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!


7,601 to 7,650 of 12,164 << first < prev | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | next > last >>

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)

Hey guess who took up Knowledge Geography last level up?

That being said we need to make plans, back up plans, cover stories, prepare some scrolls, and forged paperwork.


Ledgers and correspondence: Yep, there are both. The ledger is fairly simple, but there's a lot of correspondence.

First, the ledger. Most of this is stuff like the crews' salaries, supplies, etc. However, the Captain also kept track of his possessions here. You found a couple of boxes that were empty; now you know what was in them. Nimpy made off with all the stuff that used to belong to his party. High points included a Bag of Holding, Elven Boots, a Hat of Disguise, some sort of metamagic rod, and a belt that allows the user to Fly once/day. Also, the ledger lists 7,000 gp in the Cardinal's box, not the 6,000 that you found.


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:
a Hat of Disguise, some sort of metamagic rod, and a belt that allows the user to Fly once/day.

Wanting to set the halfling free :( No good deed goes unpunished


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)

How did the cardinal correspond with the captain?


Correspondence: the Captain was surprisingly meticulous. (In general, while the cabin is dark and foul-smelling, it's also neat and orderly.) Most of it is stuff of a commercial nature. There are three letters, though, that are different.

The Captain was getting mail from someone about his relationship with the Cardinal. The sender -- let's call her "Lady" -- clearly knew who the Cardinal was! She names him as Cardinal Thorn, not Mister Horn the merchant, and at one point refers to him as "the master of Devils".

Lady seems to view the Cardinal with amused contempt; she writes that "we know already his goals and his servants, and the Mother's eye is already upon him. He will serve without knowing it, and so roll down his narrow rut to his destruction. The blade that will bring him down has already been forged."

And speaking of blades: the Captain's last letter to Lady must have been sent after he knew of his mission for the Cardinal, but before he met you. Lady's last letter instructs him to carefully describe the movement of people or goods on his ship "as you have done before", and to particularly watch for "a man with a black sword made of no known metal. The sword will be magical; it may speak or sing, or more likely shriek. Do not harm the man, but watch him most closely; if possible, gain his confidence and learn what you can about him."

Lady congratulates the Captain on his good service to their mutual mistress and on additionally pledging himself to the Two Queens -- "trust me, dear friend, they are ever vigilant and know well your value". Lady also claims that the Kraken is a daughter of the Mother (this apparently in response to a question from the Captain on this point). She also congratulates him on the capture of a party of good-aligned adventurers who had been troublesome; apparently, some evil power sent a storm against them, and the Captain arrived to finish them off. Apparently he wasn't supposed to keep Nimpy alive, though; her last letter advises the Captain to "hold nothing back, but give all to the Mother who has given so much to you".

Lady's letters are unsigned except for an odd little glyph that looks vaguely like a narrow face with three eyes.

The reason to call her Lady: the Captain was writing her a letter (left tragically and forever unfinished, alas), and he calls her by that name. The letter, you'll be interested to know, includes meticulous and detailed descriptions of every one of you. (It's clear that the Captain was suspicious of you, but in the wrong way; he thought you were bringing some sort of bad luck or curse along.) As to the mysterious Black Sword Man, the Captain writes (this must have been just a few days ago): "One of the Passengers does have a Black Sord. I do not know if it is the right Sord thogh, it does not speake or Sing. The man is very Ordinery althogh he likes to Talk, which does not Please me, you know I do not like Talkers. I am not Trying to gane his Confidense, this is not my Way. First Mate Yngvi was good in this Way but I kild him last Week, he deservd it for being a Coward." Later in the letter he returns to this point, as if a bit sorry to disappoint Lady: "If you want something Kild I am your man, I do not like making friendes with People, especialy Talkers which I hate."


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:
Correspondence: the Captain was surprisingly meticulous. (In general, while the cabin is dark and foul-smelling, it's also neat and orderly.)

Like Christian Bale in American Psycho.


There are eight pearls. Based on your appraisal, two are worth 20 gp each, five are worth 50 gp each, and one is worth 200 gp.

The mermaid is nice work! 80 gp value.

The ring is worth 500 gp easy. However, yes, it has the same crest as the armor; anyone who can make a decent Knowledge (Nobility) check will wonder about it. (Captain Odenkirk didn't wear it because he was never about the bling.) If you could pry loose the ruby, you could get 200 gp for it.

The glogg is worth 10 gp to someone from Homeland, 5 to anyone else.


The vest is an All Tools Vest. It has stains on it that look like blood and seawater.

The clear liquid has six doses of the Waters of Lamashtu.


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:

Correspondence Wheels within Wheels

And that's why I wanted to see what was in the cabin! At least now we know the cardinal's suspicion was right and the captain may well have betrayed the cardinal's further long term goals. Had we learned of this sooner we could have left word of this finding at the bugbear camp and hopefully passed it along to the cardinal.

Knowledge Religion (guessing) for further information regarding the correspondence, if another Knowledge please let me know 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26


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

we need nobility zimu


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)

It does not seem like Knowledge Nobility but if it is then roll is 27 (-1 for skill then adding the +2 from the book).


Quote:


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

There are all the supplies you would reasonably expect to find on a ship, from iron rations to rope. Otherwise, nothing special or of value.

Quote:


Also we should search the bodies of the crew.

Each crewman had hide armor, a knife, a simple weapon (either a spear or a handaxe), minor personal possessions worth a few gp, and a few coins. The total value of minor possessions was 12 gp, and the total coins were 180 sp.


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

nobility for the ring we found


Knowledge: Lady's stationery is from a shop in the capital; you can't get paper so fine anywhere else. That suggests she's either from there, or has spent time there.


Dren of the Dark Tapestry wrote:


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.

I noted that Jax didn't quite kill Sverker Clubfoot. Does he stabilize on his own? 1d20 ⇒ 141d20 ⇒ 41d20 ⇒ 3


No. So, you'll have to burn a CLW to save 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)

DM regarding our new locale

Cуровую зиму wrote:

Actually while we are at it, on the next morning at Château Frosthammer the group will wake up to Xen serenading (inspire competence) Cуровую who is also under Fox's Cunning and Dren's Guidance and is deep in thought going through some of her book's maps regarding the region the party is in.

Also where could have Nimpy logically gone off too?

Knowledge Geography 1d20 + 8 + 2 + 2 + 1 + 1 ⇒ (18) + 8 + 2 + 2 + 1 + 1 = 32

Regarding Correspondence of the captain

Cуровую зиму wrote:

Knowledge Religion? 26

Knowledge Nobility? 27


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:
nobility for the ring we found

House Flandrys, a continental House noted for producing bold adventurers and dragonslayers. DM may give us more info now.


Edmin Al'Roth wrote:
How far away from our target are we?

Between 10 and 15 miles.


Where might Nimpy have gone? Well, he really has two choices. One would be Aldencross. That's where you're going. It's the small town that's wrapped around the fortress of Balentyne. Aldencross has about 2,000 people, and it's 10-15 miles west of here.

The other possibility is North Fell. North Fell is almost twice as far away in a different direction -- say 20-25 miles to the east and south. It's a much bigger town, though; six or seven thousand people.


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:
Well, he really has two choices. One would be Aldencross. That's where you're going. It's the small town that's wrapped around the fortress of Balentyne. Aldencross has about 2,000 people, and it's 10-15 miles west of here.

Any more information from the Knowledge Geography? Really enjoy reading your backgrounds. Also, with an eye for looking for possible reasons the party is the area.


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

jerk is probably warning the fort right now. BTW the waters of lamashtu is NASTY


Cуровую зиму wrote:
Xenfal wrote:
nobility for the ring we found
House Flandrys, a continental House noted for producing bold adventurers and dragonslayers. DM may give us more info now.

More info: the late Ensign Sir Domink Flandrys made three mistakes: (1) crossing Captain Odenkirk (2) on salt water (3) while wearing various flashy, expensive goods including a chain shirt that the Captain thought would rather nicely round out his own ensemble.

(Pause to contemplate how the last combat might have gone if the Captain had been packing Regeneration 10. He might have ended up wearing your bling, too.)


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

Do we know where his family is located? They might pay a handsome reward for this ring back, and knowledge we avenged his death.


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

Knowledge Nobility: 1d20 + 7 ⇒ (2) + 7 = 9

Edmin glances at the crest and shrugs. "He is not from around here."


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 intend to sell as much of this as I can in town. Which axe would you prefer to keep "axe wielder?" now that you have a choice of three


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]

Once alerted of the location of the two towns.

I think that we should go to North Fell and restock and equip. In addition, I imagine that we will be more easily able to ask questions and blend in in a larger community than in Aldencross.

We can make one or two scouting missions to see how the guards and defenses are set up. With horses, summoned or otherwise, we should be able to get there in a day easily. One or two of us could go to Aldencross as merchants to ask questions and gain any additional information.

The Judge then pauses waiting for the others to give their thoughts or other ideas.

Essentially, the Judge thinks that the larger town will have better options for supplies (I would not mind having a Headband of Charisma). Also, considering the distance, we should be able to make sorties to Aldencross and to scout out the fort. We could post as merchants or adventurers when we enter Aldencross to avoid notice.


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

"As much as I love the Idea of the headsman's ax it may be a problem when we are trying to infiltrate the town. I think it best for me to carry the one he called "Breaker".


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

Then I will sell the captains Masterwork ax, and your formerly enchanteed one


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:
Do we know where his family is located? They might pay a handsome reward for this ring back, and knowledge we avenged his death.
Cуровую wrote:


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

Got two 30's that's almost as high as I can get. I like the idea of selling it back to the the family BUT the family may ask questions that may be difficult for us to answer.


Note that you're on a clock here. Sakkarot said he would have his horde ready to go in one week, and that after one month they would start to fall apart. So, you had 7-30 days to do this. This is the second night since you left, so now have 5-28 days.


Dren, it appears I miscalculated -- Sverker is dead by the time you get to him. So, no sailors survive.


Note that North Fell to Aldencross is well over a day's travel unless everyone is mounted.


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's face reddens and his eyes widen. "The hells you will! Reaper is my ax! The only way it gets sold is after you take it from my cold dead hands! Sale Breaker if you are so worried about gold!"

The knight takes the black ax in both hands and brings it around in a high over hand chop, burying it's blade into the deck.


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 then I will sell breaker


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:
Note that North Fell to Aldencross is well over a day's travel unless everyone is mounted.

Cуровую can prepare Mount, Communal a few times if that is needed.

We do need to PLAN.


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:
Ok then I will sell breaker

I posted this in OCC

Cуровую wrote:

I do feel some sentimentality for the axe of Brandescar, I was hoping it would be part of Team Evil until we were adults of Level 13 and such. Its kind of a mascot, and yes the Ghost of Bref is our mascot but the Axe of B may have a higher wisdom score than Bref.

Alright how about this, can Edmin keep Breaker because of its many obvious uses and keep the Axe of Brandescar as his back up weapon? Sell the masterwork longsword and axe, that comes pretty much the same to funds as if with sold the Axe of B anyways 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

After a while sitting in the front of the ship Edmin returns to the group visibly calmer. " I agree with Judge, we should hit the larger town first, gather supplies and mounts then head directly to target. If needed we can fall back here. I do not like the idea of splitting the squad, but if that is what we want to do then lets us hurry and be done."


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]

We are burning the ship. We can make camp anywhere as necessary, but the Cardinal's instructions were kill everyone and scuttle the ship.


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 can cast Mount, Communal that will last eight hours for the group.

We should make plans before then, come up with backgrounds and forge documents.


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'

Entering the town as a group would also raise suspicion or mark us easier. We should enter as 2-3 smaller groups and then meet up inside the city.
Judge could be a merchant or nobleman, with Edmin and Grumble as bodyguards. Xen, myself, and Zimu can enter as commoners looking for work from another gate.
Keep the axes hidden. We can adjust our stories accordingly but it is better to not be noticed. Merchant would be better but we would need to figure out some trade goods or maybe he is here to buy goods to ship or trade back inland, any such story will do once we know more about the city.


Okay then, after disposing of the bodies and tidying up a bit, you settle down for a good night's sleep.

Jax:

Two things. One, the sword is definitely talking more -- and it's talking more Norspik; the proportion is now about half. The unknown language it was talking at the beginning? you're hearing that less; it's down to maybe 10%. But it's still not making any sense; it's just word salad. It reminds you a bit of your encounter with the poet thing in the Cardinal's office, actually.

Two... whoops, must run. more in the morning.


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:

Okay then, after disposing of the bodies and tidying up a bit, you settle down for a good night's sleep.

** spoiler omitted **

DM:

Would Jax be able to pick up Norspik with a rank of linguistics? He never chose a language with his level 4 rank of it. He could slowly be using the rambling of the sword to learn some of the language.

He will try to sneak a few hours to himself the night after taking the Frosthamar and speak with the sword in soft, soothing tones. As one would talk to a madman.


Jax:

Second thing: you have a dream.

Irin is on the couch again. Different robe, thought, (you haven't seen this one before; it's a dark red silk thing, very striking) and she's not smoking or drinking: she's sitting up and looking alert.

"Well! she says. "Congratulations on killing the Cruel Master! It wasn't really clear if you'd make it through that. Good start, there. Now, take a moment and look at this."

She reaches into a pocked off the robe pulls out a piece of paper, and unfolds it. Someone has drawn a sketch on it. It's a rather well executed line drawing in ink; the style is a bit odd, but it's clear enough what it depicts. And what it depicts is a somewhat stylized sailing ship. The ship is sinking. There is the vague impression that something enormous has seized the ship and is breaking up the hull and pulling it beneath the water. Vague creatures of some sort -- you can't really make out the details, they're just a few penstrokes each -- seem to be swarming out of the water and crawling all over the ship, killing the crew and the passengers. Despite the strange style and lack of detail, the sketch does an amazingly effective job of conveying a sense of terror, despair and utter disaster.

One little figure is clinging to the rigging, holding a sword. It seems to be trying to climb up, as if to escape. (But there is no escape.) This figure is much more detailed; you can actually make out its face. It is, of course, your own face.

"I do these, sometimes," Irin says, folding the paper up again. "Usually not as clear as the cards, but once in a while you get a nice clear signal.

"Now, I don't know if this is metaphorical or literal. It might be that the Talirean Navy is looking for you now. Or it might be that the merfolk are pissed off because you killed their priest. Or maybe the sea elves want revenge for their ridiculous Soothsayer. Or the Mountain That Sails got over its funk and has changed its mind? That's possible too. Or, of course, maybe the Kraken is unhappy that you killed one of its most favored servants. Or, I don't know, something else entirely." Irin shrugs languidly. "You and your friends have certanly left an impression along your way... anyway, if you want my advice? Stay the hell off the ocean. In fact, to be on the safe side, I'd avoid any bodies of water larger than a fish pond if I were you, for now and for a long time to come."

"Anyway." She leans back and grins crookedly. "The Cardinal is pleased that you made your delivery safely and are back in Talingarde alive. Now, this next part is crucial to his plan. Three other Knots are waiting to spring into action once Balentyne falls. Pull this off and you'll really have accomplished something! Fail, and he'll give you to the dwarf as a test subject, and you'll end up... ohh, mostly dissolved in acid with the leftover bits used for potion components. Or something like that. Which would be a waste. So," she waves a finger airily at you, "don't fail. And don't forget my flask."


It sounds like the plan is "North Fell first, but in small groups." Yes?

Note that you can change your appearance by taking off the circlets, but this reveals the F brands from Branderscar on the back of your hand. You have to either wear gloves or apply some makeup to cover it (Disguise check).


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

Great! Edmin hated that people did not know who he was when he killed hem. He wears gauntlets anyway, so he may be in a good mood tomorrow.


Okay. Don't forget that this also runs the risk of encountering an old comrade.


Note that some of you may be mildly famous in one way or another. For instance, Edmin flamed out from his candidacy to be an Alerion Knight by trying to murder a cleric of Mitra, followed by insulting his commanding officer. This resulted in him getting posted to the far North, which in turn led to his final fairly dramatic resignation from the Royal Armed Forces. The Judge was a very well known figure locally; if you run into someone from Farholde, there's a significant chance they might recognize you. And so forth.


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]

My thought is to go in in two or three smaller groups. I have to keep my circlet on as my rather unusual appearance would make me readily identifiable.

Outside of the city, we will talk with some travelers on the road and find a decent, but not high priced, inn where we can reconvene. Then I will head in with Edmin and Jax. Cy and Xen can follow an hour or two later with Dren sneaking in or entering from another gate using whatever unusual tactic he wants. We will all get rooms at the Inn separately and we can communicate easily back and forth using Cy's Message spell.


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. Other than a description from locals where I used to live I am pretty much a nobody, other than I am wanted for treason. I will probably sneak in with my natural form. Just need some peasant clothes.

Dren looks for some extra clothes from one of the sailors to use in his disguise that look like a commoner.

Yes perhaps some of you should dress down. It is easier to walk in the front gate as a nobody vs. a somebody that the guards would likely remember and mark mentally.
Next thing you know Nimpy is chatting up the city guard asking about us.

7,601 to 7,650 of 12,164 << first < prev | 148 | 149 | 150 | 151 | 152 | 153 | 154 | 155 | 156 | 157 | 158 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Doug M's Way of the Wicked Campaign All Messageboards

Want to post a reply? Sign in.