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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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 DM

Reading all the posts in gameplay posts now.

Sorry I got whisked away to Florida last three days, very fun but also very grueling. Sorry I thought I would be given a chance to post over the weekend but had not computer and phone charger got left behind.

Had to do schoolwork on the plane, had to find people to cover for night job on way to the airport, and I did not bring my phone charger and phone died very early on so could not post from my phone.

Back now and getting to the reading.


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:

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)

Please consider Slow Judge.

Do you have Haste covered for the group?

I think Spider Climb would be the least useful of those you listed, but after saying that I am sure DM will prove me wrong.


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:
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

Cуровую has a list too but more of a back up, that's for keeping at this guys.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Okay, 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.

THANK YOU DM!

Really that was simply an AMAZING and ENJOYABLE RIDE!

More later, or I will just sound like a little girl.


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:

Throw in the captain's axe, Breaker.

Also MW full plate.

Edmin, I think an adamantine axe will come in handy, you should keep it as a secondary weapon.

DM any helpful hints on which Knowledge Skills to pick for level increase? I'm just trying to figure one or two points.

Suggestions from other players for level up are always welcome.

Cуровую зиму wrote:

Can I at least just visualize level up, that would be sweet!

Spoiler:

Possible Skills

Bluff +1
Knowledge hmm which one +1
Perception +1
Sense Motive +1
Survival +1 (free)
Use Magic Device +1

Wizard Spells 3rd Level

hp 1d6 + 2 ⇒ (6) + 2 = 8


Pick spells that others don't. Being a wizard with a bound object gives you a little more freedom to grab situational spells.

Incidentally, we've never worked out the details of your bonded object. Let's do that now. No, it can't be something that you've swallowed or had surgically implanted under your skin. The RAW is that it must be an "amulet, ring, staff, wand, or weapon". Presumably it's an amulet or ring, since you managed to get it through Branderscar. We can bend a rule and say you managed to make an untrained Sleight of Hand roll to hide it in your hair or something. But whatever you choose, it has to be something you wear on the outside of your body. In order to work, it must be in contact with the outside world.

Knowledge... is there a Knowledge skill that we haven't used? I don't think so. So, whatever you pick, good chance it'll get a workout at some point.


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)

Originally I envisioned Cуровую as a new born child being forced to swallow a Matryoshka doll by the Eternal Hag, giving the great Witch of the North a means to 'grow' Cуровую in her image, as well as a means to keep tabs on her.

Also it would have been a means for DM to 'pass notes' as the DM to use plot or story item, but Jax and Dren already have items that talk/hum/speak to them. Lastly, having the item inside Cуровую would have had the advantage of not being stolen but the distinct disadvantage of not being able to built upon later (say making a Rod bonded item into a Rod of Quickening) as well as DM saying 'poof' you are now under the power of your Great Great Great (x3) Grandmother, YOU ARE A LIVING Matryoshka doll (for your Great Grandmother), do not ass Go end of your career.

--

You normally have a great skill of pointing us in the right direction, I was wondering if there was a Knowledge that would be more useful than most.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

And a cohort was born...
Cimu, Zoren has stinking cloud and heroism for 3rd level spells..so don't pick those up this level :)


Hey, I know that guy! Age of Worms, amirite?


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

The icon or the name? I've never played Age of Worms..I picked the wizard icon that looked like he might be a drug-dealer in a back alley on weekends.


-- See, I don't want to go "poof" and have you die. No no.

Ideally, I want you to MAKE CHOICES. Choices that are real choices, not seats rearranged on a railroad car. Choices that are made of your own free will, without being pushed or prompted. Choices that then cause you to die. That's so, so much more satisfying.


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'

Lol he just told you it couldn't be swallowed. Go with a ring. That means you can enchant it without the feat. Can be very useful since you can craft it at half price.


Ah, the icon. He's a demiboss halfway through the first module -- fourth level necromancer IMS. Which wouldn't normally be a challenge for a 2nd-3rd level party, but he's encountered in his lair with his undead friends all 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'

Or you could go headband to get the+ 2 int item for half price.


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]

Pretty sure I fought Zoren in an AoW campaign. Seems to have changed his name though.


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:
Or you could go headband to get the+ 2 int item for half price.

Headband is not one of the options for a bonded object. I have tried this before in another campaign and it got nixed there. However, having a bonded wand with useful spells is always good. Or a ring or staff since Craft Ring and Craft Staff is so situational and rarely used. Although Craft Wand does lead to the Stafflike Wand discovery which is a fun feat/arcane discovery.


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'

Ring or amulet is a lot tougher to take away. Wand is pretty easy to Sunderland.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

I can make wands! When I'm not drunk or hiding from gambling debts..


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 a staff, Jax's cohort can make any wands we may want. (Picked up Wand-Wielder arcana so can spell combat with wands. May have to make a wand of vanish for some amusing fun with enemies who have no way of seeing invisible creatures.

Edit:
Xen, did you remember to sell off the items we got from the Hermit?
Druid's Vestments
Scroll of Antiplant Shell
Scroll of Kiss of the First World

We also still have your mithral shirt which we can sell off.


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)
Zoren Cladius wrote:
And a cohort was born

Is that Jax?


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 did not add the druid items i will do so

and yes Xen's shirt is already in the list


Unnamed

New total is 3072 gold 2 silver per evil doer


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:
Edmin Al'Roth wrote:

Throw in the captain's axe, Breaker.

Also MW full plate.
Edmin, I think an adamantine axe will come in handy, you should keep it as a secondary weapon.

Cуровую suggested that Edmin keep Breaker as a secondary weapon, we may need an adamantine weapon for something we come up against later.


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)

Thanks for doing all the math Bref.

Are you wearing a kobold costume?


Unnamed

I saw zimu but since he has not said yes he wants to keep it I have left it as is.

And bref only wears his chef hat this is my dm avatar since in jade regent and runelords they are fighting gobljns


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 thought it was Elmo eating a goblin.


Unnamed

Or a goblin skinned Elmo and made a hat


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

Up to the group about the axe, my smite overcomes all DR but there is a chance we need it still against something like constructs.


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]

Smite overcomes all, but if you are facing 5 or 10 lesser creatures, then the smite only will work against 1 or 2 at this level.

The Adamantine axe is much better, the problem for roleplaying reasons is that you have so much history built into the Branderscar axe.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

well i am completely objective since I do not get any of it. I think you should just sell it and use the money to buy more stuff.

Hopefully you will be able to use the note of credit as 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'm in favor for selling the adamantine axe. The brandenscar axe is +1. While adamantine is better, if Edmin doesn't plan to have it enchanted in some way and use it to replace the brandenscar axe, there isn't much reason to keep it other than as a situational 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)
Edmin Al'Roth wrote:
Up to the group about the axe, my smite overcomes all DR but there is a chance we need it still against something like constructs.

Its also useful against doors.

Especially ones with ancient daemonic seals.

I was suggesting he keep the ademantine axe as a secondary weapon, I think Edmin should remain loyal to his girlfriend ... er, the ax of Branderscar.


Unnamed

well up to you guys. I say sell the dumb thing, unless Edmin says otherwise the sales remain the same


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 would never replace The Headsman's Axe with Breaker. I vote sale. We need the money...just like Little Boy Blue.


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]

Sale it is then.


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'm sure we won't regret this.*

*Somewhere in Eastern Europe, a 20th level DM smiles widely in his sleep.


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)

To pass the time, a quick look at animal intelligence.


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

You can also cut through Adamantine DR with a +4 weapon..which Jax can make as a swift action.


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Cуровую зиму wrote:
smiles widely in his sleep.

Not at all.


Can someone remind me how to set up a new campaign? It's been... wow, like fourteen months, since I last did 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'm not sure, but I believe you have to post something in the recruiting area? I've only done it once and it was by accident..


Unnamed

Sure you go to the gameplay forums and do create new thread then at the top the optins for adding discussion etc will be there


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]

Unless you really want to recruit, don't create a recruitment thread. Just start the campaign. I forget how, as it has been quite a while for me as well.


Unnamed

U post in the gameplay section and it asks you if you want to create a new campaign


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)

You don't want to continue on this thread and have a huge long American sized thread?


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

Personally, I like having everything on one thread. I have campaigns with 1 thread, and ones with multiple threads. I prefer keeping everything in a single thread as it makes searching for things easier.

Both ways have their positives though.


12,000+ in gameplay and nearly 5,000 in discussion? Time to start over afresh, I think.


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 kills them and leaves them.

Cуровую will be working on these spells (pending DM approval), please give suggestions, my friend did the rules work after I requested what I wanted, these are not final.

Cуровую's Winter of Our Discontent

Spoiler:

School Enchantment (Compulsion) [Mind-affecting]; Level sorcerer/wizard 3, witch 3
Casting Time 1 round
Components V, S, M (melted snow)
Range close (25 ft. + 5 ft./2 levels)
Target one creature per 2 levels in a 15-ft. radius burst
Duration 1 round/level
Saving Throw Will negates; Spell Resistance yes

Except as noted above, this spell functions as Confusion, filling the area with the image of whirling snowflakes and causing all within to become filled with a numbing sensation, leading to delirium, or even spontaneous acts of violence. Anyone who leaves the affected area is allowed a new saving throw each round to end the effect, but those who are unable to do so remain confused for the duration.

Cуровую's What Dreams May Come

Spoiler:

Schools Divination, Enchantment (Compulsion) [language-dependent, mind-affecting]; Level bard [skald] 4, cleric/oracle 4, sorcerer/wizard 3, witch 3
Casting Time 10 minutes
Components V, S, M (a personal possession of the target), F (a silver bowl worth 25 gp. filled with water)
Range see text
Target one sleeping creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes

This spell allows you to probe the mind of a sleeping individual, causing them to dream of information you seek from them, which appears reflected in the waters of the silver bowl used as a focus component, although these images will only be visible to the spellcaster, and not to any others present.

The range of the spell is determined by the quality of connection you can form. If you have an item that the person has handled briefly, that is not emotionally significant to the person, as material component, the range is long (400 ft. + 40 ft./level). An item of personal significance, such as a signet ring of the wearers’ family, or an actual part of them, such as a lock of hair or fingernail clipping, increases the range to 1 mile/level. Very intimate items belonging to the target may cause a higher Save DC as warranted by the GM. In any event, the material component is consumed upon use, and repeated use of this spell will require additional components.

Dream-images gleaned in this manner will be relevant to the information sought, and completely truthful, but the sleeper is not compelled to volunteer additional information. At the GM's discretion, some imagery may be cryptic or symbolic in nature, but should always provide useful information, so long as the sleeping target has useful information on the desired subject.

The target of this spell is allowed a Will save to resist this tampering, although a single success only indicates that the dream imagery provides no useful answers or insights. One question can be asked each minute of the spells duration, and if the target succeeds on two successive Will saves, they wake up immediately, and there is a 50 percent chance they are made aware that something is amiss.

Cуровую is researching a higher level version of this spell, something with a longer range and possibly longer duration called Cуровую Waking Dream.


Unnamed

So jax I read warbreaker it was pretty good.


Unnamed

I think winter of discontent should either be once they leave the area it is finished the next round.

Also as a side note if you are going to quote Richard the third then the spell should force the target to betray their allies.

As to the other a successful save should mean you see nothing.

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