DMDM's Way of the Wicked: The Devil My Only Master (Inactive)

Game Master Douglas Muir 406

You've rebelled against your master, Cardinal Adrastus Thorn. Can you kill him before he kills you? Who will lead the forces of Asmodeus in their final assault on the noble kingdom of Talingarde?


1 to 50 of 1,287 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

This is the fifth chapter of Way of the Wicked, and we're only going to do part of it -- the finale, where the PCs confront their former master, Cardinal Thorn (and any of his remaining allies).

-- Why are we doing it this way? Because I'm not sure I can make the time commitment to running the whole module. So we're going to run the last quarter or so of it, and see how that works out. These players have already run through all of the first module in the AP (Knot of Thorns) and part of the second (Call Forth Darkness). So now they're going to advance their PCs to 15th level and proceed from there.


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 slithers through the hall, his alien body undulating to the differing imperfections on the stone floor. He hear his companions and shifts back into Dren.
The Darkness comes...and he is its harbinger!


It's cold.

You are standing on stony ground on a high plateau in the furthest north of Talingarde -- far beyond the Wall, beyond the forests, beyond the monsters. The plain that surrounds you is bleak and desolate. The icy wind whips little devils of snow past you. Above, the sky is low and iron-grey, heavy with clouds. Somewhere to the west the sun is setting.

Before you is a massive mound of stones: an immense cairn of jumbled stones. At least five hundred feet across, it's a great earthen mound buttressed by pylons of stone. Snow has drifted around it, but you can clearly see a dark arch at the northern edge: an entrance.

Somewhere in there is your last and only hope of survival: the phylactery of the dead thing that calls itself Cardinal Adrastus Thorn. Adrastus Thorn was once Samuel Havelyn, who burned with love and burned with hate and finally, simply, burned. But Hell brought him back, to serve its purposes. His phylactery contains his black soul. It is his only weak point. If you can find it, perhaps you have a chance of killing him... before he kills you. Because he is most certainly going to kill you.

Around the darkening stones, the wind keens and whines. Nothing else moves in the empty land.

It's cold.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp...ulp... The unsettling gulping, burping sound comes from Ulp as he wraps himself in his cloak.

Draconic:
Stupid Lich, Stupid Ulp for following him.

Any ideas of what might be in this place? ...ulp... We should probably take some time and prepare before we go in, yes?

Ulp drinks down his Mutagen, his limbs seem to stretch a little bit and his scales seem to get thicker.


Jax Naismith, man of many names, shivers and huddles a little against the cold. He's a city boy, and this howling wilderness holds nothing for him. But needs must, when the devil drives... and the devil is most definitely driving this expedition; if they don't get that phylactery, and soon, they're all dead.

At Jax's belt hangs a small bag. It's a lovely thing, red cloth embroidered with blue and green thread in a complex, eye-catching pattern. As Jax stares at the ugly cairn, his hand falls unconsciously to the bag. He's been doing that a lot lately, touching the bag, when he feels nervous or anxious. (The last few days have given him many reasons to be nervous or anxious.) His fingers move across the embroidered cloth, and his mind wanders for a moment, remembering.


Sir Edmin folds his arms and stares impassively at the cairn. He is not afraid at all. He is the Champion of Hell -- the only Champion, now that that bastard Sir Marcel is dead. One war or another, Hell will take care of its own.

Since the massacre at the Vale of Valtaerna, Sir Edmin has been... not happier, exactly. Edmin doesn't really do "happy". But more balanced, more content. He has broken through. His fate is clear now. The anger, the hatred, the pain: all of those are turned outwards now. He is a bloody blade in the hands of darkness, and it is good.

Marcel died hard, but credit where it's due: the bastard went down swinging, taking half a dozen of Talingarde's finest knights with him. Edmin stayed nearly to the end, while the rest of the party was making their escape. Marcel was roaring with rage, swinging his mace, brains and blood flying as he desperately tried to smash his way out of the trap. The King was already dead, and Marcel thought his "allies" of the Ninth Knot would take him along in their escape... the fool. Still, a lesson there: Marcel's arrogance had been his undoing. He had simply not been able to believe that a group of lowly minions could betray him. Clearly he had neglected the Dark Lord's teachings: trust no one.

At the end, That F&@#ing Paladin had appeared. Oh, that part had been hard. How Edmin longed for a rematch against that pious bag of wind. Their first encounter had ended in painful humiliation, with Edmin being hurled from the higher levels of the Dark Tower to lie bleeding and broken on the stones below. Caught me by surprise. Next time will be different. And for a moment Edmin had briefly considered leaping back into the fray: together, he and Sir Marcel could have brought the bright enemy down...

But no. Marcel had to die first, in order for Edmin to become the Champion he had to be. Patience and self control were part of that. Remove rivals first, then deal with enemies: the Dark Lord was clear on that. The day of reckoning with Sir Richard would come. Oh, yes.

(And Edmin is the Champion! He can create new, lesser champions with his blood, just as Sir Marcel did with him. Already there are several of them, spreading treachery and fear across this bleeding land. Soon there will be more: an elite corps for Hell, marching in perfect formation behind him.)

At the end, just as Edmin turned away and closed the door, Sir Marcel had understood. Understood that he was betrayed, and that he was going to die. He had screamed then, a wordless shriek of rage and hatred, cut off by the sound of the great door slamming shut and the click of the lock.

Edmin smiles to himself, remembering. He does not feel cold at all.


Some little time previously

The great copper dragon is dead, his consorts and servants slain or fled. His castle now belongs to the Ninth Knot. So too does the breathtakingly beautiful garden-island around it. And so too does his treasure.

It's an astonishing thing, a dragon's hoard. The Knot has fought dragons before. But this one was centuries old, ancient of his kind. His treasure vaults overflow with gold, with gems, with works of art, with weapons and armor both mundane and magical. In one corner, a skull floats in a crystalline vessel -- a powerful demilich, imprisoned by the dragon long ago.

The Ninth Knot are not interested in the hoard just now. They have more important matters to discuss. Along with Irin the teller of fortunes and the contract devil Dessiter, they sit in a circle on the floor, ignoring the coins and gems scattered around them.

The devil is clad all in black, the fine silk clothing of a noble, with accents of white, red and silver. When he speaks, his voice is soft and low. "When this mission is complete, you will receive an invitation to visit Cardinal Thorn in his secret fortress far to the north. He named it the Agathium, the place of agony, in parody of the great palace of the House of Darius – the Adarium. He will summon you to his throne and there he will destroy you."

Irin leans forward. As always, she wears a red skirt and an elaborately embroidered vest over a white blouse; her thick curly hair is bound in a red kerchief. "You are victims of your own success. Cardinal Thorn has grown to fear you. With your every victory, with your every deed of might and cunning, he sees the future more and more clearly. It is a future where he is no longer master of the Knot of Thorns. I have heard it from his own lips: you will perform one last service for him, the murder of King Markadian. And then you will die." Her face is impassive; she could be describing Thorn's plans for breakfast. Only Jax, who knows her well, catches a hint of underlying tension.

"Why should we trust you?" The Judge speaks harshly. "Hell has its own agenda, and she -- he stabs a finger at Irin "is the Cardinal's servant."

"If you use that term for me again, Tohram, I shall set trouble in your path. I made a bargain, to save my life." Irin scowls. "Now I find that the Cardinal cheated. He deceived me -- me! -- and stole my oath to service. For this insult, I will repay him sevenfold." Irin's scowl deepens, her features twisting with hatred. "And worse. He has acted to protect the man who set my daughter against me." Jax, who knows Irin well, leans back a little.

Dessiter nods sadly. "It is all too true. And here is where Hell's agenda matches your own, dear Ninth Knot. You see, we have discovered that the Cardinal has allowed himself to become... infected. Or perhaps he was flawed from the start." The handsome devil shrugs. "He believes that Sir Richard Havelyn is his son. And he will never allow him to be harmed."

"So that's how he escaped us in the Vale," Sir Edmin growls. His fist clenches. "Son of a b++#+. We had him that time."

Dessiter leans back and steeples his fingers. "More to the point... you know this to be true. Do you not? You have seen how he has grown cold to you, once his most favored servants. You have watched his paranoia grow. You know how he thinks. Do you believe he will allow you to continue to rise?"

In the vault of the dragon, a silence falls.


[bold]A bit later[/bold]

The copper dragon's bedroom is flat-out astonishing. Jax had a vague idea that dragons simply slept in caves, on top of a big pile of treasure. Presumably there are dragons that do exactly this. The late Eiramanthus, however, was highly intelligent, urbane, and witty. A shapeshifter and a planar traveller, he was a relentlessly civilized creature. His treasure was in a vault, neatly stacked and organized, and he had several bedrooms.

This is the one he used when in human form, and it is amazing. A huge bed with purple silk sheets and down coverlets. A drinks cabinet on one side, a reading lamp on another, and a discreet cabinet with all sorts of interesting toys behind the ornately carved mahogany headboard. A spring of fresh water pours out of the ceiling into a pool: shower and bath. Tapestries hang on the walls, the air is scented, the lights go up or down at a murmured command.

The late Eiramanthus, Jax thinks drowsily to himself, knew how to live. A pity we had to kill him.

Irin is sitting cross-legged on the bed, naked amidst rumpled sheets. "All right," she says, "play time is over. Now listen."

There is a distinct edge in her voice. Jax sits up. "I'm all ears, my dear." He blinks in mild surprise. While he dozed, Irin has placed several items on the bed. There is a carved box about a foot on each side; a beautifully embroidered bag, blue and black and green on red cloth; a scroll; and a large, machete-like knife, obviously sharpened to razor keenness. Jax frowns. What?

"My contract binds me to the Cardinal," Irin says. "I've found various ways around it -- getting his pen helped greatly -- but ultimately, he can command me." She scowls. "And if he has my help, your rebellion is doomed. I can tell him where you are, what you're doing, and where you are going to be. He'll find you and kill you long before you get anywhere near his phylactery. And then he'll kill me, for giving its location to you."

"Yes... that would be bad. So...?"

"I need to go away for a little while."

"Okay..."

"Jax, you know that for my people death is not the end." Irin leans backwards against the pillows, takes a sip of wine, and sighs. "We are bound to the Wheel. Our Fate is to struggle for dominance, life after life, until we can command the Wheel itself. So we return, always." She runs one finger along the edge of the glass. "But still we fear death, because it costs us much. We lose memories, we lose power. We have to start over as infants. I have done it before, many times. I have no desire to do it again."

"Because you're spending eternity playing King of the Hill, and you don't want to get knocked back down to the bottom."

Irin throws back her head and laughs. "I like you, Jax! Very good." She drinks the last of the wine, puts the glass aside. "All right. Now, we cannot be raised out of death like you mortals. The Wheel calls us. If we are killed, the only way to bring one of us back is powerful magic. The most powerful magic. A divine miracle, or a wish."

"Whoo. I didn't know that. Okay." Jax's brow wrinkles. "Wait. Is this a hypothetical...?"

Irin shakes her head. "No, it is not. I cannot release myself from the Cardinal's contract... but I can be released." She shrugs. "It's going to be a bit messy, I'm afraid. I hate to ruin such lovely sheets, but the Cardinal's servants will need to find a body. Or most of one."

"Wait. Wait a -- "

"His attention will be on your attack against the Agathium. He won't come looking for me until after you're done with the King. Once Dessiter has helped you disappear he'll call me to him, and find me missing. Then he'll send his minions here. They'll find that the treacherous Ninth Knot has not only betrayed Sir Marcel to his death, but has murdered his soothsayer as well. And he won't be bringing me back, either -- death voids my contract. So messy is good here, Jax. Messy is convincing. " Irin points to the items. "This is a scroll of gentle repose; it is not strictly necessary, but I dislike the alternative. The bag is a magical bag of holding; it already has my personal items in it, but there's room for the box. There are a couple of items you might find useful. I would advise against opening the Deck, unless things are truly desperate. Maybe not even then."

"You can't be -- " But Irin is already turning away from him. She lifts her thick hair, exposing the lovely nape of her neck. She points with one finger.

"Right here, between the third and fourth vertebrae. That knife was forged very long ago for this exact reason, as a weapon against my kind. Most blades bounce right off us, but that will do the job just fine. All these years, I've been keeping it around, you know? Knew I'd find a use for it someday."

"But -- "


So Irin is effectively in suspended animation until someone comes up with a Miracle or Wish. However, she has first gone to considerable trouble to find the Cardinal's phylactery and communicate its location to you. Without her, you'd be screwed; with her help, you have a shot at killing Cardinal Thorn. If you survive, you can revive her. Irin's people don't exactly do "gratitude", but her attitude will be set to Helpful going forward.

Of course, you could simply toss the box in a dumpster and save yourselves the 50,000 gp price tag for the Wish. (Come on, you're evil. Don't pretend you haven't thought of it.)


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

I love these interludes DM! Can't wait to see the one about Nimpy. Spymaster too!


I may not have time to do one for every plot point -- that would be a lot. But I may come back to some later after we've started play.


Shortly after the murder of King Markadian IV

Dessiter the contract devil appears in a flash of fire and brimstone. He's done this before, but this time it's a big flash. He smiles broadly at you. (His teeth are perfectly white and even, and very sharp.)

"Great and powerful masters, word of your historic deed has already reached my ear. Congratulations seem too small a thing to offer to such mighty agents of my master and yet I humbly offer it regardless." He bows deeply.

"And now... upon the destruction of King Markadian, I am commanded to take you forthwith to an audience with my great master... the Marquis of the Fourth Misery, Member of Asmodeus’ Sixth Praetorian Legion, Gatekeeper of the Eleventh Infernal Portal, Emissary to this reality, the pit fiend Naburus. For it is through Naburus that you can be released from the Pact of Thorns without incurring the dreadful penalty should you break that contract. Will you accept this singular honor, great lords?"


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23
Douglas Muir 406 wrote:

I may not have time to do one for every plot point -- that would be a lot. But I may come back to some later after we've started play..

Fair enough. Then hopefully spymaster, I'd love to see some Ulp cutscene action


A bit later
A very bad place

The Ninth Knot has encountered powerful celestials before. You've been in bad places before. But Naburus' throne room strikes even your wicked hearts with fear.

The fiend himself is a pinnacle of devilkind, big as a giant with vast wings of shadow and flame. His great bulk does not seem entirely solid, as if he were shadow somehow inspired with fiery life. His every word seethes with ancient and implacable hate. His throne room writhes with dark flame, and rings with the shrieks of the damned.

Still, you present your case. As Dessiter has counseled, you step forward and tell your tale: all that you have done in Hell's service on one hand, the Cardinal's unworthiness and folly on the other. And finally...

Enough! Impressive. Clearly you have greatly served the cause of Hell. Be this as it may, a contract signed before the Master of All Contracts is not lightly thrown aside. Dessiter, have you reviewed the Pact of Thorns?

"Intensely, O undying harbinger of despair."

And is there a way for these servants of Hell to be rid of their commanded loyalty to Thorn?

"Yes, O lord of lash and longing, there is a way that abides by the letter of the law. The fourth paragraph of the compact reads "The Second Loyalty is to their Master: the High Priest of Asmodeus in Talingarde, he who is called the Cardinal Adrastus Thorn. They shall do the Master no harm, and shall obey his every commandment as long as those commandments do not clash with their First Loyalty." The wording is quite specific. The loyalty only persists as long as Cardinal Adrastus Thorn bears the title ‘High Priest of Asmodeus in Talingarde’. If he were ever to be stripped of that title, he would no longer be granted the protection of the contract and no longer be due any special consideration. He would be simply a man amongst men."

I see. Remind me, Dessiter, who granted to Cardinal Adrastus Thorn the title of High Priest of Asmodeus in Talingarde?"

"Why...you did, O my most immolating master."


A ribbon of mist flows through the freezing air, moving at an odd angle to the wind. It curls and coils and writhes in upon itself, and suddenly the Judge is standing beside the others. (Somewhere, behind the thick clouds, the sun has just set.)

The Judge can, when he cares to, look very nearly human. He does not care to now. His eyes are red, his skin is a hideous greyish-white, his nails have grown out into long claws. His face is gaunt and hollow-cheeked. The Judge has not fed in days, and it shows.


We are using the withdrawal and feeding rules from Blood of the Night -- go here and scroll down. The Judge can go up to 15 days without feeding before he begins to suffer mechanical effects (reduced stats, lower Will save, and the like), so he's good for another week or so. However, he really does not like it.

In theory, other party members could offer their blood. In game terms, the damage could easily be fixed by a Lessor Restoration spell or, at most, two of them. However, the process is kind of gross; you have to let the Judge actually batten on to you and suck out a couple of pints of blood. And -- unlike the Order of the Stick -- you're all a bunch of selfish evil bastards. So unless anyone says otherwise, I'll assume that you will let the Judge suffer until his hunger actually starts to damage and weaken him.


Okay, the gameplay thread is now open. Have at it.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

reposting. Ulp finishes his mutagen then an endure elements then his greater false life and heroism

note the night before I would have taken a resist energy as my delayed consumption

want Ulp to scout?


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

Awesome cutscenes, Dm. And yes, Jax wouldn't even consider offering himself to the Judge.

Standing before the cairn, Jax pulls Irin's red scarf up higher, burrowing his face into it. His vambraces protect from the weather, but don't make it pleasant. "That's not a bad idea. Zoren, care to make that task a bit easier?"

Following Ulp's lead, Jax mumbles a few spells for himself.

False Life, See Invisibility and Overland Flight:

Jax gains Overland Flight for 15 hours, 1d10 + 10 ⇒ (6) + 10 = 16 temporary hit points and can see invisible creatures for 2 hours and 30 minutes.


Male Human Wiz5/Nin1/Asn1/AT5
Spoiler:
HP 82/82+18, AC: 15/11/14; Saves: +9/+13/+11; Init +11; Per +17
Buffs:
Telepathic Bond, Overland Flight 40', Resist Cold 30

The wizard is covered in thick wool and black clothing. If Jax was uncomfortable, he was loathing the weather. He steps close to Ulp and starts chanting, holding a rod in one hand. Extended Telepathic Bond He includes Jax and Edmin in the effect.

Telepathic Bond:
Each creature in the link can communicate telepathically over any distance. Lasts for 200 minutes, or three hours and 20 minutes

He then continues to cast a few more spells. Selfish bastard, Jax thinks with a grin as Zoren casts on himself first.

Heroism, Extended:

Zoren casts an extended Heroism on himself and then Jax. In a non-evil game, He'd buff Edmin first...but he's a spoiled bastard who prefers to stay alive (+2 save bonus) than to do anything to help the group. Lasts for 3 hours and 20 minutes.

Zoren also casts False Life on himself, lasting 10 hours for 1d10 + 10 ⇒ (8) + 10 = 18 temporary hit points.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp activates his ring and winks out of existence.

Ulp has his luck. No one see Ulp.. He smiles his toothy smile to himself and he scampers off to scout the entrance

1d20 + 18 ⇒ (18) + 18 = 36 perception. Ulp is careful to avoid any traps watching closely

He arms himself with his blowgun as he goes

Stealth 1d20 + 28 + 20 ⇒ (14) + 28 + 20 = 62 undetectable by blind sense or tremor sense etc


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

Don't forget your handy +20 bonus for being invisible!


Wow, many preparation. such buffs.

(and now I am seeing Zoren as Soren Lorenson, Lola's invisible friend from Charlie and Lola.)


Anyway. Party marching order? You have 5 PCs, Zoren and Ragnar.


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 think Ulp is going in first to scout ahead. Jax will make a quick fly around the outside to see if there are any other entrances. Zoren skulks somewhere in the back, his fingers itching toward a scroll case containing a scroll of teleport.


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 stands I'm front of the entrance, his arms crossed, holding his axe. "What do we know of our for and this place? We must be prepared for what lies in waiting."

The knight doesn't remove his gaze from the entrance as he waits for the others to complete their recon.


Init +4; Senses: low-light vision, darkvision 60 ft, scent; Perception +6, AC:32, HP:110/110; SR:10; Fort +12, Ref +8, Will +5; DR 5/good

Ragnar stands by his master's side, a low growl emitting from deep within the beast.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

correct Ulp went forth and check out the entrance then returns and lets everyone know what is coming. But in general he is invisible and just off to the side of the party


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'

First thing is first, what do we know about what is protecting the Phylactery? This should help us with any preparations.

You said it is a Linnorm? Can we make some knowledge checks to see what we know about this beast?

That morning Dren summoned their meal, a great feast that helps invigorate them and sustain them.

Heroes Feast. 15 Hours

He then connects them all, black tendrils flowing from his hands and penetrating their brains. Every once in a while you feel like there is something wiggling around in the back your mind.

Status. 15 hours

At the edge of the cave he activates his shadow armor. +10 to AC +8 to stealth.

Other buff coming depending upon what we learn about the Linnorm.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

1d8 + 7 ⇒ (1) + 7 = 8

Ulp passes out an anti toxin to all.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

1d20 + 24 ⇒ (13) + 24 = 37 arcana


Okay. Ulp, as a Small creature you find flying a bit difficult because of the wind. However, you're able to make headway against it and approach the cairn.

The entrance is upheld by three huge pillars, each of which has a crude statue standing in front of it. The statues are vaguely humanoid, but with long arms and protruding bellies. If they ever had facial features, millennia of wind and ice have long since worn them away.

Inside, it's still dark and cold, but you're out of the wind. The passageway is about 20' wide and 20' high. It goes roughly south and then branches in two.

Ulp only:

Oh, man, a linnorm. Those things are bad news.

Note that whoever kills it has to suck up a death curse. Maybe you should hang back and throw buffs for this one.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

hmm. Immune to poison and depending on the species some kind of energy. It has a poison bite and will have some breath attack. When I see it I will know, it is cold here so maybe an ice one. Those are bad news too. It can see any of you if you are invisible and mirror images will be useless. very dangerous.

Ulp reports before he sneaks ahead to see what he sees.


Ulp, do you want to explore further? There doesn't seem to be anything in here so far. You can go left (southeast) or right (southwest).


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

also it can move anywhere, not magic tangles on it.

Southeast just till the next room is seen then I will report telepathically to Dren


Southeast opens up into a large irregular chamber, maybe 70' x 50'. It is choked with boulders and stones and other fallen debris; if you weren't flying, it would be quite difficult to clamber over. It looks like this chamber has partially collapsed more than once.

At a casual glance there doesn't seem to be anything in here, and you don't see any other obvious exit. The place is such a mess, though, that there could be a ten foot wide passage right behind that big boulder over there... you'd have to poke around a bit.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp reports to the party and let's them catch up

might be invisible beasties in here or another trap.. He whispers from his invisibility. Ulp has landed as to not waste his flight more.


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

Dren, what spell did you cast on that second one? Also, Ulp, you have a telepathic bond with Edmin, Jax and Zoren atm.

Via telepathy: Ulp, I can see invisibility, do you want me to come scout with you?

Jax has flight and a very high stealth check, although no invisibility. If Ulp wants, he'll follow after and check out that area.

Stealth: 1d20 + 30 ⇒ (16) + 30 = 46


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23
Ulp wrote:
Ulp reports to the party and let's them catch up


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

you're insane if you think I am going alone. I am checking the room to report what i see then everyone joins me after I report


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 moves forward into the mouth of darkness. "Let us begin this."


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

Pfft..wimp :P


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 Judge stands in the cold. Arms crossed staring at the cave before him. The wind whips his light clothing about him, but the Judge clearly does not care. He does not need to breathe, but does so as he enjoys the faint wisps of moisture that crystalize in the air before him.

The Judge turns to the Champion of Hell standing beside him:
Too bad the witch is not with us any more. Her icy heart would feel right at home here.

As he speaks, the Judge's hands never stop moving, almost like a nervous twitch, except that none in the party have seen any emotion from the formerly living man in several years, at least not since his head was removed from his body by the redcap what must seem like many lifetimes ago. First they are holding his jet black shield, then the tiny curved blade he enjoys using, then the many strange spell pages that he has acquired.


Party marching order: I assume Ulp scouting a little ahead -- maybe 30'? Then Edmin and the Judge, then Jax and Ragnar, with Dren and Zoren in the rear. Reasonable?

Everyone is flying, everyone is invisible? Including Ragnar?


Zoren looks around nervously. It's been a roller coaster ride, these last couple of years, but more good than bad. Two years ago he was a washed-up drunk, a petty criminal barely making ends meet running the third-best magic shop in a hardscrabble border city. Since then, things have swung from "rolling in cash" to "bystander to mass murder" to "desperate last minute escape" to "living like a king".

And now he's freezing his ass off at the absolute end of the world, and, oh gods and painted toenails, that cairn thing looks bad. You can just feel the menace oozing off of it. Zoren would really rather be somewhere, anywhere else.

But it's win or die at this point, and the road to win -- he's told -- goes through that dark, cold door. Zoren shivers, pulls up his collar, and moves forward.


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 and Zoren are not invisible, yet. They are however both flying and using stealth. I also think they are the only ones with permanent flight so they'll be hiding in the rafters/along shadows in the ceiling.

Zoren's Stealth: 1d20 + 20 ⇒ (14) + 20 = 34


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 Judge, although fully capable of assuming several forms capable of flying, instead simply walks up the nearest wall and then onto the ceiling where he follows the rest of the party from the shadows above.

Use Spider Climb ability. I also have Feather Step Slippers, so if there is any difficult terrain, it should not be an issue.

Stealth: 1d20 + 27 ⇒ (13) + 27 = 40


1d20 + 15 ⇒ (4) + 15 = 19
1d20 + 15 ⇒ (11) + 15 = 26
1d20 + 15 ⇒ (17) + 15 = 32


Okay! You go in the front door, past the pillars and their ancient, squat statues. Once inside, the passageway splits in two: left / southeast, or right / southwest. Ulp looked at the left passage and it seemed to dead-end in a chamber full or rubble. The right passage seems to stretch away into the dark, but Ulp can glimpse what looks like a side chamber at the edge of vision.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp takes a sneak down the other path and looks invisibly into the chamber.

take 10 on percep as I go and stealth. Note that my sppiler still needs to be fixed with skills I just noticed.

1 to 50 of 1,287 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DMDM's Way of the Wicked: The Devil My Only Master All Messageboards

Want to post a reply? Sign in.