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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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'

If you can't control the sword you would become VERY unpopular :]


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

everyone loves bref!!!


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

Luckily, it'd only have fragments of Bref's personality mixed with some of Jax's own. The blade is always the same alignment as the Magus. It also can only communicate via telepathy to the magus (I think).

Edit: ...Then again, as amusing as I think it'd be, I'm not quite sure Jax would want Bref's craziness quite so..close.


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

think of the fun...everytime jax forges something!


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'

Don't forget Dren can now shapechange into a Goblin...good times! Surrogate Bref!


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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)

Didn't Superman's psyche split into multiple personalities when he 'died'?

Bref can also be like team evil Obi-Wan.

Use the poo Edmin, use the poo.


Cуровую зиму wrote:


When leveling we get our bonus skill point for the extra skill DM assigned us at the beginning right?

Besides that and favored class do we get any other bonuses?

Does Stealth synergy give you and extra skill point for stealth?

Anything else we get for being on team evil?

-- Yes, you get the bonus skill point.

-- No, no other bonuses. You already got a free feat (the teamwork Stealth feat) plus the free skill point per level on that extra skill.
-- The Judge's description of Stealth Synergy is correct.


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:
-- No, no other bonuses. You already got a free feat (the teamwork Stealth feat) plus the free skill point per level on that extra skill.

Not being greedy by the way, just making sure I covered gaining a level.

Although I wish I had another four skill points a level.

:)


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, the Judge or anyone who wants to chime in, through gaining levels and Jax's research we have the following spells, any suggestions for two more good ones for 2nd level?

Spoiler:

2 - Bear's Endurance, Blood Transcription, Bull's Strength, Darkness, Flaming Sphere, Frigid Touch, Invisibility, Mirror Image, Pyrotechnics, Scorching Ray, Web

Open to suggestions, I think I can wait for Fly instead of Levitate, maybe getting See Invisibilty as a scroll.


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'

Quick question Doug, Dren did not get a skill assigned to him...was I supposed to or was this part of the original party bonus for being from the prison?
Not worried about it but if you meant to give me one I will take one :].


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)

Curiously, your predecessor, God Bless her wherever she may be, had Knowledge Planes as a bonus.


Pick a skill that's thematically appropriate to the character. You get a skill point every level in it, free.


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

Does anyone have a list of the items we found in that dungeon that we need to sell off? Jax used a fair number of consumables that he'll need to replace.


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)

There was not much.

A large shield and jeweled dagger from the last room.

Edmin offered his sword and armor.

Don't forget the squire.

I wonder what we can get for that Pony Bane Boulder.


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'

ok thanks, that would probably be knowledge planes or stealth. both of those are big parts of his background.
I will go with knowledge planes though since it is the biggest part of who he is.


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]

Cy - I always love Spectral Hand for using touch spells at a distance. It is an awesome spell for a sorcerer with Shocking Grasp, less useful for a wizard. Nonetheless, it might be a good one to have.

Also Cy, if you could scribe a few scrolls of Shield, I would pay you for them. They are very useful for buffing Morsum's AC way up. I will probably get a wand of shield at some point to go with the wand of Mage Armor.

Other good second level spells - Create Pit, Glitterdust (one of my favorites), Mirror Image, Alter Self (maybe less useful with our collars), Knock, Levitate (still useful as a backup)


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

I was going to ask for Cy to make a few scrolls too once I know how much money we're getting, if you don't mind.


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]

Leveling:

+1 BAB

+1 Fort
+1 Reflex

+1 Bluff
+1 Diplomacy(bonus)
+1 Intimidate
+1 Know(arcana)
+1 Stealth
+1 UMD

FC Bonus - Skill Point

Feat - Spell Focus(Conjuration)

Spells:
Guidance - Level 0
Enlarge Person - Level 1


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum Level Up

+1 BAB

+1 Reflex

Skills:
+1 Stealth, Perception, Acrobatics, Climb

HP: 1d10 ⇒ 9

Evolutions:
Shadow Blend - removing this one as it has been ineffective or completely forgotten about. He will still be the shadowy monstrosity, just without the concealment bonus.

Reach(Bite) - 1 point - increases range by 5'
Trip(bite) - 2 points - free trip if bite hits

Feat: Furious Focus

_________
I think that this is everything. If anyone has any other thoughts, please let me know.


Bit of an infodump on the other thread. (But is it relevant information or just wallpaper? What think you?) I think the Cardinal may pause for a moment (after "you will be traveling north to meet the Fourth Knot") to see if you have any questions.


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

sweet! so excited to get back into the party!


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

still going to not let you all in on what i made, but for metagame purposes, I did manage to fill the holes left by bref, my new cahracter can stealth and can also unlock things...so dont sell brfs tools!

Of course he is not as good at either as bref, but the little turd monster did have a 22 Dex


Heading for bed, so y'all will have a few hours to digest and respond to ongoing infodump.


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:
Also Cy, if you could scribe a few scrolls of Shield, I would pay you for them. They are very useful for buffing Morsum's AC way up. I will probably get a wand of shield at some point to go with the wand of Mage Armor.

I was going to ask this to you in PM but there seems to be no PM available.

You can cast Shield on another ally? Or is that just because of you connection to Morsum. I'll scribe them but I thought that was a 'self only' spell.

Also maybe we can get you a few scrolls of Cause Light Wounds for Dren to cast to 'heal' you. What is he most cost efficient way to heal you?


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:
Heading for bed, so y'all will have a few hours to digest and respond to ongoing infodump.

I just woke up, lol.

Dream well DM.


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]

A wand of ILW is cheapest per charge, but costs 750 (15gp per charge). Scrolls are not bad at 25gp each.
____________

As far as the "you" spell question.

Share Spells (Ex)

The summoner may cast a spell with a target of “you” on his eidolon (as a spell with a range of touch) instead of on himself. A summoner may cast spells on his eidolon even if the spells normally do not affect creatures of the eidolon’s type (outsider). Spells cast in this way must come from the summoner spell list.

This ability does not allow the eidolon to share abilities that are not spells, even if they function like spells.
_____________

Thus, Enlarge Person will work on Morsum as will Shield (a "you" spell). It is sort of strange, but I guess the Eidolon is sort of an extension of the Summoner.
_____________

I have Shield and Enlarge Person as spells, but would not mind having a few scrolls as backups if I run out as I only have 5 spells per day.


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)

That was an easy read, not an info dump at all.

I was expecting like four time the length of that from what DM posted on the discussion thread.


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

If goblin alive he show you long dump in gameplay thread!


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

Trip is an -amazing- evolution. Reach should help out if we're in small corridors again so Morsum can stand in the back.


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]

I figure that he can trip people with the AoO and regular attacks.

My image is a shadowy form simply stretching out with a large set of red teeth suddenly appearing from the shadow and clamping onto whoever is there.

Also, I will have to read up on how size affects trip, but with enlarge person, he will have even more reach and tripping capabilities.


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

After re-reading what Irin's told us, I'm making some of the following guesses:

1) Before we leave, Cimu and Jax should look in the library through green books written by currently alive authors. Also: See if the mansion's quartermaster's record books are green.

2) In the city we'll depart from is the "Cruel Master." Since he is a "tyrant" He's likely the military leader or other leader of the city. Or he's the head of the navy in some manner. Or maybe the head of a pirate group who is hiding in the city..

Regardless, he has a prisoner who we should free but ("do not let the captive see you clearly") take off our collars around him -ever-.

We must make use of greed to trick or trap him...if we have time to prepare I think we should make a journey into the dungeon again to retrieve that expensive jeweled mace with care. Instead of selling it, we should hold onto it to see if it could have future use.

3) We travel by Ocean. The Soothsayer "is of the water" and good. I'm assuming she's a mer-folk or some sort of other aquatic race. We should use trickery on her, said Irin, so bluff will be handy. Thought/note: Get a copy of Mitra's blessings/teachings and "hide" it among Jax's belongings. He can pretend to have second thoughts to her and play on her "innocence".

4) We have to bring down the Wall? Well here is where the Fortress and White Hero[b] must play in. It mentions "[b]where the real gold found false love, descend as low as you can, hide, and wait." We should look for a brothel with underground tunnels and hide there. We should obtain poisons either at the wall, here now, or on our way to the departure city. Edmin MUST strike the first blow in that boss fight "Your champion is your champion. When you face the White Hero...if he strikes first, you will prevail."

Edit: Wonder if Jax would get murdered for asking the Cardinal "What is the Dark Tower?"


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 have our readings posted in the recruitment thread.


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

so once my next character dies, what shall i make? Alchemist? Inquisitor, I do like a repeating heavy xbow?

i have a feeling that i am going to be the one that winds up having made 30million characters


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

Bard! I love to hear those guys die.


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]

He could sing the balad of Long Lost (Tossed) Poo.


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

Vivisectionist beastmorph alchemist mixed with barbarian and focusing on being a feral, mutating monster?

Edit: Thanks, Cimu. I knew you had recorded them somewhere but couldn't find it. I'd looked in your character sheet but not at recruitment!

Edit2: Loot
I don't believe there was anything that we actually got money wise in the dungeon other than a shield for 7.5g and an unidentified vial of poison.

Speaking of the poison: 1d20 + 7 ⇒ (6) + 7 = 13 craft alchemy check to see what it is/was?


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

Actually if we get the Squire we will have to equip him. We can keep my armor and longsword for that.

Also, Edmin will want to approach the squire and let him know what is happening to him. He will probably need the rest to help turn him to the darkside.


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]

I am pretty good on the diplomacy and bluff side of things. I should be able to "assist".


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'

ditto for diplomacy and intimidate...+10 on each.


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)

Do four of us have 26 HP?

Funny.


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

might new character just might have 26 hp


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 see a 52 dmg Fireball in our future.

Edit - I forgot who our DM was, I meant 72 dmg.

:)


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 smell bacon!


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'

Did the Cardinal ever tell us how much cash we had available to us?

BTW I would recommend we figure out if we can turn the squire now, we can't take any chances that he could turn on us while we are out in the field...


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

Remind me to start taking average HP rolls. I think 2/3 times I've rolled below the mean, urgh!

Cardinal said we had no money available to us so..no buying. Makes me really glad for that free +1 weapon now!


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]

Yeh - I would not mind having a mithral chain shirt so that I am not medium encumbrance. I assume we will find some nice people willing to give us their magic items, and blood, before long.


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

Do we want to make an expedition on the second day into the basement to retrieve that expensive, jeweled mace we saw? If we toss a buff spell or two on Morsum, send him in to simply grab the item and then retreat, we don't have to worry about combat.


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 was thinking of Summon Monster II myself to do just that after level up but DM said the mace was now, 'out of reach'.

I think Dren meant how much funds we had prior to starting the tests.

Curiously, Xenfal will probably be better equipped than us.

And has a great hat to boot.


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

but Xenfal does not have stealth synergy or an extra trait :(


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

What can I say my evil characters apparently must have hats of some sort.

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