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!


3,001 to 3,050 of 4,997 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>

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:
DMDM - can I get a Sleeves of Many Garments here in the big city?

I like that item Judge! If there are two of those I may have to pick one up!


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:
Total of 1050gp from the total gold found. This should cover us for healing for a while.

So that's 175 from each of us?

We should have gotten a wand of Infernal Healing before we started our trip.


Xenfal wrote:

dm, I was assuming that there was no way to cash the bank notes is that correct?

You need a bigger city, preferably one with a branch of the Royal Bank. You could try finding a merchant here who would take them, but that would take at least a day and the discount is likely to be savage.


Judge Tohram Quasangi wrote:


@ DMDM - can I get a Sleeves of Many Garments here in the big city?

[rolls] Why yes you can! Note, though, that it only gives you ordinary clothing -- no fancy outfits or uniforms or whatever. Just, different sorts of ordinary clothing, and all clean and fresh.


Cуровую зиму wrote:


We should have gotten a wand of Infernal Healing before we started our trip.

The Cardinal doesn't have Craft Wand. Zargo or Sherkov might, but your relations with them were not warm.

Obviously now that you're running around in Lawful Good Talingarde, your chances of getting Infernal Healing (or any other dubious spell) are pretty much nonexistent. In fact, walking into a temple of Mitra and asking for a Protection from Good? Could have led to consequences, if Dren hadn't made that Bluff roll.


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

I want to by the scroll to repair 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'

I was assuming that Dren didn't get a share of the treasure since he had already gotten the headband.
If he did get a share he would just use most of those funds and we can say we are even at this point.

EDIT: I think the game thread may have answered my question. Did we get 1600gp each?

How are we going to do treasure BTW? This seems a little confusing to me at this point.


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'

Doug, is there a wand of shield available?

If not any scrolls?


Dren of the Dark Tapestry wrote:

Doug, is there a wand of shield available?

If not any scrolls?

Wand, no. One 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'

Last but not least:
Scroll of Silence. I think you mentioned cleric scrolls 1st and 2nd were available. Thanks!


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]

Let me know how much I need to chip in to finance the Wand of CLW/Restore scrolls for anyone who is short.


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

Its 125 each, Judge with an extra 100 needed for Xen's part.


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

Dren you got a share 1754 2sp 1 cp per person

If you dont want to take it then lets just use that and get your healing stuff, or just make that a healing portion for the group.


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

I think it is silly to not give you a share. then we are just nickling and diming each other.


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'

Got it. I will save the rest. Can we assume we spend all of the cash first and keep the easier to carry items for sale/trade later?


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]

Personally, I think that equal splits of treasure is the fairest. If someone gets a valuable magic item, then they should receive a lesser split of other treasure. This completely avoids one or two party members getting way ahead on treasure.

If Dren received the headband with the 2k value, then he would be 246gp in the hole at this point. This would be taken out of the next split. The easiest way is for someone else, me for instance, to show a debt being owed. This way if we need to finance the magicking of a new axe for Edmin, we can do it and he can pay it back later.

Although we are all evil and generally self centered, we are also lawful and aligned with the lord of contracts. We need to make sure that each party member can afford the necessary equipment to strengthen the party. Wealth distribution may be unequal at times (for instance if we were to find a +2 axe or sword or something), but as long as someone, or each of us, keeps track of who owes what, then it should work out well in the long run.

The simply fact is that I will need armor, magic charisma headband, and other stuff. Edmin needs armor and axes, Jax and Xen need various equipment. Dren, well, he is insane so who knows what he will want. And Cy is going to have to spend a fair amount to purchase scrolls to scribe into her book as well as other protective items.

Just my two cents. We do not have to split things equally, but if we agree to do something else, then everyone has to agree to it or there is going to be all sorts of bickering down the road.

Also, it might be worth putting 10% into a party fund for future Wands of CLW, Restore, and similar party equipment.


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 think we just give out stuff we need then do an equal share. It is simpler. None of us is a greedy player (note i said player not character) and so far people have been getting thigns.

My vote. we give things out as they can be used then sell the rest and split.

judges vote-see above.

Though if we are going to do something other than even splits. Someone else is going to have to take over the book keeping. Not me throwing a tantrum or anything, but there is no way I am dealing with "well judge got this so that is minus x, but Xen got that so that is minus y, and edmin is still paying off his debt from z"


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 everyone throw in there vote :)

Goblin votes with Xen!!!


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 don't mind Judge's way, but as Xen said, its a lot more work. Simply splitting gold each time makes it a bit easier. We havn't come across a ton of treasure so, at least for now, it doesn't seem anyone has much of a chance to pull ahead.

If someone wants to volunteer to figure out the math on everything, I'm fine with the Judge's way though. Atm, very glad Jax gets a free weapon as a class feature though!


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 1 for split

2 for judges. But no volunteer to do the math


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:

Okay, you've said you don't all want to stay at the same place. So who is staying where? To recap: The Lord's Dalliance, surprisingly pleasant upper midlist inn, 2 gp/night. The Dog and Dragon, a sleazy dive with stale food and infested blankets, 5 sp/night. The North Star, a flophouse with a communal bunk room, popular with peddlers and shepherds, 2 sp/night.

This may also be a good time to discuss ooc plans for investigating the Tower of Balentyne.

The Lord's Dalliance if possible, but I can roll for it as well if others want to stay there. 1d20 ⇒ 15

Under Disguise Self, as human woman, thin, well into her forties, lover of cats.


Disguise Self is 10 minutes / level.


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

Xen will man up and stay at the dig and dragon. He makes himself look significantly disheveled and keeps to himself. take 10 on disguise for 24

Once in his room he prestidigitates the crap out of it


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:
Disguise Self is 10 minutes / level.

Indeed, which is enough time to get through the gate and secure a room I would hope.

Will set a time and place to meet Xen and Jax.


A general note on investigation. You're trying to penetrate and cripple a tower full of soldiers and... well, you don't know what else might be in there. Sakkarot gave you a few scraps of information, but so far you just don't know much.

Therefore, this next part of the adventure is information-intensive. You need to find out more. I'll tell you right now that there is more than one strategy for taking Balentyne down. (The Cardinal wouldn't have sent you on a suicide mission. No, okay, actually he might. But not this time.) I'll also tell you that there are multiple ways for failing spectacularly. There are a hundred soldiers plus officers plus who-knows-what-else up in that tower. If they come at you en masse, you die. If you're exposed early, you die. This is where this module gets real.


Cуровую зиму wrote:
Douglas Muir 406 wrote:
Disguise Self is 10 minutes / level.

Indeed, which is enough time to get through the gate and secure a room I would hope.

Sure. Do I understand, then, that you'll be restricting your public appearances to 40-minute increments?


Female Level 7 Buxom Dairy Queen

No, rather once entry to the town and room are secure, Cуровую will drop Disguise Self to take on Zhilda's guise and meet Xen and Jax.

But as far as guards and inn keeper knows, only petite Old Mrs. Puffykittenpaws has now come to Aldencross.


1 person marked this as a favorite.
Douglas Muir 406 wrote:
This is where this module gets real.

Oh good. So far its been so easy its like boiling eggs, that are already half cooked, in already hot water prepped by French sue chefs.

Spoiler:

SARCASM


Yes, well, I'll offer "Doug M's Way of the Slacker" next time.


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)

Cуровую also purchased 160 gold worth of special ink for scrolls.

Then scribe a Levitate scroll caster level 2.


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:
Yes, well, I'll offer "Doug M's Way of the Slacker" next time.

Got to love our Dm's sense of humour.

For the tower, investigating. We should try numerous avenues to gain information:
Simple gather information checks (What skill even does this in PF?)
Knowledge rolls.
We should have someone get friendly with a guardsman or two, find out where they drink and have at it!

Hm..not sure what else. Information we'll want to know includes: Blueprints, guard rotations, presence of magic users and magical defenses, do they have hounds, How many non-guard people go in and out every day, who are they and why are they going in/out..and I'm sure there's other bits we'll want to find out that the rest of you will point out.


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:
Simple gather information checks (What skill even does this in PF?)

Diplomacy and Knowledge Local I believe.

DM wants us to roleplay and come up with actual plans.


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 is not the frontal assault kind of guy. He is fine with the slow infiltration approach. We have a month...there is no rush to try and take it down quickly.


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)

Waiting for the Judge and everybody's input.

DM has said there is more than one strategy for taking Balentyne down, on the flip side there are multiple ways for failing spectacularly.


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)

Cуровую possible useful skills

Bluff 11
Diplomacy 7
Disguise 4
Knowledge Geography 8
Knowledge History 8
Knowledge Local 10
Knowledge Nobility 8 +2 Tome
Knowledge Religion 10
Linguistics 7
Perception 9

lots of imagination


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

I think when the time comes xen should take the place of a guard that he has befriended and let us in to do some damage


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'

Or some of us befriend some of the servants of the tower and then either take their place or figure out how to take their place after they get "sick" or have an "accident".

Servants often have access to places such as this with little to no scrutiny. Of course we could do both...might not be a bad idea to have multiple avenues into the tower. Poison the food stores and make much of the guard sick...


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:
might not be a bad idea to have multiple avenues into the tower. Poison the food stores and make much of the guard sick...

We should have multiple plans happening at once. Like the Ocean's 11 movies, but far less complex.

And the food poisoning can't be gradual, it would have to hit just as the bugbear army strikes. But where to get poison? How to get it into their food supply?


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'

As a servant it wouldn't be difficult. Getting the poison might be difficult unless we can find something that isn't exotic.


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]

Check my last IC post for some thoughts on info gathering. Poisoning is good, but it should be something that would cause a normal sickness, not something that will kill. Causing nausea/sickness is good. Having a bunch of guards mysteriously die would raise eyebrows.

If we can get in as servants, that is great. The question then is how to take out guards. If we get in at night, we could murder entire troops of guards while they sleep, but as soon as one raises an alarm, then we are in trouble.


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

dm would putting the waters of lamashtu in the well serve to poison the garrison?

also judge you are asking for trouble putting zimu in the crappy inn


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 is in the midlevel inn, only Dren and Grumblejack would be at the low quality inn.


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

well. It is full of vermin and has bad food. I think that is below her standards :=


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 can Mrs. Puffykittenpaws stay with the Judge and Edmin, reporting progress of the day while joining Jax and Xen during the day, this will add to the level of misdirection so we are not always with the same partners.

I have to read up on waters of lamashtu, I forgot we had those available.


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 can stay with us. What is your roll? Consort? Assistant? I do not think that a single woman traveling by herself would be common in the north, DMDM can clarify this though.


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 got to read the description. Could be useful and effective in a water supply or against a high level wizard.

Judge Tohram Quasangi wrote:
Cy can stay with us. What is your roll? Consort? Assistant?

Cуровую has some forged paperwork for an emergency, we all do on IC, but what full roll she may have is still dependent on our first bits of information gathering, I think we have to be a little fluid and shape our plans as we learn more about our opposition.


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

Where is the water? A keep has to have a water source and it should be easier than poisoning food unless we get into the kitchens, since food stuff will be in assorted packages.

Also, we need to find out about gate access such as the old draw bridge attack. We need to allow the buggerybears in as quickly as possible or we could be held up as the try to figure a way pass the defenses. Maybe something that explodes?

Kill the leaders of course. We just have to find a way to access them one at a time and start by killing them off before poisoning the soldiers and letting in "Tha Bears".

We also need to first find away to access the keep numerous times through out the month with out arousing suspicion.


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 leadership of the keep will be among our priorities.

We need to find out who/what/where they are.

Also let us find out if there is an order of knighthood present, if we can remove some of the leadership, the fort may send for a replacement and instructions, we intercept the messenger and have Edmin arrive and take command. He can have the troops perform a military exercise outside of the protection of the fort's walls right when the bugbears strike.

Alternatively, we be brash and say Edmin is some high military officer and will need to inspect the troops on a certain date and announce his arrival a few days before the bugbear attack, other characters with high Bluff can be his envoys.

We can't kill or remove the entire leadership without raising the alarm, we should pick who we target.

I would assume the Judge can pretend to be a replacement leader as well once we know who the leadership is.

Dark Archive

Male Imperial Purebred Human 13 th level bard/9 th level nightlife empressario/epic level chocolate fiend
Douglas Muir 406 wrote:
Yes, well, I'll offer "Doug M's Way of the Slacker" next time.

Hey 5 point buy, everyone plays a Commoner, if DM runs it, sign me up!

I have to say I love the banter between DM and the players, and between the players themselves.

As another New Yorker once said, Have fun storming the castle!

Also DM, I was at Gencon and most people seem to be liking the first installment of Wrath of the Righteous.


Xenfal wrote:

dm would putting the waters of lamashtu in the well serve to poison the garrison?

Six doses is probably enough to cause mass illness, yes. You'd need a delivery system. Presumably the Tower has its own well or cistern, since its designed to withstand a siege.

3,001 to 3,050 of 4,997 << first < prev | 56 | 57 | 58 | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Doug M's Way of the Wicked Discussion All Messageboards

Want to post a reply? Sign in.