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)

Illusions I believe. Did they block some Detection of alignment as well?


Your circlets cast illusions on you. Your "IX" sigils block detection.


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

DM I never got an answer. Did Xen get those? He never got studied by Bref's best friend


Jax Naismith wrote:

Question: Do the amulets act as illusions or transmutations? In other words, can Jax use his prehensile tail to hold an item as per normal?

Yes, you can. [roll roll] Oh, and by the way

Jax only:

your sword is doing that whispering thing again. If you have it drawn, anyone standing within 20' has a chance to notice.


Xenfal wrote:
DM I never got an answer. Did Xen get those? He never got studied by Bref's best friend

You have both a circlet (after all, your true face is known and wanted) and a sigil. In fact, you probably have Bref's old sigil. Waste not, want not.


Xenfal wrote:
meh seemed perfectly legitimate to be on our side of the pack and moving quietly as a scout.

Does the Captain strike you as a guy who approves of underlings taking initiative? On Planet Odenkirk, you're passengers -- a lower form of life even than sailors. He doesn't like or trust any of you, and he has a low opinion of your competence. On a pickup mission into potentially hostile territory, he sees your job as to be quiet, follow instructions, stay out of trouble, and not get any ideas.

Leadership, in the Captain's world, is a simple thing: you do exactly what he says and if you don't, he hurts or kills 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

ok just put off my moving into the woods until we are at camp then.


Zimu's Detect Magic:

Same stuff he had before, plus the chain shirt is magical.

Oddly enough, the new greataxe doesn't show any magical aura.


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

DM:

Jax will happily keep his sword in sheathe until its needed then!

Jax puts his hand to his sword and frowns. His invisible tail slips into his belt and pulls out a scroll of Shocking Grasp.


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

Once away from shore, a Edmin visibly relaxes. By the time the vessel unloads across the lake the knight is his usual happy self. "Captain, we must toast to a successful voyage once we make camp. Maybe you will speak of such a fine weapon as the one you carry now. I am sure it has spilled much blood."


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 a whisper at a distance by Message.

'Edmin, interestingly enough, the captain's ax does not detect as magical. It may possibly have some form of screen or lead coat that I am not aware of.'


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 assume the landing boat could not use carried the six of us and the captain with his entourage in a single trip. I would have been on the first boat and would of summoned Morsum who would have hidden in the woods and tracked besides us.

It is good to feel the earth beneath my feet. Regarding my stealthy companion. Nodding at Den.In addition to being a fine healer. He is also our scout in the wild. In addition, as we both know, there are no Talingardian forces here. That is you chose to land here and why our master set the meeting here. We must always remain vigilant, but here it is not the King's men, but rather large wolves and wild boar.

Diplomacy:1d20 + 12 ⇒ (19) + 12 = 31


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 think he was talking aboyt me :)


You walk through the woods for perhaps fifteen minutes. The forest is a mix of relatively open first growth -- large trees widely separated, without much underbrush, and thus easy to move through -- and denser thickets. You take a slightly circuitous route, sticking to the clearer parts. The ground is slightly spongy or boggy in bits.

After a quarter of an hour, the ground rises slightly. You emerge into the open along the top of a low ridge line, a bit of higher ground. A three-quarters moon is halfway up the sky, providing some illumination. Before you stretches a broad scrubby meadow. A few hundred feet away, you can see the faint gleam of the road, running east to west, paralleling the lake shore that is nearly a mile behind 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)

Seems as good a place as any to set up and prepare our Jade Regent characters.

Anyone else in this area that could hear us? Perception 1d20 + 9 ⇒ (8) + 9 = 17


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 can you ask to make camp and wait for the 'contacts.'

Cуровую will make sure she is some 35 feet away from the captain, not near one of the guards, walking around staring at the sky and looking around.

Judge, as a signal ask Cуровую, Jax and Dren to cast Alarm and Ward spells around the camp, with Bluff of course, and we can cast our first round spells and try to surprise the captain.

If Bluff roll is needed to cast or if I can aid the Judge 1d20 + 11 ⇒ (15) + 11 = 26


The Captain seems to sniff the air suspiciously. "Make your camp here, then." He gestures along the ridge line. "Light a fire. This is an empty land, and we want the contact to be able to see you."

The Captain and his men withdraw about 100' to one side of the campfire and stand alertly, waiting and watching. The Captain's thinking is pretty clear: you guys hang out around the fire and attract attention, while he and his men keep watch from a little distance. If the contact shows up and all is well, great. If something else shows up, he has a clear field of view and, if need be, a head start.


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'

So apparently the Captain can see in the dark? He and his men are in darkness right now correct? Assuming his men seem to be stumbling around or do they appear to have the ability to see at night as well?

Dren Whispers, Even better, I have a few new surprises for our captain. The challenge will be getting to him before he can kill us.


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'

Assuming the judge has the other message going he whispers.
Tell him we have no need of light, we have magical means of our contact locating us. We wouldn't want to give our position away to a passing patrol.


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 Captain and his men withdraw about 100' to one side of the campfire and stand alertly

I think we should strike as he moves to the location before he gets too far, why wait?


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 it's more of a we just got put off balance thing. Dren will roll with whatever our fearless leader gives us the signal for.


Quote:
A three-quarters moon is halfway up the sky, providing some illumination.

Whether the Captain can see in the dark is an open question. Certainly he can see you guys outlined clearly against the fire, and will notice if one of you suddenly disappears, draws a weapon, or does something otherwise unusual.


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

So..you could say his illumination is Dim? So..if I was to say, use my Darkness SLA on him.. :D.
Do we have anyone that can't see in the dark? We should douse the fire and use Darkness on him to blind him and then just..butcher him.


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 and Xen are human boys.


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

They need Darkvision goggles to hang with the cool kids.


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, Edmin, if you guys are available I have maybe two hours of posting left for me. I have to leave for the airport soon!

I know the Judge is leader and I know real life takes precedence but it been going on six months building up to this day, I think we got onto the Frosthammer at the end of March, and I said I was leaving about two months ago. If we can get to the big finish and I am part of it I would appreciate it! I'll try to post from Cali in nine hours.

If I miss things have fun and don't go to Bref's playground just yet!


Let's have everyone roll for Init. I'll check back in a bit and roll for anyone who can't.

Additionally, why don't you tell me what you want to do in the first round or two of combat? But please -- do NOT roll your attacks. A lot of this stuff gets very conditional, especially with a large group: well, he did that, so I wouldn't do this after all. Right? Then we're left with attack rolls, good or bad, hanging in the air.

So just roll your inits and say what you'd like to do in the first round or two -- and if you can give a backup action, so much the better.


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'

Dren casts Bless on the group before we do anything. He also casts Shield of Faith on Edmin and Jax while we wait, just before we act.

initiative 1d20 + 2 ⇒ (15) + 2 = 17

For my action will post as soon as our leader provides a little direction to various suggestions from the group.


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

From earlier Zimu and I rolled

Initiative so far

Xen 24
Cуровую 8


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

1d20 + 4 ⇒ (19) + 4 = 23
Jax will spend the first round buffing. I'm pretty sure he'll be unable to cast anything pre-fight or can he try and bluff that he's casting a ward/alarm spell around the camp, DM?

If possible..
Don't get jumpy when I cast this, Captain. A little bit of magic will help keep us all awake and watchful.
Edit: Bluff is +13 if Dm wants to roll
Jax will cast Cat's Grace.

If unable to cast anything pre-combat, he'll cast Cat's Grace on his first turn and move within 5' of melee combat with the Captain.

ROUND 1
As above or Jax will cast Shocking Grasp and move to engage/attack with it.

Initiatives:
Xenfal: 24
Jax: 23
Dren: 17
Cimu: 8


If you're casting spells -- buffs or otherwise -- there's a chance the Captain or his people may notice you. Do you still want to cast spells?


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

Jax will actually mention this to the Captain pre-cast to see if he can get a free spell off before combat/initiative.
Bluff!
1d20 + 12 ⇒ (1) + 12 = 13
+0 charisma, +5 ranks, +3 favored (from rogue), +4 when lying [tiefling trait]

Edit: Oh..oh that sucks.


Bluff vs. Sense Motive, man. You know the drill.


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 don't think we have a full light source going, it wouldn't make much sense to light a beacon so the captain could see us but we can't see him and also we could be seen from the road.
Per my post further up my suggestion to the Judge was for him to let the captain know we don't need light to get in touch with our contact. Just waiting for the judge to post to confirm.
I think the purpose of the Alarm/watch spells was also to cover our spellcasting when we told the Captain we would be casting them.


Roger on the Alarm spells -- but that involves you lying to him, which means Bluff vs. SM.


As for not lighting a fire, that gets you a cold glare. "Get that fire lit now, or your fingers will be the kindling."

The Captain wants to have you silhouetted against the fire, both to him and to anything else that might come along. That is, from his POV, tactically ideal. When the contact comes, he finds you faster. If something bad shows up, it'll come after you instead of him. And either way, he gets to keep one paranoid eye on 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

I would like to Aid on the bluff if I can? If you cant aid just pretend i didnt do anything at all1d20 + 8 ⇒ (10) + 8 = 18

Yes Alarm spells is a good call as are any spells to remove fatigue from the hike.

-------
You folks smell. Come here Xenfal begins to cast prestidigitate to clean himself and his comrades.

I say this no matter what. I assume the answer is keep my damn hands to myself but do you need any healing or fatigue relief captain?


Uh oh -- nat 1. Well, that Captain's Sense Motive is not fantastic -- he finds Intimidate is a better way to keep his crew honest. So let's see:

1d20 ⇒ 18


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)
Jax Naismith wrote:
Jax will spend the first round buffing. I'm pretty sure he'll be unable to cast anything pre-fight or can he try and bluff that he's casting a ward/alarm spell around the camp, DM?
Cуровую зиму wrote:

Cуровую will make sure she is some 35 feet away from the captain, not near one of the guards, walking around staring at the sky and looking around.

Judge, as a signal ask Cуровую, Jax and Dren to cast Alarm and Ward spells around the camp, with Bluff of course, and we can cast our first round spells and try to surprise the captain.

If Bluff roll is needed to cast or if I can aid the Judge d20 +11 = 26

I asked if the Judge could say we cast Alarm and Ward, the captain won't realize we are casting other spells. Cуровую rolled high enough I hope.


The Captain's eyes narrow. "You're lying." He raises his axe. "Why are you lying? What is your plan? What is happening here?"

Jax, the Captain is 5' away. You're not even sure what you did or said wrong, but he's obviously on full alert now, suspicions thoroughly aroused.


"All of you stay where I can see you." The Captain's eyes flicker from one of you to another. You have the distinct impression he's calculating threats and weaknesses. "I have delivered you to the shore, so my work is done. It is nothing to me whether you live or die now. Twitch an eyebrow wrong, and Breaker here will take your friend's head."


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)

First round as Jax makes his lovely bad roll cast Mirror Image. Second round cast Grease, I am assuming I can can get one spell of before the captain is suspicious, my Bluff was 26.

Edit, I apologize, DM you typed the same time I did. I can skip Mirror Image if that will buy the party time to move but I have to go I am boarding plane for Cali now I'll join the game in a few hours, slow down the game so I can join, good luck guys!


Gang, I interpreted Jax's nat 1 as "the Captain gets a straight roll against Jax's Bluff". You still had a chance to come out okay, because the Captain's Sense Motive is not all that. But he rolled well, which I'm interpreting to mean that some switch inside his paranoid brain has gone /flick/ and suddenly he's at Defcon 4.

So: what do you do?


What say I roll some initiatives.

1d20 + 4 ⇒ (8) + 4 = 12
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 2 ⇒ (8) + 2 = 10
1d20 + 1 ⇒ (18) + 1 = 19
1d20 ⇒ 1


Okay, init order is as follows:

Xenfal: 24
Jax: 23
Ragnar the Dog: 19
Dren: 17
Judge:13
Edmin: 12
Morsum: 10
Cimu: 8
Grumblejack: 1

Morsum has been following at a distance, so he won't arrive until Round 3.


We're not in combat yet, but let's act in this order to keep things simple for now.

The Captain has not moved off to one side yet; he's still near you, with Jax 5' in front of him. Are you all standing in front of him? 1d100 ⇒ 60 Yes, at ranges between 10' and 40' -- if you want to check distance, roll 2d4 and multiply by 5'. Has anyone started a fire yet? 1d100 ⇒ 82 No.

Edmin, Xen and Grumblejack have weapons drawn; nobody else has anything in their hands.

Xen, Jax? You're first in initiative. What do you do?


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

Why are we lying. Well Dear Captain F#$@head. We are lying so that you can die. Xen says with a smile. He moves within range and throws the net at the captain.

1d20 + 8 ⇒ (17) + 8 = 25 the captain is now entangled.


The Captain had a readied action, and so does get an attack in the surprise round. As Xen begins speaking, he suddenly lunges forward. 1d20 ⇒ 18 And Jax takes 1d12 + 16 ⇒ (10) + 16 = 26 points of damage.


On the plus side, yes, the Captain is now entangled. Okay, we are now in Round One. After Jax it goes Ragnar the dog and then the Captain again. Followed by Dren, followed by the two sailors.

Jax, you are standing next to the enraged Captain. You have... six hit points left, I think? What do you do?


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

Erm..I hadn't wanted to be standing next to him until after I had cast..Jax is the -worst- person for the party have engage first. So assuming that's what happened and he got the spell off..

Jax backs up five feet and casts Mirror Image for 1d4 + 1 ⇒ (1) + 1 = 2 images.

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