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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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

hmmmm

another level of fighter or bard. i think i did more social than fighting this level so i guess it should be bard huh


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]

WOOHOO - PARTY TIME!!!!

HP: 1d8 ⇒ 8


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

1d8 ⇒ 6


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

and i now have a rank in bluff

updated

took saving finale as a new spell

pt in CHA

and gain inspire competence


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

Taking half hp..haven't had good luck with rolling so far heh.

Cimu, what level 2 spells were you thinking of picking up? After looking at your spellbook and mine, I picked up Cat's Grace and Glitterdust.


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

HP: 6+2+1= 9
+1 BAB
+1 Reflex
+1 Strength
+1 Intimidate
+1 Climb
+1 Perception

Aura of Obedience:
At 3rd level, a lord of darkness
radiates an aura that cows the weak into following
his commands. He receives a +4 morale bonus on Intimidate
checks made against living creatures within 10 feet.
In addition, if he demoralizes a living creature within 10
feet, and exceeds the DC by 10 or more, he may issue one
command to the target, as per the spell. The target can
resist this effect with successful Will save, with a DC of
10 + 1/2 the lord of darkness’ level + the lord of darkness’
Charisma modifier. A creature cannot be commanded
in this way more than once per day. This ability replaces
aura of cowardice.

Cruelty:
At 3rd level, a lord of darkness gains the
cruelty class feature of the antipaladin. This functions
just like that class feature with the following exception.
At 3rd level, he can select the following cruelty in place
of the sickened cruelty.
Commanded: The target must obey one order from the
lord of darkness, as per the command spell.

Plague Bringer:
At 3rd level, the powers of darkness make an antipaladin a beacon of corruption and disease. An antipaladin does not take any damage or take any penalty from diseases. He can still contract diseases and spread them to others, but he is otherwise immune to their effects.


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:

Presents ...

evening: new Elephant and Piggie book at bedtime

WINNING!

Douglas Muir 406 wrote:
You weren't skipped over -- I'm just trying to squeeze responses between (in this case) feeding pizza to a dozen hungry five-year-old girls.

Thanks, thought got left behind when the new page came up. And considering you had a special girl's birthday, double thanks for even posting earlier!


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)

Level up.

Attack +1

Will Save +1

Question

What do you suggest for two 2nd level spells to add to my spellbooks?

What Knowledge skill will be useful for 'woodland environment and keep spying'? Knowledge Nature? Knowledge Local? Knowledge Dungeoneering?

What is normally more useful to advance Acrobatics or Escape Artist? Maybe Sense Motive or even Disguise?

Possible skill advance (not finalized)

Bluff +1
Diplomacy +1
Escape Artist +1
Knowledge Geography +1
Knowledge Nature +1
Perception +1
Survival +1 (character bonus)


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:
Cimu, what level 2 spells were you thinking of picking up? After looking at your spellbook and mine, I picked up Cat's Grace and Glitterdust.

Can you take Levitate? Do any of you have suggestions from Advanced Player's Guide or Ultimate Magic?


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)

Edmin you get a +1 to Knowledge Nobility

Don't forget we get some bonuses thanks to DM having a brief soft spot when we all began.

:)

The Judge -- Sense Motive
Bref -- Bluff (I miss Bref)
Jax -- Appraise
Cуровую -- Survival


Cуровую зиму wrote:

Level up.

Question

What do you suggest for two 2nd level spells to add to my spellbooks?

What Knowledge skill will be useful for 'woodland environment and keep spying'? Knowledge Nature? Knowledge Local? Knowledge Dungeoneering?

What is normally more useful to advance Acrobatics or Escape Artist? Maybe Sense Motive or even Disguise?

I'll cut you a little slack and tell you that most of the next section will be in a town, not wilderness. So, Stealth or Knowledge [Local] -- which is really the old 3.x Gather Information skill -- would probably be a bit better than Knowledge [Nature] or [Dungeoneering], at least for the next little while.

As for the spells and other skills, discuss amongst yourselves.


Everyone please finish hit die rolls and amend your character sheets.

Oh: a word on character sheets. It's a help to me if you put stuff behind separate, clearly labeled headers (Feats, Skills, Stats, Languages, etc.). Some use spoilers for these; that's fine. But the main thing is that I can quickly find the information I need. If I'm quietly checking to see if you have Knowledge [Planes] and if so, how much, then it's a bit of a nuisance if that information is buried in the middle of your charsheet.

Thanks!


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'

Sweet, finally lvl two spells!

Level up Info:
HP= 1d8 ⇒ 8
Stat:
+1 CHA
+1 Will, +1 BAB
Favored Class Bonus:
Extra Spell: Cause Light Wounds

Skills: 4+1 Int+1 Hum+1 Bon=7
Heal
Intimidate
Knowledge Arcana
Knowledge Planes (Bonus)
Sense Motive
Stealth
Use MD

Spells:
0/Stabilize
2/Cure Moderate Wounds (Bonus)
2/Dust of Twilight (Bonus)
2/Hold Person


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
Douglas Muir 406 wrote:

Everyone please finish hit die rolls and amend your character sheets.

Oh: a word on character sheets. It's a help to me if you put stuff behind separate, clearly labeled headers (Feats, Skills, Stats, Languages, etc.). Some use spoilers for these; that's fine. But the main thing is that I can quickly find the information I need. If I'm quietly checking to see if you have Knowledge [Planes] and if so, how much, then it's a bit of a nuisance if that information is buried in the middle of your charsheet.

Thanks!

I just re-arranged to add spoilers everywhere, hopefully this helps you out!


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]
Douglas Muir 406 wrote:

Everyone please finish hit die rolls and amend your character sheets.

Oh: a word on character sheets. It's a help to me if you put stuff behind separate, clearly labeled headers (Feats, Skills, Stats, Languages, etc.). Some use spoilers for these; that's fine. But the main thing is that I can quickly find the information I need. If I'm quietly checking to see if you have Knowledge [Planes] and if so, how much, then it's a bit of a nuisance if that information is buried in the middle of your charsheet.

Thanks!

I agree, I hate it when the character sheet is just cut and pasted from some character sheet generator on a home computer. Invariably finding the skills and feats is a pain and I often cannot tell if the character has an archetype. Also, many of them only list the skills one has ranks in, so one cannot tell what other skills bonuses are.

____________

I am really trying to finish my character. Trying to decide what to do with Morsum's evolutions. Lots of options, not sure what I will do.


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
Cуровую зиму wrote:
Jax Naismith wrote:
Cimu, what level 2 spells were you thinking of picking up? After looking at your spellbook and mine, I picked up Cat's Grace and Glitterdust.
Can you take Levitate? Do any of you have suggestions from Advanced Player's Guide or Ultimate Magic?

Levitate is on the Magus spell list but doesn't do much for them since they have few spells per day and are in melee all the time.

Glitterdust, IMO, is one of the best lv2 spells since its an AOE blind plus reveals invisible things. I only grabbed cat's grace since we've yet to see any +ability items and have no idea when/where those will start showing up. As it is it grants +2 AC, initiative, reflex, attack and damage for Jax.

For wizard, lv 2 spells, I recommend any of the following:
Create Pit (Save or suck)

SM II (Hyenas have a slightly higher to hit than wolves and also trip with their attack)

Touch of Idiocy (if we face a caster, does require you to be close though..)

Gust of Wind (Only really useful as an Arcane bond Oh S*~# spell if we find swarms)

Haunting Mists (from Ultimate Magic, this spell is stupid kinds of good. Its obscuring mist plus shaken plus wisdom damage)

Blindness/Deafness (One target...use glitterdust instead but it is permanent)

False Life (Great buff spell)

Steal Voice (20% fail chance for spells on a caster plus -4 to DC's if language based)

Edit: I'd probably take haunting mists and/or create pit from that list.

Dark Archive

Male Imperial Purebred Human 13 th level bard/9 th level nightlife empressario/epic level chocolate fiend

Congratulations on hitting level 4!

I would like to take this time now to categorically state that if DM ever runs Wrath of the Righteous the line forming to be a player starts behind me.


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 am trying to figure out spells as well. I am thinking of:

Evolution Surge, Lesser (gives me some nice buff's for Morsum that can be situational (Climb, Fly (at level 5), Ability Increase, Grab, Weapon Proficiency, etc.)

Haste - a great buff spell that I can cast several times. Only affects 4 people and only lasts 4 rounds at this level, but against the Captain this will be invaluable for Jax, Xen and Edmin.

I am considering taking the Simple Weapon Proficiency, which can then be upgraded with the Evolution Surge to allow Morsum to fight with the Captain's Axe or Trident, assuming one is magic. I do not think that anyone else would want these except Edmin, and for him only if it was MUCH better than the headman's axe Edmin already has.

Also, I think that I can combine weapon proficiency with Reach to give him a lot of range.


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 how could you not take Haste?

Xen may be interested in some weapons, and maybe even Dren as a back up.

Having Morsum definitely increases your 'level up' time. I don't think I could play a character with an animal companion or a cohort, a little too much to keep track off.


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, if the spell affects 4 people it includes Morsum too, that's our entire melee group!

Evolution surges are always good for the ability to throw something out that you may suddenly need like swim or breathing underwater. Also, unless Morsum has power attack or other things to help him with weapons, he can probably do more by stacking more and more natural attacks (I think).

At what level can you increase his size?


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]

ok, updated. All that I have left is one more Feat for Morsum which I appear to have forgotten at some point.

DMDM:

Simple Weapon Proficiency is a 2 point Evolution, and Martial Weapon Proficiency is an additional 2 point Evolution. Could I use one of my feats to take Simple Weapon Proficiency as a feat, and then just spend 2 Evolution points (from Evolution Surge for instance) to give Morsum Martial Weapon Proficiency?


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]

Size is level 8, but I can cast Enlarge Person on him and gain similar benefits. I took Improved Damage which makes his Bite do 1d8, enlarged it will be 2d6 + trip + reach.

I missed a feat somewhere and am trying to figure out what to do. Morsum has Power Attack, but I am not sure what else. Improved Trip would be great, but requires Combat Expertise. There are other combat feats which could be useful - Improved Grapple for instance which when enlarged, or size large + enlarged, could really tie up big opponents and spell casters.

I took Haste and Evolution Surge for my spells.

Bluff, Diplomace(DM Bonus), Intimidate, Know(planes), Perception and UMD for my skills.

Morsum does not gain any HD or skills at this level, but picks up 2 Evolution points which I went with Improved Damage(bite) and climb. I may change Climb as I think about it.

Gotta get on a flight, will think more about this later.


M Human Bard 1

What the Baron said, both times.

Bernald, still hoping to be allowed to sing everyone's praises when the New Order comes to Talingarde.


Slow posting over the weekend, as I'm packing for a move.


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

again? are you sure you arent a criminal or something?


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]

Worse, I think he might be a lawyer.

Fortunately, the Judge will not have that problem in a few levels, because when someone tells him to take a look in the mirror and see if he likes what he sees, the vampiric Judge will not see anything.


1 person marked this as a favorite.

Sadly, I just had to cancel my PFAP subscription -- it can't be delivered in Kosovo. Doubly annoying since the Worldwound AP looks like it could potentially be the most interesting since Kingmaker.

The last four APs:

IMO the last four APs have been kinda meh, albeit with some brilliant individual bits. Baba Yaga, five modules of cold-themed monsters is kind of a lot, and also you're once again fighting the organ grinder's monkey instead of the boss herself. (This has been a theme in a lot of APs, and I wish they'd stop. Like, in Carrion Crown, you want to fight the Whispering Tyrant, not some loser who's trying to become the Whispering Tyrant. One reason everyone loves Rise of the Runelords, despite its many flaws, is that if you make it to the end you get to throw down with friggin' Special K. And either you kill the Runelord of Greed or he kills you. For a truly memorable boss fight, you need a truly memorable boss.)

Where was I... The Numeria one was, well, the Rod of Seven Parts. The pirate one was two, maybe three good modules worth of arrrgh spread out over six. And Jade Regent had a great high concept -- and it included "The Hungry Storm", which is the single best module of the last two or three years -- but IMO failed to spike the dismount.

In a sane world, they'd get Nicolas Logue to write a fair chunk of the new AP, but I don't know if he's been sufficiently rehabilitated yet.

Anyway, "could be great" != "will be great", but I would have spent $16 plus postage at least to check out the first installment. Oh, well.

Dark Archive

Male Imperial Purebred Human 13 th level bard/9 th level nightlife empressario/epic level chocolate fiend

DM you can still subscribe to the APs but put a hold on your subscription.

It will do all of the following

1. You will keep your Pathfinder advantage discount.

2. You will get all the books you have coming delivered together when you are ready to receive them. It may save on shipping.

3. You get all your free digital downloads of the AP activated as soon as your order is prepped to ship.

4. You get to run the AP for me when your ready.

:)

Cheers!

Simple brief contact with Paizo (Email customer.service@paizo.com or call 425-250-0800 during business hours: Monday–Friday, 10 AM–5 PM Pacific Time) will get this all done. For this industry, Paizo's customer service is considered second to none.


baron arem heshvaun wrote:

DM you can still subscribe to the APs but put a hold on your subscription.

IDNK that! Hmm. I may have to reconsider.

Doug M.

Dark Archive

Male Imperial Purebred Human 13 th level bard/9 th level nightlife empressario/epic level chocolate fiend

I put the contact info from the main page in for you above, they held my subscription for nearly a year before.


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)

Team evil please read

Cуровую made some good rolls

Stealth (Nat 20!) + 6 + 20 = 46

Perception (19) + 9 = 28

and

Straight Knowledge roll (17) + 5 = 22

DM has allowed Cуровую can ask me one big question -- in his words 'we'll parse this as you spend an evening walking around the camp, deep in thought, and something triggers an association that gives you an insight. It has to be a reasonable question'.

Other than the meaning of life, what would you suggest Cуровую ask DM in regards to our allies, the camp, or the infiltration mission we are about to undertake.


Forty-two.

Oh, sorry. Never 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]
Douglas Muir 406 wrote:

Forty-two.

Oh, sorry. Never mind.

No, 42 is the Answer to Life, the Universe and Everything. The Meaning of Life is a fine family film by Monty Python.


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

hmmm

Something abot the Wolf. That dude is the most dangerous of all the baddies here


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)

He still takes his orders from Count Bugbear.

I don't know, I was thinking more bigger picture but thanks Obi Wan Bref.


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

oooo how to bring goblin back!


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

How about whether Sakkarot realizes/knows the Cardinal has NO intention of the bugbears/army to really survive the war with Talingarde? He seemed pretty curious about our intentions but is the leader of the Fourth Knot...I had thought the Cardinal mentioned how he didn't plan for the bugbear/barbarian swarms to continue living after they crush most of Talingarde.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

this thing still open? I've always wanted to play an evil campaign, never had a DM allow me to do 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)

DM has a talent to killing us off, he got our Goblin and our Champion once, I think each of us has had a near death experience in game, some more than once.

If you like that kind of painful fun, please stand by.

(Except I think all the players are here for the long haul. Maybe inquire if you can play our Ogre.)

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

your ogre?
I was thinking o of playing a mind controler psion eventually takeing the thrallherd prestige class
that or an arcane trickster
you are currently at level four right?


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)

We have full load of six full time players right now, we just happen to have an Edilon and Ogre in tow now and then. I think other players have asked before. Ultimately its our lovely hard working DM's call.

Guys I am definitely on board, I do leave for Asia for twelve days in 39 hours, if we get to take on the captain before then, so much the better.

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

first off thanks for the prompt responses, much appreciated
second what are the ogre's levels (if any)
third, will you be able to play in asia?


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)

Trying to be helpful but again this is our DMs call, and perhaps the players as a group because we are a full group right now that started.

I don't actually know what the level of the Ogre is, maybe if I were to guess Fighter 3rd to 4th?

Shadow Lodge

Male. Vaguely humanoid Ninja 3/Bard 1/Ranger 2/Scholar 1

hmm cool, well if this doesn't work out for me here, do you know of any other evil campaign that is recruiting or is at least accepting new applicants?
you never answered my third question.


Thanks for your interest, but the campaign is currently full, with six players. If someone drops out I'll post on the recruitment thread.

There are several other "Way of the Wicked" campaigns -- it's a module published by Fire Mountain Games.


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)

The Bard may be of use.

I realize we were told he is dangerous, but now I understand why The Emperor wanted Luke alive.

What if we could use him further?

Also we should strike at the captain when we are far enough that his ship, sea and crew is not in view or hearing range.


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 activate his shadow armor before we leave. Do you have anything that will reduce his willpower save?
I have hold person now which could potentially end the combat quickly, unless he is no longer a humanoid.

Probably cast dust of twilight, then Hold Person...


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 could break the lock to Nimpy's cage before dis-embarking and instruct him to use invisibility and then come to aid us.

Or we could use invisibility on Morsum and have him break the cage/lock after we get off the ship?


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

I can go either way, but once he sees morsum he will probably know we are bad and try to escape. I think better safe than sorry.

also in this instance I am happy to do a little fast forward


So far I'm seeing two votes for letting him live and/or using him, and two votes for "better safe than sorry, slit his little throat".

Edmin, Judge?

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