GM Blood's Way of the Wicked (Inactive)

Game Master David James Olsen

Current Map
Map of Branderscar


51 to 100 of 112 << first < prev | 1 | 2 | 3 | next > last >>

Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

That's pretty great! My boys love seeing my first set come out. That beat up old twelve-sider rolls FOREVER.


You guys can level up!


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Cool!

L2 base HP: 1d4 + 4 ⇒ (1) + 4 = 5

Not cool!

Ah, well--Hugh's not a HTH guy, anyway. He gets another cantrip, another orison, and a 1st level inquisitor spell, along with some inquisitorial goodies.

ETA: Incremented all skills except UMD by 1; used that skill rank to pick up a rank of Bluff. Spells added: Sorcerer 0 Light; Inquisitor 0 Detect Poison; Inquisitor 1 Disguise Self. Picked up cunning initiative, detect alignment at will, and tracking.


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

My HP roll 1d4 + 4 ⇒ (2) + 4 = 6
A little better...I am a h2h guy though. Full results soon/


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Don't forget to take a rank in Linguistics, so you can talk to us.


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

He'll be taking a rank, but it wont help until 3rd level. Xenophobic costs two ranks to learn each new language so you'll need to put up with the ear trumpet and battling without ongoing discussion of tactics a little longer.


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

HP +6
Inquisitor (Witch Hunter)
Favored class bonus: +1/2 Level for Judgement of Profane Justice
Cunning Initiative: Adds Wis bonus to Initiative so now +5
Knowledgeable Defense +1: If he uses Spellcraft to identify a spell being used against him, he gains +1 against saving throw or +1 dodge bonus to AC
Inquisitor Spells
Add 0-Level Spell: Sift
Add 1st-Level Spell: Protection from Good
Add ranks in: Knowledge (arcana), Knowledge (dungeoneering), Knowledge (nature), Knowledge (planes), Knowledge (religion), Linguistics, Perception, Sense Motive, Spellcraft, Stealth

Cleric (Forgemaster)
Add Rune: Ancient Splendor
Add one more 0-Level spell per day and one more 1st-level spell per day

Will update profile tomorrow.


Lueck will be taking another level in Rogue (knife master)/anti-paladin.

Hit points 1d5 + 5 ⇒ (4) + 5 = 9


HPs: 10/10 AC 18 FF 13 T 18 CMD 21 Fort +3, Ref +6, Will +5; Init +4; Perception +7

DM, I just can't dedicate the time necessary for this PbP and I don't know when my schedule will be back on track. It's not fair to the other players for me to hold up the game so I am bowing out. Good luck with you game, it sounds like a great module. Just my schedule is too busy right now. Thanks for understanding.


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Ash, good gaming with you, but RL has to come first. Hope things settle down for you soon!

GM B, this isn't a bad place to try to pick up a replacement. Do you want to put out an open call?


I was thinking of recruitment from someone known if any of you know someone that would like to join that you are with in another Pbp


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

No one comes immediately to mind. What about the other monk|cleric from the original recruitment?


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

I didn't have time to check into it during the week, but have some time to check with a few folks today if you'd like me to look around. Need to figure out good posters who aren't already in a WoW campaign.


Thanks, I think August is mostly going to be a wash so I plan on letting this game sit until everything in August is done, starting it back up on Sep 1st if that works for everyone. Until then we search for a 4th that can start then.


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Sounds like a plan. I'll sort through some possible candidates and see if any are up for it. Otherwise, we can recruit post-GenCon.


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

How about Nazard/Rowena?


Steinki Uðr wrote:
How about Nazard/Rowena?

If he's interested in the dark side, I have every confidence in him as a player.


I already asked him and he is not interested in playing evil characters, only good ones. Great idea though, was my thought as well!


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Ok, I've got a few others I can check on.


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

How about Gerald? Played Dolgrym in VoVs Zolurket. I'm also in a Red Hand of Doom game and a Curse of the Crimson Throne game with him and if Lucendar is dropping PbP for a while he'll be losing his Legacy of Fire and Savage Tide games (another one I'm with him in). Reliable poster and doesn't look like he's in a WoW game.


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

I'm in a few PbP PFS games with him on the boards, too. He'd be a good choice.


I'm in the aforementioned Legacy of Fire game with him (as well as a Runelord game), and I would totally love to see him come on board, again assuming he has a interest in the dark side.


Howdy guys, DM pm's me about an opening in your game. I'd love to play in WoW!

It'll take me a few days to get something together, since this week at work is crazy, but I'll be thinking.

Could someone confirm what characters/classes are currently in the party, so I can fill in any holes?


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Hey Gerald! I'm a Dwarf Inquisitor (Witch Hunter)/Cleric (Forgemaster) and I don't speak anything except dwarven (yet).


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Asmodean inquisitor|empyreal sorcerer here.


I like Lucendar's former idea. How bout if I put a cleric/ monk forth?

I know monks are weak, but I have a soft spot for them. Maybe I'll be more of a dexterity focused monk, rather than strength based. More of a caster than a masher type.


Gerald, please also check out the Campaign Tab where there are special archetypes, prestige classes, feats, etc. Also as a house rule, as a cleric of Asmodeus you can spontaneous cast Infernal Healing (and inquisitor automatically gets it as a spell known)


Nice. I'll check those out.

How would the rest of the party feel about a sensei monk, buffing everyone, but also perhaps smacking you when you misunderstand the lesson he's trying to impart, lol...I can't lie, the idea is making me laugh a little bit, but if that might disrupt the party, I won't do it!

Liberty's Edge

Not sure how that'll work with an evil party; Hugh, at least, would probably grit his teeth and deal with Gibbs-smacks from Cardinal Thorn, but not from anyone else.


Yeah, that was what I was wondering. Maybe tongue lashings instead of smacks.,.


And a halfling rogue (knifemaster) / anti-paladin here.

I would love to see how a Sensei monk works in practice. I've thought I'd like to try one some time (perhaps a dwarven ki master/sensei with breadth of experience), but haven't found the right circumstances yet.

And I'm sure you'll get minions at some point to slap around... Just not Lueck. :)


And I am strongly considering beginning the start down the Vampiric path as well. That sounds really cool...


Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8

Hmm...vampiric Hungry Ghost monk?


I'm considering it. I'm going to start my sheet this evening, hopefully.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Okey dokey, guys. Here is the skeleton for my monk/cleric. I have not done appearance, background, etc yet, but most everything else is done. If anyone wants to check it for errors, I'd appreciate it.

How many gp should I start with DM? Also, how are HPs done in this campaign?


Durova

Max for first, then 1/2+1/2hd per level (so for you monk and cleric are both d8 so it is 1d4+4 plus other bonuses like from con and cleric will always be your favored class)

For money go with 2nd level average (1,000gp)

I'll take a look when I get some time a little later.

Hugh/Lueck/Steinki

You guys will split what you have found so far 3 ways. Did any of you keep track of what has been found so far?


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

2nd level HP roll:

1d4 + 4 ⇒ (3) + 4 = 7


I haven't been keeping track, but if no one else has either, I will make some time to go through the thread and total it up.


Lueck, I will total it up for you guys, it will be quicker with me going through it (Its not too much at this point)


Not all of this was brought, and the guard's items are marked and unsellable (but usable of course

Items Found:

Veil of Useful Items -

Used• 2 daggers
• Bullseye lantern (full, lit and shuttered)
• Hempen rope (50-foot coil)
• Sack full of needed spell components (worth less than a 1 gp)
and common clothes in the PCs sizes

• Thieves Tools, Masterwork
• Window (2 ft. by 4 ft., up to 2 ft. deep)
Not sure if used• Potion of cure light wounds
• 100 gold pieces
• Unholy Symbol of Asmodeus (silver)

Items Found

Blackerly - Chainmail, masterwork longsword, 30gp
Prison Guards (x11) - chain shirt, heavy steel shield, longsword, leather club, longbow with 20 arrows
Weapons Rack with spare items for guards - Six spare sets of gear for guards: chain shirt, heavy steel shield, long sword and longbow. There is also a rack holding a dozen more leather-wrapped clubs. Further, there is also a stock pile of 240 arrows in twelve quivers. These items (save for the arrows and the clubs) bear the mark of Talingarde somewhere on them
Confiscated Weapons (sellable) - a shiv made from a wom-en’s metal comb (treat as a dagger), a heavy mace, spear, quarterstaff, battle axe, rapier, great sword, trident and glaive.
Supplies for the prison -200 torches, ten lanterns, two 10 gallon kegs of lantern oil, six spare guard uniforms, dozen signal horns, twenty 50’ lengths of rope
Blackerly's Strong Box - case of rotgut whiskey (a dozen bottles
worth 5 gp a bottle) and 1235 gp.
Warden's Library - “Astra Mysterii” A rare treatise on astrology written by the mad monk Clivarus, worth 75 gp. “The Travels of Titus the Mendicant” by Artus Vellor, worth 120gp. “The Floralegium” by Branthus Hart worth 250gp
Warden's Room - 5 Noble outfits (375 total) and Alchemist's Lab (200 gp weighing 40lbs)
Warden Richter's possesions dagger, wizard’s college class ring (gold with diamonds worth 250 gp), ioun torch
Warden's Spellbook - Value 350gp
Lashtongue's Lair A gold medallion worth 125 gp and scattered coinage worth 45 gp

Guard's Lockers
Chest #1 A whetstone, cleaning supplies for chain shirt, extra bowstring, and a small book of military regulations.

Chest #2 A silver holy symbol of Mitra (worth 25 gp) and a Mitran holy book (worth 5 gp).

Chest #3 A small coin pouch with 1d6 gold in miscellaneous coinage

Chest #4 A large collection of letters from home. Perhaps they are poignant but they are also worthless.

Chest #5 A bottle of absolute rot gut without label worth 5 gp

Chest #6 A set of peasant clothes and a short sword

Chest #7 A bottle of fine whiskey (smoky, peaty with just a hint of sweetness) without label worth 25 gp

Chest #8 A surprisingly well written love letter ending in a proposal of marriage to someone named ‘Michelle’ and a sapphire engagement ring worth 100 gp

Chest #9 A small supply of absolutely delicious cookies carefully wrapped in wax paper labeled ‘From Lil.'

Chest #10 A collection of cheap, tawdry, crudely printed books (the so-called “penny dreadfuls”) about dashing heroes, daring do and amply bosomed damsels prone to fainting and outdoor bathing
(no resale value)

Chest #11 A small coin pouch with 3 gp in miscellaneous coinage

Chest #12 A small bag of doggy treats.


Will the cardinal (or his subordinates) be able to help us sell the stuff we brought with us from the prison?


Yes, I haven't got to that point yet in the thread. Tiadora well sell these items that you bring back and purchase what you would like.


Just wanted to push the game play a little farther. Once the contract is signed you will have 3 days of relaxation in comfort. In addition to the items found and sold, Tiadora will purchase 200gp worth of gear for you.


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

When are we going to fire this one up, boys and girls? I'm ready to embrace the gift of vampirism!


I'm on vacation from Thursday through Sunday, so depending on how I feel Monday, I would look to then!


AC 17/11/16; HP 27/27; DR 2/silver and magic F+4,R+3,W+9; Init.+1, Perc.+12, Sense Motive +11; Darkvision 60'; XP 9400

Rock and roll!


I was wondering too! I am really looking forward to diving into this one some more. Have a great break, David!


Okay, I would not be insulted in the least if anyone wanted to double check my math.

Gear and Treasure from the Prison:

Coinage that does not need to be sold: 1319 gp.

Value of saleable items: 2629.22 gp (bringing in 1314.61 gp)

Total wealth after sales: 2633.61 gp.

Split three ways, means we each get 877 gp, 8 sp, 7 cp.

In addition, GM Blood mentioned that Tiadora would purchase up to 200 gp worth of gear for each of us, so we each have 1077 gp, 8 sp, 7 cp to spend.

Also, we have each been given the following equipment: clothes, a slave, a custom silver holy symbol of Asmodeus and an Iron Circlet.

If you wish to keep something rather than have it sold, you can keep (for half the book price) any of the following: engagement ring (100 gp), 12 chests, whiskey (25 gp), peasant clothes, short sword, bottle rot gut (5 gp), holy symbol (25 gp), holy book (5 gp), whetstone, medallion (125 gp), spell book (350 gp), dagger, class ring (250 gp), ioun stone, noble outfits (375 gp), alchemists lab (200 gp), library books (445 gp), case rotgut (60 gp), 200 torches, 10 lanterns, 20 gallons oil, 12 horns, 20 50’ ropes, dagger, heavy mace, spear, quarterstaff, battle axe, rapier, greatsword, trident, glaive. 23 leather clubs, 440 arrows, holy symbol (25 gp), MW thieves tools, dagger, small dagger. Out of this list, and the Veil of Useful Items (with Bullseye Latern, Hempen Rope, Potion of Cure Light Wounds, 100 gp, valued at 163 gp 1 sp). Lueck wants to keep the small dagger and the masterwork thieves tools.

The following items are from the prison and cannot be sold, but can be claimed and used: Six uniforms, chainmail, masterwork longsword, 17 chain shirts, 17 heavy steel shields, 17 longswords, 17 longbows.

The following items had no sale value, but can be claimed if you like: small bag of doggy treats, collection of penny dreadful books, cookies ‘from Lil’, miscellaneous letters, military regulations book, armor cleaning supplies, quarterstaff, 23 leather clubs.


GrumbleJack probably ate the cookies ;)


Stats:
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9

Enjoy your time off GM Blood! I'm just starting to catch up on everything post-Gen Con.

51 to 100 of 112 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Blood's Way of the Wicked Discussion All Messageboards

Want to post a reply? Sign in.