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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'And this is of course Father Martin Richter, third cousin twice removed of our late beloved Queen.'

Celestial and Draconic again, offer the lady a seat, offer her a seat!

'Cellia' throws the magister wild eyes as if saying, 'come on man pull it together!'


Douglas Muir 406 wrote:
Okay, nat 20s on Bluff and Diplomacy but a 1 on Sense Motive? I don't even.

Umm we somehow really start to think that somehow maybe we are a noble lady and her aides?

Since the magister is pressed for time my lady, perhaps we should show him the other bejeweled artifact you wished him to examine.

No chatter to the magister but 'Cellia' gives a look of help me help you here and we'll be out of your hair. Such lovely bright orange hair. Smile. Smile again.

'Is there an area we can all sit down my lord? We need to make full use of what little time you can spare my lady.'


We're waiting to be offered to be sat down and then do we offer the poisoned wine? He may detect it.

Not sure on the wine, I will wait from cue from Edmin, but after the magister and the 'lady' sit this occurs, the aide and the father remain standing.

'My lord, my lady seeks your expertise in a new matter, or I should say a new item of rather unique and fascinating properties.'

'We had thought it was from the Triple Empire but now we believe it predates their rule. The object has both illusionary and divination properties and is truly nothing we have come across. We have it in a lead line box for the most part but prolonged exposure to your skin may cause minor hallucinations, nothing dangerous mind you, and it would take well over a day to affect someone as skilled and learned as you my lord, but let us take precautions none the less.

'Cellia' gives the magister's hand a tight squeeze. She then produces three blue silk blind folds, shows them clearly to the magister.

'I will blindfold the lady, then yourself, then myself, the father will guide me while I hand the object to you, once a few minutes have passed and you know the physical dimensions of the object we shall take your blindfold off. Even if you see the item as otherwise you will know that it is an illusion and its glammer will have less of an affect and you can study it fully. You will learn much from the experience. It truly is fascinating!

'With you permission my august lady. She then blindfolds the 'lady'.

'With your permission, my gallant lord. She walks over to blindfold the magister.

Bluff 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32 (trait)

Diplomacy 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 (trait) to keep the magister at ease

Edmin and Dren please read and make suggestions to my plan on the discussion thread.


Possibly Spellcraft to make this sound plausible in magical terms 1d20 + 12 ⇒ (13) + 12 = 25


As Cellia approaches the mage the blindfolded Lady Sackille brings up the scented kerchief to her nose before stating,
Don't worry Magister, Cellia has done this before, although we haven't had much success with identifying it. Reviewing it without the blindfold initially is quite disconcerting.
Of course we didn't have a mage of your skill to review the item before this.
In fact if you are successful I am inclined to leave Cellia with you for a few weeks to learn what she can from you before returning to my side. I hope this wouldn't be too much of an inconvenience?

There is an obvious undercurrent of Cellia being offered to the Magister if he can help us identify this extremely rare object.

This is an attempt to assist in the bluff or diplomacy. 1d20 ⇒ 11 +12 diplomacy or +6 bluff.


Well. Points for originality...


Cellia, Lady Sackville's Hand wrote:


'Cellia' throws the magister wild eyes as if saying, 'come on man pull it together!'

And I have to say, that made me smile. Okay, putting some modifiers together...

1d20 ⇒ 11
1d20 ⇒ 7


Oh good grief.


Really, Magister? Int 20 and you're falling for this?

(Lesson: don't dump Wis and always throw a rank or two in Sense Motive. The Magister is brilliant but naive and poorly socialized.)


Well, okay. The Magister, despite a faint suspicion that something's not right about you three, is too intrigued by this strange new magic item. Whatever could it be?

He puts on the blindfold.


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 blow on DMDM's dice. teehee tee hee tee hee hee


Lady Sackville peers out of her blindfold, a feral grin coming over her and nods to Edmin and Zimu...he prepares to cast his spell as Edmin moves up behind him, expecting him to draw his weapon as he brings out the statuette and they all get ready to give the Magister everything they have...


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'

This could all go very badly for us...here is to our luck holding out.


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 don't know..DM's doing a good job of flubbing all rolls. I think you got it!


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

could you do a Coup while he is standing there blind folded?


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 you get a surprise round...that is a standard action only. Remember we don't want that rule being able to be used against us. The key will be him failing at least one save. He will then at least have to spend another full round action to get out of it the next round. Edmin will get at least two attacks on him. What weapon does he have on him 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

That's a good question..Could he have gotten that axe past the guards?


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'

Were we told we couldn't carry weapons? Lady Sackville was just carrying her ceremonial dagger...of beheading...


Douglas Muir 406 wrote:

Really, Magister? Int 20 and you're falling for this?

(Lesson: don't dump Wis and always throw a rank or two in Sense Motive. The Magister is brilliant but naive and poorly socialized.)

I don't think I'm naive or poorly socialized but my real life wisdom is MUCH lower than my intelligence or charisma. If there were a luck skill I think mine is above the average as well.

-

Where are we seated? Are we far enough from the door to the outside?

'Father if you would please guide my hands as I blindfold myself.

Brief pause.

'My lord please clear your thoughts. As I place the object my lord's hands please feel it's dimensions first. Take note of what it actually feels like for a minute or two and tell me what you believe it is. Different people perceive it differently. Take your time, the first contact with it is very telling.'

'Cellia' places the blindfold just so that she can peek a little through it, and walks gently towards the magister while signaling Edmin to do the same.

Bluff to maintain the ruse 1d20 + 13 ⇒ (20) + 13 = 33

guys do we use 'corn' or the Bref skull?


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)

Sexy! Bref I am sending you a playmate!


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)

If its the corn statuette Dren casts Hold Person and we have Edim strike as soon as the magister has a moment of confusion while evil thoughts enter his head, if he makes a sound he was unaffected. Cуровую use Hold Person as well if he looks to be able to move.

Should we decide to use Bref's head, Dren with Hold Person, Edmin will strike the magister after, and if he makes his saving throw Magic Missile the skull bomb he has in hand.

Will the skull bomb destroy his items? Knowledge Arcana 1d20 + 10 ⇒ (17) + 10 = 27


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

The skullbomb has to be the killing blow to destroy the body


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]

If Edmin gets two hits in with the axe - I though it was being carried in the haversack - and Cy nails him with a scorching ray or magic missile, then there is a decent chance when he drops the skull from surprise, something he will undoubtedly do after being attacked, that it will wipe him out.


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'

Don't use Bref's skull just the statue. The explosion will bring the guard and possibly more.


Dren of the Dark Tapestry wrote:
No you get a surprise round...that is a standard action only. Remember we don't want that rule being able to be used against us. The key will be him failing at least one save. He will then at least have to spend another full round action to get out of it the next round. Edmin will get at least two attacks on him. What weapon does he have on him BTW?

1) You're correct about the coup de grace. You will get a surprise round for sure, but you can't CDG someone unless they're completely helpless -- sleeping, unconscious, pinned (not just grappled), or quite thoroughly bound (like the late Corporal Dalgoda).

2) I assume you have the haversack, with the skull and the axe both in it.


Cуровую зиму wrote:


Will the skull bomb destroy his items? Knowledge Arcana d20 +10

Maybe!

Also, note that you don't know exactly what "corn" does. It's very chaotic and very evil. Activating it will certainly be bad for whoever is in its area of effect -- you're quite sure of that. But "how bad" and "bad in what way"... that's unclear.

http://www.youtube.com/watch?v=jyaLZHiJJnE


As soon as the object is solidly in your hands begin to cast Detect Magic.
Cellia and I will do the same. You can feel the textile nature of the object and you will begin to sense the item. It will feel quite odd at first and then more normal. We can all review the item and discuss what we have found together. Perhaps together we can finally determine what it really is.

Basically the Lady is offering an assist from the two of us...although we won't be casting detect magic.


Yuu-mmy! 3 Level Pastry/10 Level Prestige Confectionary/Stage 1 Diabetes
Douglas Muir 406 wrote:
(like the late Corporal Dalgoda)

Took me a little bit to remember who that was.


Judge Cupcake wrote:
Douglas Muir 406 wrote:
(like the late Corporal Dalgoda)
Took me a little bit to remember who that was.

Cupcake, your memory is WEAK!


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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

How can you forget the dear Corporal?! He was the first NPC I came to love. Then DM killed him. He's such a George Martin.


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]

DM didn't kill him, I did. Of course it took about 20 CDG to get him, stupid 8 strength.


Zy or Edmin, are you guys out there? I think we are waiting on you guys to finish the setup...I assume...or are we waiting on Doug?


Well, you have the Magister there with the blindfold on, waiting for you to put something in his hands. Right now it seems like you have two options -- the statuette or Bref's head. I assume you will also want to attack him with a melee weapon and/or a spell or spells.


Two hold person's and an Axe...in the suprise round.

As Cellia approaches the Magister shadows slowly grow and swirl around Lady Sackville.

Activate Shadow Armor...just in case. Is a Supernatural ability and shouldn't require any vocal.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

I would be tempted to sunder his hands at the wrists


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

I think that is just called damage... :]
We want to keep the armband to control the Golem, it will be very useful if we can activate it.


Oh, and a note for Zimu.

Zimu only:

Here's the original description of the statuette:

Quote:

nat 20! Okay.

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 worshippers 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.

You know that demonic stuff 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.

I'll note that nobody paid any heed to that fairly specific warning. Oh, well.

Anyway: "rain death and destruction", you're not actually sure what will happen. Something bad. The person speaking the command word is immune, not the person holding the item. So you can hand it to him, speak the word, and he'll take the hit and you'll be fine. But everyone else should probably be at least 20' away.


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:
He was the first NPC I came to love. Then DM killed him. He's such a George Martin.

OMG Jax just called it! DM is George R.R. Martinesque!!!

Well it took me twenty minutes to remember the name, I was thinking it was a corporal at Braderscar.


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)
Lady Sackville wrote:
Zy or Edmin, are you guys out there?

Yes waiting for Edmin as Champion for input to whether he prefers to use 'corn' or Bref's head. Waiting for answer from DM if we are within hearing range of the guard at the door after we sat down in private as 'Cellia' had requested.


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:
Oh, and a note for Zimu.

DM

DM I did pay heed to the warning, I asked the group several times why the Judge was keeping it on him, I also warned the group about it and numerous times asked DM if the effect was centered on the item or was a range effect. I even copied that post onto my notebook. My ideal plan was to have a Charmed servant take it to the commander on the night of the attack and say the phrase. This is the first time I heard the speaker was immune to damage.

I thought it was a 'I am taking you all with me' item, very chaotic evil in thinking.


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)

Do we go with 'corn' or Bref's skull.

Dren do you want to take a precaution with Silence by the guard area if we are not far enough? However Hold Person should be quiet enough.


-
I have to work an early event in twenty minutes am may not get to post until 4 am, let me post some possible rolls, and give details Edmin and Dren please read.

Initiative after the surprise round 1d20 + 3 ⇒ (16) + 3 = 19

I suggest we go with 'corn' just to confuse the magister for a few rounds, but I'll have Edmin and Dren decide to make the call.

We act in this order - Dren casts Hold Person, Edmin strikes, Cуровую will cast Hold Person if the magister is not held. Other wise Scorching Ray at the magister if he has corn OR Magic Missile split between the magister and Bref's head if we go with Bref's head.
-

Perception to see if Dren's Hold Person took hold of the magister 1d20 + 10 ⇒ (4) + 10 = 14

If the magister is held, wait for Edmin to finish him off

If magister is not held, Cуровую will cast Hold Person DC 19 Will

other options are

If we use 'corn'

Ranged touch attack for Scorching Ray 1d20 + 6 ⇒ (20) + 6 = 26 to hit

dmg 4d6 + 4 ⇒ (5, 6, 6, 1) + 4 = 22

or

If we use Bref's Head

Magic Missile

2d4 + 6 ⇒ (2, 2) + 6 = 10 to Bref's skull 1d4 + 1 ⇒ (1) + 1 = 2 to the magister


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)

edit I guess I rolled a high initiative, may I hold my action in a surprise round and wait for Dren to cast and Edmin to strike?


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 would rather use Bref's head instead of Corn. I do not trust it in here. I will attack when you give me the go ahead. I think Silence is a must.


Lady Sackville is casting Hold Person in the surprise round since we only have a standard action. He plans to do the same thing in the next round so that Edmin can do his duty and kill the magister, who is hopefully helpless and doesn't make a sound. Using the exploding goblin skull could alert half of the tower, but if we want him to hold it I don't care, just don't hit it.

As far as holding an action for the other hold person, why chance it, just cast the spell. Technically you couldn't be sure of the hold until his turn, so if he cries out and then you cast we still lose the element of total silence. I can cast Hold Person 5 more times so we don't really need to hold onto yours. I would much rather make him do two saves in the surprise round to give us a better chance of one of them taking hold of his mind vs. hoarding the resource when we must make sure he is taken out as quickly and silently as possible.


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 agree with the ...uh...Lady?.


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

When given the go ahead.

Edmin shakes his head as he prepares the headsman's ax to come down on the magister.

Power Attack:1d20 + 9 ⇒ (14) + 9 = 23

Damage: 1d12 + 13 ⇒ (7) + 13 = 20


Edmin Al'Roth wrote:
I agree with the ...uh...Lady?.

He is the hottest drag queen this side of Branderscar Prison!


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)
Lady Sackville wrote:
He is the hottest drag queen this side of Branderscar Prison!

DM said like Andy Warhol, meh. Now you were like David Bowie or Sting made up then that's SEXY!

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