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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Yes, please add it to your posts! That would be helpful.


I'm going to assume that Captain Zimu responds to the sailor's please with, oh let's say grim laughter. The other three sailors, terrified, keep hacking and stabbing.

1d20 ⇒ 13
1d20 ⇒ 2
1d20 ⇒ 17


1d6 + 1 ⇒ (5) + 1 = 6 1d4 ⇒ 2
1d6 ⇒ 6 1d4 ⇒ 3


Okay, Erik goes down in a pool of blood. The sailors immediately turn their attention to Stupid Sven.

Stupid Sven may be stupid but he's not crazy. He turns and runs just as fast as he can, scrambling for the ladder to the deck. This of course subjects him to AoOs from the other three as they stab and hack wildly.

1d20 ⇒ 1
1d20 ⇒ 14
1d20 ⇒ 2


Stupid Sven takes 1d6 + 1 ⇒ (4) + 1 = 5 damage but he's up on deck and running for the rail!

1d20 ⇒ 3


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:

So, murdering the sailors in this awful way is a pretty evil action. On the other hand, the sailors are evil too; they've done all sorts of horrible stuff (as Nimpy could attest, were he still around), so they arguably deserve it.

Just some hot evil-on-evil action here, I guess.

They hurt Nimpy and served under a tyrant. Their souls were lost long ago. Interesting that you mention this now. Is there some 'how evil are you' mechanic in game that you track us with?


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

witchy witch! Make longshankses eat each other!


Terrified, Sven sprawls clumsily over the railing into the water. He belly flops, raising a huge splash, but is able to flounder through the shallow water and move a little distance away from the ship.

Sven is now 10' away from the ship, trying to wade for shore. Your options are: (1) run after him (requiring a low-DC Climb or Acrobatics check to go over the rail). You won't be able to attack him, but if you get adjacent to him he'll suffer an AoO when he runs. (2) Move up on deck and attack him with missile weapons, spells, or other range effects. If you take a standard move (assuming your move is 30'), you can get within 25' of him.


Cуровую зиму wrote:


They hurt Nimpy and served under a tyrant. Their souls were lost long ago. Interesting that you mention this now. Is there some 'how evil are you' mechanic in game that you track us with?

mmmmmaybe.


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'

On Sven as he tries to flee, Dren moves to the edge:
Gift of Madness DC 19 willpower save or confused for 1 round. 1d100 ⇒ 59
01–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
76–100 Attack nearest creature (for this purpose, a familiar counts as part of the subject's self).
Sweet!


Bellowing to the three, profound confusion on his face.

What are you lot waiting for! Can't you manage to kill one unarmed man? Perhaps its time for a new crew! GET HIM AND BRING ME HIS HEAD! OR I WILL TAKE ALL OF YOURS!

The captain is shaking in his fury.

Bluff 1d20 + 11 ⇒ (15) + 11 = 26

I think its time the party finish this act. Gentlemen?


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)

Whispering in Elven

For Nimpy ... and so many other poor souls.

Cуровую looks over to Xen and their hard fought prize.


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

Effective. I think I will be making a trip to the captains quarters. Care to join me Helen? He says to Zimu.

I imagine my bloodthirsty companions can finish this up. He whispers to Zimu

percep1d20 + 5 ⇒ (13) + 5 = 18 Xen checkx the door

DD1d20 + 11 ⇒ (13) + 11 = 24 Xen unlocks the door if it is not trapped, he disarms the trap if it is

Percep1d20 ⇒ 16 Xen searches the room, for traps and goodies


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)

Once the crew members leave to chase Sven.

Cуровую casts Detect Magic and follows some 12 ft behind Xen.


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 sighs and walks to the railing, pulling out his crossbow as he moves there and unleashing a crossbow bolt.

1d20 + 7 ⇒ (11) + 7 = 18 for 1d8 ⇒ 6

I'm done watching this go on. He turns to the three armed men and will drop the crossbow, drawing his mumbling scimitar. I've got this. If we're going to butcher barely competant men, we don't need to play with them like cats with a mouse.

DM:

Is Jax able to pick up Nordspik as his additional language from the extra rank of linguistics? and if so, was he able to speak to the blade before?


Zimu's bluff may have worked a little too well: the three sailors have rushed abovedecks and are throwing themselves overboard.

1d20 ⇒ 13
1d20 ⇒ 1
1d20 ⇒ 2


Okay, well. Only Old Olaf manages to reach Stupid Sven. Deaf Olaf also stumbles over the rail and falls into the water, and Sverker Clubfoot actually trips and falls prone -- allowing Jax an easy attack, should he care to take it.


1d20 ⇒ 2

Stupid Sven, overwhelmed by cosmic horror, is screaming and clawing at his own face. 1d8 + 2 ⇒ (1) + 2 = 3


Together with the damage he took from Jax's crossbow and the AoO, that's enough to drop him. Still clawing and hacking at his own face, he slips beneath the surface of the water. A bit later there is some bubbling, and then nothing.


I think Jax will probably not be able to resist the urge to Shocking Grasp Sverker, especially now that he has Spell Recover.

1d20 ⇒ 17
1d20 ⇒ 17


4d6 + 1d8 + 3 ⇒ (1, 1, 1, 5) + (4) + 3 = 15 if I'm correct? Jax lunges, stabbing the prone sailor through the torso with his black blade.


Sverker spasms and twitches from the electric blast, then slumps back unconscious. Remarkably, he's still alive.

That leaves the two in the water...


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

Completely right. He has 2 shocking grasps and can make a third with his last point..he's going to fry them all. Damage on the scimitar is only a d6+5 atm, but if he's prone then he takes 1d6 ⇒ 6 sneak attack too!


Old Olaf is no fool. He knows something is wrong. He runs, full out.

We haven't really been rolling initiative... anyone who can beat 1d20 ⇒ 3 can act before Old Olaf.


Okay, that's probably everybody. So, Dren gets another mind blast.1d100 ⇒ 28


1d20 ⇒ 11 Old Olaf stands hip deep in the water, splashing and splashing as if trying to do seize the reflection of the moonlight.

Deaf Olaf hesitates for several fatal seconds. 1d20 ⇒ 8


Jax leaps easily over the rail and lands in the water beside Deaf Olaf. "Hi there! Have you given any thought to what might happen to your loved ones if you should die suddenly?"

1d20 ⇒ 14
1d20 ⇒ 16


5d6 + 5 ⇒ (3, 3, 4, 4, 2) + 5 = 21

Deaf Olaf, tormentor of Nimpy the halfling, screams and thrashes and then he, too, sinks below the dark water.

Above on deck, Dren laughs happily and lashes out once again with the dark power of his alien mind. 1d100 ⇒ 44


1d20 ⇒ 6

Old Olaf, very last survivor of the Frosthamar, stands babbling senselessly as Jax wades slowly through the water towards him. "weirdsley daubery... creak and rheumen..."

"No, thanks," says the tiefling. "Been there, done that." The black blade comes up...


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Meanwhile, belowdecks: Captain Odenkirk's cabin, at last.

There are no traps; the Captain guarded his treasures and secrets by fear and by his own strength. There's a locked box but given time the lock can be picked or smashed. Nothing is particularly hidden, either; again, the Captain feared nobody and nothing while on board his ship.

So we can do a pretty straightforward listing of what's in here.


Treasure: The Captain had the following items in his cabin.

6,000 gp cash. This was his payment from the Cardinal. It's neatly stacked good-quality Talirean crowns in a small chest. (Note that just carrying this amount of money around is a bit of an encumbrance, so keep track of who has it.)

Another box containing letters of credit worth 2,500 gp against banking houses on the Continent. (The Captain didn't love banks, but he saw the sense of having an emergency cash reserve.) Whether these could ever be converted into cash in Talingarde, and if so at how steep a discount, would be an Appraise or Knowledge check.

The Captain's petty cash box. This contains 86 gp, 575 sp, and 400 cp.

A pouch of pearls. (Appraise check needed, but they look pretty valuable.)

A statuette of a mermaid, carved from scrimshaw. It's lovely work. (Appraise check needed.)

A massive golden ring with a ruby, carved with some unknown crest. (Appraise check, possibly some Knowledge as well.)

A leather vest covered with stitching and shiny metal buttons. It radiates faint conjuration magic.

A vial of some clear liquid. It radiates transmutation.

The merman's trident. It's a +1 trident.

The Captain's other axe. It's a masterwork axe.

A barrel of glogg, national drink of Homeland.


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
Douglas Muir 406 wrote:


Another box containing letters of credit worth 2,500 gp against banking houses on the Continent. (The Captain didn't love banks, but he saw the sense of having an emergency cash reserve.) Whether these could ever be converted into cash in Talingarde, and if so at how steep a discount, would be an Appraise or Knowledge check. 1d20 + 7 ⇒ (17) + 7 = 24

A pouch of pearls. (Appraise check needed, but they look pretty valuable.) 1d20 + 7 ⇒ (4) + 7 = 11

A statuette of a mermaid, carved from scrimshaw. It's lovely work. (Appraise check needed.)1d20 + 7 ⇒ (4) + 7 = 11

A massive golden ring with a ruby, carved with some unknown crest. (Appraise check, possibly some Knowledge as well.) 1d20 + 7 ⇒ (9) + 7 = 16

A leather vest covered with stitching and shiny metal buttons. It radiates faint conjuration magic. 1d20 + 7 ⇒ (11) + 7 = 18

A vial of some clear liquid. It radiates transmutation. 1d20 + 7 ⇒ (10) + 7 = 17

Checks are all appraise and spell craft


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

Pretty sure the cash can be easily stored in Xen's handy haversack. Possibly.

Appraise:Pearls 1d20 + 11 ⇒ (6) + 11 = 17
Statue 1d20 + 11 ⇒ (5) + 11 = 16
Ring: 1d20 + 11 ⇒ (4) + 11 = 15


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:
Meanwhile, belowdecks: Captain Odenkirk's cabin, at last.

In some ways, I think this feels like leveling up to me and Xen.

Dren if you would please cast Guidance I will also wait for the morning so I can cast Fox's Cunning before studying the items.

Douglas Muir 406 wrote:


Treasure: The Captain had the following items in his cabin.

6,000 gp cash. This was his payment from the Cardinal. It's neatly stacked good-quality Talirean crowns in a small chest. (Note that just carrying this amount of money around is a bit of an encumbrance, so keep track of who has it.)

Another box containing letters of credit worth 2,500 gp against banking houses on the Continent. (The Captain didn't love banks, but he saw the sense of having an emergency cash reserve.) Whether these could ever be converted into cash in Talingarde, and if so at how steep a discount, would be an Appraise or Knowledge check. Knowledge Local 1d20 + 10 + 3 ⇒ (15) + 10 + 3 = 28

The Captain's petty cash box. This contains 86 gp, 575 sp, and 400 cp.

A pouch of pearls. (Appraise check needed, but they look pretty valuable.) Appraise 1d20 + 10 + 3 ⇒ (4) + 10 + 3 = 17

A statuette of a mermaid, carved from scrimshaw. It's lovely work. (Appraise check needed.) Appraise 1d20 + 9 + 3 ⇒ (9) + 9 + 3 = 21

A massive golden ring with a ruby, carved with some unknown crest. (Appraise check, possibly some Knowledge as well.)

Same crest as the armor we have?

Appraise 1d20 + 9 + 3 ⇒ (18) + 9 + 3 = 30

Knowledge Nobility 1d20 + 8 + 2 + 3 ⇒ (17) + 8 + 2 + 3 = 30

A leather vest covered with stitching and shiny metal buttons. It radiates faint conjuration magic.

Spellcraft 1d20 + 12 + 3 ⇒ (3) + 12 + 3 = 18

A vial of some clear liquid. It radiates transmutation.

Spellcraft 1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22

The merman's trident. It's a +1 trident.

The Captain's other axe. It's a masterwork axe.

A barrel of glogg, national drink of Homeland.

Appraise 1d20 + 9 + 3 ⇒ (9) + 9 + 3 = 21


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)

OCC

When we have dealt with the crew, should we search the ship? We may find other things/items of interest/people.

Ragnar should pay for his keep. :)

Also we should search the bodies of the crew.

DM, what else is in the captain's cabins? I am looking for ledgers, records, material of correspondence. Interesting bits.

Once we have dealt with the crew and before the search of the ship, Cуровую will gather the spellcasters in the group, which I think is everyone except Edmin. So why not include him as well.

Cуровую will motion the group to follow her, she will write the following on a parchment, NOT to be read aloud as not to draw attention.

The Statuette the captain was reaching for.

On the scroll

The Two Queens are two powerful demons.

They're Marilith field marshals in the service of the Mother of Monsters. They have their own sub-cult among worshipers of the Mother, typically among fighters and those of a warlike and martial bent.

The statuette will let rain death and destruction in a circle around you. The inscription -- "I call on the Two Queens" -- is the activating phrase. It's a one-use item.

Thing demonic like this almost always comes with hidden issues or side effects. Like, it may gradually change your alignment, or give you some weird disease or condition, or attract the attention of demons or other evil creatures. Or it may come alive at night and crawl around biting peoples' throats out in their sleep. Or it may just let the Two Queens spy on you at will.

So we can discuss this among ourselves let us call the statuette 'corn.'

-----

Judge you should also try an Appraise with Guidance for the pearls. I think we may have figured out all of the items but the highest for the pearls were two 17s.


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 always casts Guidance when the situation allows it is unlimited use after all.

Doug, Dren would have tried to save one of the crew for sacrifice is he could, even if he has to heal one that went below zero. He is hoping to sacrifice him to see if someone in the party knows what the voices are saying.


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 sits and props his feat up.
My once master loved to summon demons and devils. They are dangerous if not properly contained and controlled.
A Marilith, I have heard that they are extremely powerful. They would easily make mince meat of us...
This sounds like a dangerous item, especially if we have made the mother of monsters our enemy by destroying one of her servants.


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 has not said a word since Zimu put the headsman's ax back to gether. He has watched as the sailors killed each other and listed to his companions as they savored the action.
Afterwards, as the others loot the captain's room, the knight searches for barrels of lamp oil and brings them up on deck.


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 thought we were going to save one crew member, kept alive for a brief time, at least to help scour the ship. 'Captain Odenkirk' will allow one member to live and serve as first mate for the new crew.


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:
Edmin has not said a word since Zimu put the headsman's ax back to gether.

Cуровую would have told Edmin what the captain's axe was.


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)

Dren use the code word 'corn', also who is keeping 'corn'?


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 took care of any remaining crewmen quickly and promptly, despite Dren's protests.

At Edmin. Don't light this place on fire yet, Champion. There are perfectly good beds here and nothing but dirt and stone until we reach the town. Let us spend the night here aboard the ship before we set it on fire.


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 likes corn...he thinks himself a bit of a corn expert even though he has only moderate knowledge in corn.
Is that better :] The corn is better with Crown and Ginger BTW.


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

If we want to keep the..corn..then we can stash it in Xen's dimensional bag. Or we can leave it on the ship when we burn it..seems a bad idea to waste a potentially useful..corn 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]

Appraise(pearls)(aid another): 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10 <-- not much help there

The Judge watches smiling as the crew are slaughtered. When the sailors begin to jump overboard, he quickly summons a water elemental to additionally slow the sailors, by making them metabolically challenged.

Once the sailors have been defeated, the Judge instructs the water elemental to gather the bodies and bring them back to the ship:

Lets finish gathering the goods. We can sleep here for the night, but we light this bunch of boards on fire in the morning before sunup so that we are well on our way before any local troops arrive to investigate. We can spread oil and grease on the ship and stretch out the sails. Once in the water, I shall call a fire elemental to have fun lighting the whole place aflame.

_______________

Waiting to hear on the appraise/spellcraft checks, but I agree that we should keep the coins in the haversack for the time being. We are all LE, or close to it, and have sworn on oath to the dark lord. Thus, I do not think that backstabbing and stealing from one another is really in the cards. If anyone thinks that it is, feel free to take the cash, but remember that you will have 5 pvp followers.


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:
Let us spend the night here aboard the ship before we set it on fire. [/b]

We should make plans here, use the boat as our HQ for now. Even keep the boat further off shore and burn it down later. We can use it as a temporary base. Let's start making plans, scrolls, and forged letters of identification here in preparation for what is coming ahead.


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 say i would steal, I said I might charge you rent for my space. After all I am not a pack mule


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:
After all I am not a mule

That's not what prawn/squid girl/from the great beyond said.

I believe she used the term 'masterwork loins.'


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

there was no rent charged there either


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 far away from our target are we?

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