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.


201 to 250 of 1,219 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

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 something like this


The notes also contain several cryptic but interesting statements.

Sir Varin grandmother Victor's daughter by first (morganatic) marriage. Family records? Sister S. to inquire.

B. notes consistent rumors of 'walking trees'. Treants? Druids? Animance? No Bryr barbarians in region of Horn (why not?) = no druids. T.: ancient wyrm forest dragons can animate trees. Shut up T.

confirm we are watched. Sister S. says it's Baron V. how does she know

'Angel keeps watch over town'. Sister S. says unlikely. T. suggests garbled -> possible guardian left by V. Shut up T.

cathedral hymn book -> DT ref. Victor binding wounds of world w/Mitra's holy light etc. T and S tt archivist tomorrow

B and T 3 days survey

Sister S. says Convent dead end now. Believes they have all info on 'Catadem' and Victor's exp. but too closely held. 'Angel may not watch town, but not going back to Convent unless absolute need'. hm.

Sister S: all Varin family records moved to capital after Victor's second marriage.

interv. 'Hallack Amon' would-be adv. stalking horse? discuss. not this time.

B & T back! much to discuss. guardian real but they spoofed. well done. Acid? wth? T dragon theory again. shut up T. trail anyway clear redraft map

Sister S. says 8+9 almost ready. hds know. time to go.


Ulp wrote:
So something like this

Here is an NPC from my old campaign:

Once there was a neutral good druid who took a shark as his animal companion. When he leveled up, the shark took a point of Int, gaining Int 3 -- consciousness and (basic) sapience. The druid died a while ago, but the shark is still around.

Buddy is a neutral good shark who can speak some Common. His conversation is pretty limited, though:

"Hi! My name's Buddy! I'm a shark!" [starts singing] "I'm a shark, I'm a shark, I'm a shark, I'm a shark..." (1)

"I like swimming!"

"I'm... a shark!"

"I'm hungry! Are you hungry? Because I'm hungry!"

"I'm a shark!" [starts singing] "I'm a shark, I'm a shark..."

"Hi!"

It turns out that, once you get past their alarming appearance, sharks are actually incredibly jolly and cheerful creatures. Well, jolly and cheerful creatures who will eat you. But Buddy's master taught him basic morality, so Buddy now only eats the following:

1) Fish.
2) Bad people.
3) Unless he's really hungry. Then, anything.

Run Buddy as four parts large, friendly dog, one part serial killer. (2) Though none too bright, he does sincerely want to be helpful. He hangs around the harbor of a large city looking for ways to make himself useful. Buddy will be happy to help good-aligned PCs (or nongood ones with a decent Bluff roll -- Sense Motive is not a class skill for sharks). And, hey -- if something turns up that involves eating bad people, so much the better.

(1) Sung to the tune of "I'm The Map!" from Dora the Explorer.
(2) Or, say, a mashup of King Shark from DC Comics' Secret Six and Randy the Bandicoot from Questionable Content.


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

oh we have to meet buddy


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 gathers the items that were found together and leaves quietly with Cimu, returning what was found to the others.

"Anyone have any idea what these notes could mean? We have a map but should gather more information about this angel, the walking trees and anything else we can about the dangers."

Spoiler:

That's a hilarious NPC, Dm. I imagine the shark with a giant goofy smile and practically bouncing/dancing in the water.


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'

NPC reminds me of Jabberjaws. Well meaning but not very bright. No insult meant or intended :].

Well we have a good start then.
With this map and possibly some research at the cathedral we may confirm what we have. Sounds like the convent might be a dangerous diversion with little to gain from it. If we can somehow find out more about the guardians...we could prepare better.


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]

The Judge nods knowingly as the notes from the inn are examined.

Two things of note to me. First, I can research the walking trees. There is a war about to begin. War means weapons of war. To build weapons of war, such as warships, requires large quantities of lumber, especially tall old straight trees for masts. I shall inquire in town about men involved in the lumber industry as my benefactor desires to get his hands on some tall straight trees and has heard that the forest to the south of Farholde is rumored to have been untouched for many many years.

Second, while all the Varin family records have been allegedly moved, we all know one who may still retain old records. With this, the Judge turns his bloodshot eyes and looks at the Baron. Perhaps within the fine library we shall fine much of what these notes leave unknown.


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

Upon hearing about the trees Ulp searches his memory

nature1d20 + 13 ⇒ (4) + 13 = 17


Judge Tohram Quasangi wrote:


Second, while all the Varin family records have been allegedly moved, we all know one who may still retain old records. With this, the Judge turns his bloodshot eyes and looks at the Baron. Perhaps within the fine library we shall fine much of what these notes leave unknown.

"You'll find nothing about that family in my records," sneers the Baron. "Markadian the so-called Victor was a jumped-up hedge knight. Even so, his first marriage was so inappropriate that the King wisely decreed it morganatic. Markadian defied him and married the trollop anyway." The Baron scowls. "If the tramp had lived, it would have kept him off the throne... but she died, leaving behind two small daughters, allowing Markadian to marry again. His second wife was a princess of the blood, and thus he was able to advance his ridiculous claim to the throne.

"So, Sir Varin is of the Victor's blood, and a second cousin to our current dear Majesty. But he's twice barred from the throne, being of illegitimate and Salic descent. He's wisely stayed far from the capital anyway, though of course both he and the King pretend the most devoted cousinly amity. In any event he's little more than a hedge knight himself, a half-impoverished scion who's made a threadbare career in the military. Blood will tell."

Knowledge Nobility DC 24:

The Baron's rant is somewhat overwrought. Markadian I was poor but royal -- hardly a "hedge knight" -- and had a respectable claim on the throne. His first wife was not noble, but the Barcan King's insistence on a morganatic marriage was a clear violation of tradition; he hated and feared Markadian, and wanted his bloodline cut off from any chance at the throne. Morganatic descent is of course not "illegitimate". And, as far as anyone can tell, the current King and his second cousins are indeed perfectly good friends. While being related to royalty is always a slightly risky proposition, Sir Varin's claim is so weak that he's really no threat... and perhaps more to the point, both Markadian V and Sir Varin are lawful good knights and deeply honorable men.


Jax Naismith wrote:


"Anyone have any idea what these notes could mean? We have a map but should gather more information about this angel, the walking trees and anything else we can about the dangers."

I'm open to suggestions about how you would do that.

One thing I notice about PBP -- and since this has been my only PBP campaign to date, I'm not sure if it's you, me, or the medium generally -- is that outside of combat, there's a certain amount of should-ing. As a general rule, it's probably better to phrase things in terms of direct statements about your actions ("I'm going down to Drownington to try collecting rumors") or requests to other players ("Doesn't Zimu have good Disguise and Diplomacy? Let's give her the hat and have her try infiltrating the Convent. Zimu, you good with that?")


Judge Tohram Quasangi wrote:

T

Two things of note to me. First, I can research the walking trees. There is a war about to begin. War means weapons of war. To build weapons of war, such as warships, requires large quantities of lumber, especially tall old straight trees for masts. I shall inquire in town about men involved in the lumber industry as my benefactor desires to get his hands on some tall straight trees and has heard that the forest to the south of Farholde is rumored to have been untouched for many many years.

Farholde does have a lumber industry, but a surprisingly small one for a town on the edge of a huge forest. This is partly because the dominant tree of the Bryr is the baobab -- which, while huge, is neither tall nor straight, and is generally a PITA to deal with -- partly because the Bryr is crawling with dangerous animals and monsters, making lumbering dangerous and expensive, but mostly because Farholde lacks good transport links to the rest of the kingdom. So, the timber market is mostly for local consumption.

That said, the Judge can indeed make inquiries among the lumbermen. Judge, give me Bluff and/or Diplomacy.


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:
(The Saint declined, "for she was sworn to Service, though not without Regret, for the Chieftain was Very Handsome.")

:)

Douglas Muir 406 wrote:
the subsequent manuscript mentions several times that the Saint was assisted by a mysterious figure called "the Silver Lady". After the devil was defeated, it says that St. Cynthia-Celeste offered the monster's hoard to the Silver Lady, but the Lady gave half of it back and told her to use it to "build bastions against evil".

Is that a Knowledge History or Religion?


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:
Perhaps you could find a noble or two in your book or one of the books in the library of some noble family with ties to the sister Saint or someone else famous tied to the order.

Knowledge Nobility take 10 +9 +2 for 21

Alternatively we can use the guise we created of the eccentric Lady Sackville and her handmaiden.


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:
Cуровую зиму wrote:
1. I would assume the Baron is overly cautious, fearful, deeply mistrustful and paranoid. Which here works to our advantage. He may have some protection from Divination and scrying in his home.
He may indeed! Of course, because he's overly cautious, deeply mistrustful and paranoid, he's not going to tell you if he does.

We use the Baron's villa for our meetings, hopefully he has some defense up against scrying. When it concerns Elise, it's clearly a toss up between Cуровую or the Baron who is more overly cautious, deeply mistrustful and paranoid.

Douglas Muir 406 wrote:
Zimu also has previous history with Trik, am I right? Foot massages and wine, and such. Alas, 'twas not to be.

The 2nd Adventure is still young.


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]

Knowledge(nobility): 1d20 + 6 ⇒ (2) + 6 = 8 <-- no clue

Bluff: 1d20 + 15 ⇒ (20) + 15 = 35 <-- not sure if the odor -4 is applicable

Diplomacy: 1d20 + 15 ⇒ (11) + 15 = 26 <-- also not sure if the odor -4 is applicable


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

"Judge, send Ulp to the library. He's an alchemist, he can do a fair bit of research himself, I'm sure. I'll head out to the taverns to see what kind of rumors I can dig up about walking trees or angels--or where to find more information on that sort of thing."

Jax steals the hat of diguise again and goes out drinking as a slightly different looking, human, Jax. Disguise 1d20 + 13 ⇒ (19) + 13 = 32. His intent is to buy a few drinks for people and ask about angelic protection, feigning fear of the troubles at the Wall. He'll wander around Drownington.
Bluff 1d20 + 14 ⇒ (7) + 14 = 21


It turns out there's a whole complex of stories and superstitions around the walking trees and related issues... enough to keep the Judge at the lumber docks through a long day. (And to make him quite cranky and ill tempered from standing out in the hot dazzling sun and being forced to listen to the inane ramblings of his social inferiors.) All of the lumbermen agree that there are walking trees, though it's always a friend's wife's brother who has seen them directly. They're just one part of a whole menagerie of insanity that apparently lives in the Bryr.

"A week before you cut a live tree, you leave an offering at the base. If it's taken, you're allowed. Bad luck to cut without the offering... it riles up the trees. No, ye don't want to make the trees angry."

"Dragons! Green as grass and bigger than a house! I seen 'em flying at sunset with my own eyes!"

"Old One-Eye. Half tiger, sired by a devil. He caught my cutter Jemmy and played with him, like a normal-sized cat with a mouse, for round on three hours. We heard him a-screaming all that time. Wasn't nothin' we could do. Spears and axes just bounce off Old One-Eye."

"Ware the Black Squirrel! Oh, well you may laugh. But it's a beast of pure evil, and it brings bad luck or death to any who see it. The only answer is to spin around three times fast, saying the First Sun Prayer just as quick as you can."

"I'm telling you, dragons! Armored like, all over, and with great wings like a bat!"

"The Dark Lady. She flies through the air, singing. They say it's a sweet sound, sweeter than you'll ever know. But don't you pay no heed! She hates everything human, and priests and nuns of Mitra most of all. She sees one of them, she'll fly into a rage and swoop down to kill the cleric and eat his heart. She has a troop of mad killers following on her trail, all those whose souls she's enchanted away. They'll feather you with arrows and then feast on your red bones."

"The Hangin' Tree. In olden times the Bryr people would hang themselves on it for sacrifice to their pagan gods. When the Victor chased them away, it was left alone behind. Get to close and it'll call to you, like. It's lonely, y'see. It wants someone to hang."

"It ain't wise to sleep in the forest. If'n you must, get a friend to watch you. A man awake for every man asleep. And it ain't a restful sleep anyhow. The shadows come 'round close at night. Awful close."

"Sleepymoss. It's the most comfortable, restful looking thing you'll ever see, like a soft green bed just calling you to peaceful dreams. But don't you lie down on it! They won't find anything left of you but your teeth."

"Frogs. Frogs as big as a man. Except these here frogs... can talk."

"Dragons!"


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

"So good of you to gather such useful information for us Judge. Now we just have to prepare for black squirrels and ironclad devil tigers."


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)

Dragons and were tigers and banshees! Oh my!


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]

When the Judge returns, he is in about the most foul mood you have ever seen him in.
Useless mongrels. He growls. The in a high pitched squeaky little girl voice. Dragons and weretigers and squirrels, oh my.

Returning to his usual tone: I doubt any of this is useful. Although with three different tales of dragons, something is likely there. Might be a dragon, or a dragon's lessor cousin of some sort. What do they call them . . . wyverns or something like that.

He pauses and looks around, probably hoping a dog might be lying nearby to kick, before continuing.
No matter what, there is something out there. Perhaps someone might have better luck in the town archives. It should have records of those who have died in the forest. Might give us some clue whether they are all just nutty loggers, or there is something more sinister that we will need to worry about.


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

Green dragons? Acid then. I can make potions to help against acid. Need monies though...


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]

The Judge looks down at the short kobold.
Perhaps, but first we must find the truth of the matter. Spending our limited resources on potions to resist acid is a waste of there is no green dragon.


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'

I believe you just make a potion of resist energy right and then assign the type when you drink it, like the spell?


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 would be good to be prepared, although making scrolls would be cheaper than potions. Sorry Ulp.

Who wants to accompany me to the Archives or Cathedral? Was going to see what they had on the tower and the forest.


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]

The Judge glances over at Dren:
Yes, scrolls are much cheaper. But, can we all use such scrolls? In the heat of battle, we do not want Edmin fumbling through his pouch and attempting to read a scroll, we want him to down a potion and charge the enemy.


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

good question Dren...I think potions might have to be assigned I will fibd out

drink better for champion. Ulp read about him. Champion like drink.. Ulp grins. ulp

not have make potion though. Make lots fun toys too. You like toys if you have. Maybe just throw fire or acid or ice or spikes? Maybe flashes? Make someone scratchy? Ulp can make. Make powder that make weapons seem made out of other stuff? Make them hit ghosts? Ulp can make!. Ulp is getting excited and electricity seems to dance behind his eyes.

Apparently he really likes alchemy


Pretty sure that with the potion, you have to choose the energy type in advance.

Anyway, a question. You're now on your third day in town. Do you want to hang around until the Judge and Edmin get their stuff crafted? That's Edmin's belt (6 more days) and the Judge's bigger Bag of Holding (8 more days). Or do you want to head out sooner?


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'

There is Dren's stuff as well. Cloak should be ready by tomorrow morning, Rod a few days later.
We should wait and craft some scrolls/potions for party use as well.
Do we want to pick up another healing wand or have one crafted since most will probably be picked up for the ward?


Ah, right, Dren's stuff too.

Well, if you're waiting, let's try speeding things up a little. Give me a short description of what you're doing with your time. You can be conditional ("I'll do A, and if that gives no results, will try B, but in either event I also want to do C"). Note that you don't HAVE to do anything -- just hanging around in town for a week, living quietly and resting up, is also fine.


Jax did say he wanted to have a glass of wine with Trik. The charming young cleric is happy to oblige.

"We're too far north for the local stuff to be any good. But I know a place that serves some decent stuff shipped in fro the capital." A few minutes later, after the wine is poured, Trik sighs. "Oh, we had some fine vintages, drinking with the Duke... but we had to run light, and couldn't take anything with us. Well, well, when I'm an archbishop I daresay the faithful will come up with something drinkable for the episcopal table."

He leans back in his chair and looks thoughtfully into his glass. "What about you, Jax? A title of nobility? An army to command? Or just a nice townhouse in the capital, with fine art on the wall, fine wine in the cellar, and a silken-clad lovely or three to help while away a long, leisurely retirement?"


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

If Ulp is not crafting any potions for folks then he will see if there are any herbs that he can create some kind of toxin out of, maybe mushrooms?

Otherwise he will continue to research what he can about the truants in the library, taking 10 would get him a 25.


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

Staying in Town for a few days
Jax's vote would be to stay and wait at least a week before heading out. He would rather be prepared. Jax will attempt to gather information about an angelic protector via Drownington. He'll also make some relationships with brothel owner down there (can't recall name atm, the one who owns Lord Drownington). He highly suggests Cy or Dren infiltrates the Abbey/Newchurch organizations to gain more information there.

Drinking with Trik

The tiefling is, if possible, in his natural state. His tail coiled around the chair, Xen's hat tilted on his head and hanging partially off one horn. He's dressed well, relaxed but attempting an elegant poise.

"Yes, its too bad you four had to flee so quickly. I hear you left behind quite a bit of gold? Far too bad. We were stuck in the North working with slobbering goblins that only wanted to gnaw at the bones of children."

Jax sighs, staring into the wine. At Trik's question, he looks up, a smile scrawling over his face. "I am no general like Edmin. I imagine living in the center of the new capital, wherever that may be. A noble title and a giant treasury below an elegant manor. Nothing too ostentatious, you know. Something elegant. I imagine setting new fashions and funding a gallery. Possibly a theatre. Preferably bringing together more of my ah.."

He gestures to his horns. "Devilish brethren. Our kind are not looked highly upon in Talingarde, which is unfortunate. I'd build something that told other nations that simply worshiping the great devil lord does not make our new-found country uncultured!"

Placing the wine glass down, he rests his hands behind his head. "What do you think the rest of your knot would desire?"


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]

The Judge will continue to research the woods to the south, and specifically he wants to get the names of people who claim to have seen any of the supposed monsters - the dragon, walking tree, the black squirrel, the half-tiger or the dark lady.

If he gets any good names, he will find them and invite them for an ale to discuss their experience. After all, news from the north does not flow freely to the south, and the Judge has a friend who loves to write books and ballads combining the truth of something like the dragon or were-tiger or killer squirrel with high fantasy to make compelling prose.

He will also ask about any good adventuring in the area. After all, he has a cousin who is part of a group of adventurers who are always looking for new and interesting places to search out. The Judge will let drop that he has heard of a few ruins of great age in the area as well as a few dungeons. He has even heard of some forsaken tower build in a past era. The mention of the tower is always done as though it is an afterthought that the Judge does not believe in, not the target of his inquiry. In effect, he wants whoever he is talking to to have their eyes pop open and immediately correct the Judge that the tower really is real.


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

DMDM please add the blask squirl, dark lady and half tiger to my knowledge search as well...dragons I know about

When Ulp finds himself with a free moment he finds his way to a tavern and plays his flute in an attempt to make a little bit of coin

1d20 + 1 ⇒ (18) + 1 = 19

Shockingly this little gnome is well past decent! Though he says very little.


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 will look for any information we can find in the town Archives or the Cathedral. If we think it might be needed Dren will ask Jask to draw up some papers for the Archives or Cathedral so he can have a look around.
Having trouble finding the link to the town Gazeteer, can someone re-post it or put the post in the campaign tab?

Maybe Cy or Jask or Ulp would like to accompany him?


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

Sure Ulp will go


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

Edmin nods at Jax as he presents the information from the 7th knot. "Outstanding Jax. We are days ahead of where I expected to be at this point. My question is if this horn is only a days ride away, why have adventurer's or locals not already raided it? If something powerful enough to keep that from happening existed in the tower, why has it not expanded its influence outwards? "

Edmin listens to the Judge as he tells of the flying squirrels and tigers. "Any intel is good intel Judge. We just have to sort it. Even if it is false intel we have learned something.
Such as this flying squirrel, it has a hint of the same tone as the The Dark Lady. Could she be a druid? A shape changer of some sort? The rumor said She has a troop of mad killers following on her trail. Could they be a tribe of barbarians the 7th's notes mentioned earlier? "No Bryr barbarians in region of Horn", I beleive it says. Maybe the barbarians patrol the are of the horn and keep everyone out and are led by a shape shifting shamen or druid?
What if we research the barbarian tribes? Do they trade with the town here? If so maybe we can gather intel from them."

Edmin thinks for a moment before he stands and addresses the group. "We need to remain focused. We have learned a great deal in the past few days but we must not get bogged down in it all. you all still have your task. Jax continue to work the town. continue to gather what you can about the last knot. Judge, continue your research into what you have found so far. Both of you, utilize anyone you need for your mission. We are close 9nth. Soldier on, we will succeed."


Jax Naismith wrote:

Staying in Town for a few days

Jax's vote would be to stay and wait at least a week before heading out. He would rather be prepared. Jax will attempt to gather information about an angelic protector via Drownington. He'll also make some relationships with brothel owner down there (can't recall name atm, the one who owns Lord Drownington). He highly suggests Cy or Dren infiltrates the Abbey/Newchurch organizations to gain more information there.

A couple of Diplomacy checks, please.

Quote:


Drinking with Trik

The tiefling is, if possible, in his natural state. His tail coiled around the chair, Xen's hat tilted on his head and hanging partially off one horn. He's dressed well, relaxed but attempting an elegant poise.

And let's just note that this all has been slightly but noticeably easier since you got that Cha boost. You're more comfortable in your own skin, and it shows.

Quote:

"Our kind are not looked highly upon in Talingarde, which is unfortunate. I'd build something that told other nations that simply worshiping the great devil lord does not make our new-found country uncultured!"

"An admirable goal! And I suspect that in New Talingarde, your looks will do you no harm at all."


Quote:


Placing the wine glass down, he rests his hands behind his head. "What do you think the rest of your knot would desire?"

"Oh, well!" Trik shakes his head and chuckles. "I just want to see 'em jump, you know? I've always liked messing with people. And if we pull this off, woo, it'll be the greatest trick of all! Archbishop Trik? How crazy would that be?" He laughs. "As for my brother... ho, poor Trak will be mooning after mad Elise no matter what we become."

Trik leans back in his chair, arms behind his head. "Dostan's a dolt, but at least he understands what's going on. He worships her because she's ruthless and fearless and stronger than he is. And he's right about those things. So for him it's all simple and makes sense. My foolish brother imagines that he understands his own feelings. And he thinks that at some point Elise will stop being... Elise. Which is a bit like thinking that if you talk gently and sensibly to the shark, and help it overcome its difficult childhood, it will eventually become a vegetarian."

Trik leans forward again, drains his glass, and then refills it. "But enough speculation! Tell me of your adventures at the Wall. How did you do it? Is it true you met the Fourth Knot? Let's kill a few bottles -- I'd call this wine adequate, wouldn't you agree? -- and compare notes."


Judge Tohram Quasangi wrote:
The mention of the tower is always done as though it is an afterthought that the Judge does not believe in, not the target of his inquiry. In effect, he wants whoever he is talking to to have their eyes pop open and immediately correct the Judge that the tower really is real.

Mmkay. Will get back to this.

Ulp: 1d10 ⇒ 3 There's a nice lady who smiles at you! This is completely unexpected. It's of course possible that Ulp may not care. On the other hand, perhaps a bit of kindness will warm his lonely little heart. Or maybe he'll just want to dissect her.


Dren of the Dark Tapestry wrote:
Dren will look for any information we can find in the town Archives or the Cathedral. If we think it might be needed Dren will ask Jask to draw up some papers for the Archives or Cathedral so he can have a look around.

Okay. Changing your shape? Using the hat? How are your Disguise, Bluff and Diplomacy? (Don't roll the checks, just tell me what your mods are.)


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

human female. Shows teeth...kill...wait human...shows teeth, wants to be friend. Strange.

Like music? ulp asks. He sets his flute next to him and moves the coin cup he has in front if him just a bit to jostle it.

1d20 - 2 ⇒ (14) - 2 = 12 diplo if it is needed but I suspect it isn't


Edmin Al'Roth wrote:

"My question is if this horn is only a days ride away, why have adventurer's or locals not already raided it? If something powerful enough to keep that from happening existed in the tower, why has it not expanded its influence outwards? "

Well, as the Judge has discovered, few people have business in the Bryr, and those that do don't like to go more than half a day in. Nobody from Farholde likes to overnight in the woods if they can avoid it. Still, as the Baron noted, periodically people do set out to explore the Bryr. They tend to not come back so much.

As to your second point... good question!


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'

Yes using the hat. I will have Jax draw up some papers giving us some type of authority to go into the archives and cathedral to look for some ancient information that may help with the realms defenses...some reference to an ancient enemy.
Bluff: +6
Disguise: +22
Diplomacy: +12

I will pose as a minor scholar on what may be a wild goose chase for information about an ancient enemy of the realm. Because the chance of something solid being found is very minor they didn't send anyone important...but it was worth sending me.
Ulp, you can be my assistant. I am not the best liar but I am hoping my other skills will see me through.


Your Disguise: 1d20 + 22 ⇒ (19) + 22 = 41 <-- it's flawless, nobody's going to see through that
First cleric runs a routine Detect Evil on you. Caster level check: 1d20 + 5 ⇒ (4) + 5 = 9 <-- he got nothin'
Your Bluff 1d20 + 6 ⇒ (19) + 6 = 25 versus a Sense Motive 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 <-- they believe you!
Your Diplomacy 1d20 + 12 ⇒ (6) + 12 = 18 < -- everyone is friendly and pleasant but you're not getting access to anything sensitive
Second Detect Evil run on anyone going below 1d20 + 6 ⇒ (9) + 6 = 15 <-- better, but not there.

So: you're admitted, quietly checked with Detect Evil (the events of Sir Edmin's tenure are still well remembered, so a lot of Detect spells get thrown around in here -- it's almost good manners to start a discussion with one, now) and given a brief interview with two priests. They don't see any holes in your story, so they let you in. Dren's otherwordliness causes him to come across as a somewhat spacey academic, which works, so you have access to the basic archives. A second, somewhat more senior cleric stops in to check on you but once again Sherkov's craftsmanship shows itself.


Mind you, if Detect Evils are like handshakes here -- which they almost are -- then sooner or later, someone's going to make that level check.


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

Here's a few diplomacy checks Will update more later, busy day, may not get a chance to until tomorrow morning
1d20 ⇒ 19
1d20 ⇒ 17
1d20 ⇒ 2


Knowledge Religion 1d20 + 7 ⇒ (17) + 7 = 24
Knowledge History (don't have it, can try an Int check) 1d20 + 1 ⇒ (14) + 1 = 15

The Victor came through here, sure enough. Farholde was smaller then, so he made quite a splash. And, yup, he was gone for a week and then came back. And then there was a big memorial service for those who "fell fighting for the Light". No details. And then he went back to the capital, and... all the records were transferred. Somewhere.

But one of the clerics stayed behind in Farholde and wrote a book of hymns. They weren't very good hymns, but...

'Gainst evil stood the Victor
'Gainst pestilence and death
The fear that stalks in shadow
The plague that steals the breath
'Gainst darkness rode the Victor
'Gainst evil's festering power
With fire and sword would he lay siege
To night's unholy Tower
And now stands forth the Victor
All clad in holy white
He binds the Wound upon the world
With Mitra's holy light
Oh bless our King and Victor
Who fears no shadowed Horn
Who brings us safe in peace and light
through night to blessed morn!

That one makes some sort of sense, even if the lyrics are kinda chessy. But on the other hand

Men have two eyes
And women have two eyes
And children have two eyes
But Evil has three eyes
Evil has three eyes
Two eyes on a face
Are usually enough
But Evil has got
One to keep watch
And one to bring hate
And one to wither all
'til all before it dies
Evil has three eyes

This is a later composition, never played. (The musical notation suggests a strange, weirdly perky tune.) Records show that shortly after this the unfortunate brother suffered a breakdown of some sort, dying a little while thereafter.


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:
Jax did say he wanted to have a glass of wine with Trik. The charming young cleric is happy to oblige.

Drinking with Trik

Cуровую would have come to this meeting if Jax was willing for her to join.

She would have made some preparations though.

Cуровую would have put Message on Jax, cast Disguise Self and used the rod of Extend. Before the meeting she would cast Detect Magic and See Invisibility and also use the rod of Extend for the spell.

She would not join Jax and Trik immediately, she would first use her Detect Invisibility and Detect Magic to see if there are others in the room or trailing Trik.

She would also determine what magic Trik is carrying and if he has any spells on his person.

After she has done this she will step away, drop her Disguise Self and join the two.

(I would have cast Detect Magic and studied the Eighth Knot before the meeting but I was not able to post then before that situation was finished.)


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:
let's try speeding things up a little. Give me a short description of what you're doing with your time. You can be conditional. Note that you don't HAVE to do anything -- just hanging around in town for a week, living quietly and resting up, is also fine.

I think there is still quite a few things to cover, may we still do things for the next 3 days of real time?

1 to 50 of 1,219 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DMDM's Way of the Wicked, Part II: The Dark Tower Gameplay All Messageboards

Want to post a reply? Sign in.