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

That's lots of bonuses dren!


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

1d8 ⇒ 6


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]

Any thoughts about a new 2nd level spell for me? A few ones that could be useful.

Levitate <-- I think Cy and Dren already have it
Spider Climb <-- situational
Glitterdust <-- always useful
Slow <-- nice debuffing spell
Create Pit <-- oldie but goodie (perhaps underpowered at our level)

Or something else. Your thoughts are appreciated.


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

slow or create pit


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

+1 level Antipaladin!


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]

Skills:
Perception
Sense Motive
Bluff
Diplomacy(DM Bonus skill)
Intimidate
Knowledge(Geography)
Disguise
-----

Now to figure out what to do with Morsum . . .


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

Skills:
Intimidate
Spellcraft
Handle Animal
Knowledge (Nobility): Bonus

Fiendish Boon:
Upon reaching 5th level, an antipaladin receives a boon from his dark patrons. This boon can take one of two forms. Once the form is chosen, it cannot be changed.

The first type of bond allows the antipaladin to enhance his weapon as a standard action by calling upon the aid of a fiendish spirit for 1 minute per antipaladin level. When called, the spirit causes the weapon to shed unholy light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: anarchic, flaming, flaming burst, keen, speed, unholy, vicious, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table 15–9 in the Core Rulebook). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The fiendish spirit imparts no bonuses if the weapon is held by anyone other than the antipaladin but resumes giving bonuses if returned to the antipaladin. These bonuses apply to only one end of a double weapon. An antipaladin can use this ability once per day at 5th level, and one additional time per day for every four levels beyond 5th, to a total of four times per day at 17th level.

If a weapon bonded with a fiendish spirit is destroyed, the antipaladin loses the use of this ability for 30 days, or until he gains a level, whichever comes first. During this 30-day period, the antipaladin takes a –1 penalty on attack and weapon damage rolls.


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'd recommend slow or Glitterdust, Judge.

Speaking of leadership since you're allowing us to take it, DM, how shall we do cohorts?

Grumbles (or Timeon) don't interest Jax much as he's more of a..fine-tools sort. An illusionist/enchantment sorcerer/wizard/witch or ninja/caster early-entry Arcane Trickster are more along his sort of things.

For followers, informants/spies/etc over Asmodeus clergy or wizardly apprentices or bodyguards are his sort as well.

Level 7: Magus 6:

+6 HP (taking average)
Favored Class Bonus: +1/4 Arcane Pool (+6/4: +1.5 points)
+1 Arcane Pool Point
+1 Magus Arcana:
+1 BAB
+1 Fort/Ref/Will
+1 Level 1 spell/day
+1 Level 2 spell/day
+ Level 7 Feat: Leadership
Appraise +1 Rank (Bonus)
Stealth +1 rank
Linguistics +1 rank
Disable Device +2 rank
Knowledge (Arcana) +1 rank
+2 Level 2 Spells : Fog Cloud & Gust of Wind


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'

Thinking of 3rd level spells and was considering the following:
Chains of perdition (with GM approval)-fits in with Dren's odd nature.
Vision of hell-also fits in with Dren's odd nature but another debuff.
Prayer (buff/Debuff)-will be getting this at some point.
Summon Monster III-Useful, but Judge really has this covered.

I am leaning with Chains of Perd. if Doug is good with it. Here is the text:

Chains of Perdition:
School evocation [force]; Level cleric 3, sorcerer/wizard 3
Casting Time 1 standard action
Components V, S, M/DF (chain link)
Range close (25 ft. + 5 ft./2 levels)
Effect 10-ft. chain
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
A floating chain of force with hooks at each end appears within an unoccupied space of your choosing within range. This chain is a Medium object that has a 10-foot reach. Physical attacks cannot hit or harm the chain of perdition, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it normally. The chain's AC against touch attacks is 10 + your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric).
The chain can perform the dirty trick (blind or entangle), drag, reposition, and trip combat maneuvers, using your caster level in place of your Combat Maneuver Bonus, and your Charisma modifier (sorcerer), Intelligence modifier (wizard), or Wisdom modifier (cleric) in place of your Strength or Dexterity modifier. The chain does not provoke attacks of opportunity for making combat maneuvers. It suffers no penalty or miss chance due to darkness, invisibility, or other forms of concealment.
As a move action, you can move the chain up to 30 feet. If the chain goes beyond the spell's range or out of your sight, it returns to you.
If a creature that the chain attacks has spell resistance, you must make a caster level check (1d20 + caster level) against that spell resistance the first time the chain performs a successful maneuver against that creature. If the chain is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.

Do we have a complete treasure list of what we have found?

Doug can you provide a list of everything we pick up from the tower from the people we have defeated and anything we find hidden away?

Probably need the spells in the book for Cy and Jax in case they want to copy some/most out.

Was or is there any reward from our commander for accomplishing our goal or just what we found?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Ok, looks like Glitterdust it is. Still trying to figure out what to do with Morsum.


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 believe Xen kept a list, and Jax's list should be the same as his.
If I missed anything, I also labelled where all recent items where found (what chests, what bosses, etc).

My vote is for Vision of Hell or Chains, Dren. I like debuff and control spells :)

Judge: Eidolons, I feel anyway, do best by picking up as many primary attacks as possible. Can Morsum boost his Str any higher? Adding more arms with claw attacks, wings for flight, increasing his size (debatable if useful due to the small areas we're in mostly, but Grumbles has been fine with his large size so maybe boost him to at least large), or grabbing energy attacks of some kind all help with damage.

Doug, another thought, Jax is going to miss Xen's bard buffs..maybe a bard? Also realized any enchantment-focused cohort will be a bit useless due to lack of high enough DC's >.>. ..Although I know how much you just -love- all those buffs.

I always love being able to take leadership, whether or not actually building (mechanically and roleplay) the cohort and followers. There's just something so..awesome about having some sort of group. Maybe a guild of Neutral-ish tieflings and other misfit races..


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Yeh, trying to figure out what to do. On one side it is attack/attack/attack, on the flip side, this seems like it may get boring after a while. There are all kinds of fun undead appearance and shadow stuff, but it is hard to see the value of this other than flavor.

I might take the slam evolution and increased damage. I have the energy attack already, but I have been forgetting to use this.


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

Hm..is it possible to add Constrict if you're not serpentine? If so, you can go with Grab->Constrict on top of having a way to Reach->Trip.

Or grab things that will boost your trip chance. If not, straight damage may be all you can really aim for. The magic abilities eidolons can get are over-costed.

And yeah, simple attacks can get boring after awhile. That's why you have your summon monsters, spells, 3/4 BAB, consumables!

I'd never survive playing a straight martial. I like the metric ton of abilities the APG classes get. It's too bad the advanced class guide ones don't look nearly as interesting mechanically. I love the alchemist, inquisitor, magus, summoner, oracle & witch.


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 a list all worked out in my profile once we know what else we find and what is in the magister a box I will finish tabulating it all


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

Jazz take a look at the list and let me know if I missed anything. Pretty sure I didn't

I already took into account the looting of Xen

Also it is a bit meta gaming but I suggest we give that cauldron of brewing to my next character whenever he shows 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]

I have the headband of charisma. Let me know if someone else needs it. Really, Dren and I both need one for our spells.


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

Yup got that there is also xen's mithril chain shirt still


Unnamed

Currently everyone gets 2000 and change that does not include selling any potions or loot claimed or the magisters unopened box, anything from te commanders room or the IOUs that we got from the captain


Dren of the Dark Tapestry wrote:


I am leaning with Chains of Perd. if Doug is good with it. Here is the text:

Huh. That seems kind of abusable, but... okay. Give it a shot.


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 really want something I can attack with...other than Searing light, which doesn't fit with me at all and really is pretty underpowered for a 3rd level spell when you compare it to fireball, LB or even the 2nd lvl scorching ray.
With my other spell being Tongues I was in a tough place to pick a spell. Next level I will probably pick up Prayer for the group buff.


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 dm how much is the diamobd and gold worth?


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
Bref wrote:
Hey dm how much is the diamobd and gold worth?

Here is what was in the lockbox:

500 GP of diamond dust (2 stoneskin castings)
The Heart of All Flame (bound in red skin, spellbook)
The other book is much smaller; it's a very old, battered thing that with a stained and torn cover, made of aging brown parchment that is clearly on the verge of disintegration. At a casual glance it appears to be written in an unknown alphabet or cipher.
150 GP newly minted


Unnamed

Ty


Okay, gang -- that's the end of this module. The campaign now goes on hiatus for a little while. (How long? Not sure. At least two weeks. Work stuff, family stuff, and after fourteen months I just need a break.) If you have final comments on the campaign -- criticisms, praise, lingering questions, whatever -- feel free to post them here.


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]

To say the least, your story telling skills are great. Also, as has been mentioned before, the details that you add to this campaign have really made every step an unknown which has made this the first, and usually last, campaign that I would check each day.

Have fun on your time off, and I hope to keep going as this has been a blast.


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'

Sounds good Doug, have a good break. Have enjoyed everything so far! +1 on the judges comments.

As far as suggestions (not a criticism), might want to look at simple maps. Even a quick excel with positions would be a good first step unless you want to keep this a bit more of a RP style. I am good either way though since it usually doesn't affect me as much as the melee types.


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

This game has easily been the best Pbp I've engaged in.

Spoiler:

Ho hum. Wizardly Hp for cohort :)
1d6 ⇒ 4
1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 1


Jax Naismith wrote:

This game has easily been the best Pbp I've engaged in.

That is of course very nice to hear! But... what exactly was good about it?

And, of course, what still needs work? Even after fourteen months, this is still my first and only PBP. So I don't doubt there's room for improvement.


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]

For me, the only thing that would make things easier is maps for combat. Although, as a fellow DM, I understand that making maps can take time. Once I learned to use MapTools, it is not that hard. But, still it does take time.


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'

Best parts:
Level of detail around the characters.
Level of additional detail in the plot you added.
Level of additional detail in the descriptions you have added.

Parts that could use more work :]:
Combat maps/more structure around combat.

To be honest, as I added above, I think this is really the only thing I see that could enhance this game, it is good as is though.

As characters we need to work together a little more, but to be honest this isn't really your issue. It goes back to having so many GM's and strong personalities in the group. This game is as fast as ANY on the boards so the pace is great, although I am sure it takes a toll on you.


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:
Jax Naismith wrote:

This game has easily been the best Pbp I've engaged in.

That is of course very nice to hear! But... what exactly was good about it?

And, of course, what still needs work? Even after fourteen months, this is still my first and only PBP. So I don't doubt there's room for improvement.

As Dren said, the level of detail of the NPC's is..amazing. They have attitudes, they have backgrounds, they have backgrounds that are relevant because its more than just information the PC's never get ahold of. The conversations with NPC's are always a blast. The combats have been interesting and well-designed so we don't feel as if they are impossible or as if we can walk all over them.

The intricate detail in laying out bits and pieces of story with Irin in the beginning was great. Going through 14 months of posts to find mentions of warble flies, etc and piece it all into one tapestry has been a lot of fun the last few weeks.


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

it is actually a fantastic game. I really don't have much that could be improved on, other than

STOP KILLING ME!!!! :)

I can go both ways with the maps, there were a few fights where I thought they were needed but for most it was alright.


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]

Maps are really helpful with larger combat if the party is using AoE spells (grease, fireball, etc) and wants to hit certain people. Also, they are useful to help set up flanking, and avoid allowing the enemy to use cleave and similar attacks.

At this level with so many feats and spells available, knowing exactly how big a room is and what might get lit on fire, etc. it is helpful. Not always necessary, but definitely helpful.

Also, in dungeons, as was the case with the fort, it is nice to have maps to enable us to decide which way to go and what has already been explored.
------

Other than the maps, I reiterate what the others have said, that your development of the NPCs has been brilliant. And you creative foretelling at the beginning, and the way that it tied everything together, was a lot of fun.


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

DM, if you like I am happy to create a google doc for maps with tokens that people can move around.


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'

Hey guys I will be skiiing on vacation starting tomorrow through Thursday. I will be checking in 1-2 times per day but posting will be much lighter than normal. Won't matter much wiht Doug's break but just in case.


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

2235.2 gold per person with a few things outstanding


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]

Cool, where you skiing? I have been out probably 20 times this year since I have a season pass at a small ski area here in NH.


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'

Crested Butte, CO...great skiiing small lines!!!!!!!!!!!


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]

Nice, been there in the summer, never skied there. I spent 2 winters teaching skiing at Copper Mountain.


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

Hehe created butt


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'

my fav is crusted butt...that is the normal nickname...


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

Xen, is that from gold alone or from selling the miscellaneous Mwk items and such?

What items have we not sold yet?


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

It is from selling everything I have listed in the profile. Everything that has a price next to it, not counting the potions cauldron or money notes


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

Thank you. So it looks like we have that amount of gold still plus:

Misc Party Items:

2 sponges of water breathing
Letters of credit?
Healers Kit
2 Potions of Cure Light Wounds
1 Potion of cure moderate Wounds
1 Potion of Jump
1 Potion of Cure disease
1 Potion of Slow Poison
1 Scroll of Cure Light Wounds
1 Scroll of Enhance Water

Cauldron of Brewing
A book with an unknown alphabet or cipher
Spell components that we need to do a craft alchemy check on
Magister's spellbook (The Heart of All Flame)

So..speaking to the others, Jax will make an alchemy check taking 10 (17). He will also use linguistics on the other book to try and translate it (+12 bonus)


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 also assumes we keep your gear right?


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

Throw in the captain's axe, Breaker.
Also MW full plate.


Quote:


2 sponges of water breathing

Never got around to using those.

Quote:


Letters of credit?

What about them?

Quote:


1 Potion of Jump

You're reaching levels where this isn't terribly useful. Still sellable, of course.

Quote:


1 Potion of Cure disease

Hard to imagine this ever coming in handy.

Quote:

1 Potion of Slow Poison

This is exactly the sort of item people tend to forget about until it's too late.

Quote:


1 Scroll of Enhance Water

Situationally flavorful!

Quote:


Magister's spellbook (The Heart of All Flame)

Still unopened.

Jax only:

The ragged book is some sort of complex cipher. It's going to require hours, possibly days of work. Weeks if you take 20.


Unnamed

Ready did the plate but I have not included breaker u will do that


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 i added breaker to the list of thing to sell

the new total is 2557.2 GP per person


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)

OMG !

There is 53 posts in the discussion thread, I hope no one else died!

(Especially me!)

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