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 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 will be traveling and attending a week long conference out of the country from Saturday to the following sunday, if this is a game I play in please bot as needed. If I am the gm then have no fear i am not vanishing. I will try to post once in the morning and once at night.


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)

Safe travels Bref!

See you back here soon!


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:
Read the thread before making statements.

I have read all 11,701 post in the gameplay thread, and every post on the discussion thread.

Read my reasoning on my actions, which I categorically state are MY actions as they are MY character. Fair?

It was a good plan, we have ALL had good plans, things change.

Feel free to PM me but I am NO longer responding to this here, fair?

Judge please read

Spoiler:

Statements like those on gameplay are a little bit on the side of bullying, I would much rather you don't do that please. I am asking you to please stop, or if anything use PM.


Male Gnome Sorcerer/9 - (HP: 49/49 - AC20;FF17;T18 - F+5;R+6;W+7 - Init+9 - Per+11)

The pot calling the kettle black.
--------
I will likely withdraw after we have finished the takeover of the keep, if we succeed. I love this campaign, but the frustration with rules and the inability to work as a group is getting very annoying.
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ATTENTION, EVERYONE

The Paizo power outage and subsequent server crash caused the forum to be down for about a day -- and then ALSO caused the next day's worth of posts to disappear forever. Discussion can be [url=http://paizo.com/threads/rzs2ql3s?What-is-happening-to-the-site-downtime-and]found here[url] (scroll down a few posts to find the webmaster describing what happened).

I think we can summarize, though. Sir Edmin sent a couple of bugbears out to fight the archon gestalt; they were no match for it and were summarily killed. Zimu cast her cold spell on the little group of enemies, dropping Father Jole (he's at negatives but is alive) and injuring the archon and the other two. She then cast Magic Missile, dropping the alchemist to zero hits. However, he is continuing his work! These Lawful Good types, so persistent...

And that's where we were when I went to bed last night.


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)

Here is the link you provided


So, Irin's prophecies. I tried to walk a balance here, nudging but not controlling. (DMs who force things to turn out JUST SO in order to fulfill a prophecy -- or for any other reason -- are bad DMs IMO.) I'm mildly pleased with how that turned out. Here they are again.

Was having this sort of foreshadowing interesting for you? Did the prophecies give you useful guidance?

What Irin said:

"Well. Looks like someone is going on a little trip. No surprise there, I suppose."

"No shortage of dangers, I'll tell you that for nothing. No surprise there either, I suppose. Really a question of narrowing it down. Let's see..."

"That's part of the test. Can't help you there. And that over there is, heh, between you and me, Mr. Naismith. Could affect the rest of you but not really. No."

"Three. Male water, female water, location earth and air."

"The Tyrant and the Beating together, in that position, make the Cruel Master. Yes. He's the one. Over here are his people, and... he has a captive. The Theater and the Publican. Ugh. The captive is trouble, either way. Let's see..."

Departure by water. The Cruel Master.
The Cruel Master is violent and ruthless. Greed drives him, and blood follows behind.
The Cruel Master is a master of men. See, they stand around him. In war they will stand before him, for they fear him more than any enemy.
The Cruel Master holds a captive. The captive is cunning, but his cunning serves him not. The captive speaks sweet words, but no words will free him. Do not let the captive see you clearly. Free, he can help you. Free, he is more dangerous than the Master.
The Cruel Master has made a bargain with the sea. Many men think they have done this; he truly has. If he stands in or on sea water, he will not die easily.
The Cruel Master is no fool. He is suspicious and will not easily be gulled.
The Cruel Master is stronger than you. If you meet him in open battle, one or more of you will die.

What then must you do?
The Cruel Master has made bargain with the powers of the deep. On land he is weaker.
The Cruel Master is surrounded by his men. Separate him from his allies, or find allies of your own.
The Cruel Master is suspicious, but greed rules him. By greed may you trick or trap him.

Kill him quickly. The longer you fight him, the more likely one of you will die.

"That's one."

Travel by water. The Soothsayer.
The Soothsayer is in the water. The Soothsayer is of the water.
The Soothsayer knows that you are coming.
The Soothsayer knows what you bring.
The Soothsayer does not know your names, but she knows what you are. She does not know your faces, but she knows what you would do.
The Soothsayer knows your wave-road, and the day and hour of your passage. She cannot be avoided.
The Soothsayer guards against evil. She can kill you. She will kill you to stop you. She can kill you. She is in the water and of the water, and she is not alone. She can kill you.

What then must you do?
The Soothsayer has a weakness. Its name is Innocence.
See sees, but she does not believe.
See sees what you have done, but she does not believe you are damned.
See sees what you do, but she does not believe you are beyond redemption.
See sees what you will do, but she does not want to believe that you will do it.
She is innocent. She is trusting. She is good.
Kill her before she lets herself see the truth.

"That's two."

Leave water for solid ground, ascend into air. The Fortress.
The Fortress is strong. It is watched by many eyes. It is guarded by many blades. Its walls are thick and high. See: the White Hero awaits you in his tower. See: the good priest can turn from comfort to the blade. See: there are angels.
You will need to do battle, but you will not take the Fortress by battle.
You will need to use magic, but you will not take the Fortress by magic.

What then must you do?
Where real gold found false love, descend as low as you can, hide, and wait.
Where faith's song rises, faith's light has descended. It will reveal you. Beware.
Know your enemies. Stealth is your tool. Know your enemies. Poison is your tool. Know your enemies. Trickery is your tool.
Your champion is your champion. When you face the White Hero, all of you must fight. But put him to the fore and strengthen him with your magic. If he strikes first, you will prevail.


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)

Both Cуровую and Jax have the prophecy on our character prophile pages.

Its also on the recruitment page.

I actually thought the Seekers were the Celestials in 'human' form, because the pain in the monk saw through our disguise, and the first time we spotted them they were leaving the chapel area.

Oh and their unknown garb.


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:
Was having this sort of foreshadowing interesting for you? Did the prophecies give you useful guidance?

Honestly you NAILED it! The prophecies were MORE than a guide, I don't think we would have reached this level of success without them.

I have read and re read them repeatedly.

May I ask how you were able to get that level of detail months ahead without being 'rail roady'? Considering how our plans were all over the place during any given point in our campaign.

Your quite the master, I don't even think we felt the gentle push you are alluding to.


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)
Xenfal wrote:
And a potion of jump. Could one of you jump off and join me so I am not alone with this disgusting creature?

Heh


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:
The Paizo power outage and subsequent server crash caused the forum to be down for about a day -- and then ALSO caused the next day's worth of posts to disappear forever.

I also realized that changes you may have made in your character profile, in my case Call Forth the North and Magic Missile usage, were lost so check if you made any notations.


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 posted this here for you DMs for your games.

Its Heraldry Generator link you can use for your games.

Looks easy to use.


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)

Bref, how's the food in Canada?


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

dunno yet, only had some homemade stew which was good! good beer so far


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)

Try All Dressed chips!


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)

Snow storm in New York.

School delayed until Thursday, and NO WORK!

I'll be checking in.


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]

Most of the time these days, snow storms are really just speculation or what I think of as Anticipatory Snow Storms or ASSs.


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's -9 Celsius and coming down 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)

In our 2nd Edition Pbp game the DM was generous and we each have 5,700 gp to spend, and the Viscount's writ giving us 10% off for a single purchase.

Then I find out a Cloak of protection +1 is 10,000 gp !!!!!!!

O_o


Second edition! ThAC0s, kits, and non-combat proficiencies!

Fond memories. No, really! The 1990s, man.


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]

90s??? 2nd was mid/late 80s -- although I usually played AD&D


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, got a new spell for the summoners & wizards.

Summon Syrup - it creates a 10x10 area of slick syrup on the ground. Any creatures in the area have to roll a reflex check to avoid slipping and falling. If they fall, then they get stuck(grappled) to the ground by the sticky syrup. In addition, the sweet syrup attracts a swarm of flies that bites anyone stuck in the ares.


Female Grey Elf Cleric 4/Ranger 3 (HP 40/40, AC 2; Init +3; Perception +16, Infravison 60ft)

We just left Hommlett, resupplied in Verbobonc and just got to Nulb.


Dear me no. Second was late 1980s to 2000. [googles] Yup, came out in 1989. I was finishing school and about to graduate, and it was like WOO THIS IS SO GREAT! We converted our campaign straightaway.


Yuu-mmy! 3 Level Pastry/10 Level Prestige Confectionary/Stage 1 Diabetes
Judge Tohram Quasangi wrote:
Hey, got a new spell for the summoners & wizards.

Hey you can call it Quasangi's Morbid Molasses or Summon Type II Diabetes.


Female Grey Elf Cleric 4/Ranger 3 (HP 40/40, AC 2; Init +3; Perception +16, Infravison 60ft)
Douglas Muir 406 wrote:
We converted our campaign straightaway.

If you want a walk through memory lane, here are all the core rulebooks to look through.


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 have the pink D&D box downstairs as well as the DM Guide with the efreet and the original Players Handbook. Good stuff. I never really played 2nd edition. Sort of fell out of it for about 20 years at that point. I missed the joys of 3ed and 3.5, came back straight to PF.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

I was too young for 2nd edition. We pretended we knew the rules, rolled dice, and wondered what the f@!$ THACO was and why there were so many tables. Then 3rd edition came out and all those problems went away (Hah.)


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'

Keep on the borderlands, my first module...we had no idea how to play and just kind of made it up...it was 1979 and I was just 9 years old...


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]

Likewise - it was 1981 for me I believe, possible 80 or 82. We did not understand minor details such as splitting experience, alignment or having to rest to memorize spells. I pretty much wiped out the keep, we never got to the caverns.


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]

As an FYI, I may have limited ability to post until Saturday. I will probably get some time in, but will be on the road for work and have a very busy schedule which is likely to greatly cut into my posting time.


I started with Empire of the Petal Throne back in 1980, then moved over to 1st edition a year later. Played that through HS and college. I remember Keep on the Borderlands ("Trebbelos, Boy Magician") but my first real module was White Plume Mountain and my breakthrough module was S1, Slave Pits of the Undercity -- unlike WPM, this was a dungeon that *made sense*, and that could clearly be used as part of a bigger campaign. (In fact, I inserted that module into my 3.5 campaign a few years back. Worked great.)

Doug M.


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]

If I ever finish running the Temple of Elemental Evil that I am currently running in PF, I am considering trying to either convert S1-4 or GDQ1-7. Depends on (1) me surviving long enough to get through the Temple, (2) what level the players are at that point (GDQ is a much higher level series of modules), and (3) if I have the energy for it.


S 1-4 don't fit together terribly well. Partly that's because they were designed by four different people, but partly it's because they were tournament dungeons, and each one was supposed to test the players in different ways. (The last one, S4, was the very first "drop the PCs into the dungeon naked" module -- an incredibly original idea, back in 1981!)

You can still totally play through them in sequence. But if you want to treat them like an adventure path, you'll have to do a lot of spackling.


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]

Actually, they were rereleased as a single super module with a fair amount to filler to tie them together. It is S1-4. I have both the original modules and the super-module.


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 have the super module as well and a couple of the split modules, they did a decent job of finally putting it together in the SM.
With some extra work it would make a fine mini AP.


Ahhh, that's right. Wasn't the super-module 2e?


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 think so. I am tempted to take it out of its binding and scan it. I need to dig it out of my box of gaming stuff that is hidden away.
That way I can work with some of the maps, maybe in photoshop. It would be a fun conversion.


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 - if you guys want to go through that after the Temple, you might want to hold off on reading it again, not that they way I will convert it might be very different than how you might do it.


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 thought temple went up to a fairly high level or am I thinking another module?


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 "supposedly" 1-8. However, with some of the stuff at the end, we will see what happens. Of course with my current posting speed it will take a while. My guess is that you will level out at around 8-10, don't really know, but somewhere in that area.

Slave Lords is strange, the original modules were level 4-7, but the A1-4 supermodule is levels 7-11.

GDQ (Giants/Drow/Queen of the Demonweb Pits) is like levels 11-20, but it could be way higher depending on what people do. After all, I believe that there is at least 1 demon lord in the module and they are rarely less than like CR25 or so (Orcus is CR36 I believe).


There were NO female gamers in the 70's! Grognard! Epic Level Curmudgeon

This thread warms the very crumudgeon cockles of my heart!

DM, did you ever run the original ToEE?


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

That was my first DnD campaign after running through the red box. Great times.


I ran through the original ToEE as a player. That was over 30 years ago (!) -- I was maybe in junior high? -- and I remember that the DM running it wasn't very good. At one point our party was being killed by a peryton and he had us saved by a ballista shot from the Keep of the High-Level NPCs in the distance, which killed us. I remember thinking "that's lame -- I could have set that up better". Arguably I've spent a lot of my spare time over the last 30 years trying to...


Fire Resist 10 Human Cleric 6,HP 40/40,Init+5F6R4W9,Per10AC18/11/17

I still have all the super modules of Temple-Slavers-Giants


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)

Have a long needed hair appointment, be back in three hours.


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

just as well i died now that i see the errata to crane style...


Oddly enough, I had a truly obnoxious NPC with Crane Style statted out as a possible antagonist. Oh, well.


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 vote for ignoring crane style errata for both PC's and NPCs. Its one attack a round..sure its a very powerful feat and can be optimized around, but there are ways to get around it. Ranged attacks, spells, any stun/paralysis/daze to keep them from using it, everyone attack them at once, natural attacks, etc.


Jax Naismith wrote:
I vote for ignoring crane style errata for both PC's and NPCs. Its one attack a round..sure its a very powerful feat and can be optimized around, but there are ways to get around it. Ranged attacks, spells, any stun/paralysis/daze to keep them from using it, everyone attack them at once, natural attacks, etc.

In principle I completely agree, but my general rule is to go with RAW (and errata) unless there's some clearly compelling reason to do otherwise. Giving y'all access to a rare but powerful feat isn't compelling. (And note that I'm including myself -- this NPC build was really kind of alarming. "Yes, you were GOING to do 30 points of damage, but somehow he stopped your sword blade with a single finger.")

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