Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


2,701 to 2,750 of 4,628 << first < prev | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | next > last >>

M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"Devil's blood works wonders on cuts and bruises of all kinds," Mordecai says smiling, grips Asmodeus' unholy symbol so firmly it cuts his hand, and rubs the bloodied pentagram on Gertrart's wounds.

Infernal healing on Gertrart


Yes, take an extra HP for competing.

There's only 1 item of real value on any of the boggards, the chief has a MW Greatsword.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"thanks be given Asmodeaus," says the half-orc. He casts an appreciative blacksmith's eye on the chief's blade. "what can the imps tell us about what's next?
16 of 45 hp


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Were the other boggard lackeys all killed? Might make things easier if they have not died.


i can roll their saves and see, but half damage would have knocked them to dying. I'll figure it out.


Bog 1 - 18
Bog 2 - 18
Bog 3 - 18
Bog 4 – 18

B1 Reflex: 1d20 + 0 ⇒ (6) + 0 = 6 Fail
B2 Reflex: 1d20 + 0 ⇒ (4) + 0 = 4 Fail
B3 Reflex: 1d20 + 0 ⇒ (20) + 0 = 20 Success
B4 Reflex: 1d20 + 0 ⇒ (15) + 0 = 15 Fail

Bog 1 - 31 (-9)
Bog 2 - 24 (-2)
Bog 3 - 31 (-9)
Bog 4 – 31 (-9)

Stabilization Checks

Boggard 1

Stabilize: 1d20 + 2 - 9 ⇒ (9) + 2 - 9 = 2
Stabilize: 1d20 + 2 - 10 ⇒ (20) + 2 - 10 = 12 Stabilized

Boggard 2

Stabilize: 1d20 + 2 - 2 ⇒ (4) + 2 - 2 = 4
Stabilize: 1d20 + 2 - 3 ⇒ (13) + 2 - 3 = 12 Stabilized

Boggard 3

Stabilize: 1d20 + 2 - 9 ⇒ (5) + 2 - 9 = -2
Stabilize: 1d20 + 2 - 10 ⇒ (12) + 2 - 10 = 4
Stabilize: 1d20 + 2 - 11 ⇒ (8) + 2 - 11 = -1
Stabilize: 1d20 + 2 - 12 ⇒ (20) + 2 - 12 = 10 Stabilized

Boggard 4

Stabilize: 1d20 + 2 - 9 ⇒ (16) + 2 - 9 = 9
Stabilize: 1d20 + 2 - 10 ⇒ (12) + 2 - 10 = 4
Stabilize: 1d20 + 2 - 11 ⇒ (15) + 2 - 11 = 6
Stabilize: 1d20 + 2 - 12 ⇒ (17) + 2 - 12 = 7
Stabilize: 1d20 + 2 - 13 ⇒ (20) + 2 - 13 = 9 Stabilized

So, it looks like they all would have stabilized on their own eventually.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Tearal casts levitate on the barbarian's body and pushes him forward to the next boggard chamber. Before entering the chamber, he once more casts vanish on himself and moves the corpse in.

I am thinking the faerie fire is still active, and I'll have the body in an upright pose. The intent is to bring the corpse to the center of the chamber, as Taeral is moving forward in the 5 rounds of vanish, to begin a Gather Crowd performance with a perform (percussion) check. Raising the corpse in the air on rounds 3-4. On round 5 of the vanish, dismissing the levitate so the body comes crashing down, and then intimidate the remaining boggards. I am relying on their superstitious nature to help pull this off.

Performance (Gather Crowd)(Percussion): 1d20 + 11 ⇒ (13) + 11 = 24
Crowd size = 1/2 bard level * performance check result = 72


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I approve of this tactic. :)


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Nice!


The summons has a powerful affect on the boggards, they emerge from their tents at the sound, and at its height roughly 20 of them are gathered, of various ages and genders.

The boggards cry out when the crescendo happens and the body falls to the ground. From the back of the crowd comes an older boggard, not old, just older. His vision is clearly bad though, for he appears to not understand what the crowd is cooing about until he gets to within 10 yards of the body. At that time, he moves forward much quicker to check out the body of the slain chief.

He looks up and spying Taeral he says in broken common, "it is you, who I have seen and foretold, come to deliver us from the madness of Kumanda Slays-Nine-Men, and to make the Horn a great place of Dagon once again! I am Zikomo Hears-the-Father."

knowledge(religion) DC 20:
Dagon is a demon-lord worshipped by man, including the boggards apparently.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Religion: 1d20 + 10 ⇒ (2) + 10 = 12

-Posted with Wayfinder


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

haha...

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Who or what is this Dagon? Yet another from this strange pantheon?


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Kn Religion: 1d20 + 4 ⇒ (16) + 4 = 20

"Zikomo Hears-the-Father, Kumanda Slays-Nine-Men is no more. Father Dagon will send emissaries and champions to end the madness and restore the tribe of the Horn to their former glory. Are you the tribe of the Horn that we seek. If so, follow my commands. Know that Dagon speaks though his messenger as was foretold."

Diplomacy: 1d20 + 14 ⇒ (8) + 14 = 22

Tearal is saying two things in his statement, but he is mixing them together to make it sound like it is one thought. This also enables Taeral not to lie, to the best of his knowledge.

1) Zikomo Hears-the-Father, Kumanda Slays-Nine-Men is no more. ... Are you the tribe of the Horn that we seek. If so, follow my commands. ...
2) Zikomo Hears-the-Father, Kumanda Slays-Nine-Men is no more. Father Dagon will send emissaries and champions to end the madness and restore the tribe of the Horn to their former glory. ... Know that Dagon speaks though his messenger as was foretold.


"I knew you would come. Kumanda Slays-Nine-Men did not believe, but you have slain him and shown he was wrong. We are the chosen of Dagoth. How can we help to make Dagoth supreme again in the Horn?"


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

1d20 + 5 + 1d6 ⇒ (20) + 5 + (2) = 27
Arrrgggg! I just use my only nat20 in a year on a skill check :)


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Dagon is a demon-lord worshipped by man, including the boggards apparently. (from above).
"Ask them What other forces exist in the horn that could prohibit Dagoth's supremecy. What does the rest of the horn look like?" Gertart lets the smooth talkers ask the questions, but these are his questions.

Dagoth=Dagon?


He responds to you, "there are many dangerous things up there. We do not go there, because those things will kill us, but we will aid you. Feed you. Protect you. Help you to protect the horn if needed."


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

"Zikomo Hears-the-Father, tells us what you know of this level of the Horn. What threatens the Chosen of Dagon here? How do we go higher in the Horn? Tells us and show us what you know of the Horn."


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertart licks the blood crossing his nose and jaw like a cat. "Taeral," he whispers, "ask them if they have any healers." Then the half-orc tightens a sinch on one of his other wounds.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

"Zikomo Hears-the-Father, what poultices and balms do you have for your allies wounds. Father Dagon will not be pleased with the tribe if his new allies succumb to their wounds."


I'll get you a key to the various rooms. There are several you might want to check some things out.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Sorry been havin' some problems with computers the last few days.

Any Healing available for our guys?


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Wish I could. But sadly not from me. Can only heal myself. But if youre asking about the Boggards. Hopefully ;)


You've got a Cleric!


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Yes, it's what their purpose is, keeping the group alive.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Nothing wrong with having the help do the healing, so no harm in checking.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Besides that, their crummy ex-cheiftan caused the damage in the first place ;). In any case I will need some before moving on


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

wish they could take the feat in 3.5 that allows them to be healed by NE...

-Posted with Wayfinder


Taeral wrote:
"Zikomo Hears-the-Father, what poultices and balms do you have for your allies wounds. Father Dagon will not be pleased with the tribe if his new allies succumb to their wounds."

Zikomo hears your request, "poultices and balms? Those are for the non-believers and those with no true power. Zikomo is a loyal servant of Dagon, and more than able to provide healing to the allies of Dagon. Are there those among you who need Dagon's touch?"

Nobody's quick stats show injuries, or I'd have started rolling some healing.


C1 – Entrance – You’ve been here already

C1a – where the boggard sentries were

C2 – a large pool of acid (this can be collected and use for various things)

C3 – Empty caverns. Very wet with a murky pool filled with blind cave fish.

Knowledge (nature) DC 20:
This would be an excellent lair for some dangerous water loving beast. But before you ask, it does not have one in it now.

C4 – The large cave where you were ambushed

C5 – Empty Cavern

Perception DC 30:
There is an exquisitely crafted secret door here.

C5a – this passage is very narrow. Medium creatures count it as difficult terrain, nothing large or larger can pass through.

C6 – Empty Cavern – solid rock floor

C7 – Empty cavern – solid rock floor, large perch at the back of the cave

C8 – Mud pits – across the mpits on a natural shelf is an old mud-splattered chest which lies open and empty.

C9 – Boggard village, A-F are boggard homes. G was Kumanda’s lair. His two consorts live here. Having defeated him, you have rights to them. You also have rights to two large chunks of flawed but valuable amethyst worth 150gp and 220 gp respectively. A fossilized mammoth tusk worth 500gp, and a helm

C10 – Empty cavern

C11 – This cavern has a pool with strange fish in it.

knowledge (dungeoneering DC 25):
The spines of the fish can be used to harvest a powerful paralytic poison.

C12 – This cavern has a pretty harmless blue slime in it.

Perception DC 25:
There is a miniscule tunnel that leads from the base of the southern wall. No creature bigger than tiny (or gaseous or incorporeal) can pass through. If you succeed at this, be sure and ask me about it.

C13 – Did you succeed the perception check in C12?

C14 – Empty Cavern

C15 – Large wet cavern. Difficult terrain (except to boggards).

C15A – Some very large and particularly beautiful crystals. These could be useful, but maybe we don’t know how yet.

C16 – Fungus farm – the boggards eat these.

C17 – Boggard breeding pool

C17A - A crude stone statue of a great bloated tentacle boggard watches the pool. This is of course a statue of Father as the bane-wogs perceive him.

Knowledge (planes) or (religion) DC 20:
This as merely a variation of the demon-lord Dagon.

C18 – A large pit of bones. Any necromancers around?

C19 – Zikomo warns against going up to this room saying ”Ice, cold, danger. We do not go there.”

C20 – Empty cavern

C21 – Same as C16

C22 – Holding pen, with no current inhabitants

C23 – Zikomo’s Temple:
This large and high-vaulted cave drips with water so constantly it seems as if it is perpetually raining. Fetid pools and luminescent algae combine to give the chamber an ominous greenish glow and a lingering stench. The chamber is dominated by a large and impressive mud and stick hut that is surprisingly sturdy. This is Zikomo’s Temple to Father (who is in truth the demon-lord Dagon). The entrance is decorated with bones and leather strips cut from dozens of creatures (many sentient).

The temple itself is a single room almost thirty feet across. Inside, countless bones from those who have died upon Dagon’s altar decorate the place. A crude stone block is encrusted with old dried blood. Above the block, drawn in vibrant luminescent paint distilled from rare marsh plants, is the mad spiral rune of Dagon himself surrounded by countless scribbles of daemonic iconography copied from the Horn’s exterior. A fire pit burns in the center of the temple.

Zikomo Hears-the-Father lives here. He spends most of his time meditating, lost in a haze of vision juice. Most of the boggards live in awe and terror of their mad shaman and so rarely visit. There are no guards here. It is widely believed in the village that Zikomo takes care of himself well enough.

If visited, Zikomo is in a trance when our villains arrive. He emerges from his trance long enough to stare at them glass-eyed and pronounce, “The cave of the blue slime conceals your future. Learns its secret or fail at ye master’s charge.” Suddenly the drug induced fatique seems to lift from him in one manic burst of energy. He leaps to his feat and starts dancing and screaming his terrifying croaks about blue slime and the fury of the master. The fire that burns at the center of the temple changes color to blue in response to his frenzied abyssborn prayer. Zikomo laughs like a mad fiend.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

WoW, thanks.

C3 - Kn Nature: 1d20 + 7 ⇒ (19) + 7 = 26 Check made, will share info with group

C5 - Perception: 1d20 + 1 ⇒ (16) + 1 = 17

C11 - Kn Dungeoneering: 1d20 + 7 ⇒ (2) + 7 = 9

C12/C13 - Perception: 1d20 + 1 ⇒ (10) + 1 = 11

C17A - Kn Planes: 1d20 + 7 ⇒ (15) + 7 = 22 Check made, will share info with group
C17A - Kn Religion: 1d20 + 4 ⇒ (17) + 4 = 21 Check made, will share info with group


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

using inspiration on the KN check Taeral didn't get.
C3: KN (nature): 1d20 + 5 ⇒ (10) + 5 = 15
C5: perception: 1d20 + 7 ⇒ (10) + 7 = 17
C11: KN (dungeoneering): 1d20 + 8 + 1d6 ⇒ (17) + 8 + (2) = 27
C12: Perception: 1d20 + 7 ⇒ (10) + 7 = 17
C17A KN (religion): 1d20 + 5 ⇒ (2) + 5 = 7

About the fish in the cavern (C 11) Gertrart says, "Their spines can be used to harvest a powerful paralytic poison." Gertart will try and collect some of this if it is only a matter of a few hours. This will be at the end of the day when we rest or if it will take days, he will come back later. Rolls needed?

Gertrart aka Blood Desecrator wrote:

"thanks be given Asmodeaus," says the half-orc. He casts an appreciative blacksmith's eye on the chief's blade. "what can the imps tell us about what's next?

16 of 45 hp

& I will update the quick stats...


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

So Zikomo will handle the healing? I have one infernal healing left, and couple of channels (for 2d4+1 hp each).
Trying the perception rolls Taeral and Gertart missed. Cannot succeed in C5
C12: Perception: 1d20 + 8 ⇒ (18) + 8 = 26

"There's a small tunnel leading from the base of the wall. Far too small for me. Bapho, go investigate the tunnel!"


Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

"Aye, aye, boss!" the imp sighs, not sounding very enthusiastic. But nonetheless the small devil flies to the cave, and peers inside. And then, shielded by its invisibility, it enters the tunnel.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

"Hold up. Xixik! Go help him, we don't want to send our own alone." he orders. He grumbles a bit but follows non the less

Imp Watching things: 1d20 + 7 ⇒ (20) + 7 = 27


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"Hold up! Baphxik, go with the others! " Gertrart motions and points after the imps. His own imp, boggart in face, appears on his shoulder then flies off to join the other two as they disappear down the tunnel.

"Should we check out the freezer too?" He asks (c19).


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

soooooo many imps.... =^^=. But not for long

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Indeed, perfect ER fodder. :)

Xeram beholds it in silence, his viper showing its head from his sleeve, flickering its forked tongue.

The imps back then were properly armed, why send unarmed minions?


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

i meant at next level i get a better minion. Cerberi =^^=

-Posted with Wayfinder


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@Gertrart – the poison is relatively easy to harvest if you know it is in the spines, and use a net. Don’t just go grabbing at the fish with your bare hands, that is a great way to get stung. You can harvest 4 doses per month, no skill check required.

Death-Angel Spine Venom:

Type poison, injury; Save Fortitude DC 15
Frequency 1/round for 2 rounds
Initial Effect 1d3 Con damage; Secondary Effect unconsciousness for 1d3 hours; Cure 1 save
Cost: 150 gp/dose.

@Mordecai – Yes Zikomo has healing enough for today.

The three imps are able to move up the narrow passage from C12 to C13.

The Chamber

A lime encrusted human skeleton leans against the south wall clutching a heavy leather bound book. This is perhaps the last surviving copy of “The Dirges of Apollyon” upon this mortal plane. It details the long history of the “Sons of the Pale Horseman” and recounts their efforts to transform this world into a daemon’s playground. This rarest of tomes is made utterly unique by the last page of text within. This book makes plain the ritual necessary to call Vetra-Kali back to the mortal realms (the ritual is detailed below). And besides that, still glittering amongst the muck, is a large jewel.

Detect Magic and Spellcraft DC 30:

The Eye of Vigilance (the First Eye of Vetra-Kali)]

Aura strong divination (evil); CL 15th
Slot none; Weight –
DESCRIPTION
This jewel at first appears to be nothing more than an exquisite emerald worth at least 20,000 gp. Only if the jewel is steeped
in the blood of a sentient creature does it reveal its true nature. The Eye of Vigilance was the magical focus used to create the Horn of Abaddon in the first place and so it is connected to every square inch of the structure. The bearer of this jewel may scry the Horn of Abaddon just as if he possessed a crystal ball. The Eye is also a critical component of the ritual to destroy the Silver Seal and return Vetra-Kali to the prime material
plane.

If all three of the Eyes of Vetra-Kali are united in the statue of Vetra-Kali in the Sanctum, then the Eye of Vigilance functions as a crystal ball with true seeing again limited to the confines of the Horn itself.

I’m just going to cut and paste the Ritual here:

The Ritual:

The gruesome ritual to break the Silver Seal and call forth Vetra-Kali is simple but exacting. Three times per day for 222 days, a prayer must be made. The first prayer is recited at midnight – The Supplication to Darkness . This prayer begs forgiveness that mortals have failed the daemon-prince and allowed his sanctum to be overthrown. The second prayer is recited at dawn – The Cursing of the Light . This prayer curses those who made the seal and begs for the dark powers to lessen its might. The third prayer is made at dusk – The Call Across the Void . This prayer calls to the daemon-prince and guides his spirit through the astral ever closer to the prime material plane. These three prayers are found as songs. When you strip away all the grim trappings, the “Dirges” is, at heart, a hymnal.

A prayer must be intoned carefully and precisely. This takes ten uninterrupted full-round actions. At the end of the prayer, the Silver Seal is doused in unholy water which sizzles and boils across the face of the divine artifact.

Each prayer must be repeated 222 times to break the seal and end Vetra-Kali’s banishment. If even a single prayer is missed, the entire ritual must be restarted. The prayers must be performed within the hour of the specified event and if interrupted may be tried again. For example, the midnight prayer must be done before one a.m.

Further, three humanoid sacrifices must be made during the course of the ritual. At the first Supplication to Darkness, one of death priests who failed Vetra-Kali (or one of their descendants) must be sacrificed upon the sealed altar. At the 111th Cursing of the Light a true follower of Mitra must die upon the altar. And finally at the last Call Across the Void one of the Victor’s blood must be sacrificed. Then and only then will the seal be shattered and will Vetra-Kali be once more manifest.

The Dirges specifies exactly how a sacrifice must be made to Vetra-Kali. The victim must be placed upon his altar and there have their heart cut out while still alive . The heart is then placed in one of the three bowls that the statue of Vetra-Kali holds.

To perform the ritual the villains need eight components:
1) “The Dirges of Apollyon” -- This is the holy book that details the ritual.
2) 666 doses of unholy water
3) The Eye of Vigilance -- this jewel, restored to the statue, lets our villains scry (as the spell scrying ) the entire Horn of Abaddon.
4) The Eye of Hatred
5) The Withering Eye
6) A death priest or descendant
7) A devout follower of Mitra
8) The bloodline of the Victor

You will note that 222 days is a long time, and thus, as promised, plenty of "down time" between significant events to be crafting and such.

Once you have accumulated what you need to start the rituals, I will not require that you guys tell me 666 times that "we do the ritual."

I'll post more about how we'll play out the next section, but we do still have some adventuring to do for you guys to clear out and claim the Horn.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

constant detect magic. So we get all the info?

-Posted with Wayfinder


You need to make the Spellcraft roll.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

will leave that to our casters :P

-Posted with Wayfinder


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Dang... three imps. our souls are so damned. ;)

Taeral will attempt to discern the magic of the gem, but it is beyond his abilities. This this knowledge he focuses his support on the individual most likely to succeed.

I am not sure if it is Xeram or Gertrart, but whomever it is will get Heroism (+2 morale), and Inspire Competence (+2 competence)


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Well i'd have to roll a nat 20 preferably.

Xeram tries to figure out the foreign magic pattern.

Spell analysis, Heroism, inspire: 1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"Spell craft? No, never heard of such.."

INT 8, so not much in the int skills :)


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

and Imps only have +7... so even they wont get it

"Lets just keep the gem till we know exactly what it does."

-Posted with Wayfinder


On the plus side, you can Spellcraft again every day, so eventually someone will roll high enough.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"Alas," the rogue says outside of the boggards hearing, "I am not really a mage. I could attempt to trick it into working, but magic of the caliber we seek deserves more respect."

UMD +9, My spellcraft is +13, but no detect magic :)

Cold room? Or head to the next level? If the boggards told us, I don't remember what is up there. maybe we haven't discovered this yet, but where is the chimney to higher in the horn?

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