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 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

Bref finishes removing the arm now knowing that it was an alchemical golem I am sure I can't use it

Then he examines the room for traps and locks.

Perception 1d20 + 5 ⇒ (5) + 5 = 10 +1 for traps


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

Bref also makes a point to return and pick up his dropped rolling pin. He gives it a good chew and offers it to Shadow Beastie. Shadow Beastie back! Want quick chew?

When Morsum is done he readies his blow gun and is prepared to move on, unlocking any door that is needed.


The door out of the room (to continue onwards) is locked with a secure lock. A quick search will show that the key was on the golem, so it's not hard to get out.

Bref can make a Use Magical Device check to realize, dang, can't use this thing. Otherwise he's likely to be dragging that arm -- which is about as large as he is -- around for a while.


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

Bref will remove a small piece of it...call it an evil souvenir :) A screw would be perfect.


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]

I think that Edmin may need some healing. Morsum can also use some as he is at only 3 hp. I can heal him, but only have two spells left.


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

The tiefling stands up and kicks the dead machine a few times. Bloody f~$@ing golem. I swear, I'm going to f$@@ing kill Zargo one day. I'm going to cut his throat and feed him to that f+!*in' book.


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:

I will make any Knowledge roll to help Bref in his delicate transplant procedure.

As my table top game friend said - Give a Goblin some fish and he will eat for a day. Give a Goblin a plasma cannon and he will become Megoblintron.

I posted I would aid Bref yesterday if that would be of any help.


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

Ugh..well I bet I know what that rope is for now. Toothpick, care to clamber up that?

Jax looks around the room. It had no other doors, correct?


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]

I thought there was a door with a good lock, and we found the key for it on the remains of the golem.


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The only purpose of the rope was to drop the drapes. (Yes, someone in the Seventh was actually dumb enough to walk forward and pull it.)


Once again, there's a short hall, followed by a door with writing on it.

A worthy servant of our Father can fight effectively even when at a temporary disadvantage. Remember that knowledge is power. Many challenges may be burned in the fire of understanding.

The door is not locked, and will open easily.


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

Bref checks the door per 1d20 + 6 ⇒ (3) + 6 = 9 and then unlocks it DD 1d20 + 14 ⇒ (3) + 14 = 17

tee hee tee hee hee


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

again DD 1d20 + 14 ⇒ (15) + 14 = 29


It's better if you just say "Bref checks for traps at +6". Then I can make the roll and tell you "nope, don't seem to be any traps" (or whatever). In FTF, it's one of those rolls I'd do behind the screen. Also, I don't think DD is something you can usually retry!

The door swings open easily.

Beyond is... darkness. Absolute and utter darkness. Even the party members with darkvision find themselves baffled.

There may be a room or a chamber in there, or a hall, or something else. It's impossible to say. It's dark.


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'

Let Morsum take the last 9 points from a wand charge. Does he need anymore?
Edmin what do you need?

Again, we should either send in a summoned creature or "test" our way in before entering. Sounds like we may get burned entering?
Anyone have a staff we can use to poke the ground ahead of us?


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

got ya on traps. DD can be retried but if ut us a trap and you fail by more than 5, I think is the amount, it goes off


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

At 2 of 26 HP


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]

Edmin - you should update your status line with your current HP.

Twice we have been burned for failing to follow advice. We have won, but at a cost each time. We are being instructed to use knowledge to overcome this puzzle, we should follow the instruction rather than charging in and getting "burned".

Judge casts Detect Magic and attempts to determine what is causing the darkness.

Spellcraft: 1d20 + 6 ⇒ (9) + 6 = 15

I increased Morsum's hp. Someone needs to use the Wand a few times for Edmin.


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

Toothpicker Smartest Goblin ever.

Bref speaks as if that solves all nodding at Judge's assertion.


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 down at Bref, a sign of enlightenment in his eyes.

I can normally see perfectly well with or without the light of torches. But not in this magical darkness, I wonder if this puzzle of darkness can be "burned" away. Toothpick, would you like the honor of lighting a torch to see if the this is the burning knowledge of which the clue hints?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

If nothing seems to happen from lighting a torch, Jax is going to take out a piece of paper and charcoal and cover it in knowledge of arcane magic 1d20 + 7 ⇒ (10) + 7 = 17 (Know: Arcane roll). He'll then attempt to light that piece of paper on fire and throw it in. Quite literally the light of burning knowledge.


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 no have torch...give torch goblin make fire


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)

No torch but Cуровую offers a long staff or tinder box if anyone is interested.

Casts Detec Magic

Then attempts to discern the cause of the darkness

Knowledge Arcana 1d20 + 8 ⇒ (12) + 8 = 20

Spellcraft 1d20 + 11 ⇒ (10) + 11 = 21

Maybe it's Dren's father.


Detect Magic tells you that there's a source of evocation magic up ahead somewhere. Zimu's 20 on Knowledge (Arcana) gives her this: it's magical darkness being actively generated by some sort of item or device.


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

If Zimu shares that info:
Witchy Witch magic Darkness rock and bring out of room?

Witchy Witch make bright light and we go in. Shadow Beastie cover eyes!


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

I did not prepare Light but if you meant Pyrotechnics let's leave that idea on the burner for a minute.

Or did you mean the tinder box?


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

Dont aasimar get daylight once per day?


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

Cimu gets pyrotechnics instead


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

I see. Well bref will borrow someones flint

Bref lights up a torch and throws it towards the direction of the darkness generator.


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'

Cast cure lights wounds from Wand 1d8 + 1 ⇒ (3) + 1 = 4
Cast cure lights wounds from Wand 1d8 + 1 ⇒ (7) + 1 = 8
Cast cure lights wounds from Wand 1d8 + 1 ⇒ (2) + 1 = 3
Cast cure lights wounds from Wand 1d8 + 1 ⇒ (5) + 1 = 6

That should make you feel better Edmin!

Interesting...darkness we can not see in. I wouldn't be surprised if something nasty is waiting for us like a trap.


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 usual, I can call a disposable creature to help us and test for traps. Although I am getting tired of the nausea that goes with it.


The torch is swallowed up by the darkness. It may still be burning in there, but you can't see it.

Please tell me that you're keeping track of those charges on the CLW wand -- I'm pretty sure you've burned around a third of them by now.


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 just shakes his head and readies an alchemist fire. "Burn whatever it is, that all I can figure out".


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

'I think we should send one of the judge's special friends then, something that does not have adverse reaction to being in darkness.'

I think we are making good time, if we try to speed our way through these tests we may wind up being a walking cliché and taking two steps back for evey one forward, just curious how long have we been in the test area? Ten minutes? A little more? So far three doors, I am guessing there are nine here.


About 20-25 minutes so far, what with one thing and another.


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'

Less than that, we have 32 charges left!

The temporary discomfort may be better than one of us falling into a spiked pit filled with hungry stirges...this must be a form of magic like Deeper Darkness.
My old master subjected me to it many times hoping I would be able to penetrate it's magical power. I feel at home in the dark, but even I can not make out anything.
Maybe the fire will destroy the source of the darkness?


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]

I dismiss Morsum, yet again. And call a dire rat to explore the area.


The rat scampers into the darkness.

1d20 ⇒ 11

1d20 ⇒ 2


The rat does not return.


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 rat was directed to return and lasts 2 minutes if that makes any difference.

The Judge looks at the others and simply shrugs. Well, that did little to enlighten us. Any other ideas?

There must be something in this: "A worthy servant of our Father can fight effectively even when at a temporary disadvantage. Remember that knowledge is power. Many challenges may be burned in the fire of understanding."

Now that I think of it, it appears that this is not a trap, but a test. To see how we fight at a disadvantage. In this cast in darkness.

Can any of you create light? If not, then I think that we must proceed. This is about fighting at a disadvantage. My thought would be to stay together such that none of us leaves his back unprotected. That way, if, or more likely when, we are attacked, there will be no flanking. By properly forming ranks, we can take away one of the major advantages an unseen enemy has.


Judge Tohram Quasangi wrote:
The rat was directed to return and lasts 2 minutes if that makes any difference.

That 1 minute/level thing is pretty sweet, isn't it. But anyway, the rat still does not return.


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

The knight fidgets with the glass orb in his hand and shakes his head. "We could tie ourselves together and leave the end of the rope out here with Grumbles. He could pull us out if needed."


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 the rat does not return, the Judge sighs. This is getting really tiring, but it is better than getting stabbed in the back.

I do not know whether we need to be tied together. Although it might be a good idea. So far none of the hints have been misleading. Mind you, the Dark Lord is also the lord of trickery, but it is trickery than can be discerned, like using the bugs against the golem. Not a pit hidden in a spell of darkness. Such a deadly trap would not truly test us.

Although now that you mention it, perhaps we should tie ourselves together to avoid one of use getting taken away or trapped. We could have Grumblejack hold the rear while the rest of us lead. Together we would create a nearly unflankable group and if one is attacked, 2 or more of is can retaliate with a mere step in battle.

However, before we go in, lets use our other senses to see if we can hear or smell anything that might provide insight into what waits here.

The Judge began to summon Morsum back after the rat had been gone for about a minute.

Tohram then signals everyone else to be quiet to see if something can be heard from within the room.

Perception(listening and smelling): 1d20 + 3 ⇒ (15) + 3 = 18

Quietly to the others: Remember, most likely whatever is in there cannot see us either. We have trained to move quietly as a group, perhaps we should attempt to do so now. If whatever is in here cannot see or hear us, then its advantage is mostly lost.

Seems like a good time to try the Stealth Synergy teamwork feat.


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

Bref puts away his rolling pin and takes a good long hard sniff and look, and listen.

1d20 + 5 ⇒ (3) + 5 = 8

Want goblin try to get dark maker?


18 Perception: The darkness remains silent and impenetrable.

Tying everyone together is an interesting idea; I assume someone has rope on their character sheet. You might want to skim your equipment lists for other potentially useful items (a pole to tap for pits with, etc.). If you do this, I'll assume standard party marching order (except for Grumblejack at the back, staying outside) unless you say otherwise.


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 continues to offer her staff to who may need it.

Please put me on the fifth rank, without sight I doubt I can be of much use.

Perception 1d20 + 7 ⇒ (14) + 7 = 21


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

Did Jax's attempt to literally "burn knowledge" do anything to the darkness?

I..don't really feel comfortable just walking into darkness that we know something monstrous is inside of. If this device is magical in nature perhaps we can brainstorm a way to deactivate the thing before wandering in?

Spellcraft 1d20 + 8 ⇒ (5) + 8 = 13 to know best way to deactivate the thing?


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'

You shouldn't fear the darkness Jax, it is the other things within it you should fear. There is probably something within with tremorsense or blindsense...or just a trap.


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

Its not the darkness I fear, its whatever killed that rat that I fear.


Jax Naismith wrote:
Did Jax's attempt to literally "burn knowledge" do anything to the darkness?

Nope.

Jax Naismith wrote:
Spellcraft 1d20+8 to know best way to deactivate the thing?

You got nothin'.

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