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.


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Roll20 Maps Loot

Yes, but what do you do here? Wisdom is earned, and not just given you know?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

i know what i need to do... but he doesnt. Hence he is taking his time to find out what has to be done. If the minotaur knows, he can help. Or if Gertrart figured it out, he can also help. Want me to roll Religion?

Religion: 1d20 + 10 ⇒ (14) + 10 = 24

-Posted with Wayfinder


Roll20 Maps Loot

Sure, roll religion. If you know what to do, are you really sure you want to do what you need to do?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

hey. I love random things. Rod of Wonder? Deck of many things....? Bring em on! =^^=

-Posted with Wayfinder


Roll20 Maps Loot

DC 20 Religion:
You get the feeling that meditating here, for 8 hours a day, consistently COULD give you the "Wisdom of Abaddon" however there are VERY dire risks involved in doing so. Remember, I said VERY dire.

Malleck, you made the role, so read away. The others are welcome to try their chance at the roll, and act accordingly.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Reading over what he could see, examining the circle and they way the runes were traced. He nods

"This is a religious meditation circle. Meditating here, 8 hours a day, over the course of a few days, may grant us the wisdom promised. But fair warning, it can cost you greatly. I do not advise it, if you are weak willed. I do plan to search for this wisdom. Once we know that we can do so safely"

-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'

"I would expect the previous high priest visited this room often between his audences with this underling priests in the chambers below."

Taeral ponders Malleck's explanation of the circle before casting detect magic and staring in the direction of the circle.

Cast detect magic and study for 3 rounds
Kn Arcana for school: 1d20 + 11 ⇒ (18) + 11 = 29
Spellcraft for property: 1d20 + 5 ⇒ (9) + 5 = 14

Then points out to all, "And do not forget the etchings of the Abyssal word 'Nen'. I am not sure what it means, but this is the third such random word we have found. I have a hypothesis I would like to prove."

He moves forward into the center of the circle... "Yah."

----------------------------------------------
Current Effects: Heroism (Malleck), 60 min;


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
False Gertrart wrote:

[Dice=Perception in 3-2]1d20+7

Aha! A secret door leading to 3-3! (Or is that what Gerion found?)

Someone who can see magic needs to make a DC 30 perception check for a different secret door on level 3.

Gertrart follows Malleck into the chamber of meditation. His skills as a scholar are put to the test.

[dice=Kn (all)]1d20+5+1d6 others rolls needed?

That should cover 3-2, I did not make the religion check in the chamber of meditation.

"As tempting as that sounds I fear it will be dangerous with my luck. Let's come back to that when we have time. I feel a sudden urge to explore the room with all the colorful shrines. Or the secret door in I found in that corner room."


Roll20 Maps Loot

Taeral:
You feel strange and get teleported. More in this in a few

Others: Taeral disappears!


Roll20 Maps Loot

Taeral:
You find yourself arriving in the Throne Room 1-27A, seated upon the throne.


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'

Grymp:
Taeral looks around and nods in satisfaction.
"As I expected."

"Nen."


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Gerion blinks, stunned for a moment, and the snorts loudly and shakes his head. He doesn't hesitate. Gripping his ax before him with both hands, he steps forth and repeats the same, "Yah!"


Roll20 Maps Loot

Gerion disappears, just as Taeral reappears.

Gerion:
You find yourself arriving in the Throne Room 1-27A, seated upon the throne.


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Grymp:

Gerion leaps to his feet, and swirls around, looking for Taeral. Not seeing him, he freezes, unsure as what to do next, and then descends to the throne room floor, axe held at the ready. Ah, Int 7!


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

"What happened to you Taeral? You obviously didn't end up in a pit of acid. Gertart tries to walk through the space Gerion was previously in waving his arms about to find the barbarian.

odd is good: 1d12 ⇒ 9


Roll20 Maps Loot

Gertrart doesn't find Gerion.


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

Xeram follows Taerel's example.

"Nothing ventured, nothing gained."


Roll20 Maps Loot

Xeram disappears...

And lands on Gerion's lap!


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Ha! Would have, had he not stood and descended to the floor.


Roll20 Maps Loot

Oh right, my bad!


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

So....what happened if not the former?


Roll20 Maps Loot

Then you end up sitting on the throne in 1-27A, and there's a large Minotaur out in the middle of the room waving his axe around.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

He looks around. Sighs
"Go find them Xixic"

he goes to find them. Malleck stays where he is

-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'

Tearal bursts into laughter as he realizes others have followed this example and don't realize the command to come back to this location.

"The others have teleported to the throne on the first level," he says while trying to compose himself.

"I thought it would be a pain in the ass if I was the a high priest to always have to trudge down to give instructions to my underlings. This seemed the most obvious solution."

"Xixic, enter the circle and say 'Yah'. Then instruct the others to sit on the throne and say 'Nen' to return back here."


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

Sure when I do it, it is 'amusing' but useless.


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

Xeram, finding himself upon a throne, smiles broadly.

Exactly a place i should be at. But it still lacks the lands and subjects. Alas, that will have to wait for quite a while.
However, if things go according to plan, i will have time on my side.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Xixik follows the instruction and tries help the uneducated mortals get back to his master via the teleportation chair

"This will be a good way for us to move around the Horn if we get attacked. I wonder it it will work if we all sit on the throne. Or at least 3 at a time." he muses a bit

-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

Back with the others, Xeram can't help but hear Malleck's musing.

"Gerion's going first if that happens, you'll likely be second, as i reckon none of us prefer to be taking the force of an armored warrior dropping on top of us."


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

Gertrart steps into the circle before Xixixik utters the command phrase to see what happens when the imp does.

I hope noone has an orchid on them.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

"If my eventual plan works, I will go ahead of our horned friend here." he grins and gives Xeram a knowing wink/nod

-Posted with Wayfinder


Roll20 Maps Loot

When Xixic says the word, only he teleports. Gertrart does not.


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

At the sight of Xeram's appearance, Gerion lowers his ax.

"Teleportation. Useful."

Xixik then blinks into place, and relays the means to return. Gerion nods, not upset at not having figured it out, and stomps up to the throne where he intones the key word.

A moment later he's back with the others. He slings his ax over his shoulder and listens to their conversation.


Roll20 Maps Loot

Surely someone made the Perception check in room 2-20, right?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Xixik was there so i can roll onnhis behalf. Xixik Perception: 1d20 + 7 ⇒ (9) + 7 = 16

-Posted with Wayfinder


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
Grymp wrote:
When Xixic says the word, only he teleports. Gertrart does not.

"... Then this parrot walks into a bar..."

I may as well practice, I learned sailing from the smugglers, Engineering from the dwarves, why not comedy from a chair?


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Gerion's been taking 20 in every room for 33


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'
"Taeral" (Nov 23) wrote:

Taeral is with Gertrart. He has detect magic at-will, so Taeral will be casting it in each room as the search the levels.

Also saw I missed a perception check for 2-20, thanks Gertrart.

[dice=Perception, 2-20]1d20+1 18 result

The only locations I know we had problems before Gerion's arrival was C5 Empty Cavern (DC30 Perception), 1-21 Trophy Room (DC30 Perception) and 3-5 Fane of the Three Eyed Prince (DC30 Perception).

And as a reminder for all that followed Taeral through the teleporation circle with out the command word to return.
"Two... Following the herd is for fools. Fear not their icy derision. Instead, fear only thy Infernal Lord."

You are still being tested Gerion, the opportunity presented itself for a test. Sneaky aren't I.

Tareal instructs the others on the workings of the teleporation and the destinations discovered so far.

+++++++++++++++++++++++++++++++++
1-27A - Throne of the High Priest - Yah
2-20 - Throne in the Temple of the Priests - Rah
3-9 - Meditation Hall of the High Priest - Nen
+++++++++++++++++++++++++++++++++


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Gerion's brow lowers in anger.

"I followed so as to protect you. Who knows where you may have fallen out? If your lesson is that I should leave you be next time, then it is well learned."


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

who was that adressed to?

-Posted with Wayfinder


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Ah, was that part of Taeral's comment also ooc? Then nevermind, nix Gerion''s response, or better yet, translate it into an ooc comment where I point out the benefits of having friends who follow you into potential danger.


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'

I try to always use {ooc} for information that Taeral is not saying or doing in character. Information that the player(s) need to be aware of.


Roll20 Maps Loot

So what are we up to now?


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

No good, obviously.

"A parrot?"


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

Onto the secret door Gertart found in 3.2 (to 3.3).

"A man and his pet parrot walk into a bar. It's about early, but they're ready for a good night of drinking. They start off slowly, watching songs, drinking beer, eating peanuts. As the night goes on they move to mixed drinks, and then shooters, one after the other. Finally, the bartender says: "Last call." So, the man says, "One more for me... and one more for my parrot." The bartender sets them up and they shoot them back. Suddenly, the parrot falls over dead. The man throws some money on the bar, puts on his coat and starts to leave. The bartender, yells: "Hey buddy, you can't just leave that lyin' there."

To which the man replies:


Roll20 Maps Loot

Room 3-2

Additions to what was given previously:

The secret door took a DC 15 to find because the door has been seriously damaged. If this room were cleaned, the door patched and closed this could again be a well concealed secret door (DC 30).

Taking 20 finds no traps on the door.

Room 3-3

This room once held one of the greatest collections of blasphemous and evil tomes ever assembled on this plane. Now it contains only ashes. When the Victor discovered
this chamber, his words were terse: “To the fire.”

His order was obeyed. Every scroll, tome and treatise was consigned to flame. All that remains is an inscription in Abyssal that reads “Behold the secrets of death. Use them for my glory.”

There are no secrets here anymore. Only ashes and memories.

You will notice that in many of the rooms, I have provided you a decent amount of back history on the rooms, that really your characters can't tell just by going in there. My reasons are twofold: 1) it's cool info, and gives you a peak into just how good those bastards are that control Talingarde now, 2) I'm too freaking lazy when cutting and pasting some of this stuff. Sure I remove the stuff that could be gamebreakinig, but other than that...


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Gerion positions himself by the side of the secret door, ax held at the ready. He looks to the others to see if one of them wants to go first.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

"This room has been torched. I doubt we will find anything of use here. Let us move on"

-Posted with Wayfinder


Roll20 Maps Loot

Where to?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

i think the large hall with the giant statue of vetra? 3-5 or 3-2 i think you said?

-Posted with Wayfinder

RPG Superstar 2014 Top 16

3-5 it is!

Ok, here was the description, and I believe someone made the DC 30 perception check.

As ornate and baroque as the entryway hall (3-1) is it pales before this expansive and vaulted chamber. This is the Horn’s third temple -- reserved only for the High Priest and his elite retinue. Most of the Sons of the Pale Horseman never entered this temple and never experienced the strange rites conducted within. The fane is adorned with a riot of lurid color. Brilliant bas reliefs depict daemons of every sort engaged in countless acts of wanton evil, callous destruction and inhuman savagery. Rows of pews allow a congregation of the chosen to gather. The podium is doubtless where foul sermons of Abaddon’s wisdom and bile were delivered to those gatherings.

At the front of the chamber are four shrines (A-D).

A – A white shrine decorated with bas relief depictions of open pits of the dead and lepers crying in anguish.

B – A shrine of red stone decorated with cruel iron weaponry and scenes of slaughter. C –A shrine of black stone decorated with images of mortals wasting away from hunger and starvation.

D – A shrine of pale green stone adorned with a skull with two coins over its eyes and an inscription of jagged abyssal writing which reads “Behold a pale horse. Its rider is Death and all shall follow him.”

E – A large bas-relief image of Vetra-Kali sitting crosslegged holding his greatest work, his masterpiece, a vial of some sort. Below the vial is inscribed a name ‘The Tears of Achlys.’ Vetra-Kali also holds three blades and a strange jagged key with an Abyssal inscription “Hail Vetra-Kali”. The three eyed daemon prince pays homage to the four shrines, but there is no doubt that this fane is built primarily to honor him.

On all the other walls are litanies of the deeds of this monster. It was Vetra-Kali who crossed the great void and came to the prime material plane to establish the Sons of the Pale Horseman. It was he who oversaw the construction of the Horn of Abaddon and it is because of this that the Horn superficially resembles this horror from another world.

If checked with detect magic, a door shaped area on the east wall radiates strong conjuration magic. A DC 30 Perception check finds the secret door to 3-6.

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