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]

He will never be an ally if he is good, perhaps a tentative one if he is neutral. However, if the enemy of my enemy is my friend, then I have no problem using him until such time as the greater threat, the captain, is resolved. Or, until such time as the halfling becomes a liability. The Judge would have made his view of this quite clear to the others. As long as the halfling can be used as an asset, he lives. As soon as his usefulness has run its course, he becomes fish food.


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 will be in consultations with the Judge of course, like the cool scenes where bad guys talk about how cool their plans are.

I don't think that was ever a question, nor will we have one in the future, but before we offer the barbed lash, cattle prod or the assault riffle, for the sake of trying something new, shall we at least attempt the pat on the back approach here perhaps? Rome was not built on vinegar.

(Yes, I combined two sayings.)

Its hard to role play Intelligence 18 and one of the ways I'm trying to do that is thinking outside the box, then back inside the box to count the bubble wrap, then finally seeing if the guy who delivered the box is wearing boxers or briefs.


Nimpy is very inclined to be helpful to you! The old man had been torturing him for months. He doesn't seem to be a vindictive soul, but he's happy to see an obvious evil erased from the world.

"The old man had made some sort of bargain with the forces of darkness. That reptile was his familiar, I believe. A vile thing. It used to giggle while... well. I am glad you killed it, too.

"But what happens now?"


Nimpy has questions!

1) "I am so grateful for your help. But tell me... who are you, and what accident brought you aboard this hell-ship?"

2) "You look like a party of adventurers to me. Is this not so? I was proud to be part of such a party myself. Tell me of your friends. I can see that at least some of them have knowledge of the arcane. What powers can they bring to bear? Can they summon creatures to fight for them? Confuse the minds of our enemies? Throw lightning?"

3) "Removing the old man was a very good start. But now what? Do you plan to challenge Captain Odenkirk? I will help you with joy, but I warn you that will be no easy task. Or do you only wish to escape this floating nightmare? I will help with that too, if you will only take me with 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)

Notes on the captain and a new game in the making on the discussion thread, please read.


Oh, by the way, Grumblejack crawled off into a corner and was very sick for a while but is mostly better now.

NOT THAT ANYBODY CARES.


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)

Forgot about Grumble!

Cуровую will ask Dren if he has any means of aiding Grumble - and ask Grumble what he is in need of, even if it's some strong alcohol. Maybe a LOT of strong alcohol.

Could a properly timed Bear's Endurance held him shake of the effects of the poison?


He'd definitely like some strong alcohol, but I'm not sure where you'd get it. As noted upthread, the Captain keeps a keg of glogg for medicinal purposes, but you'd have to talk him into turning it loose.


Okay, then. Several days pass. Grumblejack recovers. The halfling is a bit saddened by your lack of interest in him, but is grateful to Zimu and promises to help you as best he can.

And then Captain Odenkirk turns to the Judge and says, "We are a little light on fresh water, I think. We are passing Seal Isle and there is a stream that feeds into the bay there. We’ll take on water there. I’ll send a party to the shore.

"Of course, that means we’ll spend a day in some of the richest fur seal hunting grounds all along this coast. I’m thinking of organizing a hunting expedition.

"I see that some of you passengers are doughty men who fear little. If you are willing to join a hunt, there are profits to be made and shared. What say you?"


Before you ask: none of you has Knowledge [geography], so as far as you're concerned Seal Island might as well be the City of Brass on the Elemental Plane of Fire. Jax may have vaguely heard of it ("oh yes, umm, that's where seal-fur coats come from. I guess.") but no details are available.

1d20 + 8 ⇒ (15) + 8 = 23 Hey, nice Sense Motive for the Judge. Judge, the Captain is shading the truth a bit. The ship doesn't really need water; the Captain is motivated, you'll be shocked to hear, by greed. Seal pelts are valuable!

1d20 ⇒ 4
1d20 ⇒ 11


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 Judge looks back at the captain.
We both know that time is of the essence in delivering this shipment to the north. A day delay gives any Talingarde patrol ships a day more to find us. What is in it for us to anger our employer by delaying a day if we were to help with your seal hunting?


"We're stopping anyway, Pale Man. For such is my will, as Master of this ship." The Captain turns and stares at you coldly. "You can join the hunt and share the profits. Or stay on board. I care not."


Quote:
Late at night, Dren turns into a kobold and summons his armor of darkness. It is at this time that his voice whispers to the Halfling, hidden in the night...

Whoops, forgot to resolve this. Dren, do you want the halfling to see that you're a kobold? Or what, exactly? Note that there are often people around belowdecks, so a kobold is going to be noticed.

Also, are you lurking around the crate (he's still locked up in there), or using Message, or Bluff (for hidden whispering), or what?

Quote:
He talks with Nimpy briefly each night about his experiences. He tries to gauge what type of man he is through his actions. If asked about himself, he admits that he was also a prisoner of a great evil and only recently escaped and joined this group. He is trying to gather what Nimpy's tendencies or alignment might be.

I can give answers to those, but some clarification on how you're asking would be good.


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 do not like this, Judge, ask more questions with Sense Motive. This may be where the captain tries to betray us. Or at the very least where he can sum up our abilities, and divide the party up.


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'
Douglas Muir 406 wrote:
Quote:
Late at night, Dren turns into a kobold and summons his armor of darkness. It is at this time that his voice whispers to the Halfling, hidden in the night...

Whoops, forgot to resolve this. Dren, do you want the halfling to see that you're a kobold? Or what, exactly? Note that there are often people around belowdecks, so a kobold is going to be noticed.

Also, are you lurking around the crate (he's still locked up in there), or using Message, or Bluff (for hidden whispering), or what?

Quote:
He talks with Nimpy briefly each night about his experiences. He tries to gauge what type of man he is through his actions. If asked about himself, he admits that he was also a prisoner of a great evil and only recently escaped and joined this group. He is trying to gather what Nimpy's tendencies or alignment might be.
I can give answers to those, but some clarification on how you're asking would be good.

I guess if he can see out the crate then I will appear as a halfling instead. My stealth is +16 in this form so I planned to use darkness to sneak around and not be seen by anyone since I was only visiting at night when most people are asleep. Just hanging around the crate for a few minutes each night to have a quick chat unless I see someone else in the area then I would pass that night. I will let him know I am not a halfling but using a spell to appear as one.

I am asking him to tell a few stories about himself...to pass the time.


Run the numbers on Stealth? I see you have +8, then +2 for cloak of darkness. I think the size bonus is another +2? So that would be +12. Where are the other +4 coming from?

Nimpy is happy to have someone to talk to! And he's happy to tell a few stories.

He was born a simple halfling in the distant Borough, but he always had itchy feet and a desire for adventure. For the last few years, he'd been travelling with four others: brilliant Master Ellidor, lovely Terpinella, bluff, kindly Kormug the dwarf, and wise Wen Cho. Together they travelled up and down the coasts of Talingarde and the adjacent mainland, investigating legends, finding adventure and -- sometimes -- lucking into a bit of treasure.

"All dead now... only I am left to tell tales of the Companions of Master Ellidor."


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

Cimu, looks like Nimpy asked a whole slew of questions that we never got around to answering. Do you want a crack at them, or should one of us take them? It seems we should not leave our little halfling's questions unanswered in some way. Jax has a +10 to bluff, but can't diplomacize his way out of a paper bag.


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'

+8 base, +4 size, dex is bumped by 2 as well from spell which ads +1, +2 cloak, +1 guidance which I can cast as a silent spell...+16.


Jax Naismith wrote:
Cimu, looks like Nimpy asked a whole slew of questions that we never got around to answering. Do you want a crack at them, or should one of us take them? It seems we should not leave our little halfling's questions unanswered in some way. Jax has a +10 to bluff, but can't diplomacize his way out of a paper bag.

Well, you don't have to answer his questions. (Really, you don't have to interact with the halfling at all, if you don't want to. He's in a box.) As noted, if nobody wants to, then I'll just assume you give vague and evasive answers, and move on.

Diplomacy vs. Bluff: Bluff is convincing people of stuff. Diplomacy is getting them to like you and do stuff for you (or to stop disliking you and doing stuff against you, though that's harder). Killing the old man seems to have already moved the halfling's attitude to Friendly. So there's no need for Diplomacy at the moment, unless you want to get him to do something for 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)

Cуровую actions with he halfling -

Cуровую зиму wrote:

Cуровую will also try to visit the halfling daily, always under Protection from Evil and always with another member of the group who has a high will save (Jax most likely or Dren) but will not be obvious about this to both the crew and doubly so with the halfling.

Under Message

She will inquire to his health, his condition, and needs. She will also try to bring extra rations when she can without being noticed. She will make conversation and remember key points of interest so that the halfling at least gets some mental stimulus if he can't get physical exercise.

She above all else promise him that his days kept as a prisoner by the captain will not be long.

Diplomacy 1d20 + 6 ⇒ (17) + 6 = 23. Hopefully with some bonuses.


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:

Nimpy has questions!

1) "I am so grateful for your help. But tell me... who are you, and what accident brought you aboard this hell-ship?"

Bluff: 1d20 + 10 ⇒ (7) + 10 = 17

Jax will answer these, not all at once, but when he comes by with Cimu to talk with him. We simply took a job to move some spices cargo north from an old merchant friend of ours. He organized the ah...pleasant travel arrangements. I can say we'll be having a long, long talk about it when we get home.

Quote:


2) "You look like a party of adventurers to me. Is this not so? I was proud to be part of such a party myself. Tell me of your friends. I can see that at least some of them have knowledge of the arcane. What powers can they bring to bear? Can they summon creatures to fight for them? Confuse the minds of our enemies? Throw lightning?"

Somewhat. We've only just met one another recently. Why so curious about their abilities?

Sense motive:1d20 + 6 ⇒ (17) + 6 = 23

Quote:


3) "Removing the old man was a very good start. But now what? Do you plan to challenge Captain Odenkirk? I will help you with joy, but I warn you that will be no easy task. Or do you only wish to escape this floating nightmare? I will help with that too, if you will only take me with you."

Challenge him? That seems..a dangerous game. He seems quite powerful. I'm not sure...I suppose we can decide whether to eliminate such an evil from the world when we get to shore. Perhaps if his crew was not around him it would be an easier task? And we will gladly get you off this accursed ship!

Technically, answers to 2 and 3 aren't lies. Although 3 is a bit of a stretch since Jax & co. do plan on killing the captain on shore. See above bluff check for any bluffing needed from those answers.


The halfling is silent for a time, as if digesting what you've told him. Then:

"My friend, I thank you. I will gladly accept your offer of rescue. But I must tell you... Captain Odenkirk is a monster. You see already that he is a cruel, greedy pirate. But in fact he is even worse than he appears.

"Two of my colleagues survived the wreck of the Rose. Poor Kormug was swept overboard during the tempest; he could not swim. Wen Cho leapt in to save him. We never saw either of them again. But when the storm passed, Master Ellidor, Terpenilla and I still clung to the sinking wreck, along with a few of the crew. The next day we saw the Frosthamar in the distance, and with his last strength Master Ellidor cast a spell to call attention to us... It would have been better if we had accepted death, I think. Or simply followed our lost comrades and thrown ourselves into the sea.

"Of that hour between the time the Captain boarded us and when he left the Rose aflame... I will never speak. But when it was over, I alone remained. He thought I would be," the halfling sighs deeply, "useful."

"But do not think that I hate Captain Odenkirk for the cruelties that my friends and I endured. If he were just an ordinary pirate... but he is more than that. He has trafficked with dark powers. And, I believe, has entered into a bargain with them. Sack'o'bones, the old monster, muttered to himself of these things sometimes. He was afraid of very little, that old man. But he was terrified of the Captain. He had made his own bargain with darkness... but the Captain, I believe, had done something even worse."


"So if you free me, my friend, you will win my undying gratitude. But I will turn, once I am whole, to the pursuit of the Frosthamar and its master. Captain Odenkirk is a common enemy of all humanity... and he needs to die."


As to the seal-hunting expedition, let's try this. "Who wants to go seal hunting?"

A. Yes! I'm definitely interested. Not only is it a chance to pick up some extra cash, but it could also be an opportunity to watch the Captain in action and otherwise gather more information. Knowledge is power! Also, frankly, I really want to get off this boat for a bit. Count me in.

B. No! Are you crazy? I don't trust the Captain. Putting my precious self in a small boat in freezing waters seems like a really bad idea to me. Also, splitting the party. Also, side trek. No way.

C. I'm not sure... I guess I want more information? [Describe what information you want, and how you want to get it.]

D. Other. [Explain.]


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 Judge will go with A. He can always summon something to help him.


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

xen follows judge


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

A


That's three "yeses". Zimu I assume is a no. Jax, Dren?


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:
That's three "yeses". Zimu I assume is a no. Jax, Dren?

No I am coming, but I wanted the Judge to make further inquires as our leader (and with a good Sense Motive). So picking C but will eventually do A.

Very important, operation, 'Landlubber' begins in earnest BEFORE arriving to Seal Island.


The ship has two small boats, each of which will hold three people. The Captain is claiming one. So if more than three PCs want to go, you'll have to take turns. The Captain has no objection -- he's willing to run shifts, in order to catch more seals.

Someone in the boat should have either Profession (sailor) or Survival. If nobody has those skills, you can pick one of the sailors to go with you (but then only two PCs will fit).


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 and Edmin have Survival, but to be clear, Cуровую will not be getting on the same small boat as the captain.

So in case we were to have a collision at sea, only six survivors at the best of times?

Frosthammer cruises - we've (thankfully) never been sunk!


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 Judge will let someone else go if Dren or Jax would prefer. The Judge is not exactly build for seal clubbing.


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, either is Dren...I can confuse them so we can get close? :]Dren would only go if he is asked to help support the group...all that water, Dren isn't exactly excited about the idea.


Well, since only three can go in the boat at a time... shall we say Edmin and Zimu (since they can aid each other on Survival checks) and Xenfal go out the first time? (Captain Odenkirk and two sailors will be in the other small boat.)


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

Xen loads the crossbow and gets in the boat.


Are we good with Edmin, Zimu and Xenfal in the first boat, then? You can choose another arrangement if you like. If I don't hear otherwise, though, we'll go with that.

If so, then one of you -- presumably Zimu, since she has the better Survival, +8 vs. +4 -- should make a Survival roll. Sir Edmin can roll to assist if he likes.


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

sounds good


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

Survival: 1d20 + 4 ⇒ (3) + 4 = 7


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)

OOC

Wait. Please.

I wanted to implement our plan before Seal Island. Sorry I don't mean to hold up the game but I did start this plan over eight days before Seal Island was brought up.

Please. This is important to me.

I want to keep the captain from getting the jump on us if he has plans to.

Also, I did not know he would take two of his men, I thought more than three of us would go. I only agreed to go because I thought at least the majority of us was going. The Judge included. Could Jax or Grumblejack take one of the sailors seats?

Unless you think that would be risky.

Xen you can make an untrained survival check too I believe. I could be wrong there though.

OOC


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

Captain, how about a little contest, hm? I'll come hunting with you and pay you ten gold if you bring down more seals than I do! I know you'll probably win, but I'm a sucker for a fun bet.

Jax will volunteer to go with the Captain.


Xen can make an untrained Survival check, that's true.


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

1d20 - 2 ⇒ (8) - 2 = 6


Wow. Okay, that leaves it up to Zimu.


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]

Cy - as I have said on several occasions, I like your plan, but in this situation, it seems very complex with a lot of question marks.

Why would the captain believe this note?
How would this bird have been able to get here?
Does the captain know this particular noble?
Why does he need something from the north?
Why is he willing to pay so much?
If the noble is so corrupt that he is willing to pay thousands of gold for the delivery and you know about it, why do the witch hunters not know this and why is he still free in goodie goodie land?
If the captain is going to be paid so much, why does he not simply ditch us? He is planning on blackmailing the Cardinal anyway.
Why does it have to be done before easter Island?

I think that there are many gaps in the plan. My plan is to simply create the aura that Edmin likes to drink and wager on drinking. We know the captain does not drink on the boat, so what better than a drinking competition once we have offloaded the cargo or as we are being dropped off. This gives Edmin many days to ham up and boast about his drinking prowess.

This plan requires little deceit, Edmin does like to drink. We know the captain does. We know that the captain is greedy as heck, which frequently ties in with an interest in gambling. Since the captain does not drink on the boat, it is nearly perfect. If we have not gotten a good bunch of wagers, and possibly side wagers with the crew, going when we are a few days from the bugbear drop, we can reconsider other options such as yours.


So, I'm assuming that Edmin, Zimu and Xenfal are in one of the boats, paddling along after the Captain. Jax, the Captain allows you in his boat with a surly grunt of assent. The other sailor in the boat is Old Olaf, who has knowledge of these waters.

It's a chilly grey day, not windy at all but very cold. Occasionally the sky throws down a few pinprick flakes of snow. There are foggy patches on the water where visibility drops to a hundred feet or so. "Good day for seals," says the Captain.

Paddle, paddle... in a couple of minutes the Frosthamar had disappeared into the mists behind you.


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, paddle paddle paddle.


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

Yes, wonderful weather, Captain! May our spears be heavy with mother seal blood and our clubs worn by the the skulls of their children, eh?


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

"How much a pelt, Captain?"


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 the Judge, in Celestial, and very quietly,

'Let us not waste an opportunity, we will be away a fair amount of time, while we are off the ship, I suspect there are items of interest in the captain's cabins, notes or items that may tell us where he true allegiances rest, perhaps items useful to us, or at least useful to us by depriving the captain of their use, and so forth. If we can chance taking the items, or at the very least take an accounting of them, it would be wise to do so. Morsum has been gone for a time, perhaps he can stretch his 'legs'.'

Cуровую gives the Dhampir a smile,

'Good hunting Judge.'


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)

Survival for seal hunt 1d20 + 8 ⇒ (10) + 8 = 18

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