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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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 am not sure if it was in the game play thread. More than likely it was in discussion ashen we were going over supplies needed.


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 remember discussing in GP the basic fixing, I don't remember if we ever talked about the scroll in GP


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 remember making any rolls to look for make whole scrolls either, but there's a lot going on and easy to miss that. I thought DM was rolling for all magic items in town though since its a small town.


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

Pg 60 of discussion. Looks like DMDM did not chime in, guess we assumed it was done.


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 Al'Roth wrote:
I will buy it. Then you guys can copy it and cast it.
Cуровую зиму wrote:
Jax and I will copy it into our spellbooks and then cast it for you, this way we have back ups just in case something happens to your true love again.

I wish I saw Edmin's post before I spent twenty minutes looking for this.

I used Make Whole then North Fell in the search and neither phrases were in those above posts!

:(


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

Congratulations on one more dead leader!


Unnamed

well done zimu on the plan


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

Yeah, I did not think it was going to work!


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

I apologize DM, I keep mentioning this, I believe four times now, but didn't Edmin say we were going to use 'corn' for the magister? We were concerned about the noise and we did not want to lose the magister's items after you posted that video.

In other news I tried to watch Ghostbusters maybe two years ago and just could not get into it.


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 thought you were going with the skull too since we have no idea what the effect of the statue would be. We just know it causes chaos.


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
Edmin Al'Roth wrote:
Pg 60 of discussion. Looks like DMDM did not chime in, guess we assumed it was done.

Good, now the commander's DR 20/magic won't apply!


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 will not be using the item anytime soon unless it is a last ditch effort, he does not trust the item.


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)

Right we were just using it to confuse the magister with evil thoughts.


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'

That as my thought as well, most disappointing.


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)

Let's wait for DM's answer.

Crossing fingers.


Albania: device keeps trying to fix my spelling. Unfortunately device is Italian.


On plus side, climbed w kids to top of tomb of Enver Hoxha. Never been so proud of them, esp. littlest 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)

Going to google Enver Hoxha now.

DM has a cool family life.


Okay, back in Kosovo after a five hour drive over the Accursed Mountains. (That is actually their name -- like the Great Dismal Swamp, type of thing.)


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 I rolled Knowledge Planes/Local/Religion for the spoiler question you may have missed from three days ago so I asked again a few more times.

May I ask also inquire as to what you ruled as destroyed by Bref's skull?


You'd want to search the body -- what's left of it; the skull bomb left nothing but a skull, a pile of ashes, a puddle of stickiness and a foul stench.

Mind, if you're searching and the golem attacks / the guard comes in the door / something else happens, that might not work out so well. That's why I'm asking what you're doing right now.


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)

At some point to during the search of the magister's rooms using Message to Edmin and Dren.

As we entered the courtyard where the men were having stew, I saw two people were coming out of the choir hall. One of them was one of the acolytes. The other was a young woman in blue robes with a gold sunburst. We have never seen her before.

The two of them cross the courtyard and enter a door in the base of the southeast tower. area 32 of the plans we saw

The colors are Mitran, but I do not recognize the outfit. Which in and of itself is strange, I should be familiar with all the major divisions of the church and its auxiliaries. This is either something obscure, something new. She may very well be a form of celestial called to aid the fort.


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)

Lets get that guard in the room.

We can Charm him to get information and this way he is inside and can not sound the alarm.

We also have less time, DM may send guards to come pick up the magister. I would say 30 minutes at best. Worse DM may send the commander himself to come to speak to the magister.


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 зиму wrote:

Going to google Enver Hoxha now.

DM has a cool family life.

And any stories from Enver Hoxha?


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'

Cy, this is where we don't push our luck. I don't have the armband which means no one can control the golem at this point. The Magister didn't originally create it, which is why he was using the armband to form a control mechanism.

The only reason it didn't destroy me is because I have sanctuary going, otherwise I would be a pile of Dren Jelly right now. We actually don't know what it's last command was so I am only safe for 3 more rounds.

We have some of his items, let's not get greedy and try to clean out the room. If the Golem wasn't activated I would be up for searching but right now it could turn on any one of us depending upon its commands. Let's get back to the group, let them in the tower and we can come back for the rest of his items once the general melee has started. We don't want to chance fighting the Golem right now. We don't really have a lot of game time to analyze the situation but I am not willing to chance the mission to try and find his spell book at the moment. We pulled off killing the magister due to a daring plan you came up with, let's celebrate this small victory and hope we can make it to the basement without running into the commander or this new "lacky".


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]

Also, if we leave the activated Golem here, then it might well take out anyone who comes to investigate the golem.


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

We do know the magister's commands. He told them to 'Cellia'. And yes we will leave within four rounds I just have three questions.

I am asking how does the guardian know the 'magister' (Dren) is not the magister, which I think is both a fair and legitimate question here.

Do we deal with the guard now with a Charm Person now, it would be useful for him to give us some information and then have him follow us so that there is no one left here on this level.

Would Detect Magic find a spell book? I can cast Invisibility and make a try to pick it up then as we leave.

-

Dren I understand your concerns, and leaving the guardian here was also an idea I had said on the gameplay thread, although luring it and having go on a rampage inside the fort is also an excellent diversion for the surviving troops and will waste their resources.

I am not 'pushing our luck' here Dren. Previously DM has thrown every possible curve at us and we are austere in items as a result, do you think that spell book will remain here if either the bugbears attack or the room is searched by soldiers?


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 wondering the same thing as you regarding the Golem as far as the last commands and me looking like the Magister but I generally as a rule don't question calls by the GM since it is his game and his rules. I am in another game where I am GM'ing and get a lot of question regarding my calls and it gets really old TBO.

Looks like Doug agreed with you though so we should definitely search the room, look for any secret rooms or drawers ect.

Do you happen to have a scroll of detect secret doors?


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

A rod of extend! The best rod ever!


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:
A rod of extend! The best rod ever!

That's what Irin said.


No Dren, I am DM's biggest fan, please understand I am not questioning DM for the mere sake of questioning him.

I love DM's game, I really do, he crafts an amazing plot for us to unravel. I would pay to be in DM's game and spend any free time I had on DM's game that I could, I check five to six times a day for posts, I read every posts you all make, I RE read posts from all of you, I TAKE NOTES. I am a big fan of DM and a fan of you guys as well.

But we plan for certain circumstances based on what DM tells us about the world around us and if we plan thoroughly enough and intelligently enough and if luck stays with us just a little long enough I think we can ask about a ruling as well.

I got a PM a reader when Nimpy took off with the items on the ship saying it was a very tough hit on us but I defended DM, I then said 'well serves us (the group) right for not being wary of the halfling', I drew a card that would have boosted INT +2 and DEX +2 but DM said I waited a day extra to post, neither those times or others that I saw we had more than some wiggle room to argue our case did I pipe up.

But in this case I was planning this since we knew there was a magister and a cleric MONTHS AGO, which was to draw the magister and the cleric out of the fort.

I came head on with Xen because he wanted to enact his plan, and that bruised our relationship, which to me was hurtful as I really get along with the player, then I had to convince the group over nearly a week to back up the plan because now the fort was on alert.

When I saw there was a danger in using Bref's head you and I cautioned against it but DM ruled otherwise. Do you know how painful and quite draining it feels to have one or two posts ruin months of planning, reading and re rereading posts to look for clues or motivations behind npcs and then being given ashes as a reward?

Regarding the golem, him striking at us would defeat the purpose of our coming, the golem is NOT all knowing, what is the harm in asking for the reasoning behind DM's ruling?

I don't question DM, its his game, but if we plan and at least keep ourselves intelligent, then we should not be rewarded by setback after setback and I was just voicing my opinion. I'm sorry if it offended you that was not my intent.


First off, thanks for the kind words. I do put some effort into this and it's nice to be appreciated. Thank you.

Second, I can understand you being disappointed when a long-term plan doesn't come to fruition. But that is part of the game.

Third, I have to note that taking out the Magister was always a risky plan that could have led to disaster for the party. Now you've killed a major opponent at modest cost, and have also reaped an impressive haul of loot. So, the dismaying setback is... you didn't get *more* loot?

-- Machiavelli once said that a man will forgive the murder of his father more easily than the loss of his inheritance. In the case of D&D, I've found this to be completely true. In 20+ years of gaming, I've never had a player get seriously upset with me for killing a character. Half the party killed by kobolds, the other half stripped naked, thrown into a dungeon and then sold into slavery... people roll with it. But losing Stuff? When the treasure is snatched away, the want is pulled out of their hands, the spellbook turns out to be a fake? Oh, man. The only PvP TPK I ever saw was a fight over treasure, and the most relentless, remorseless pursuit I ever saw -- occupying all of three tabletop sessions -- was after a gnome who had snitched some items from the party. The PCs ended up ignoring a bunch of treasure rich-adventure hooks and spending a great deal of money and effort on expendable items just to make sure they killed that little bastard. No demon lord, orc horde or slavering vampire ever roused that same level of relentless rage.

Anyway. To bring it back to Nimpy, I'll note that you were clearly and explicitly warned about him. ("The captive is trouble, either way... Do not let the captive see you clearly. Free, he can help you. Free, he is more dangerous than the Master.") And then you let him keep the lockpick! Not gonna lie: best play with Nimpy would have been to kill him. Second best would have been to watch him carefully, all the time.

Okay, back to the game.


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 my last post was not really directed to you, it was more explaining my actions to Dren and perhaps the group.

And with regards to Nimpy, when I got the message I did say it was our own groups error and we should have been more watchful and defended your logic.

In other words even if you ruled 'against us' I backed you up.


Sure. "You were warned" was a plural 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)

DM counting from the time we entered the room, how long has it been, I do not want to stay any longer and would rather be less than 15 minutes as the commander may send someone to fetch the magister or worse the commander himself comes to check on the magister's results.

What part of the fort is easily accessible from the magister's tower?

-

Players a possibility, find a way to bring the remaining members of the group waiting up to the magisters rooms, then send for the commander.

How would we do this? Dren Disguised as the magister? Using Invisibility and Stealth? The golem would defend Dren in combat and we would have surprise, remember Irin's reading.

Or we send word to the commander we need a 30 minutes of NO interruption to focus on a cure or what ever time we decide and we will meet him in his quarters then. He wont be looking for the magister and we will know where exactly he will be in 30 minutes or the time we pick and we strike as a group.


Is someone keeping track of the loot, and who has what?


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]

DMDM - regarding the link for the map. Something that several DM's do in my campaigns is to post the link on the initial Campaign Info where you have "Follow the Way of the Wicked, the award-winning AP from Fire Mountain games." That way it always appears at the top of each page. Posting the link in the Gameplay thread keeps the initial link for historic purposes, so that we can go back and find old maps, but as far as maps that will be needed frequently, such as the keep map and I would assume city/nation maps in the future, it makes life much easier to stick the links at the top of the page for easy reference.


Aha.


Okay, done. The link to the complete map is now up.


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]

It is a cute trick. I think I stole it from GM Blood initially. Very useful, post and forget until there is a new map.


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

The more complex our plans get, the less they seem to actually end up working in favor of us. Let's stick to the original plan of going to the basement, re grouping, and storming the fort?

Why do we want to spend another whole HOUR sitting around in the fortress when everyone is sick, the magister is dead, and they're suspicious of something going on already?


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)

Sweet link!


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:
Why do we want to spend another whole HOUR sitting around in the fortress when everyone is sick, the magister is dead, and they're suspicious of something going on already?

I suggested 30 minutes, to give us time to act, in hopes the commander stays in an area we can locate him.

A. If the guard takes us away then tells the commander we left its one less thing the commander has to worry about, thinking we have left, the magister can focus on a cure.

B. This way we regroup and know where the commander is if we specify the magister will meet him.

C. This way no one comes to see how the magister is doing for 30 + minutes. It buys us time.

D. I am open to other suggestions of what the guard can relay to the commander.


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

a. Except they'll insist on escorting you out of the tower. Are we planning to have you come all the way back through town to the inn, through the tunnel, and back to the tower to meet up with the party? I'm confused.

b. Except we don't actually know what room the commander sleeps in/rests in/plans in/etc.

c. The poison won't last forever, I guess it doesn't matte what you tell him as long as we get things rolling sooner rather than sitting around for a half hour.

d. Kill him or charm him, have him escort you to the basement for something friendly and then we murder him, send air elementals to the rookery having them set off the flare from there and head straight to the gatehouses to open/break the door, porticullis and drawbridge mechanisms.


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 have been tracking the loot but I see there are a billon posts and lots of stuff that we "might" grab. Once someone makes clear what we take I will add it to the list


My default assumption is that you're taking everything but the laboratory.


Jax Naismith wrote:

a. Except they'll insist on escorting you out of the tower. Are we planning to have you come all the way back through town to the inn, through the tunnel, and back to the tower to meet up with the party? I'm confused.

You are correct -- the guard's default instructions are to escort the Lady and her companions to the entrance.


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

ok all of that is added to the list, next time we get a chance to sell things I will figure out the costs, and I assume Zimu will be keeping the wand so it is not on the list.


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

don't forget we have a magister head bomb now


Yes, you do. It's unclear whether it will continue to act like the Bref bomb or the slightly weaker "standard" goblin bomb... but anyway, you have it.

(What does it look like? A charred, deformed skull, like a normal human skull disgustingly mixed with goblin.)

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