Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


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Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

Everyone should have been topped off before we entered here, so no Leo was not really -9. But, I think you missed my question above requesting a HP accounting since starting the Elemental fight so I know what Life Link does or if I need to burst heal.

Life Link is medium range (140' for me) so he'll continue to heal before the max.


Female Synthesist 4 | Titan Mauler 2 || HP: 24/24 (63/66) || AC: 22| T: 12 | FF: 20 (w/ MA&Shield)|| Fort: +12 | Ref: +6 | Will: +8 || Init: +2 | Perception: +10 | Darkvision & Low-light)

I summoned the elemental before I moved, so I should have been out of his reach when I did it, but I didnt realize it was only 10' up...sigh.

On my turn the air elemental will fly after Leo and attempt to catch him (100' perfect, CMB +2, Fly +17), asssuming his fat ass hasnt reach terminal velocity and splatted.


>> horn level 1 << -- Way of the Wicked

re: recap the elemental's only "damage" dealt has been on ash with the AoO (12 pts). the bull rush attempts don't deal hp damage. so he was at full hp when he fell off the ledge. at the 50 ft mark when he tried to catch on to part of the horn, he was within range, but hadn't suffered any damage due to the featherfall. by the time he hits ground you'll feel the life link sever as he goes out of range ( idk if you feel it sever or if it works if he comes back in range, but for dramatic effect, you feel it sever )

he's "falling" 300 ft this "round" to the max of 500 ft. which would take place right before the start of his turn on r4 phase 18. the elemental moves 30ft out over Leo, and then the 70 ft. 140ft. down to try and catch up with him on r3 phase 6. if we say its been half a round / 10 phases since leo started falling, he's fallen an additional 250 ft. by phase 6 ( minus 10 ft for the featherfall from last round ), and the poor little elemental valiantly rushes down the other 100 ft. ( 240 ft. down vs. leo's 240 ft. descent by that moment ) (i'm trying to find, i thought in the rules there was something that you ascended at half speed and could descend at double speed. but i'm not seeing it in the PRD. the fly spell has it. but not the skill. I'll allow it to do some kind of accelerated fall, and descend at double speed) Will give leo another reflex save at that point to try and catch the elemental and at least arrest his fall somewhat.

( he already rolled a 23 on his turn, so he catches it. )
elemental@fly: 1d20 + 17 ⇒ (6) + 17 = 23
str check: 1d20 + 1 ⇒ (10) + 1 = 11

it manages to arrest his descent some, but he'll still take damage as the poor little guy can't hold on to the plummeting Leo though he manages to hang on long enough to slow his fall somewhat.

[r3]: [16: Edwin ], [6: Temperance ], [6: Piety],

[r4]: [32: elemental], [19: Ash], [18: Leo], [9: Forsythe], [6: Neji], [3: Saio ]


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)

A plate-wearing-paladin, playing Plinko down the side a mountain, must be mutually the the saddest and funniest sight and sound ever

-Posted with Wayfinder


>> horn level 1 << -- Way of the Wicked

OMG! Plinko! hahaha. must use as the name for a character sometime...


>> horn level 1 << -- Way of the Wicked

god, pathfinder/3.5 really has no rules to cover catching someone, or when people fall. lol. i hope my posts make some kind of out-of-game sense.


M Damphyr male Dhampyr Swashbuckler 6 (hp: 45/45 | AC: 22 | T: 17 | FF: 15 | Fort: +3 | Ref: +12 | Will: +1 | Init: +8 | Perception: +10 | Darkvision, low-light )

I have to way to harm this thing. At All. Unless it gets into my range when it tries to bullrush me. But my damage is based on hitting vital organs and this thing doesn't have any.

Continue to ready if it comes into range


>> horn level 1 << -- Way of the Wicked

[r3]: [6: Temperance ], [6: Piety],

[r4]: [32: elemental], [19: Ash], [18: Leo], [9: Forsythe], [6: Neji], [3: Saio ], [16: Edwin (ready) ],

like i wonder if i'm overanalyzing movement and distance in falling. people move on their turn, and their done, it doesn't happen in a 1 round action where they can be intercepted mid run or something when they run 240 ft. in a round under expeditious retreat and a run action... maybe he's just already splattered, and there wasn't time to catch him.


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)


I think this was a decent write-up on falling speed.
TL;DR, 500' first round, 1200' the next. Taking this into account of course makes it nearly impossible to catch someone over a round with a fall shorter than a few rounds.

This one is great for arial combat.

Taking both into the equasion and depending on how you want to fudge the moment Leo was falling/Feather Fall, hitting objects on the way down, he may not be at 500' by the end of round one...like you wrote above.

The Air Elemental has Perfect flight so it can double move to catch up, which is 200' a round. Perfect flight basically equals a bird of prey diving on a target.

As for catching Leo, I would handle it as an unresisted CMB grab, but there could still be a chance of missing the catch.

I would assume it would be at least a DC20+ Flying Maneuver, once caught, to turn 180, or DC15+ to continue the fall but direct it away from the cliff face/ground 45 degrees. Perhaps a -2 for the size difference.

This game doesn't have accelleration/decelleration, so I would subtract the fly speed from the fall speed?


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)

If you deem the Elemental acts fast enought to actaully catch up with a falling Leo (Improved Initiative and +3 Dex?)...

I think reversing Leo's fall is impossible at this point, so the Wind Elemental will dive after Leo, Grab him and accellerate him away from the mountain 45 degrees till roughly cruising horizonal to the flatlands at the base of the Horn.

Wind Elemental CMB/Grapple: 1d20 + 2 ⇒ (17) + 2 = 19
Wind Elemental Fly Check: 1d20 + 17 - 2 ⇒ (19) + 17 - 2 = 34

Assuming this makes it, Leo and the Elemental will be nearly a mile away and I assume he will also have to deal with a wild Wind Elemental that may have him grappeled and crusing very quickly inches or feet above ground/treeline (I dont know what's down there). But at that point the issue is litterally out of this Summoner's hands and I turn the Elemental's control over to the GM to manage it as he sees fit.


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)

Slightly better idea:
On my turn, to shave off distance, I move 30', summon a new Wind Elemental at max range towards Leo, then have the Ele double move and perform the actions I said above. That should add another 65' or so.
Defensive Cast: 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28

Don't know if that is better or worse than the Ele already in motion? I would obviously only do this if it helped get closer to Leo.


>> horn level 1 << -- Way of the Wicked

either way, consider it written out for now. You can check to see if he landed, splattered, or managed to get away after this combat. if he falls instead of the drawn out full-round-action-of-falling/moving, which i'm leaning away from, then he's already splattered on his turn before the air elemental can catch up to him =/

[r3]: [6: Temperance ], [6: Piety], ?

[r4]: [32: elemental], [19: Ash], [18: Leo], [9: Forsythe], [6: Neji], [3: Saio ], [16: Edwin (ready) ],


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)

OK, I'll assume the elemental is gone either way, and for my druthers, I would rather not rush to the edge to cast and perhaps be tossed over as well...especially as I am suitless now. Thank Leo. To answer your previous question above, I always played it like the Life Line is an active and personal connection, so to have it cut off prematurely, would not be painful or shocking, but would be disturbing or at least alerting. So I assume I know that Leo fell out of range, I don't think he is dead from the broken link.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Well, maybe he'll think I'm funny the second time around?

Hideous Laughter again, this time with feeling!


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Well, might as well light him up.

Burning Arc,DC18 RSv: 9d6 + 9 ⇒ (6, 2, 1, 1, 4, 5, 3, 2, 3) + 9 = 36


>> horn level 1 << -- Way of the Wicked

oh right , my turn. =X

elemental@willVShideouslaughter: 1d20 + 5 + 4 ⇒ (1) + 5 + 4 = 10
elemental@refVSburningarc: 1d20 + 15 ⇒ (1) + 15 = 16

wow. not only does the elemental start to laugh and i guess... descend and land? but it gets severely burned. 76 dmg total. Edwin lunges in and strikes it. Ash uses up the last of his fire breath. Neji chops.

elemental@willVShideouslaughter: 1d20 + 5 + 4 ⇒ (14) + 5 + 4 = 23
by the time it stops laughing next round, you've put it down

The elemental dissipates, the spark released, into mostly pure mystical energy. a fine blue and yellow crystals like grains of sand rain softly to the ground.

having time now, you check on leo, Ash flying down, others joining as able (?)

1d20 + 2 - 8 ⇒ (7) + 2 - 8 = 1
1d20 + 2 - 9 ⇒ (17) + 2 - 9 = 10

Ash flies back up with Leo's battered body. Examining it, he seems stable, surprisingly. then folds his wings away. He's not a great flyer, so it is slower ascending, takes 2 minutes for him to return as he flies up , circling the spire as he rises.

he's stable at -10hp. ( so 70 pts of damage total. he lucked out on the 20d6 damage. it actually looks like a 400 ft. drop from their map.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

Guys, there's also three entrances I can see on the cliff face. at about 200 ft. up there's a big archway. at 150 ft. on the NE side there's another one , with some stairs, and at 100 ft on the NW side there's another with stairs.

we'll call these East, West, and Central entrances. if you refer to the map, and scroll up, I've added a key for the size of the grid squares, as well as red lines showing your ascent, and grey circles around the Central, East, and West entrances. East and West look like they can be accessed from stairs ( rubble and overgrowth are currently concealing the ground level portions of the stairs. the whole winding stairwell looks like difficult terrain the entire long treacherous way up. )


Female Gnome Synthesist 4 | Titan Mauler 2 || HP: 24/24 (78/78) || AC: 20| T: 12 | FF: 19 (w/ MA&Shield)|| Fort: +14 | Ref: +6 | Will: +10 || Init: 2 | Perception: +10 | Darkvision & Low-light)

Poor Leo, but at the same time, we are all so desensitized to him being near dead, dead, or grotesquely mangled. That's basically Tuesday for Leo. I'm starting to think he does it for attention, like an extreme cutter.

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

Did anyone else get hurt or am I just putting Humpty Dumpty here back together again?

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

i'm fine. depends on what else we want to do today. We found the spire ritual chamber. We need to get a metric s$!% ton of holy water, and start gathering the rest of the stuff we need for the ritual. We might as well check out the rest of this spire though and make sure its cleared out. We need the other two eyes anyway right? they're around here somewhere?


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

i'm fine taking another day and starting that exploration with Leo and Saio fresh. If we want scout it a bit today thats fine, i'm sure we've got a lot more fight left in us, but one day won't matter much, right?


>> horn level 1 << -- Way of the Wicked

for some perspective. in game, today is Fireday, Kuthona 27. Your group reached the spire on Toilday, Kuthona 24. You talked your way past a Treant, and subdued the Boggards. on Wealday after resting you retrieved the Dirges of Appolyon. You then searched the caves for clues as to where else you could go, or where to ascend the spire and found the secret entrance. The next day you went up fully rested. Ascending 150 ft. of twisted stairs you fought two bound daemons, you killed them, and then climbed another 250 ft. of stairs to the sanctum at the top of the spire, where a lightning being seemed to have coalesced from the raw magical power and been disturbed by your presence. Loran has been missing for 4 days. The White Ravens are set up in Farholde. Even though Ash retrieved Leo quickly, there's a chance the Treant saw Leo fall.

to recount, the ritual to break the seal and call forth Vetra-Kali, will require a series of prayers for 222 days, 666 doses of unholy water, three sacrifices, and the three eyes of Vetra Kali. the prayers are the Supplication to Darkness at midnight, the Cursing of the Light at dawn, and the Call across the Void at dusk. At the end of each prayer, ten uninterrupted full-round actions, the Silver Seal is doused in unholy water. At the 1st Supplication to Darkness one of the Death Priests who failed Vetra-Kali must be sacrificed. At the 111th Cursing of the Light, a true follower of Mitra must die, and at the last Call Across the Void one of the blood of the Victor must be sacrificed.

the ritual:

The Dirges of Apollyon wrote:

Behold our shame that we, the Sons of the Pale Horseman, failed in our darkest hour to defend our prince the undying and ever malevolent Vetra-Kali Eats-the-Eyes. But I have seen it! I have seen the road to repentenance! 666 prayers. Three per day will break the hated Seal. With each prayer bathe the seal in unholy water and intone the dirge.

At the stroke of midnight each day call forth the Supplication to Darkness. Pray to the darkness so that we shall be forgiven. Upon the first midnight make the first sacrifice -- one of our own blood -- so that Vetra-Kali will know we are repentant.
At the first light of each dawn call forth the Cursing of the Light. Answer the spread of the shining lord’s light with our unyielding defiance. Upon the 111th Curse make the second sacrifice -- a true believer of Mitra -- so that the cursed god of the invaders will know that we fear him not and that his power to hold our master at bay is ending.
At dusk as darkness returns each day cry forth the Call Across the Void. Recite the name of Vetra-Kali so that he may hear us and return. With the final Call offer the third sacrifice -- one of the Victor’s own blood. By the same blood that caged him so shall our master be freed.
Let ye with wisdom understand. Once the final prayer is uttered upon the 222nd dusk, Vetra-Kali will begin his long traverse across the great wheel. At the stroke of midnight on that day he will emerge into his Sanctum and the Seal shall shatter.
Blessed day! Be ready, my brothers. His eyes have been stolen from him. Return them and the Prince will honor ye with one task for each.
For the Eye of Vigilance ask only for his mercy upon we mortals and plead that he do ye and yours no harm. For his wroth will be great.
For the Eye of Hatred ask for his greatest gift -- the Tears of Achlys so that once more every corner of the world may know his mercy.
For the Eye of Withering ask what ye will for in his gratitude he must answer your charge.
And then behold, the Prince restored. All shall know his blessings of pestilence and despair.
-R.Kappelbrenner

a link to the dirges of apollyon doc, so you can reference or make comments there.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Where can we find a Death Priest of Vetra Kali? Also, too bad Victor got himself killed, he'd make a good sacrifice. Now we have to find "the blood of the Victor". Do we know any descendants of that guy?


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

So we should fully explore this upper level (A, B and C). Looking for any unholy artifacts. Also, do we see this Silver Seal? Does it look like this is his Sanctum? Do we know what the Tears are? I'm guessing, some kind of pestilence or disease given the nature of our Daemonic host...

And tracing back to the previous level, I see a reference to "East", "West", and "Central", were those other paths to explore?


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

And I figure a true believer of Mitra will be pretty easy to get ahold of. Lots of those on this forsaken continent.


M Damphyr male Dhampyr Swashbuckler 6 (hp: 45/45 | AC: 22 | T: 17 | FF: 15 | Fort: +3 | Ref: +12 | Will: +1 | Init: +8 | Perception: +10 | Darkvision, low-light )

We should definitely fully explore this. After all, we are gonna be here for a while I assume? We'll have to leave to get the items needed, but this is gonna be our base of operations for a while, or will another team come to do these prayers.

Also, when we start this process, is that gonna send out some holy alert to those blasted Mitrans?


>> horn level 1 << -- Way of the Wicked

The statue in the sanctum looks like this.

Completely out of place is the heavy silver chains that bind the altar, wrapping around the statue. The chains are connected toa heavy argent seal pressed with the holy sunburst of blessed Mitra.

here's what the Horn of Abaddon looks like from the outside.

As to what the eyes are, here's the information that flooded your mind when you picked up the emerald again:

The Eye of Vigitlance(First Eye of Vetra-kali) wrote:

Aura strong divination (evil); CL 15th

Slot none; Weight -

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.

Destruction
The Eye of Vigilance, like all the Eyes of Vetra-Kali can only be destroyed
by permanently slaying Vetra-Kali Eats-the-Eyes on
his home plane. If this is ever done, the jewel shatters into
emerald shatters worth a paltry 2,000 gp.


>> horn level 1 << -- Way of the Wicked

You search around up here for a few hours, taking 20 on a thorough search of the shrine. you find nothing else. A and B appear to be ritual preparation chambers, separated from the other section by low partition walls.

Where do you want to start searching ?

Do you want to climb down the outside, or descend the stairs and go out through the boggard caves? or fly down to the central cave?

Do you want to try to avoid the Treant?

Do you want to clear and walk up the stairs to the East opening? or the West opening?

Do you wanna do something else ?


M Damphyr male Dhampyr Swashbuckler 6 (hp: 45/45 | AC: 22 | T: 17 | FF: 15 | Fort: +3 | Ref: +12 | Will: +1 | Init: +8 | Perception: +10 | Darkvision, low-light )

Can one of the spell casters use the Eye to scry through the whole place? I would like to have another entrance available if possible. Can we assign these boggarts to clear out these stairwells?


>> horn level 1 << -- Way of the Wicked

Have the boggards clear the stairs: You remember the Treant letting you in to the tunnels because you lied and said you were there to clear out the boggards (or something to that effect). They're enemies. If they try to do that work, especially after losing their last chieftan, they may not survive the encounter.

Scry on the whole place and find another entrance: two problems with it: The eye hasn't been activated for scrying, it hasn't been steeped in the blood of a sentient creature. doing it with one of y'all would deal 2 con damage. Second, scrying on the areas you've been in already would be easy, you know the location and you know eachother. Scrying is creature-centric. you need to scry for a creature.

Scrying wrote:
You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.

Paizo forums search seems to corroborate that there's no spells for scrying on locations, just creatures. Since you don't know if there are any creatures in the spire, you couldn't scry on them even if you did activate the Eye you have.


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

as he comes back to consciousness during/after Saio's tending...

::mutters:: I'm a real boy pappa smurf ::


>> horn level 1 << -- Way of the Wicked
WhatWouldTemperanceSay wrote:

So we should fully explore this upper level (A, B and C). Looking for any unholy artifacts. Also, do we see this Silver Seal? Does it look like this is his Sanctum? Do we know what the Tears are? I'm guessing, some kind of pestilence or disease given the nature of our Daemonic host...

And tracing back to the previous level, I see a reference to "East", "West", and "Central", were those other paths to explore?

Ash spotted "openings" in the spire when he was flying back up with Leo's body. one in the Eastern side of the Horn, one in the Western side of the horn ( those accessible via narrow treacherous stairs that are covered with brush and overgrowth and rubble, but lead up via stairs that wind around the Horn ), and a Central entrance that seems accessible only via flight. there's a landing ledge. On the side view version of the map , i've circled those three entrances in grey and tried to label them.


>> horn level 1 << -- Way of the Wicked
WhatWouldTemperanceSay wrote:
Where can we find a Death Priest of Vetra Kali? Also, too bad Victor got himself killed, he'd make a good sacrifice. Now we have to find "the blood of the Victor". Do we know any descendants of that guy?

unsure where you'll find that. There are probably descendants of the the death cult still living in Farholde, you could possibly track down one of them, if that would satisfy the ritual. Since the ritual calls for "one of the Victor's own blood" later on, it seems possible that a descendent would qualify. if not, the ritual won't start off properly, and you'll know once you try. right?


M Damphyr male Dhampyr Swashbuckler 6 (hp: 45/45 | AC: 22 | T: 17 | FF: 15 | Fort: +3 | Ref: +12 | Will: +1 | Init: +8 | Perception: +10 | Darkvision, low-light )

what are we going to do about that Treant? He won't be an effective guardian against the Mitrans, and it will be hard to constantly lie to him. We should consider disposing of him.

Did not remember that about scrying.

I will start to search and clear the way to one of the places that we haven't gotten to


>> horn level 1 << -- Way of the Wicked

you've explored everywhere you know of. The only places left to go are either down, avoid/confront the treant, and clear/climb past the debris on the stairs up to the east entrance, or the west entrance ( two different sets of stairs, not one that diverges and goes up to both ), or fly down to the central entrance. by the end of the few hours thoroughly searching up here at the top of the spire, you're sure there are no hidden passages or any other way in or out, other than 400 ft. of stairs and back down to the boggard's entrance, or flying out the balcony here at the top.

yeah, most dont think that way about scrying. but that's the way it works. most people think of scrying as looking through a security camera , at a place, maybe following a person. but its not worded that way.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

I can make some detect secret door extracts for tomorrow, if we'd like to camp out. Or I can ferry people over to the central entrance.

Scarab Sages

Female Soul Seer Kyton-Spawn Life Oracle 4 | hp: 39/44 | AC: 19, T: 11 | FF: 16 | Fort: 6 | Ref: 2 | Will: 1 | Init: +0 | Perception: -2 | Darkvision/Deathwatch

Saio sits on her knees and ankles near Leo and begins to pray, cycling beads though her hands. Over the course of a minute, Leo's wounds close and more and more blood can be seen, cold and black and steaming, weeping from joints between Saio's plate armor.

Saio offline heals...:

Tap of Infernal Healing.

Saio starting health 43/44
Leo starting health -9/60

R1
IH on both, Lifelink
Saio 39/44
Leo -3/60

R2
IH on both, Lifelink
Saio 35/44
Leo 3/60

R3
IH on both, Lifelink
Saio 31/44
Leo 9/60

R4
IH on both, Lifelink
Saio 27/44
Leo 15/60

R5
IH on both, Lifelink
Saio 23/44
Leo 21/60

R5
IH on both, Lifelink
Saio 19/44
Leo 27/60

R6
IH on both, Lifelink
Saio 15/44
Leo 32/60

R7
IH on both, Lifelink,ChanNeg: 2d6 ⇒ (4, 5) = 9 (anyone else who wants can be healed by that)
Saio 25/44
Leo 53/60

R8
IH on both, Lifelink
Saio 21/44
Leo 59/60

R9
IH on both, Lifelink
Saio 22/44
Leo 60/60

R10
IH on both (ends), Lifelink, ILW: 1d8 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Saio 42/44

TL:DR
9 rounds and Leo is at 60.
10 rounds Saio is at 42.

Spent:
1 Chan. Neg. for 9 for those that can take negative healing.
1 cast of ILW
2 IH off Saio's wand.


>> horn level 1 << -- Way of the Wicked

and choice for direction to go ?


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

I think we should just go kill the tree. He's increasingly likely to become a liability. I can't imagine we'll be able to explore this whole place AND spend 222 days performing an evil ritual in his guarded shrine complete with multiple human sacrifices without him noticing.

Hopefully his presence won't be missed.


>> horn level 1 << -- Way of the Wicked

ok, so you'll go down to the base, Its not hard to locate the tree. But there's not a lot of advantageous ground. I'm going to move you over to the forrest map and recenter. Are you trying to get the drop on him? or do you want the cut scene confronting him?


M Damphyr male Dhampyr Swashbuckler 6 (hp: 45/45 | AC: 22 | T: 17 | FF: 15 | Fort: +3 | Ref: +12 | Will: +1 | Init: +8 | Perception: +10 | Darkvision, low-light )

If the metal tank and I can get close to start with that would be good.


>> horn level 1 << -- Way of the Wicked

seeing you come out of the cave to the clearing, Jurak steps out from the forest and addresses you.

Have you returned from vanquishing the Boggards? Their cave has been quieter than usual of late. Congratulations on wiping out their festering scourge where I could not. Mitra shines on your fair deeds.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Before walking outside:
I have an idea. We were worried (or was it just me?) about someone noticing he's missing. Maybe I can find out.

I adjust my appearance slightly. I favor my leg as if I've been recently injured, but also brighten my clothing and appearance to the point that I look almost Aasimar. A glowing savior of the downtrodden and all that.

After Jurak addresses us:
Thank you, mighty Jurak, you are too kind. We slew the boggards, but only confirmed that they were the least of our concerns. They have been in correspondence with an evil cleric leading a cult of Vetra-Kali and he plans to re-conquer this shrine and break the seal. One of the boggards admitted that there is a ritual that would undo the seal and that this cleric knows of it. He is aware of your presence and said that "you can leave the tree to me, my god will love a sacrifice of living wood!".

You are the guardian of this shrine. How do you raise allies in times of peril? What happens if this evil destroys you? Are there further safeguards to protect the seal? We want to help, but fear this evil is beyond any of us...

Bluff: 1d20 + 19 ⇒ (17) + 19 = 36


>> horn level 1 << -- Way of the Wicked

oh boy

sense motive: 1d20 + 9 + 10 ⇒ (1) + 9 + 10 = 20

I shall summon aid. I speak regularly with the trees. One moment and I shall call to her. We will need her if further evil is upon us.

his barren branches russle as if in a breeze, a breeze that seems to carry and shift from tree to tree, like a strong wind blows them, though no wind touches any of you

It is done. In a few days she should join us with what allies she can muster, and then we can mount an attack upon them.


Arcanist(Bloodline,Draconic) 6 (hp: 24/38 | AC: 15 (assumes MA, cast by Tempy) | T: 11 | FF: 15 | Fort: +3 | Ref: +2 | Will: +5 | Init: +2 | Perception: +0)

Oh s$$%, too fast!

Yea, so as soon as he says he's going to summon aid and how he's going to do it, I light him on fire. If we're close enough (unclear if we're actually that far back on the map while talking, I moved myself and Tempy up assuming we're close enough) then I use burning arc, otherwise I use fireball.

Fireball DC19: 7d6 + 7 ⇒ (2, 1, 1, 6, 2, 2, 6) + 7 = 27
Extra dam f/ BA (also DC18 save): 2d6 + 2 ⇒ (3, 4) + 2 = 9

Damn it Temperance, your mouth is always getting us in trouble. Why can't you just kill something? Why do you always have to talk to it?


>> horn level 1 << -- Way of the Wicked

its a second late as you realize he's doing something, communicating somehow.

You said you were closing to talk with him, if you both moved up thats fine. you can get within burning arc . that'll be your surprise round , earned bluffing him. edwin and everyone advancing might have seemed a bit too obviously threatening. you could have activated or buffed with a minute per level buff in anticipation before going out and talking. If its a round per level buff 1d10 ⇒ 4 rounds passed.

reflex: 1d20 + 3 ⇒ (4) + 3 = 7

it does seem to damage him, though not as badly as you'd hope.

initiative:

Ash: 1d20 + 2 ⇒ (15) + 2 = 17
Edwin: 1d20 + 8 ⇒ (11) + 8 = 19
Forsythe: 1d20 + 6 ⇒ (13) + 6 = 19
Leo: 1d20 + 1 ⇒ (6) + 1 = 7
Neji: 1d20 - 1 ⇒ (15) - 1 = 14
Piety: 1d20 + 4 ⇒ (13) + 4 = 17
Saio: 1d20 + 0 ⇒ (11) + 0 = 11
Temperance: 1d20 + 4 ⇒ (9) + 4 = 13
jorak: 1d20 - 1 ⇒ (15) - 1 = 14
Neji: 1d20 - 1 ⇒ (6) - 1 = 5
jorak: 1d20 - 1 ⇒ (7) - 1 = 6

[r1]: [19:edwin], [19: forsythe], [17: piety], [17: ash], [14: jorak], [14: neji], [13: temperance], [7: leo]

jorak and neji tied, jorak won the roll off.


M Damphyr male Dhampyr Swashbuckler 6 (hp: 45/45 | AC: 22 | T: 17 | FF: 15 | Fort: +3 | Ref: +12 | Will: +1 | Init: +8 | Perception: +10 | Darkvision, low-light )

Fighting a giant sentient tree? Fantastic!

Move up and attack

attack: 1d20 + 15 ⇒ (2) + 15 = 17

womp... womp...


>> horn level 1 << -- Way of the Wicked

more like double move to get caught up with Piety and Temperance. I'll let you get in front of them at least. the trees and forrest get in the way of just running up front.


Female Dhampyr Female Dhampir Warpriest 6 (hp: 21/27 | AC: 21 | T: 13 | FF: 19 | Fort: +3 | Ref: +6 | Will: +9 | Init: +6 | Perception: +12 | Darkvision, low-light ) |
fervor:
ØOOOOOOO

move up a bit from the mouth of the cave.
cast spiritual weapon on it. a force mace appears

spiritual weapon: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 2 ⇒ (7) + 2 = 9

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

i'd probably activate my wings before Temperance and Piety went out,
i'll have mutagen and a shield extract active.

i'll fly 60 and throw an alchemist fire at him.

::edit::

went and looked at the map after moving 60, didn't get me close enough to lob an alchemist fire, so i'll just double move and continue to circle around him.

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