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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aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Ahhh... I did make the 30, but I thought it required detect magic, so ignored my roll.

"Death, famine, war & pestilance, ribbit, ribbit ribbit. What good is the end of the world even to immortals? It seems like such a terrible waste of resources."

Still, he is intrigued by the weapons and Gertart studies them a bit more closely, hoping for inspiration when he gets back to the smith.


Roll20 Maps Loot

The Perception check finds the door. And/or detect magic finds the door and she's it is enchanted.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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

"So pestilence. Famine. Death. And that one reads Hail Vetra Kali. Its in Abyssal" as he looks rhe shrines over

-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

"Ah, the abyss. Place of demons and other wicked entities.
I once saw a powerful mage open a portal right behind a group of 'heroes'.
Oh, the screams of confusion and the ensuing carnage...a masterpiece."


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 briefly reminisces on times and victories past.

The sight of would be heroes coming to his estate, only to fall down into a pit with spikes or snakes, lynched by a mob Xeram started, or the simple agony caused by poison.


Roll20 Maps Loot

Ok, so there is definitely more to do in 3-5. How about telling me how you approached the room and what you've done there?

You've discovered the secret door, and determined it is enchanted.


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 shakes his head, large bovine ears slapping each side of his skull, and then steps aside, letting those more trap and sneaking oriented take the lead.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Gertrart studies the door for any precautions the previous user might have left, especially the arcane surprises.

1d20 + 11 ⇒ (15) + 11 = 26


Roll20 Maps Loot
False Gertrart wrote:

Gertrart studies the door for any precautions the previous user might have left, especially the arcane surprises.

1d20+11

When searching for traps, feel free to take 20, it's a canon example for "take 20" in the book. You find no traps on the door.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

And not roll ANY dice?
"Want me to knock?"


Roll20 Maps Loot
The Rules wrote:

Taking 20: When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, if you roll a d20 enough times, eventually you will get a 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.

Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes 20 times as long as making a single check would take (usually 2 minutes for a skill that takes 1 round or less to perform).

Since taking 20 assumes that your character will fail many times before succeeding, your character would automatically incur any penalties for failure before he or she could complete the task (hence why it is generally not allowed with skills that carry such penalties). Common “take 20” skills include Disable Device (when used to open locks), Escape Artist, and Perception (when attempting to find traps).

Now, there's no "taking 20" when disabling a trap, but for searching, it's listed right in the rules as a valid "take 20."


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, did we get a sense on the school of magic?

Taeral waits as Gertrart probs the doorway, while he himself looks intently at the magical auras.

Detect Magic, Kn Arcana for school: 1d20 + 14 ⇒ (18) + 14 = 32
Detect Magic, Spellcraft for properties: 1d20 + 6 ⇒ (4) + 6 = 10


Roll20 Maps Loot

Strong Conjuration


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

KLATUUU...VERATAA....NIKT[coughcough]....


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
Malleck of Alerion wrote:

Gertrart

-Posted with Wayfinder

Unless the bard's discovery suggests some other course, Gertrart waits for everyone to get in place then kicks in the door.


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'

"Have you found a way to open the door other than with the use of brute force? You did notice on the one shrine of Vetra-Kali, the strange jagged key with what looks like writing on it. The characters look Abyssal." Taeral ask Gertrart, as he watches the half-orc.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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

Malleck did say what was written on each


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 looks at the door, "Did I miss a key hole?" If not he bows out of the bard's way.

if there is a lock: disable device: 1d20 + 10 ⇒ (3) + 10 = 13


Roll20 Maps Loot

Having found the door, it appears fairly simple to open should you wish to do so.

Did anyone interact with ABCD or E, the shrines or the face in 3-2?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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

MAlleck did to read what each statue said


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:

Gertart studies the runes on the armor, and the rune-covered armor.

[dice=Knowledge most]1d20+5+1d6 (+2 more for engineering, +3 for dungeoneering, +4 local).

just the runes & armor for me, but if a Kn check was needed, I did that.


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 will study the shrines and statuary closer.
Perception: 1d20 + 1 ⇒ (18) + 1 = 19


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 examines the bas relief of vetra kaili. If the strange key looks removable, he will see if the three blades seems removable. If they do he pulls them first to disarm the bas relief before taking the key. If they do not he takes the key.

"Die fast, or die slow," he thinks.
perc: 1d20 + 11 ⇒ (12) + 11 = 23

unless Taeral (or anyone) had a better action :)


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 keeps his distance, blade traps tended to be harmful.


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 Joth is also at the ready, prepared to step in at the first sign of trouble.


Roll20 Maps Loot

As Taeral and Gertrart approach the bas-relief image of Vetra-Kali, they feel a sense of dread come over them.

You see many fearful visions from the depths of depravity, things the likes of which you had never imagined.

DC 18 Will save from those two, or be affects as via a fear spell.


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'

Will: 1d20 + 4 ⇒ (5) + 4 = 9

"Ack!! Did you see it... the eyes moved as I got closer. I am out of here!!!"

Taeral turns and flees the room, heading in the direction of the teleporation device on this level.


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 calmly responds,, pointing a quick finger at Taeral.
"Where are you going?"

Daze to intercept :D, DC 15 will.


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'

Will, +2 vs ench: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24

Oh well... would have liked to have that roll earlier. Thanks anyway.


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

Will: 1d20 + 3 ⇒ (12) + 3 = 15
"Who would swallow one of those, let alone all of them!?!" Gertrart screams running out of the room. "and without any mustard!"


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 repeats his trick, after Taeral was too hyped for it to work.


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

Geriam Joth lowers into a crouch, staring at his two companions in confusion, then turns to the others.

"Let's wait for them to regain their wits."


Roll20 Maps Loot

After 7 rounds of fleeing, they come to their senses, and with the remembered dread of what they were forced to see still fresh in their minds they return to the chamber.

Knowledge(religion) DC 20:
The two supplicants were probably not properly deferential to Vetra-Kali as they approached his altar.


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 ⇒ (18) + 4 = 22

"Well that was truly frightful. The power of Vetra Kali is still very strong here. Hail Vetra Kali, for he will become a great ally of our Master." Taearl says as he approaches the statue again.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Kn (rel): 1d20 + 5 ⇒ (17) + 5 = 22
"I have seen the might of Vetra Kali, I am less than a squashed bug to him and must labor in reverential deference." Gertrart bows before the bas-releif, touching his head as he does so. A formian worker crawls on his knees before checking the key and knives he tried to before.


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 Joth resists the urge to sneer, not understanding the necessity for deference, but stays quiet and at the ready.


Roll20 Maps Loot

Taeral approaches fine, Gertrart screams and panics.


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'

snicker...

Taeral explains, "While not necessarily a trap, I would advise saying these words when you approach this shrine. 'Hail Vetra-Kali.' Otherwise you may react as both Gartrart and myself have already. Now let's see if we can find anything here."


Roll20 Maps Loot

Since Malleck had translated it, we can run with you knowing what it means. We'll assume Taeral said the words in Abyssal, the same language they are written in.

So, yes, if you say "Hail Vetra-Kali" in Abyssal. You can safely approach the shrine to him.

Taking 20 there finds no hidden anything beyond what I've described.

So, the mystery still remains regarding the enchanted secret door here. Unless I missed it, no one has opened the door, although you do know how. Pressing V-K's three eyes in a certain one of the murals opens the door.


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 Joth waits patiently, ax at the ready. "Shall we try the secret door?"


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 I have gone back through post, but I can't find when we learned how pressing the three eyes would open the door. That is why we were look at using brute force to kick it in. :) If this is something I missed, then I will do the following."

With a flash of insight on the working of the room, Taeral reaches up to the three eyes of Vetra-Kali's center shrine (E) and press them in unison.

When looks back over at the secret door to see if the magic has changed at all, after activating his spell-like ability.

Detect Magic, Kn Arcana: 1d20 + 12 ⇒ (8) + 12 = 20
Detect Magic, Spellcraft: 1d20 + 6 ⇒ (18) + 6 = 24


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

"Fine, I feel better about saying empty words than pretending supplication." Gertrart is Gertart again.

Do you mean pressing the three eyes in a certain patttern? or pressing the eyes in a certain mural. If so I see nothing to distinguish one eye from the others. EDIT: ninja'd by Taeral. :)

"Hail Vetra-Kali," Gertart says and presses the eyes in order. BCA if I have to guess an order. EDIT: or what Taeral tried.


Roll20 Maps Loot

Apologies...

Clarification...

Back in this post I mentioned you knew how to open the door, but didn't express how. The whole room is covered in murals. The one that you press the three eyes to open the door is actually in the door.

This is separate from the altar that shows the Tears of Achlys and the phrase on it that made the guys run.

Did I clear that up ok?


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:

Apologies...

Did I clear that up ok?

No apologies necessary, but I think there is a suggestion we should be doing something specific to open the door. If there isn't...

Gertrart opens the door.


Roll20 Maps Loot

Indeed, so there is an implication that one should do something specific to open the door, so let's first roll with Gertrart opens it without "doing something specific"

Gertrart presses the eyes in the mural, and the door slides open. Beyond the door, Gertrart sees a room roughly 60' long and 40' wide. The room is filled with discarded temple paraphernalia covered in cob webs, wrecked perws, discarded masonry, piles of mouldering boards and the like.

And then to keep this moving along, since you guys definitely have basically figured this out...

Gertrart steps back and rethinks the matter, he glances at the wall, and this time, while pressing the three eyes of Vetra-Kali, Gertrart says "Hail Vetra-Kali" (in Abyssal, of course). This time, the room opens, and beyond it you spy a treasure vault filled with many wondrous things in it. Most notable, you spy a podium in the center of the room that rises up from the floor like a claw, and clutched between its talons a single dark radiant emerald. But before you have access to the loot...

Meandering about the room, are four creatures. All are incorporeal, one is large and the other three are medium sized.

DC 21 Knowledge (religion):
One is an "Advanced giant wraith" and the other three are wraith-spawn

Ask questions about their abilities if you rolled high enough.

The large creature moves towards you and demands in common, "who dares to interrupt the vigil of Ezra Thrice-Damned?"

Gerion:
You recognize Ezra, both the name, and strangely enough somewhat the appearance. He was high priest of Vetra-Kali here before the place was overrun by the damnable Mitrans.

DC 20 Perception from any except Gerion:
The three lesser creatures here, while you have never directly met them, some of their ghostly trappings make you think they must have been the Fourth Knot, at least three of its members anyways.


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

Perception, curious sorcerer: 1d20 + 8 ⇒ (20) + 8 = 28
Well, couldn't be a better dice roll.

Xeram says to the others, in a hushed tone:
"I am no expert, but going by the vestments of the smaller three, they somehow suggest previous operatives?"


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 nods, gripping his ax tighter.

"Aye, Ezra was the high priest himself of Vetra-Kali. Be careful, all. He was terribly powerful in his time."


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

"In that case, by all means, do the talking."


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 Xerma's prompting, Gerion Joth steps forth. He's no silver-tongued bard, but he pushes his shoulders back and eyes the shade.

"Hail Vetra-Kali, and hail Ezra, High Priest of Vetra-Kali. I am Gerion Joth, the former commander of our temple's guard, and was killed centuries ago by the damned Mithran's when they overran our grounds. These men have brought me back from the dead, and I have deemed their mission righteous."

At this he falters and looks back to the others.

"We seek guidance and wisdom in how best to serve Vetra-Kali, and strike revenge against the Mithrans who now rule the land."


Roll20 Maps Loot

So that's not bad, who knew that Minotaurs could do diplomacy?

"I see you and recognize you Gerion Joth. The Mitrans who destroyed our faith are our mutual enemy you say? I will aid your mission against the Mitrans, and I will allow you free access to the stored wealth of the Order that I have protected, with one exception." Ezra points at the jewel, "The Eye of Hatred shall not be removed, unless the one of you who takes it from this place must swear a blood oath to restore Vetra-Kali to this world." The creature pauses, "are these terms acceptable?"

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