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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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

While Jax's stories may be well known, his face isn't.
The circlet will take care of my disguise. Shall I write up traveling papers for us, Judge? And what will our story be?


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]

Tohram looks over at Cy:
What goods are produced here? A town that size is not just for supporting the tower. It obviously has some commerce. We are here to purchase goods for a noble in the south who wants to show off his worldly exploits by having items from the far north. I am sure that we can find something unique to this area that he wished to have purchased.


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 will sell all of our stuff, I will convene at our meeting point with the coin.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Cуровую зиму wrote:

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

Judge Tohram Quasangi wrote:
What goods are produced here? A town that size is not just for supporting the tower. It obviously has some commerce. We are here to purchase goods for a noble in the south who wants to show off his worldly exploits by having items from the far north. I am sure that we can find something unique to this area that he wished to have purchased.

Knowledge Geography for our locale was 32.

Cуровую will request Xen to continue to Inspire Competence and Dren for Guidance.

If you need a Knowledge Local 1d20 + 10 + 2 + 2 + 1 ⇒ (19) + 10 + 2 + 2 + 1 = 34

Judge as you enter the town you may want to use your Bluff and Sense Motive to see if our halfling friend has preceded us, I realize he has Invisibility and his own set of skills but its worth the check.


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

Speaking of our halfling friend..if/when we have time, Cimu, Jax will pay you to make a scroll of Glitterdust for him to keep around. Regardless of the save, it will help vs. invisibility.


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

Dear Helen clear your mind and think of all the wonderful shops we could visit!

inspire comp +2


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:
Dear Helen clear your mind and think of all the wonderful shops we could visit!

Shopping? That's a +20 bonus right there.


Judge Tohram Quasangi wrote:

Tohram looks over at Cy:

What goods are produced here? A town that size is not just for supporting the tower. It obviously has some commerce. We are here to purchase goods for a noble in the south who wants to show off his worldly exploits by having items from the far north. I am sure that we can find something unique to this area that he wished to have purchased.

Aldencross is a market town. The region around it is noted for leatherworking, ceramics, cheeses, and some really fine root vegetables. It does sit at almost exactly the midpoint of the Wall, where a major highway from the south arrives, so it's always been a muster point for troop movements. (Quite possibly this is why Sakkarot wants to strike there -- grab the crossroads, split the Wall right in two.) As a result, it used to have a reputation as a regional center for prostitution, but the current dynasty shut all that down fifty years ago.

North Fell is a bigger and older town. There are some small silver deposits nearby, and the Barcan dynasty had a branch of the Royal Mint there for a while. Wasn't really worth it, though, so it closed. There is a local tradition of fine silversmithing. The military presence means that there's a lot of buying and selling of weapons. The shopping would be better six months from now -- they do make some fine quality wool and leather items there. Light summer stuff, not so much.


Okay, so: the next morning, after a refreshing night's sleep surrounded by the corpses of the murdered sailors, you leave the Frosthamar. But not before first spreading rather a lot of oil and flammable items.

Sir Edmin tosses the torch. The ship catches fire at once: fwoomph. You wade to shore, then turn and watch for a bit. It makes an impressive sight, especially once the sails and rigging catch fire.

And then you turn away -- that task done, that chapter complete. Thank you for sailing with Frosthamar Cruise lines.


DM stole the line I had been completely waiting to use for months!


Okay, off you go to North Fell.

Now, Communal Mount is not going to get you there unless you leave Grumblejack behind, because it only generates up to six mounts. Also, the duration on that is 2 hours/level, divided among the users. So, 8 hours divided among six of you only gives you a horse for an hour and a quarter each. That won't get you very far.

Anyway, it's a lovely spring day. You walk.


If you get an early start, you can cover the distance in a single day on foot. You'll be weary and a bit whiff at the end, but you can do it.

Your first few miles are along the lake road, and there aren't a lot of people around. Because of the occasional monster raids across the lake, nobody lives here. It's pasture for cows and sheep, and some bits of forest kept for logging and charcoal. After a couple of hours, though, the road veers south away from the lake. A mile or two later, there's a village; the road branches, with one going back north towards the lake again and the other heading south to North Fell. The villagers stare at you fairly openly; they don't see a lot of traffic along the road from the west, other than patrols and the occasional herdsman or woodcutter. You ignore them and take the south road.


[roll roll]

On you go to North Fell.

Now, your plan is to send Xen ahead to sell your stuff. So, I'm going to assume that he continues on into town and finds an inn, while the rest of you make camp in a field somewhere, a little off the road into town.

[roll roll roll]

Xen:

It's getting dark as you come into town. The shops are closed, so you'll have to do your selling and haggling tomorrow. Three places to stay here in North Fell -- the Squalid (2 sp), the Respectable (1 gp) and the Surprisingly Good (5 gp). It's unclear why a town of this size has a place this nice, but there it is. Which do you choose?

Everyone else:

Making a simple camp is a DC 10 Survival check, but since there are no weather or environment issues it's auto-succeed for anyone who's invested at least two ranks in Survival. Which I believe at least Zimu has.

However: just as you're getting settled in, the farmer who owns the field shows up with a couple of dogs. He's annoyed at you "vagrants" and wants to run you off. His initial attitude is Unfriendly. (Before you ask, the farmer knows little of use -- unless you're really interested in the best rotation practices for turnips -- and carries nothing of value.)

A) We use Diplomacy to calm him down, give him a couple of gp, and send him on his way with a smile.

B) We send him packing, possibly with an Intimidate check or a couple of cantrips to speed him along.

C) We kill him, let Grumblejack have his liver, and bury his body in a shallow grave the next field over.

D) Same as (C), except first we hold him down and let Dren cut his throat.

E) Other (describe).


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'

We should probably put a scout ahead of the group so we can avoid patrols. Our group might raise questions, we would stick out a bit.
Doug, did you see my question about clothes? Dren would grab several sets for different disguises or for other people.


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'

No we were all going into town, I believe this was the plan from the discussion thread.
We were casting message so we could stay in contact but entering the town in 3 groups from different entrances to the city.
Judge, Edmin, Jax, and Grumble.
Xen and Cimu.
Me. We were going to meet up at an Inn. Xen and Cimu go shopping. I can get information in the town, as can anyone else who has a good Diplomacy.


Bref wrote:

sounds like we have a plan. Xen will enter by himself hpwever and go sell our crap. Then meet back at the prescribed local

Message has limited range. My impression was that you wanted to sent Xen in first, enter after him, then cast it after you meet up in town (i.e., staying at the same inn).

Given that you're arriving after sunset at the end of a long day, your arrival may be noticed even if you split into three groups -- unless you stay at two or three different places. Which is certainly possible, but means you can't easily use Message.


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 plan was to get to town in one day preferably. Cy and Xen will go shopping. As Dren said, we are not a bunch of do-gooders and while we are all lawful and sworn to the Dark Lord, trust is still a long way from earned, especially with the newest member of the crew who was not part of the Brandescar escape. (Nothing personal Xen.)

If we all need to camp out for the night, that is fine, but I would prefer making it a long day. We can use one or two castings of of Mount(communal) to get us some extra milage while we are farther from town. Grumblejack can move at a 40 speed, so he should be able to keep up I would think.

Here is a diplomacy roll for the farmer if we have to camp out.
Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26


Okay, that's fine.

You'll reach town in the evening, at the end of a long day on the road. The shops are closed, so you'll have to do your selling and haggling tomorrow. There are three places to stay here in North Fell -- the Squalid (2 sp), the Respectable (1 gp) and the Surprisingly Good (5 gp). It's unclear why a town of this size has a place this nice, but there it is. Which do you choose?


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

Obviously, we should stay at the best the town has to offer!

Jax hopes you pick the good inn..my OOC vote is for the cheap one. I agree with the Judge on doing anything we can diplomatically.


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 midlevel is my choice, we have money, but do not want to go throwing it around and raising suspicions, at the same time, I doubt that we would fit in with the Squalid crowd.

We go to the mid-priced inn. We are here to resupply and to research the tower. We do not want to stick out, and at the same time, servants of the First do not live in squalor.

With that, the Judge leads Jax and Edmin to the mid priced Inn where they find rooms.

Cy/Xen and Dren would have been given similar instructions. If necessary, we would have agreed to meet in the market square an hour after sundown to relay where we are staying.


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 puts away his nicer equipment and shield, then puts on the clothes he scrounged on the ship. He then uses his disguise kit to enhance the look and then drops his magically altered face.
Meet you at the market. He heads aways from the others and enters by another gate.

When near the gate he calls upon the dark powers to enhance his disguise. Silent Guidance

disguise with kit guidance1d20 + 11 + 2 + 1 ⇒ (19) + 11 + 2 + 1 = 33

He looks like a young man, maybe a commoner, who is healthy but may just be a bit down on his luck. If asked he will mention that he was an assitant to his old master, who died, and has come to the big city. He gives as little information as possible.
Dren also makes sure he talks with Zimu about the area in case anyone asks him where he came from so he has a suitable answer of someplace far enough away, but close enough for someone travelling on foot.


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 pays for his room, has a glass of wine and then sleeps early. if there is music he stops to dance with anyone willing. Dance 1d20 + 9 ⇒ (5) + 9 = 14

DM:
Xen rises with the sun the next morning and sneaks out and goes about selling items.


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

DMDM-An additional bit of foolishness:
Sleigh of Hand1d20 + 10 ⇒ (18) + 10 = 28 As the crowds fill into the market Xen helps himself to a purse or two.


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'

As far as shopping, Dren doesn't want anything for himself since he got a bigger item. He wouldn't mind picking up a few scrolls or maybe another wand of healing for the group.
Dren will suggest it to the group and you guys can determine how much you want to put in for a few items. Maybe a couple scrolls of:
2 Lesser Restore 300gp
2 Protection from Good 50gp
Wand of Cure light wounds 750gp (we have 22 charges in the current wand)
Dren is going to go shopping with some residual funds of his own for a scroll of comprehend languages for himself. 25gp.


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 will come back with the coin and let people go buy what they need. More efficient time wise. Jax corrected me on the ammount everyone got. 1,000+700something per person, take a look at discussion for the exact ammount


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

Stealth check since everyone insists on coming with me:
1d20 + 12 ⇒ (16) + 12 = 28


(1) Xen clearly wants to have some "me" time. Unless the party organizes to keep him on a leash, he's going to get it. If any individual wants to follow him, make a DC 28 Perception check. (Xen is feeling a little Breflike at the moment, I think.)

(2) Guys: no shopping tonight. Tonight, you stay at an inn, because by the time you arrive it's well after sunset.

(3) We are all clear that THIS town is not your destination, right? THIS is North Fell, where you are cashing in loot and shopping. Your destination is the tower of Balentyne, which is 30-some miles east-northeast of here. So, "researching the tower" is not really on the menu here. If you want to research Balentyne, that's best done in Aldencross, the town adjacent to Balentyne.


Buying stuff: you can buy all standard non-magical gear. You can buy simple alchemical stuff with a value up to 50 gp. You can buy masterwork weapons, shields and armor off the shelf, unless it's something exotic.

Potions: there is a potion shop and many common potions are available. Anything that duplicates a common (main book) 1st level spell can be purchased off the shelf. Anything else, ask and I'll check. If it's not available they may be able to whip it up in a day or two.

Scrolls: there is a temple of Mitra with a modest selection of scrolls. Assume all 1st and 2nd level clerical spells from the main book are available. Anything else, check, but don't get your hopes up. Arcane scrolls do not seem to be common here.

Wands: wands of CLW and a few other low level spells are are available off the shelf.

Magic items: ask and I'll check. You are in a medium-large town in a region that is far from the center of the Kingdom. So, you can't assume they'll just have a Headband of Charisma (or whatever) hanging on a hook.


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

Not sure I want to buy it, will discuss with the group but thinking about a Hat of disguise, is there one available if I go for it?


Oh, and I gather Sir Edmin has his circlet off. Dren also -- he's using his Disguise skill instead. Anyone else?


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 will keep his on. If he buys a hat of disguise then he will alter his appearance. Xen also will keep an eye out for a bracelet that is particularly sparkly and attractive, costing between 5-10 gp then of course he will try to haggle the price down diplo 1d20 + 11 ⇒ (18) + 11 = 29


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 arrives with Edmin and Jax. They are arriving under the guise of being sent by a southern noble to research the fine silver that is produced in this far northern city.

Just to speed things up. I think that a Wand of CLW is good. Remember, if I am down and you use it on me, then I am dead. One or two scrolls of Restore(lesser) would be good as well. Remember, good creatures usually are less likely to use negative energy/poison/disease that is likely to drain abilities. Although we all know that the creative/demonic DMDM will find some if we are not prepared.

We also investigate the names of inns in Aldencross. Once we find a decent one, we all head to Aldencross. Edmin, Xen and I will spend a night under the stars camping while Jax, Dren and Cy go forward to begin investigating. Xen, Edmin, Grumblejack and I will follow a day later. I would like two inns that are fairly close together with three of us in either inn. Once again, the goal is to divide our party to minimize any chance that Nimby is spreading rumors.

In other words, we all spend 2 nights in this city. Then we leave for Aldencross. The first group enters late on day 3 while the rest of us camp a few miles from the city. Cy can summon mounts by casting Mount/Mount(communal) to get us there reasonably quickly. With Grumblejack's speed, we should make it with time to spare.
____________

@ DMDM - Regarding equipment, the Judge would like to purchase a mithral shirt. I do not have funds for anything else and a headband of Cha +2 is a bit pricey for the funds we have.


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

judge you should have another 600 or so to spend


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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)
Douglas Muir 406 wrote:

Okay, off you go to North Fell.

Now, Communal Mount is not going to get you there unless you leave Grumblejack behind, because it only generates up to six mounts. Also, the duration on that is 2 hours/level, divided among the users. So, 8 hours divided among six of you only gives you a horse for an hour and a quarter each. That won't get you very far.

Anyway, it's a lovely spring day. You walk.

It's a good thing Cуровую cast Mount for herself, summoning the White Strider Snowmantle and cast Mount, Communal for the group.

Cуровую could cast the higher level spell twice to save the group some time if you like.

Sitting upon Snowmantle, Cуровую will have her Mount the full 8 hours.


Judge, you can find a mithril shirt.

Snowmantle: okay, you can get Grumblejack on a horse. (Though the horse doesn't like it much.) You're still stick with the hour-and-a-quarter limit, though.


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

hat of disguise? I have decided Xen will buy it if it is there...in addition to the shuny he seeks :)


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:
Xen also will keep an eye out for a bracelet that is particularly sparkly and attractive, costing between 5-10 gp

Is that for your lady friend from the great beyond? You should really take Cуровую, I'm a good 'wingman.' And when Xen and Cуровую are together, how could be possibly stir up some trouble?

Should we keep the pearls to sell for later?


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Snowmantle: okay, you can get Grumblejack on a horse. (Though the horse doesn't like it much.) You're still stick with the hour-and-a-quarter limit, though.

Technically 1 hour and 20 minutes, and if the group wants us to save time, I could cast Mount for Xen to use and we could use the full duration to get to the city ahead of the group, and the group would now have Mount, Communal for 1 hour and 36 min.


Okay, you are able to sell everything without much difficulty. It's half a day of walking back and forth and haggling, mind.


Dren of the Dark Tapestry wrote:

Doug, did you see my question about clothes? Dren would grab several sets for different disguises or for other people.

Okay, duly noted. Note that these are simple commoner's clothes.


Xenfal wrote:
** spoiler omitted **

1d20 ⇒ 2

1d20 ⇒ 14
1d20 ⇒ 13


[roll roll]

Xen:

You pick up a couple of gold pieces worth of small change and a few odds and ends (a pocket knife, a cheap brass holy symbol).


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)

Has anyone taken any interest in us so far? Do we notice if we picked up someone tailing us?


Dren of the Dark Tapestry wrote:

Maybe a couple scrolls of:

2 Lesser Restore 300gp
2 Protection from Good 50gp
Wand of Cure light wounds 750gp (we have 22 charges in the current wand)
Dren is going to go shopping with some residual funds of his own for a scroll of comprehend languages for himself. 25gp.

Wand of CLW -- they have it if you want it.

Lesser Restoration -- yes, they have two exactly. Thank you for doing business with the Temple of Mitra.

Scroll of Comprehend Languages -- it takes you an hour of searching but yes, there's a guy who keeps a couple on hand for the odd trader from a very foreign land.

Protection from Good -- what? Stranger, whyever would you need such a thing? DC 15 Bluff check for Dren: 1d20 + 6 ⇒ (13) + 6 = 19 Oh, you misspoke... heh, Protection from Good, of course you don't want anything like that. Who would want to be protected from Goodness? Protection from /Evil/, of course, we have the blessings of the Bright God in scroll form right here!


Quote:
The Judge arrives with Edmin and Jax. They are arriving under the guise of being sent by a southern noble to research the fine silver that is produced in this far northern city.

That's reasonable, and nobody seems inclined to inquire too closely.

Quote:
Although we all know that the creative/demonic DMDM will find some if we are not prepared.

Well if you don't /like/ variety...

Quote:
We also investigate the names of inns in Aldencross. Once we find a decent one, we all head to Aldencross. Edmin, Xen and I will spend a night under the stars camping while Jax, Dren and Cy go forward to begin investigating. Xen, Edmin, Grumblejack and I will follow a day later. I would like two inns that are fairly close together with three of us in either inn.

Everyone says there's only one pretty-good inn in Aldencross: the Lord's Dalliance. After that, it's a quick dropoff into squalor. If you're good with bedbugs, grime, watered beer, and meals that consist of stale bread and dubious cheese, the Dog and Dragon has a reputation across the region. The North Star is more of a flophouse, with a communal sleeping room, frequented by peddlers and herdsmen.

Quote:
In other words, we all spend 2 nights in this city. Then we leave for Aldencross.

Clock check: one night on the lake, one night on the boat (after killing the Captain and all), two nights here in town. You'll enter Aldencross on the evening of Day Five / morning of Day Six after leaving Sakkarot's camp.


Xenfal wrote:
hat of disguise? I have decided Xen will buy it if it is there...in addition to the shuny he seeks :)

The shiny is certainly there; spend as much as you please.

Hat of Disguise [roll roll] by golly, there is one! Do you want it?


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

yes!


Cуровую зиму wrote:

Has anyone taken any interest in us so far? Do we notice if we picked up someone tailing us?

[roll roll]

Nobody seems to be taking an interest. Of course, you haven't done much out of the ordinary. Come into town, sell some stuff, buy some stuff, and you've only been here a day or two. If Nimpy has set the hounds on you, either they're not on the trail yet or they're being very careful. (Or you're rolling badly.)


Okay, is everyone done with buying and selling? Ready to leave town and move on?


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 get some ink for scrolls, how much is each of our shares for Xen's commerce run?

DM, final activity while on board the Frosthammer in way of preparations, before the journey began as discussed in OOC, with the aid of Xen and Dren's abilities.

In King Markadian IV court, is there some persona that could be a 'boogyman' type, something like a spymaster, Inquisitor or Darth Vader figure, someone who is feared rather than loved who is protected by the Crown and in turn protects the Crown's interests?

Cуровую had a Knowledge Religion 26 and Knowledge Nobility 27 rolled earlier.

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