The way of the Wicked

Game Master HighonHolyWater

The criminals and fellow inmates have received help to escape by Cardinal Thorn. They have been trained into a group and given a small task as part of a larger plan to free Talinguarde from the grasp of Mitra.
Map of Talinguarde
Current Party Map


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Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision
DM HolyWater wrote:
Kargeld looks at Carnadine strangely as if he hadn't expected his question to be answered. "If ya say so Dhampir." Then he tosses the body over and gets back to work. Setting another watch, giving the wounded rest to recover and doing a check over the whole vessel for anything amiss.

Taking a 10, Carnadine's Disguise DC is 28, right?

Given the Iron Circlet, we should well understand your rulings on Disguise:

Can we take a 20 to set the disguise? How long would it take, especially with the Circlet?

I suppose spending lots of time with a person, e.g. on a boat trip, would allow them to take a 20 on Perception to pierce the disguise, right?

Are there any other things that we should know to best use Disguise in this game?

cheers


Your Narrator

Ah I forgot you were disguised as human actually. spending lot's of time to get a take 20, possibly. Except he isn't looking at you much and doesn't care that much either. He accepted your original disguise as you and if you kept that up wouldn't have any reason to doubt.

Also,
The Disguise check is made secretly, so that you can’t be sure how good the result is.

Take 10 is ok but not 20 with disguise for this reason. With a 28 there is no way any of the sailors or Kargeld will see through it.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

OK good to know.

cheers


Your Narrator

If you were able to spellcraft him casting sanctuary on himself last fight then the DC is 5 less to identify the same spell. (couldn't find anything about identifying the same spell twice but since it was only a day ago that he cast it some of his method may have stuck in your memory and made identifying it the second time easier. Usually I would secretly give you a +5 bonus AFTER you roll if I knew you had identified it before but it's not that crucial this time.

In future though if you get a low spellcraft don't give up you might actually have a chance.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Did the lead triton Detect as Good in Round 1?


Your Narrator

S@*@ I'm sorry. You did not detect anything (he could be neutral, he could be good with less than 5HD which means your smite would work).


Your Narrator

Hold up they are outsiders. Yes he detects as good... my bad


Your Narrator

Busy weekend guys. Normal update delayed. Apologies.


Male Human Inquisitor 3 // Swashbuckler 3 | HP 36/36 | AC:20 | T:15 | FF:15 | CMB +3 | CMD:18 | Fort:+6 | Ref:+8 | Will:+7 | Init: +9 | Per+11 |

No worries Holywater, weekends have a habit of ending up far far busier than we would have though they would be during the workweek. Hope you had a good one!


Your Narrator

How's it going guys. Everyone keeping up with my posts or getting confused or?

You pretty much ignored one side (which is fine if you wanted to do that) so just making sure you knew you were being attacked from two sides.

I thought Cassus might take more command of the archers with him but they just picked their own targets instead.

Sadly no sailors died this time. Oh well.


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Yeah, taking out one side at a time makes sense; I assumed we were all intentionally focusing our fire in one area.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Some of your descriptions were a little unclear. Mainly, because I read them before I've had my first coffee in the morning. Maybe be overly descriptive when you don't have a battle map. For example in the last combat, you could have put headers of STARBOARD SIDE - CARNADINE, 4 SAILORS & 3 BAD GUYS. It would have screamed the separation of combat.

On the other hand it doesn't really matter, because you're great at making the best of our post, even if we describe it wrong, e.g. applying attacks to the next one.

Keep it up! Game on!

cheers


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

I'm doing good with it. It is a throwback to me from when I first started playing RPG in the late 70s early 80s. We didn't have table top maps with squares or hexes or anything. We went with verbal descriptions and managed fine. From time to time there may be bits of confusion or restating actions after clarifications, but sometimes I experience that even in games where we do use maps.


Your Narrator

If no one wants to go hunting that is fine and we can skip past this bit. Kargeld will get all the pelts, not that that will matter as you can take them after you kill him later.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision
DM HolyWater wrote:
If no one wants to go hunting that is fine and we can skip past this bit. Kargeld will get all the pelts, not that that will matter as you can take them after you kill him later.

yep


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

I don't want to slow down the overall progress. If you want to hand wave it or ignore my last post, we can certainly do that.


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

We could if anyone wants to, but it feels very out of character to participate—at least for those of us who have spoken up.


Your Narrator

But you guys were going to fight some Bunyips in ice cold water...


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

We still can... just, like I said, feels out of character to *want* to go sealing.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Hey DM, haggling can be time-consuming on Pbp. If this scene is not important, please feel free to narrate our way to the other end getting the best deals that we can get.

cheers


Your Narrator

Everything takes longer on PbP and the importance of any particular encounter is up to you guys.

If you don't want to haggle that is fine. The way i see it can be done is more than just a diplomacy check though. Some people value some things more than others so it is not always that you just trade 100gp worth of stuff for 100gp worth of other stuff.


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Absolutely! Just, once again, we're more murdery-evil than greedy-evil in this particular party, which means some characters (but not players) will sulk.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

I think the question isn't how good of a deal we can get. The question is do we kill them and take everything, or do we try to corral them into being allies against the Mitrans?


Your Narrator

Ok. Well it is known that the Yutak tribes aren't really friends of Talinguarde with their 'pagan' gods and ways. They aren't at war either mostly because they aren't on the main land or close enough to Talinguarde for conquering them to be considered worth it right now.


Your Narrator

You could try to influence the new chief in some way through his spokesperson to be considerate of allying with you at some point. Recruiting the Yutak at this point is too far out of the way considering your current time line and mission with the bugbears and felling Balentyne.


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

Then maybe would should just handwave the transaction with a diplomacy check, keeping in the back of our mind that they may make good allies later if we need them.


Your Narrator

Ah sorry about that Marvin. If you wanted to do that then go ahead. I'll fix it.


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Nah, I like the "we won't kill him because we forgot" angle. Marvin definitely leashes him, though, maybe with some sort of metal chain.


Your Narrator

Ok that works.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Hey players.

I'm of two minds about how to proceed.
1. I bully these bugbears to speak to someone who can speak for FireAxe. I think this is how they recognize strength and would be the best first impression.

2. I incite the violence between kargeld and the bugbears to let them fight it out. I fear losing control of this situation, being lumped in with the sailors, and losing the bargaininh chip with FireAxe.

What do you prefer? Are there any other better options.

Cheers


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

I think having Carnadine bully and intimidate them is our best bet. I agree that all out combat now wouldn't be good. FireAxe may take it as a sign of breaking the agreement, and that giant may sink the ship before we can offload the goods, and our mission would be a failure.

Alas, I don't have any spells that could help, but I could aid another with an intimidate check.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Well, I only went to the next step of Intimidating, because I thought that the casual Intimidate of 20 did not work. I didn't understand that we were going to exchange a minute worth of posts.

I was trying to avoid combat. Oh well.


Your Narrator

It's more like these guys are kinda hostile. There isn't too much chance of them just standing around letting you Intimidate them like that.


Poor bugbears, we hardly knew thee.


Your Narrator

Your turn again guys.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision
DM HolyWater wrote:
Your turn again guys.

You mean Cassus & Tragershen, right? The initiative order shows the PCs in two groups.

I'll post just in case I've totally misunderstood.


Your Narrator

I want everyone to post no matter where you are in initiative so we don't get stuck waiting for someone if they can't post.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision
DM HolyWater wrote:
Cassus and Carnadine combine their attacks to deeply wound the blinded bugbear who was just a moment ago so bold. Out of nowhere Kiliketz shouts and 3 magic missiles hit the same bugbear. He stumbles backwards and falls off the pier into the water dying. The rest of the bugbears have thrown off the blindness but their clubs hit nothing. "Blasted furballs!" Kargeld curses at them as he waits for an opportunity to use his axe.

DM, a bugbear had more than 31 HP?!


Your Narrator

Almost everything is going to have max HP. Some things will be bestiary stock standard(all the elementals you've fought so far) and others will be altered, buffed or the like. Kiliketz for example is an advanced ice mephit. These bugbears I have given a couple extra HD to. The tritons had either Ranger levels or Druid levels instead of their racial HD which is why some of them were able to summon multiple waves of elementals at you and their leader that you killed was a gestalt oracle/summoner with a shark eidolon that feasted on the sailors that fell in that first night as well as the dolphin AC's the druids had.

Hoping to keep things interesting.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision
DM HolyWater wrote:
Hoping to keep things interesting.

Holy smokes! That's certainly interesting. I'll adjust my expectations then.

cheers


Male Human Inquisitor 3 // Swashbuckler 3 | HP 36/36 | AC:20 | T:15 | FF:15 | CMB +3 | CMD:18 | Fort:+6 | Ref:+8 | Will:+7 | Init: +9 | Per+11 |
Carnadine wrote:
DM, a bugbear had more than 31 HP?!

Actually looking at it, since we've both attacked the same target that means that the bugbear had at least 45 HP since he didn't go down immediately from our combined attacks. That's some tough cookies indeed.


Your Narrator

I'm not sure if a solo game interests any of you but i have started a recruitment up for my own homebrew world. Feel free to apply if it takes your fancy.


Your Narrator

Welcome to level 4 everyone.

Post your gains from leveling up here when you're done.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Are we resting a night to reset out resources?

How do we do HP again? half+1?


Your Narrator

Max HP.

No rest yet.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

Carnadine is leveled. His choices:
* +1 class in Antipaladin 4 & Oracle (nature) 4
* Lesser Restoration & Stabilize
* Perception, Diplomacy, Disguise +3, Linguistics (Goblin), Intimidate
* +1 Cha to 19
* Bonded Warhorse: +1 Str to 20, +1 Perception


M Human Brawler 3 (Strangler, Steel-Breaker)//Magus 2 (Staff Magus, Hexcrafter) || HP: 39/39 | AC: 18 / T: 14 / FF: 14 | Fort: +6, Ref: +9, Will: +4 | CMD: 19 | Init: +7, Perception: +6

Leveling up:

Feat (4): Combat Expertise
Hex: Flight

Dex +1

New Spells: Frigid Touch, Mirror Image

7 skill points: Bluff +2, Stealth +1, Spellcraft +2, Perception +1, Kn (planes) +1


Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

+1 Bard - +1 Wizard
+1 Intelligence
+1 Language: Ignan
+1 BAB, +1 Ref, +1 Will
Feat: Toughness
Hit Points: +14) 8+4+2
15 Skill Points+: Appraise, Disable Device, Knowledge (arcana), Knowledge (local), Knowledge (nature), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Perception, Spellcraft, Stealth, Use Magic Device.
Bard Spells: 1 2nd per day, 2 2nd known: Blur, Cure Serious Wounds.
Rogue Talent (archeologist archtype): Trap Spotter
Clever Explorer bonuses up by 1.
Wizard Spells: 1 1st and 1 2nd per day.
Wizard spells known: add 2: Scorching Ray, Spider Climb.
No changes to familiar other than hit points and skill points.


Your Narrator

It's been a week since some people have posted. Mainly I'm wondering about Cassus. Are you still with us? Level up when you have time but just give us a little post here to let us know you're still on board.


Dhampir Knight Captain Incorporeal | HP: 80/80 | HD 9/9 | Thirst 2/2 | Charm 1/1 | Wind 1/1 | Surge 1/1| Indomitable 0/1 | Inspiration
Stats:
AC 20 | Str +7 Dex +0(+2) Con +6 Int +0 Wis +0 Cha +2 | Initiative +0 | Passive Perception 14, Darkvision

I'm confused. Why do we have to be across the lake? I thought we were supposed to help fireaxe with his invasion?

Cheers

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