy using it from time to time especially, although she has disguise self as a spell.

We also need to sell the spellbook once you get the spells out of it you guys want.

I thought the Rod of Extend was more a party item. Cуровую would not keep it for herself.

Did we keep the sponges of Water Breathing?

In the old thread Jax got the boots correct? Cуровую requested a Cloak +1, I suggested that the Handy Haversack be used to keep some party items with a party member we (in character) trust, or since this is an evil game, one we least find dangerous.

I think we should definitely hold onto the Hat of Disguise as a party item, despite being evil we share well as a group.

But as a player ooc I was a little taken aback when a few were stripping poor Xen before his body had a chance to lose warmth!


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Perhaps in the capital? Their interest is largely academic, though they might give +1 on a check to someone trying to fix a broken golem.

I was thinking more on the lines of creating a master control device.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Xenfal wrote:

Jax you took the boots as well right?

And I thought the silver raven never came back

Xenfal wrote:
So selling the raven?

He did and the Silver Raven came back to Cуровую, I was just thinking we should save that for a little bit, we can sell it later, this gives us a chance to communicate with ourselves over long distances.

That and we could use it to set traps and ambushes.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Bref wrote:
Judge you will love him, almost as much as you loved bref

As a player I loved Bref.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Bref wrote:
HERE is the Farhold info, DMDM maybe you want to put the link into the Campain tab?

Wow.

That is a long read! I wish I had that on the plane to study.

Thanks to DM and Bref for posting, I don't think I can read it all today but by the day after I shall, still a lot to read in the gameplay currently.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

We sold the boots. Also, Xen already included the # for the raven in the last GP post and people have begun buying items, so I don't think we can really backtrack on that one.

Dark Archive

Male Imperial Purebred Human 13 th level bard/9 th level nightlife empressario/epic level chocolate fiend
Cуровую зиму wrote:
'Yes. Please do. The bytch has a long road ahead.'

NICE!


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Jax Naismith wrote:
We sold the boots. Also, Xen already included the # for the raven in the last GP post and people have begun buying items, so I don't think we can really backtrack on that one.

Can we check please, I was thinking there will be times when we will need to communicate over distance, and coordinate, I don't mind lending money to cover this for now.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

The Raven is very situational and not a lot of use unless both groups that communicate are very static, like a Fort communicating to other forts for example.

I think we should sell...


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

Raven and boots were sold. No one objected and people have spent the money at this point.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Dren of the Dark Tapestry wrote:
The Raven is very situational and not a lot of use unless both groups that communicate are very static, like a Fort communicating to other forts for example.

I am thinking us in the where the cardinal is sending us to any who may be in town watching the Eighth Knot.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Of course that doesn't mean to say you couldn't purchase the item at sale price if you wanted it for yourself...50% of retail is still a good deal if you thought the item was cool for your character to use for something on either item.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

The harder part is how we are going to RP this? I agree this is a good RP offshoot but has multiple logistical issues.

How do you wander around a town with a Zombie in toe? I guess you could leave it hidden outside of town, of course then there is the issue of wandering patrols, animals, kids playing...

Then there is traveling with the thing. They are slow, lumbering, smell like death. They have no stealth...just seems more trouble than it is worth.
Have Raisa raise the monk and have it go off the fight the warriors of good on the front...that is still fitting revenge for her being a PITA.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Remember this post from long ago December 3, 2012?

Cуровую зиму wrote:
Dren of the Dark Tapestry wrote:

Do the two of you always interact in this manner?

What is it's purpose?
Do you seek dominance over each other?
Do you wish to destroy each other?
From a game standpoint, if say, at level 8 or so, were Cуровую to have my hands wrapped around Elise's neck and her hands around mine as we plummet down a waterfall, I would be quite content with this campaign.

I was about to read the posts about meeting the Eighth but if I do that will most likely rile me up and I wont get sleep.

I will power nap (going on 42 hours no sleep), go to school then resume back here before going to work.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Dren of the Dark Tapestry wrote:
I guess you could leave it hidden outside of town

Yes.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Wow has time flown Cy! I didn't remember that series of questions but do remember your previous interaction :].

I am sure you two will get along like sisters! Game of throne sisters...lol.

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