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 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]
Cуровую зиму wrote:
Judge, elementals would have worked but Morsum coming to the Rookery would not have done us any good, so there's that.

On the contrary, he would have drawn their magic, and then gone on to the stables with some firebombs. As long as you move faster than the swarm and leave some other monster closer, you can get away from the swarm.

It is like the old story:
Two guys are being chased by a bear. One stops to put on shoes. The other says: "Why are you putting on shoes, you cannot outrun a bear." The other guy responds: "No, but all I have to be able to do is outrun 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)
Judge Tohram Quasangi wrote:

The nice thing with swarms is that they usually move of their own volition. If you fly right through it, it may well turn around and attack whoever is in the tower.

Also, you could have the swarm chase you toward the guards on the walls with their crossbows.

I don't think whoever has control of the Ravens would have it cause harm on him/herself, but I was also thinking of leading the swarm to where it can do damage say towards the guards.

But, the flaw there was how would the swarm follow us, they don't have dark vision, they probably were just sent to our air space, they could not technically follow a sphere of Darkness could they?


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 think whom ever is in the Rookery just cast Fire Shield, that's not a Druid or Ranger spell though so that has me worried.

If Mad Martin is a level 7 Wizard then we are in (for more) trouble.

(How many high level character are in this fort?!)

Also Judge, how does one out Fly a Raven? They have very limitted Intelligence and be given limited instructions but they must have a decent Fly speed, in theory the best action would be have Grumblejack move then Cуровую ready an action as soon as they are clear of the swarm.


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]

Well, considering that there is no spell I know of that summons a swarm of ravens, it does make one wonder. But, that is the joy of being a DM, changing the rules just enough to keep knowledgable players on their toes.


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)

Hm I did not even consider that the Ravens came from a spell I just thought some Druid had taught and bred them to be aggressive.


There's not a raven swarm spell as such. But Mad Martin doesn't get out much -- he's spent pretty much the last decade up in that tower. He's raised every raven from an egg, and knows each one by name. So he can get them to do things that ravens wouldn't ordinarily do. It's like time he could have spent doing something useful -- crafting items, say -- he's spent instead on getting the ravens to stretch the envelope,

If you want to think of it in game terms, he has the Extraordinary (Ex) ability to generate raven swarms. It only works as long as he's in or near the tower and has a supply of ravens. And, to be fair, it's an ability available to anyone who's willing to max ranks in the appropriate skills, burn a feat, and spend ten years locked up in a tower talking to birds.


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:
He's raised every raven from an egg, and knows each one by name.

Of course he does!!

DM's builds are scary.


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]

So, Cy, now you ready an action to fire the wand when close to the tower. Grumbles flies by the tower at max speed, double move. When you are passing right next to the tower, you launch the fireball you rolled. This should eliminate the miss percentage since you will be within 5' as you pass just adjacent to the tower.


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

Fireball the swarm. Think of it this way, those are the ravens that the rookery has..may as well burn them.


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 thinking the same 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)

I looked at the map, if Cуровую and Grumbljack Fly upward then one diagonal east, then Cуровую casts the Fireball we easily hit room 43 and the tail end of the swarm at the same time.

From two days ago

Cуровую зиму wrote:

Morsum then a double move action to Fly from area 25 to a point Southeast of 43 where we can AVOID arrow fire.

(About Northwest diagonal from the 'L' written on the 'Lord's Dalliance' on the map.)

'We approach from above so the natural darkness of the night sky will keep our own Darkness hidden.'


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 fireball will most likely not penetrate through the arrowslits. It might make it with the druid having Improved Evasion. However, taking out most of the birds would definitely be beneficial.


Douglas Muir 406 wrote:

There's not a raven swarm spell as such. But Mad Martin doesn't get out much -- he's spent pretty much the last decade up in that tower. He's raised every raven from an egg, and knows each one by name. So he can get them to do things that ravens wouldn't ordinarily do. It's like time he could have spent doing something useful -- crafting items, say -- he's spent instead on getting the ravens to stretch the envelope,

If you want to think of it in game terms, he has the Extraordinary (Ex) ability to generate raven swarms. It only works as long as he's in or near the tower and has a supply of ravens. And, to be fair, it's an ability available to anyone who's willing to max ranks in the appropriate skills, burn a feat, and spend ten years locked up in a tower talking to birds.

I think you guys know what one of your next characters should be now!!! mwuahaha


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)

Hi guys,

I asked DM's permission to post this here.

I need advice on a high level build for the culmination of a campaign that started about a year ago.

Spoilered bec of length

Spoiler:

I was playing Shattered Star up to level 11 then I needed to take a break because of school and work load.

I had a Wiz 11, and there was a point in the game where it was logical my character was able to leave, with a piece of an artifact no less.

I can rejoin that game now and the group is more or less Level 15.

We had a DM for the first four adventures, all in all from level 1 to 11 there were only two party deaths.

Then I had to take a break, at the same time one of the other players became DM for the last two adventures and the former DM is now a player.

In the combat with the Big Bad Guy at the end (an Elder Wyrm Blue Dragon),

These were the fatalities,

Inquisitor, Grey Gardener level 14 (died 3x in the same combat)
Fighter, HellKnight level 13 (died 2x in the same combat)
Ranger/Rogue, level 13 (died in combat)
Fighter, Grey Maiden, Level 11 Cohort of the Inquisitor, (brought to -5 or worse, almost died)

Survivors

Cleric of Serenrea level 13
Wizard with good aligned PrC, 14
Dwarf Automaton, with Monk Level (we think 11) the Ranger's 'butler' (ineffective in final combat)
Advance Clay Golem (ineffective in final combat)

I think the party used a Limited Wish and three Breath of Life's and they barely made it.

Here is the what i need help with, I am rejoining the group and the DM said he will up the combat.

I have a level 11 Wiz and have feats and magic I can buy, what suggestions do you have?

Feats like Wand Like Staff which the Judge pointed out are great.

Wizard Level 15

Has Craft Wondrous as a Feat

Has these items and has gold to burn!!

Headband Int +6
Rod Quicken (Lesser)
Rod Empower
Rod Selective

One of the Seven Shards of an Artifact

Amulet of Natural Armor +3
Cloak of the Mountbank/Resistance +3

Several Scrolls

234,100 gp to spend on Magical Items!


Quote:

In the combat with the Big Bad Guy at the end (an Elder Wyrm Blue Dragon),

These were the fatalities,

Inquisitor, Grey Gardener level 14 (died 3x in the same combat)
Fighter, HellKnight level 13 (died 2x in the same combat)
Ranger/Rogue, level 13 (died in combat)
Fighter, Grey Maiden, Level 11 Cohort of the Inquisitor, (brought to -5 or worse, almost died)

Survivors

Wait, there were survivors? You had a combat with an Elder Wyrm Blue Dragon and you weren't all killed? From here it looks like the DM was going easy on you. You're a party of mostly 14th level characters going up against a creature that's CR... what, 21? 22?

Dragons should be terrifying. Things that are CR > +4 should be terrifying. Working as intended.

(Are you sure that was an Elder Wyrm? Because seriously, you shouldn't be in the same room with an Elder Wyrm. That would be like me throwing a CR 13 monster at you guys. Which is an interesting notion, actually. But I would at least give you a chance to run away first.)

Quote:
I am rejoining the group and the DM said he will up the combat.

[nods approvingly]


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 not in the fight, but they fought

Cadrilkasta (Female Wyrm Dragon) 204,800 XP


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 might be possible for a fully buffed and prepared lvl 14 group who catches an un-prepared wyrm might give her/him a fight for his money. The sheer number of deaths from it is a pretty obvious outcome.

I am assuming the deaths were stopped by Breath of Life? Although once 1 or 2 characters dropped you would think the combat would then swing quickly in favor of the dragon who could probably kill 1 PC per turn.

That XP is for a CR19 creature, so not quite as overpowering as a CR 21...


CR 19 is APL +5, but there were 5 or 6 players in the party. That moves this from "autokill" to "desperate struggle, could go either way".

Seriously, this seems like a totally fair and reasonable outcome for tackling a monster like this.

Doug M.


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)

It was five players, including the former DM, they had a high level cohort, and (ineffective for this fight, automaton Monk Dwarf and Advanced Clay Golem), they started by Summoning three Flying Celestial Triceratops and I think eleven Lantern Archons (for touch attacks) and all the Summoned creatures were taken out in the first round of combat.

The Dragon was under the Shard's curse, all movement was halved, see below.

I know the party used a Miracle, at least three Breaths of Life, and a Limited Wish.

The treasure was MASSIVE.

From the groups google group

Spoiler:

Treasure

On Dragon:

Amulet of Mighty Fists +3

Ring of Freedom of Movement

Portable Hole

Shard of Sloth (see below for more information)

Contingency Statue worth 4,500 gp

Other treasure

2,000 platinum pieces

60,000 gold pieces

(4) dark wood and mother-of-pearl keys shaped like demons worth 500 gp each (2,000 gp in total)

A mithral tray depicting a murder of crows around a dead tree worth 2,500 gp

Huge jug with sand and fifty pearls worth 100 gp each = 5,000 gp

A complicated adamantine puzzle tube (empty) worth 4,000 gp (Disable Device 35 to open it)

glass jar with a two headed owlbear fetus (1,000 gp)

masterwork broadsword with platinum handle (500 gp)

skeleton of a "dog-man" with a silver spine holding it together (250 gp)

"Impossible" glass jar from Leng (1,000 gp)

Fine Thassilioan funeral robe made of solidified shadows that shifts and flickers (minor magic effect) - worth 7,500 gp

silk pouch with image of snake swallowing a hell hound (50 gp)

Lens of Detection

Manual of Gainful Exercise +3

Stone of Good Luck

+2 Flaming Spear

Belt of Mighty Constitution +6

Bracers of Armor +4

Ring of Evasion

*********************

Shard of Sloth
(needs incandescent blue sphere ioun stone to avoid curse)

Aura overwhelming conjuration CL 25th
Slot none; Price —; Weight 1 lb.

The Shard of Sloth is made of blue-green glowing abysium. As long as the Shard of Sloth is carried, its owner can use summon monster III as a spell-like ability once per day, gains a +2 insight bonus on saves versus conjuration spells, and gains a +4 insight bonus on all concentration and caster level checks.

Curse: The owner becomes lazy and sedentary, and becomes sickened for 1 hour whenever he makes more than a single move action in any round. All of the owner’s movement speeds are halved.

Destruction
A shard of the Sihedron cannot be destroyed individually. Only by recombining them into the Sihedron and then using that artifact's method of destruction can one destroy the shards.


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 might be wrong, but it seems that all PF dragons, especially the old ones, have one really big Achilles heal, their dexterity. A wyrm blue dragon has a dex of 6. Getting a single Curse or Ray of Exhaustion or using Fleshworm Infestation all do Dex damage. All one needs is to drain 6 points and the dragon is incapacitated/unable to move.

Yeh, you have to get over the SR and hope it misses its saves, but with several people casting these, one of them should get through.


Roger that. Big old dragons are super vulnerable to touch and ranged touch attacks.

Of course, big old dragons also have 20+ Int, 20+ Wis and five hundred years or more to think about how they're super vulnerable to touch and ranged attacks. I might try a "spam Dex damage" strategy -- it's totally reasonable -- but I wouldn't be terribly surprised if it failed.


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]

This is my favorite anti-dragon spell:

Fleshworm Infestation

- I used it once, and I am pretty sure the DM use the ever popular DM fiat to allow the dragon to decide it was time to flee. Thus, I never say the end result.


Yeah, as a DM I dislike that spell. It's suck-or-suck, and while it's certainly possible to design those so that they work, the Paizo staff pretty clearly botched this one. Even if the target fails it's saves, it's still Sickened for many rounds, and that's a serious debuff -- -2 on attack, damage, and saves. It's particularly handy against opponents with all-around good saves, like monks, paladins, and dragons. Either they take the Dex damage (bad) or they're sickened and get stripped -2 on all their saves (also bad).

I speak from experience. Back in Moldova I had a player who ran a dwarf cleric and who had an uncanny ability to sniff out broken spells and spell combos. He absolutely loved this one. Favorite spell ever. You'll notice it works on pretty much all monster types -- I vetoed him from using it on a stone golem once, but under the RAW he had a case.

Man, that was an annoying spell. Almost as bad as Haste. (Which was another particular favorite of his, of course.)


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

cast haste on the worm!!! muahahahahaha and give them a wand of CLW


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

hey doug, a thought exercise for you?

I have had the first 5 pdfs of Jade Regent in my hard drive and I was thinking at some point of trying to run it on the boards, but here is my question, lots of people really don't like the caravan rules, and it seems like a real drag on the forums.

How would you modify it to keep the idea there, but without bogging everything down? Just remove that mess all together?


I don't have a strong opinion about the caravan rules; I noticed them, but never paid much attention to them and never gamed with them. I'd read through the first three modules -- IMS the rules are particularly relevant in 2 and 3 -- and try to work out (1) whether you and your players will enjoy them or not, and (2) if not, how best to remove them.

I definitely think you need to bring in some of the caravan-ing aspect. I mean, that -- along with the intense NPC interactions -- is part of what's special about that AP. But whether you need the caravan rules for it, that I don't know. I'd post on the boards and ask what others have done.

BTW, I do remember thinking that modules 1 and 2 were nothing special -- not bad, no, but nothing that made me go wow. Module 3, though, impressed heck out of me.

If I were running it, I might swap in some other Viking / arctic themed adventure to replace #2. Not a lot is accomplished there in terms of moving the plot forward IMS.


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

yea i like the relationship part of it, and it is funny because i just saw another fella running it saying that he is not using the caravan rules, but keeping the relationship rules so I sent him a PM trying to see how he plans to keep the feel of the caravan without bogging down


I like the idea of the intense relationships (and also that they're optional; you don't HAVE to be BFF with this one, rivals with that). I could wish the NPCs themselves were a little more interesting, but that's easily fixed...


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

though perhaps i shouldn't dive into it since we might all be dying right now and well then you can show us how its done!


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

My favorite part of most of the AP's is when they throw in those optional rules systems. Its why Skull & Shackles & Kingmaker are my two favorites (also only've run/played in three AP's). Really itching to get into a wrath of the righteous game though. Demons and paladins and balors 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]

I really want to play a Kingmaker, I have been in three, but two have died within a few weeks of starting. The third is three years old, but we are only slightly into the second AP and it has slowed to a crawl. Actually, I think that a crawl would be giving it far more credit that it deserves at this point. It is too bad as it was one of my favorite campaigns for a ling tome.


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'

Yeah I have been in a KM PBP game for about 4 years, we are in the middle of book three. It was by far my favorite AP until it slowed to a crawl as well. Now the GM posts about twice a week so I know the feeling.

A Battle can take 3 months...


I'm very fond of Kingmaker. WotR, only read the first two but I think it really looks promising -- may be the best since, well, Kingmaker. Fingers are crossed.


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]
Dren of the Dark Tapestry wrote:

Yeah I have been in a KM PBP game for about 4 years, we are in the middle of book three. It was by far my favorite AP until it slowed to a crawl as well. Now the GM posts about twice a week so I know the feeling.

A Battle can take 3 months...

Yeh, I am in a campaign like that where a big battle has really slowed down because of the DM not posting - Oh, wait, I am that DM. Time to get back to the Temple.


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'

You will be judged...judge...


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]

Hey, I posted yesterday.

Plus, do you guys really want to finish the Intro and move onto the real adventure?


M Human Bard 1

I loved DMing Kingmaker -- a real blast, a very flexible AP with plenty of room for Inserting your own ideas and adventures, and responding to player moves and initiatives. Not nearly so much railroading as some. So many different ways you can take things.


Firm agreement. I'd rewritten about half the backstory before I even got started. (To be fair, I usually do that sort of thing anyway. Still, with Kingmaker it was easy and fun.)


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'

Our GM did much of the same and did a good job of making the Kingdom come alive. It helped that we had some pretty persistent posters. We went through the first 2 chapters of the AP in about 1.5 years via PBP, including a month or two off for serious kingdom building.

It was one of the more impressive AP's on the board for a while...sigh...

For Doug, Bernald, and anyone else who knows enough about the first two chapters of KM to appreciate this...it is a story of our first Kindgom festival I put together for the PBP. (A way to liven up the festival edicts)

Malthir is my character, the leader of the Kingdom of Kardas. You will recognize Noleski and it is from his vantage point that I wrote it, he plays a part in our Kingdom. The guardians is the name for our adventuring party before we became rulers. Hope you enjoy. If so I will post our second festival tale...

Foundersfeast Tales – Noleski the Troll Blooded:

We were almost to SwordHaven, Bren had told me earlier that we would be there in three days and easily make it for Foundersfeast. It had been over three months since I had seen my “uncle”, Malthir, and the rest of the Guardians.
Some of the folks around Oleg’s felt a little resentful that they rarely saw them anymore, but not the men and women in this group. They had all spent time with them, raised glasses with them, seen what they had done for them in the early days. It had taken some convincing, but father had allowed me to go with the hunters, trappers, and goodly kin that had made the decision at Oleg’s trading post to make the trip to the festival.
Father trusted Bren and Lorast as brothers, so he had felt safe in allowing me to go even if he couldn’t. When we first came upon the farms and the road under construction heading north we weren’t sure what to think. The Kamelands just didn’t seem so intimidating with a wide road cutting a swath through it. The road was wide enough to fit two wagons side by side and we were travelling with a group of colonists from Brevoy hoping for a new start and great opportunities.
The small smokestacks of the farmhouses and the rows of fields greeted us and grew more abundant as we headed south. On the new road it would only be a two and a half day journey from this point on foot, and it was said that the guardians had once made the trip on horseback in 1!
At the beginning of the first day we stopped at the small mining hamlet near the Kameland Gold mine. The miners, including some gruff Dwarves, greeted us warmly. They knew we had some small coin to spend and across the kingdom, there seemed to be an expectation of openness and friendliness to newcomers. As per any stop I came too, people looked at me a little strangely. Ever since the magic Bokken had used on me, thanks to the Guardians, I had grown unlike any boy that anyone knew. I was 13 and already over six feet in height as well as adding considerable bulk. My parents complained I ate them out of house and home and to be honest, they were probably not stretching the truth too much. The rumors would start just after I arrived, “Troll Blood” was my nickname. I didn’t mind much, no one bothered me because of it.
The next day was a good day’s travel and we ended up near the Kobold lands. It still amazed me that they little folk were not causing any trouble, but it was said that their Chief, now a Lord of Kardas as well, was a member of the ruling council and enjoyed his place, as did his people. Some of the folk did use rumors of their stealth and skill with a blade to keep their kids in line at night with threats of, “if you don’t listen to me right now, a Sootscales might come and take you from your bed to work in their silver mines!”
We met several on their way back and forth from some of the farms, trading and such and they seemed nice enough, although a little scared of us bigger folk. We spent the night at a way point that had been built for travelers such as ourselves by the Kingdom.
We travelled much of the next day into the late afternoon. Our group crested a small hill and SwordHaven came into view. It wasn’t a great city, with high walls and a great Castle shimmering in the distance. In fact you could see the old Stag Lord’s fort with a number of workers around it slowly repairing and upgrading the keep. It looked to be expanding and the start of a ditch was being built around it, but it was far from done. Beyond it you could see the Tuskwater, stretching as far as you could see in the distance. A patrol of armed men rode north past us just stopping long enough to make sure we didn’t run into any trouble heading here. Their livery, a bold sword crossed by a bow in the background, paid homage to both Erastil and my goddess Iomedae.
SwordHaven looked ready to burst. Tents were set up all around the town and you could see them forming around the old fort as well. I followed Bren and Lorast’s lead and went into the bustling town to find a place to set up our meager tents. The weather was decent, though a bit cool, but promised to be a fine day for the festival. I was anxious to see them, I hoped I would be able to, but with all of the people around I wasn’t sure how to find them. We wondered over to the old fort and a large group had gathered around someone speaking on a hillock to the crowd. There was no way that you could mistake Casimir’s voice for anyone else. My heart started pumping but Bren placed his hand on my shoulder and told me to be patient. We found a place on the hill to pitch out tent. Near that hillock a large half-orc and a group of hunters appeared to be roasting a rather large Boar as well as an Elk. The finished meat was being handed out to the people around us as well as another wagon parked next to the scene with several kegs was pouring some fresh water and ale.
Lorast recognized the Half-Orc as one of the newer guardians named Kalev, a hunter from our area. I didn’t know him but he still seemed larger than life, a mighty silvery spear resting on the wagon near him. Lorast went over and spoke with him and the men exchanged hands and a good laugh. As Casimir came over for ale after his last tale I ran over and greeted him, ”Casimir, it is me, Noleski!”, I grabbed the man in a great hug, he seemed surprised at me, but I guess he wasn’t ready for the 5 inches and 30lbs I had put on in the last 3 months as well as the full face of hair.
”Noleski, it is you, I hardly recognize you, you big brute! Ah I see you are here with friends. Bren….Lorast. Well, we are glad that you could make it all the way from the northlands. How are things up there, it has been too long since we visited?” We caught up for a few minutes before a messenger arrived and pulled him away to more important matter, but you knew he was genuinely happy to see us and he promised to let Fenna and Malthir know we were here as well.
When the decision had been made to make the Stag Lord’s fort the capital of the new Kingdom and SwordHaven was formed the Guardians had spoke to us at Oleg’s telling us of their reasons, with almost guilt in their voice. We had wanted to have them near, to be part of the Kingdom from the start, but we understood why they started in the south. That they cared to explain to common folk the reasons for their choices was enough for most.
I woke up that next morning feeling a little groggy. I looked much older so I was able to get ale when I knew I shouldn’t have. Bren and Lorast knew immediately what had transpired and set me to several tasks to make sure I regretted my mischief. We left early so we get a good view of the festival kickoff and it took us some time to find a decent spot where we could see the unveiling and speech. Already people thronged the small streets, and the food and ale was on every street corner. I had never seen so many, it was said there would be several thousand coming to attend Foundersfeast. The Guardians had provided much for the folk, and everyone seemed in good spirits.
Finally after an intolerable wait a procession started from the fort, banner’s raised high, noble steeds carrying a group of important looking folk to the square. There were few guards, but folk such as us made sure no one was going to cause trouble. They disappeared for a while as they made their way down here and then they came into view. It was them, Malthir and the entire ruling council riding to the square. They all looked regal, but still rustic except for “uncle”. As per usual he was head to toe in shimmering armor. He almost didn’t seem real until he got close. I waived and yelled to him but the cheering for the council had grown too loud.
They came to a small stage that had been erected in front of the canvas shrouded statue and they walked up onto the stage. Uncle started with a speech about honor, justice, perseverance. About standing up for what is right and doing good for others, while asking nothing in return. Many were moved by the speech, most of us believed that this is what we came to this land for. He ended by calling on us to enjoy this day, our day, the day of the people of Kardas. Men moved to unveil the statue, one of Edric himself, it was impressive. Those who knew him were moved, that he had given his life for us. The cheering was legendary.
Soon Fenna took the stage and gave a moving speech about the Kingdom and what it stands for as well as what we, as a people, have already accomplished. It was then followed by another great cheer. The speeches were ended by Casimir who weaved a fine tale for the crowd, the fall of the Stag Lord himself! Then the festival was officially kicked off with acts and celebrations throughout the crowd.
As the main crowd started to break apart a Kobold, larger than most we have ever seen, and two armed men approached our little band. ”You comes with usss, we have needs to speak with yousss.” We weren’t sure what this was about but soon we were led to a great, new looking Guildhall filled with merchants and tradesmen of all types trying to talk to a bookish looking man. I was later to find out that this was one of the new Guardians, a man named Ilya, part of a noble family from Brevoy.
We were brought into a back room where Malthir and Vaysh stood. Like an angel, you could not look at her and feel something. I had heard most of the men say at one time or another that there is not much they wouldn’t do to be with her. Malthir and Vaysh seemed to share a moment when they saw us, their eyes met and then Vaysh strode forth to greet us. As was her way she gave each of us hugs and pestered us to tell her what we had been up too. Not many could say no to her. After some time catching up with Vaysh, Malthir finally was able to drag himself away from several men vying for his time.
He had always seemed larger than life, the Holy Knight that had promised to make me whole again. My father had talked with me over and over again in those early days as I recovered that I should not get my hopes up and that I might be this way for the rest of my life, but I had always believed in his promise.
He looked tired, but happy as he placed his hand on my shoulder, it was odd to look him in the eyes for the first time, "Well Nol, I see you continue to grow like a sapling, and every time I see you I think you are two feet larger.”, I was always so unsure of how to talk to him, I lowered my eyes and gave him the respect he was due, ”My liege, I am well. We would not have missed this for all the gold in Absolom.” I smiled, ”I have been practicing, every day. None of the boys my age can match my skill with the blade!” My excited talk made him smile at me, but I cursed myself silently for acting like a boy and not the man I need to be for him. ”I hope to be able to come down next year and start serving as your squire, if my liege will permit it.”
Malthir sighed a little and spoke to me quietly, ”Look at me Nol, there will be plenty of time for danger, you are still a boy yet. Enjoy what time you have with your friends, there will be plenty of time to fight.”
But I was determined to prove myself to him, ”My Lord, it is most utmost desire to serve you as soon as I can, here in SwordHaven. I work every day at the blade, on horses and my father has even had a suit of leather armor made to fit me so I can start getting used to wearing it. If I may be so bold sire, you need me here. I will be a warrior of Iomedae and the sooner I can receive guidance from you, the faster I can help the Kingdom.”
A strange look came over him then, I would have almost thought it was sadness, but it quickly passed. ”Well then, if you have your father’s blessing and you feel you are ready to start, return to me after your 14th birthday and you shall indeed become my squire, I live up to my promises Nol!” We chatted a little about the Kingdom and my family but then he was pulled away by General Kesten and some other pressing matter.
As I watched him from across the room I saw Vaysh wonder over to him and slip her hand into his. I could not help but smile, everything seemed right with the world at that moment…


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'm running Kingmaker at the moment, its a blast. We..haven't reached the first book after playing since September though. I average 1.5 posts a day so we haven't gone that slowly. Been 7 or so combats in that time and three important RP scenes.

Of course, we're also running it with 13th age so its faster and easier to do combat.


Unnamed

In in one on the boards as well we are prob 3 quarters through book 1


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 it is their best AP to date or at least the one with the most potential. Some of the encounters could be better written but overall it is a 4.5 out of 5 for me.


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 re-did most of the thing. What I liked best is the structure and overall story. I think I added 3 PFS scenarios and two modules to the first book alone along with re-doing all of the foreshadowing for the big baddie in books 5/6.

And added in Fey court politics, noble house politics, and country politics >.>. It bothered me that Mivon has no part in the AP when they're so close. And that the Brevoy political stuff doesn't come up again.


Yes, the lack of foreshadowing of the final boss (and her whole... thing) is definitely a weakness. But, as noted, you can Christmas-tree in so much stuff so easily that if the AP ends up not working, it's really nobody's fault but your own.

Wish they'd do another sandbox like it.


Unnamed

I think you should write one dmdm


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'

Could easily do one around discovering a new place or an ancient place not often visited...I am sure there are several on Golarion like 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

Sorry for the delays, had to suddenly cancel work Friday and go on travelling a few days. Back to normal posting 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)

Guys do you want me to Bluff for one round to buy as time? Or is that wasted action and should I cast spells instead this round?

--

If so I will try to give you guys one round of extra actions, otherwise Cуровую will cast what she is told to cast, she is pretty away from the trap door and she will throw her voice.

If we try to Bluff so we try to figure out what he is doing

'Commander, this is Elsie Zadaria, I am the leader of our ... effort. I wish to parley! Know too that seven of the town's children are in our custody a mile north from the fort.'

Bluff 1d20 + 13 ⇒ (13) + 13 = 26


Unnamed

spells, he is going to kill you…period you are opening his fort


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'

Agreed, he is not likely to care about children when we are opeing the gate and potentially threatening every single person in the fort, the town, and possibly the north...let's figure out how to potentially disable or hurt him.
He has Fly, otherwise I would say grease underneath him...

So Cy didn't let Dren take the wand even though he tried? You didn't mention trying to stop him when I stated my action earlier?

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