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 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

bluff to not give it away1d20 + 8 ⇒ (20) + 8 = 28


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

ooooooh as zimu would say. Sexy!


A very convenient time to roll a nat 20! Because Galbor normally notifies the authorities about unusual or suspicious orders. You needed a DC 15 check to get the poison, but a DC 25 check to get it without triggering an alert.

So: Galbor is so impressed by your horrific tale of monstrous vermin, and he likes you so much, that he's willing to sell you his ENTIRE store of arsenic -- enough to poison many, many rats. Or quite a few soldiers.

It will set you back 240 gp.


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

Xenfal will arrange to purchase it, though it does make sense that he would have come with the money :) so we have...how many pounds of poison now?


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:
ooooooh as zimu would say. Sexy!

Sexy hat!


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 and Xen

Spoiler:
Quietly

Don't step through the threshold! You'll set off the Alarm. I greatly appreciate this, its very much needed!'

Cуровую takes the wine bottle, opens it, pours a glass one glass full to the brim and hands it to Xen.

'My thanks Xen, I owe you a fine bottle when all this is over, and who knows there may very well be dancing as well. But now I have a sweet cousin to deal with. (And were not supposed to be seen together!)'

With that Cуровую takes the remaining bottle and glass from Xen's hands, Mage Hand's a strong slap on Xen's right butt cheek, and politely shuts the door on Xen's charming face.

So little time, so many cousins to plot against.

If the seal date was our first date. Call that date the 1 1/2. Your so sweet.


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 and zimu:
well can't blame a guy for trying I suppose. Xen mutters to himself as he wanders back to the common room with his wine. He savors it before putting the goblet away and having a dance to the music with whomever will dance, if no one by himself. 1d20 + 9 ⇒ (7) + 9 = 16


Okay, you now have a bag of arsenic. Note that using it properly may require a Knowledge check.

Activities for Day 3 in town / Day 8 since the bugbear camp? More of the same?


No thoughts on Sir Edmin's backstory? Oh, well. Part 3 in a bit.


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

I re-read through it looking for clues and loved the details in Part 1. Intrigued to learn what secrets the Father has.


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]

When Xen returns with the arsenic, the Judge nods approvingly.
Well done. The First will approve. Now we need a way in and more knowledge of what we can do within the fort.
____________

When the Judge is speaking with Cy, most likely through a Message spell:
Can you look into the history of the fort? Who built it and when? Perhaps the original architect was know for a certain style of building, using tunnels, or a certain type of supporting structure.
____________

The Judge will also speak with Dren:
Continue to speak with the dregs of society. We need to know where they hide out when the weather is adverse. Assuredly there are some old tunnels or caves that are used by these less fortunate, and soon to be sacrificed, members of the Talingardian society. We need to find these hiding places as there is a good chance that the reason these are used is that they delve deeper into the mountain, and are perhaps the terminus of tunnels from the fort.

As whether any of them stay warm in the winter, as this might be a sign of an old vent or tunnel leading to the warmer passages deep beneath the fort.
____________

To Jax:
Continue your research. There are over a hundred men in that fort and even the most noble and holy men have needs. Find where they are enjoying themselves. The history of this place shows that there was a large number of practitioners of the worlds oldest profession before the current worthless regime took power. Find out where these ladies of the night are now practicing their profession. They are here somewhere, when we find out where, we will likely find a back way into the fort.
_____________

To Edmin:
Here in the town, I do not think that I need a bodyguard. I understand your disgruntlement with the knights, but you are the one who knows how fighting men thing. Find a tavern or other local where that gather when off guard. Speak with them and find what a few ales will reveal. They will not expect anything and will likely freely speak to one who they think to be one of themselves. Find when the guard shifts are, find where the guard bunks are. Find which cooks they prefer for meals, and which they do not. We need more information about the inside, servants, cooks, nighttime entertainment, legal or otherwise. Find all this my Champion of Darkness.
_____________

I plan to continue investigating supplies and how the fort is supplied. When do supplies arrive? Who provide local produce and how often are fresh supplies brought to the fort. What type of produce is brought in. How often are grains brought in and what types? Rice? Wheat? Barley? Who supplies the ale and beer to the fort and how often is it resupplied? Is wine and more expensive alcohol supplied? How much and how frequently?

Diplomacy: 1d20 + 12 ⇒ (6) + 12 = 18
Bluff(to cover and inquiries): 1d20 + 13 ⇒ (15) + 13 = 28


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, you now have a bag of arsenic. Note that using it properly may require a Knowledge check.

Activities for Day 3 in town / Day 8 since the bugbear camp? More of the same?

Apologies posting from work, Cуровую did not to make rolls for day 2 in town the day after her quite vivid vision. Can she still make an attempt before the next day?

On the Judge's request and Irin's readings, looking into the actual structure and possible history of the fort, and clue's to passages underneath the fort.

Knowledge Local 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20

Bluff to cover up my inquires if its needed 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25

If Knowledge History is needed 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19


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]

As Cy did, people do not have to respond IC, I just felt that it was easier to post IC initially. Also, feel free to give any other thoughts.


Quote:


Can you look into the history of the fort? Who built it and when? Perhaps the original architect was know for a certain style of building, using tunnels, or a certain type of supporting structure.

History and/or Engineering/Architecture.

Quote:


Continue to speak with the dregs of society. We need to know where they hide out when the weather is adverse. Assuredly there are some old tunnels or caves that are used by these less fortunate, and soon to be sacrificed, members of the Talingardian society. We need to find these hiding places as there is a good chance that the reason these are used is that they delve deeper into the mountain, and are perhaps the terminus of tunnels from the fort.

Note that any obvious entrances would have been found and sealed a long time ago.


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 notes to the judge and Zimu, and Jax, that while he has the poison, he does not know the best way to administer it. He needs their help.

Xenfal continues to drink with the soldiers now trying to learn more about what life is like inside the fort, by asking about various duties of the soldiers. Xen gives the impression that he might be interested in joining up.

diplo for basic stories 1d20 + 11 ⇒ (4) + 11 = 15 bluff to convince them that he is interested in joining up and really wants to get a good understanding of the amenities of the fort etc 1d20 + 8 ⇒ (20) + 8 = 28


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

MUAHAHAHAHAHAHA XEN MASTER OF SEXY LIES


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, you now have a bag of arsenic.

How many coming of age movies begin with this premise. Now its a party.


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)

Xen for public office!


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 try to figure out the best way to use the arsenic.
Alchemy: 1d20 + 7 ⇒ (6) + 7 = 13 (trained)


"It's a man's life in the Army, man!"

Xen, your natural 20 gives you three reasonable questions about the garrison and/or life in the Talirean military. The soldiers are convinced that you're ready to jump, so their normal suspicions will be slightly allayed. (That said, questions about the details of the watch rotation schedule or the location of magical alarms against intruders will probably require another Bluff check. The nat 20 gets you a shot at some more good information, not a map with a key.)


Arsenic trioxide, baby. White water-soluble powder. You're unclear on just how many people this stuff would kill, but it's definitely not healthy. It does have a slight sweetish taste which might need to be diluted or masked.

For effects, someone would want to make a Heal check.


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

Goblin waiting for Hatshanks to make mistake then he join goblin!


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

Lets see, I will throw out a simple one first.

Number 1
How often do you get to leave vs how long to we get to patrol the surrounding area or the walls...what other kinds of duties are there?

trying to get an idea about basic watch info. you know like we are in 4 hour stretches of duty, sometimes you get to patrol the area for a week at a time...etc just basics


Patrols go out regularly. east and west. (North, beyond the Wall, not so much.) One came back last week, so the next will probably go out in a few days. Patrols are always led by an officer and typically include six or eight men. These are usually more experienced soldiers, so you probably wouldn't do on in your first year, but who knows?


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

hmm so we could try to pick off some soldiers if we wanted. trying to come up with useful questions here, I dont want to blow them! I am taking idas folks


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

Number 2

Bluff1d20 + 8 ⇒ (19) + 8 = 27
So when do you guys get into town next? And where do you go to... Xen blushes Find the attentions of a warm lady?
Number 3
Bluff1d20 + 8 ⇒ (20) + 8 = 28

Wow lots of patrols, everywhere! Don't the men ever trip alarms coming back? Get confronted by their own? Seems like at night things like that could happen...must be some incredible defenses set up.


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

AHAHAHAHAHA I JUST BROKE THE GAME! sorry guys I came up with my questions as soon as I asked for recommendations, I hope they suffice


Sire Edmin in the West, Part 3:

And now we see how the pieces all come together.

1. The lovely Dagny, while exploring the Temple of Mitra (invisibly and oh-so-stealthily) discovers a horrible, horrible secret. Further: two children, recently vanished, are still alive, though their life expectancy is likely short.

2. Dagny rushes back to the rooms they share and informs her lover Edmin. (Who barely has time to register that his beloved is a professional thief.)

3. Time being short, Edmin gathers a troop of hand-picked soldiers and recruits the incredulous Brother Dunnigan as well. Together they... assault the Temple of Mitra.

4. And they win. Barely! Three soldiers die in the fight, Dagny is badly injured, and Sir Edmin is knocked unconscious. But the cultists, caught by surprise and disorganized, are picked off in small groups. (The cultists had a monstrous ally, a half-human abomination with powerful sorcerous abilities. Fortunately for the forces of light, this terrifying creature was not present on that particular day.)*

5. And then Brother Dunnigan has Dagny arrested and taken in for questioning.

Understand that Brother Dunnigan is a good, kindly man. But he's also a man who believes in the system. He's thinking: she's a thief, obviously, or perhaps a spy. But she's done a great good thing! So she'll be questioned, but gently, and then obviously she'll be released and given a Royal pardon for any crimes she may have committed. Nothing bad could possibly happen to her. He sincerely believes this.

6. Edmin awakes... to find that the Inquisition has arrived, in strength. So his next few hours are spent satisfying their inquiries. (The Inquisition is not cruel, but they are rigorous, professionally suspicious, and very thorough.)

7. After that he is called before his commanding officer... who gives him some very firm instructions: he is not to mention this episode to ANYONE, under any circumstances, EVER. The Church has decided that this horrible incident will not be made public. The families of the lost children will be compensated, the Temple will be cleansed, the Bishop (who was corrupt and stupid, but not actively evil) will be allowed a quiet retirement in seclusion.

8. Sir Edmin is very unhappy about this. He lost three men fighting those stinking cultists. But on the other hand, orders are orders and, well, he'll talk it over with Brother Dunnigan. And Dagny. Where is Dagny, anyway?

9. So he goes back to their rooms. No Dagny. He goes to find Brother Dunnigan. The kindly Brother tells him what has happened... but it will be all right! They'll question her, certainly, but then they'll give her a pardon and, dear me, probably a medal as well! Edmin! Edmin?

"You fool! She'll never abide being locked up! She'll --"

10. And Edmin is right. Dagny resists arrest furiously; breaks out of captivity almost at once; is recaptured and bound more straitly; escapes a second time. She knocks out two guards and seriously injures a third before diving out the door... straight into the arriving Inquisition. Led by an Inquisitor who is half expecting to find a captured demon anyway. And who thus strikes immediately with his most powerful spell. Which reduces the lovely Dagny to a rather graceful plume of fine, silvery dust, which shimmers in the air for a moment before blowing away.

11. Brother Dunnigan, that conscientious man, brings the news to Sir Edmin himself. Sir Edmin sits motionless. Brother Dunnigan makes the mistake of trying to offer his friend consolation.

"You BASTARD! You ALWAYS hated her! I'm going to KILL you!"

And Sir Edmin, true to his word, tries his best, lunging at his friend, seizing him around the neck, and slamming his head repeatedly into the floor while squeezing with all his might. It takes four soldiers to pry him off of Brother Dunnigan; only swiftly applied first aid saves the priest's life, and he'll have scars on his scalp for the rest of his life.

12. And so Sir Edmin is demoted and cashiered from his regiment. In light of his outstanding previous service and (until now) spotless record, he is not prosecuted for attempted murder. But he is most firmly removed from the roster of candidates for Alerion Knight. And he is sent back to the cold North -- having lost his love, his rank, and his best friend -- to consider his sins. And perhaps, one day, to find peace.

13. But there will be no peace.


Footnote to Part 3:

rot-13ed to give you a chance to think about it.

*Gur phygvfg'f zbafgebhf nyyl jbhyq pregnvayl unir znqr fubeg jbex bs Rqzva, Oebgure Qhaavtna, Qntal naq gurve nyyvrf. Ubjrire, guvf ybngufbzr unys-uhzna nobzvangvba jnf abg ninvynoyr gung qnl orpnhfr vg jnf srryvat n yvggyr haqre gur jrngure naq jnf pheyrq hc va orq npebff gbja jvgu n cbg bs grn, fbzr pubpbyngr, naq n ebznapr abiry. Vg jnf irel fhecevfrq gur sbyybjvat qnl jura vg qvfpbirerq gung vgf phyg unq orra jvcrq bhg va vgf nofrapr. Vgf anzr, bs pbhefr, jnf "Envfn".


three 20s and a 19? good gracious. hm.


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)

Is Xen making sexy rolls from DM's dice roller? Was money wired somewhere? How can I get a piece of that action boys?


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)

Today I learned that there a is a thing called rot-13ed

footnote

Spoiler:
*The cultist's monstrous ally would certainly have made short work of Edmin, Brother Dunnigan, Dagny and their allies. However, this loathsome half-human abomination was not available that day because it was feeling a little under the weather and was curled up in bed across town with a pot of tea, some chocolate, and a romance novel. It was very surprised the following day when it discovered that its cult had been wiped out in its absence. Its name, of course, was "Raisa"


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 Edmin's story

1. Truly you paint a great story in your game canvas for us, your players. Thank you.

2. What did poor Edmin ever do to you? :( Poor Sir Nonus! Poor Dagny!

3. When you fist mentioned cultists and orphans in part II of your story I was thinking, hmm DM is going to introduce Dren this way. Then thought, maybe Xen's prawn girlfriend. My final thought, no, that would be too 'Luke I am your father.' Lesson learned, 'Luke I am your father' moments have a proper place and time in any good story.


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
Cуровую зиму wrote:

Today I learned that there a is a thing called rot-13ed

footnote
** spoiler omitted **

First thing that popped into my mind as well.


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

I like it! I hate them already!

Edmin wakes in the morning and tosses the empty whiskey bottle out of his bed before standing and relieving himself into the chamber pot. Afterwards, the knight quickly dresses and pulls on his chain shirt before taking Breaker and going down stairs to the common room of the inn.

"Breakfast and an ale." The warrior settles himself into a chair as his eyes drift around the room, taking in the faces of it's inhabitants as a slow rage begins to creep into the Champion.

Stupid sheep. They deserve what is coming, each and every one of them. Mitra wont save you, none of you. You will cry for your god and she will not come. Your love ones will be brutalized and still she will not come. You will watch as they die in anguish and still she will not send her host to save you. Then you will all know the truth. Your priest have lied to you. Mitra does not care for you and you will die knowing that your blind faith in an absent god has led to your doom.

Edmin takes the ale from the waitress and smiles at her as he pictures her head on the spear of a bugbear warrior, a spear he brought the beast. "Thank you my dear. I can hardly wait."


Well, Talingarde is not that big a place. Fewer people than New York City, and you know how you keep bumping into the same people over and over again there?

Note that Edmin's Pyrrhic victory condemned poor Raisa to several months of increasingly desperate sneaking and skulking before the Cardinal swept in to rescue her. If she knew that Edmin was the one who massacred the only family she'd ever known -- twisted and evil as they were -- she'd probably be unhappy with him. And if Edmin knew she was the last survivor of the chaotic evil cult that led to his life being destroyed, he might not like her so much either.

But they don't either of them have the slightest idea, and maybe never will.


Xenfal wrote:

Number 2

Bluff1d20+8
So when do you guys get into town next? And where do you go to... Xen blushes Find the attentions of a warm lady?

Alas! There is nothing like that here in town. The soldiers are actually divided on this point. You can tell that a couple of them regret the lack of facilities, but OTOH at least a couple of them are either really pious Mitrans or faking it with determination. The Mitran church is firmly against prostitution -- which is why it has been outlawed across Talingarde.

One of the soldiers notes that there *used* to be, but that was back in, like, my grandfather's time. There were half a dozen brothels in town, of which the Lord's Dalliance was by far the most opulent -- the saying was, the others took silver, but the Dalliance took only gold. Of course, the Lord's Dalliance has long since been repurposed as an inn and tavern. Many outsiders don't even know of its interesting history! ("Its distasteful and sad history," says one of the pious Mitrans firmly.)


Douglas Muir 406 wrote:


But they don't either of them have the slightest idea, and maybe never will.

Oh, and also: Dagny was from the West; slavery was eliminated there much later than in the rest of Talingarde, which is why she spent some time as a slave.

A few years after the events described above, Xen would travel to the West looking for slaves, and be betrayed and captured. No direct connection to Sir Edmin. Just noting.


Xenfal wrote:


Wow lots of patrols, everywhere! Don't the men ever trip alarms coming back? Get confronted by their own? Seems like at night things like that could happen...must be some incredible defenses set up.

Oh of course not. There are passwords and such. Also, everyone knows everyone -- it's a tightly knit garrison.

Anyway, the Tower has only two entrances, and both are always locked, watched and guarded. Most of the coming and going is through the servants' entrance (facing the town). The main entrance, for formal entrances and exits, is on the northern side, and that's always watched and guarded too.

Hey, wait, really there are /three/ entrances... there's the bridge and the northern gatehouse. Well ha yeah, but nobody comes in and out that way except scouting expeditions to the North, and there hasn't been one of those in months.

Magical alarms? Well I wouldn't know anything about that... they say that Mitra's holy light wards the Tower against evil, and that the statues of the saints in the Choir Hall will come to life if the Tower is ever truly threatened. Oh, nonsense, that's just a story. Mitra helps those who help themselves. Well you can't deny that the statues do sing sometimes! No, that's a story too. People are singing, the voices echo... [a lengthy wrangle over the singing statues, which turns into a quarter of an hour of theological debate, is here omitted.]

I suppose the Magister might have set some magical traps? Certainly nobody can approach his quarters... Oh, the Magister! He so crazy! Yeah, he's been playing with his wand too much... [the soldiers' attitude towards Magister Tacitus seems to be an odd combination of contempt and uneasy respect.] Yes but, you know, he's been locked up in his chambers even more than usual these months. He went with that last scouting trip north past the Wall. They say they found some old Triple Empire ruins. And they say he brought something back... Ahh, people will believe anything about a wizard. Yeah, but his quarters are probably warded by spells and monsters and stuff. Well... maybe.


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 will do as the judge has asked he will continue to talk to the peasants.
Are there homeless, if so where do they stay?
Are there old caves around where they might try to stay warm?
Are there underground caves where you have seen water, like a secret swimming hole?
disguise w/kit 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
diplomacy 1d20 + 11 ⇒ (18) + 11 = 29

The following day he will go back to following servants.
stealth 1d20 + 9 ⇒ (20) + 9 = 29


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:
There were half a dozen brothels in town, of which the Lord's Dalliance was by far the most opulent -- the saying was, the others took silver, but the Dalliance took only gold.

So down to the cellars we go. I am guessing scouting trip by a few of us, DM likes herding us kittens.


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:

Apologies posting from work, Cуровую did not to make rolls for day 2 in town the day after her quite vivid vision. Can she still make an attempt before the next day?

On the Judge's request and Irin's readings, looking into the actual structure and possible history of the fort, and clue's to passages underneath the fort.

Knowledge Local 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20

Bluff to cover up my inquires if its needed 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25

If Knowledge History is needed 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19

DM waiting on possible information from these on day 2 before posting the next day's activities.


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]

Someone should inquire about where the refuse is sent out of the fort. Is there a sewer? Is it sent out in barrels?

Suddenly I have a view of the escape from the elves in the hobbit, only in reverse.


Dren of the Dark Tapestry wrote:

Dren will do as the judge has asked he will continue to talk to the peasants.

Are there homeless, if so where do they stay?
Are there old caves around where they might try to stay warm?
Are there underground caves where you have seen water, like a secret swimming hole?

There aren't a lot of homeless. Formally, there aren't any -- it's a Lawful Good kingdom, and help is found for these poor people, usually through the Church. There are some peddlers and shepherds who don't have a fixed address and sleep rough a lot.

No luck with caves or underground water.


Cуровую зиму wrote:
Douglas Muir 406 wrote:
There were half a dozen brothels in town, of which the Lord's Dalliance was by far the most opulent -- the saying was, the others took silver, but the Dalliance took only gold.
So down to the cellars we go. I am guessing scouting trip by a few of us, DM likes herding us kittens.

Well, who and when?


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 goes whenever Zimu tells him to.


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'

Probably sneak down there in the middle of the night seems to make the most sense. Before they would start breakfast but after the drunks have passed out. We don't want to be discovered wondering around the cellar by the staff and have to eliminate them.


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

Xen, Dren and Cimu are probably best for scouting/hunting for hidden things.


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 they discuss going to the cellar.
What if we find a secret passage? Should we stick together in case there are guardians or other underground dangers? Doesn't make sense to me to split us up. If we find nothing we lose nothing other than a little sleep.


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 is an initial foray, scouting is simply scouting.'

'Myself, Xen and Dren, with perhaps Jax or Morsum as he can communicate with the Judge at a distance. The Judge in turn can keep a lookout in the main tavern to see if anybody takes notice as well. No need for further risk at this time, we are simply taking a look.'

Edmin, Judge, be on the lookout for Nimpy in another guise.

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