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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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

Malleck still has no emotion on his face as the two clash swords. Divine energies filling the room in sparks and flame. His own wounds close as he begins his retaliation on the Paladin

"Your father will meet you soon enough"

LoH: 4d6 ⇒ (1, 4, 6, 1) = 12

Attack 1: 1d20 + 24 ⇒ (7) + 24 = 31
Attack 2: 1d20 + 19 ⇒ (18) + 19 = 37
Attack Crit?: 1d20 + 19 ⇒ (7) + 19 = 26

Damage: 1d10 + 24 + 8 + 2d6 + 2d6 ⇒ (7) + 24 + 8 + (5, 2) + (3, 2) = 51
Damage: 1d10 + 24 + 8 + 2d6 + 2d6 ⇒ (2) + 24 + 8 + (4, 3) + (1, 6) = 48

-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
Gertrart wrote:
Ohhh & Ahhh

"Phe. Not bad, but this day will go in our favor, i am sure of it."


Roll20 Maps Loot

Malleck comes on and gets two solid hits. As Malleck's second strike hits Sir Havelyn, the bold warrior begins to crumble to the ground, even as his hand reaches to heal himself a final time. Before he even stops moving, three figures are springing into action.

LOH: 4d6 ⇒ (4, 1, 3, 6) = 14

The priestly brother gets to the knight's side and casts a spell as he touches the fallen man's hand. The knight stirs briefly, unsure of what has happened. He begins to speak, "No..." but the rest of the sentence is lost as the wizard clamps his hand onto Sir Havelyn and the two disappear.

BoL: 5d8 + 10 ⇒ (4, 2, 1, 7, 2) + 10 = 26

The third figure, the Barbarian, rushes Malleck, anger in his face and swings at him.

Greatsword: 1d20 + 21 + 2 ⇒ (3) + 21 + 2 = 262d6 + 15 + 2d6 ⇒ (4, 1) + 15 + (4, 2) = 26
Biteback: 1d6 ⇒ 2

Havelyn fell, dead, but healed on the way down (hero's defiance). He was still dead. The cleric hit him with breath of life and revived him, just as the wizard teleported Havelyn and himself away. The Cleric and the Barbarian were left behind, along with Havelyn's sword and shield.

GM:

Meinhard -
Donnagin -


Roll20 Maps Loot

Malleck
Xeram
Meinhard
Aleksand
Gertrart
Donnagin
Mordecai

Mordecai: 1d20 - 1 ⇒ (4) - 1 = 3
Gertrart: 1d20 + 0 ⇒ (6) + 0 = 6
Malleck: 1d20 + 6 ⇒ (18) + 6 = 24
Aleksand: 1d20 + 2 ⇒ (5) + 2 = 7
Xeram: 1d20 + 2 ⇒ (20) + 2 = 22
Donnagini: 1d20 + 2 ⇒ (3) + 2 = 5
Meinhard: 1d20 + 2 ⇒ (7) + 2 = 9

Malleck and Xeram?


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

"Knew it...." as he takes the hit from the barbarian
"Cowards" he will activate his second smite on the barbarian (deduct modifiers if the smite fails)

Attack 1: 1d20 + 24 ⇒ (4) + 24 = 28
Attack 2: 1d20 + 19 ⇒ (18) + 19 = 37
Attack 2 Crit?: 1d20 + 19 ⇒ (13) + 19 = 32
Damage 1: 1d10 + 24 + 8 + 2d6 + 2d6 ⇒ (3) + 24 + 8 + (1, 1) + (2, 4) = 43
Damage 2: 1d10 + 24 + 8 + 2d6 + 2d6 ⇒ (3) + 24 + 8 + (4, 3) + (5, 2) = 49
Damage Crit?: 1d10 + 24 + 8 ⇒ (4) + 24 + 8 = 36

-Posted with Wayfinder


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 the barbarian is good. His attack missed. As PfG is still up. HP79/150

-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

Could we act upon seeing their interference?
:) Magic missile has a long range after all.

"Typical."

Xeram had studied some interesting magics not native in his own world.

"Now, be a good boy and cower."

Casting phantasmal killer.
DC 20 willsave to disbelieve. If he fails, fort roll DC 20 or he dies of a heart attack.
If he does pass the fort save, he takes 3d6 ⇒ (5, 4, 4) = 13 dmg.


1 person marked this as a favorite.
Roll20 Maps Loot

The Barbarian IS good.

With two quick slashes of his weapon, Meinhard falls to the ground, dead.

Will: 1d20 + 12 ⇒ (3) + 12 = 15 Fail
Fort: 1d20 + 8 ⇒ (9) + 8 = 17 Fail

And Brother Donnagin falls over dead himself.

So, ummm, that's that!


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

Woot!! :D


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 looks pleased at the effect, the cleric suffering a heart attack after a look of terror on his face.

"So much for that."

Xeram walks up to the cleric's corpse, and inspects it for anything of value, or clues to where he came from.


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

"Cowards. We will see those two again eventually. For now. They can go lick their wounds" he looks at his armour

"Speaking of wounds. I can heal most of this myself. But I may need some extra touching up."

So. Well done folks. Hope GM enjoyed the fight. Could have gone either way. If his first attacks both hit I would have lost instead. But it was a good fight. On to the last part of the book!

-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

About that, are we in book 5, currently? Or 4?


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

book 2 of 6

-Posted with Wayfinder


Roll20 Maps Loot

Havelyn couldn't sustain that level of damage against you. Only his first hit was going to have the +38. All others would be just +28. As an Undead, you get special treatment on his first smite hit, which turned out to be a crit!

Let's see:

Havelyn's stuff: +2 longsword, MW Heavy steel shield

Donnagin: wand of cure moderate wounds (47 charges), +1 longsword, light crossbow, masterwork breastplate, masterwork heavy wooden shield, wooden holy symbol of Mitra (partially burned, recovered from Balentyne, still perfectly useable)

Meinhard: +1 breastplate, +1 vicious greatsword, javelins (5), poorly
maintained traveller’s garb, 2385 gp in coinage and jewelry kept in a ratty sackclock bag.

Leave it to the Barbarian to be loaded with cash!

Each of these NPCS have ties to folks you have previously killed btw.


Roll20 Maps Loot
Malleck of Alerion wrote:
So. Well done folks. Hope GM enjoyed the fight. Could have gone either way. If his first attacks both hit I would have lost instead. But it was a good fight. On to the last part of the book!

I enjoyed it, and viewed theatrically it would play out over like 5 minutes right? But in this game, 12 seconds and done.


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

theatrically it would be at least a whole episode =^^=

-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:


And Brother Donnagin falls over dead himself.

So, ummm, that's that!

Gertart studies the cleric for 3 rounds... oh, ummm wait. :)

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Aleks walks out of the room with a thoughtful look on his face.


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
Aleksand wrote:
Aleks walks out of the room with a thoughtful look on his face.

1) Those two that got away will likely come back with reinforcements.

2) Is this knot always this plain efficient?
3) Where did i leave my pipe and novel?

Xeram removes the dead heroes' possessions, rather he lets a servant do so, and has it carried to either the armory or the main hall, where it can be sorted out.

"This healing wand, Mordecai, of us in knot can use this."

Xeram takes the holy symbol and jewelry, as well as 50gp.
"I have a plan for this."

GM, can we find out if any clergy of Mitra are traveling outside of the city? Xeram would like to ahem...'convince', them to become an inside agent, if not a personal bodyguard for when the group will actually start doing missions/infiltration within the city.

It would involve bluffing to come to a desolate location, under pretense of 'i have found the villains camping nearby' and capturing them. When we'd be back at the castle, it will involve systematic conditioning.
That could be done either via means of psychological things, or via the heal skill, which can be used for 'medical malpractices' while keeping them from dying. Although i'd require someone with said skill to do those particular checks for me, maybe we have a physician in the keep?

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

If Xeram had accepted the Telepathic Bond..

"Xeram, could you join me in the torture chamber? I have an idea of how to keep tabs on our...new friends."


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Gertart touches the cap on his head and it turns into the Mitran biretta.

Xeram wrote:

"This healing wand, Mordecai, of us in knot can use this."

Xeram takes the holy symbol and jewelry, as well as 50gp.
"I have a plan for this."

I can use this to infiltrate the Mitrans as well.

Wands (& infiltration) are kind of Gertart's thing. :). I think I even have a mitran identity already.

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

"Gertrart, could you join me in the torture chamber?"

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

Upon arrival in the torture chamber Aleksand addresses Xeram. "I have the ability to send messages into a person's dreams. I was wondering if you could as well?

Aleks adresses Gertrart, "So if I am not mistaken, you have infiltration ability? I am thinking of sending you, in disguise, to give a message to our Havelyn. Once he has seen you in his dreams we might be able to use that to get more information."

Just an interesting thought that occurred to me. I dunno if this is a good idea


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

True, Gertrart, i think i've already took a holy symbol way time ago.

Xeram hadn't said he accepted a telepathic link, but he could meet you anyway.

"Messages into their dreams eh? No, i don't have that capabilities.
Do tell, what did you have in mind."

Gertrart, while infiltration is your thing, getting an agent even deeper into their church's hierarchy, is what i'm aiming for.
We can't always be there in the city, but a conditioned agent can.


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

Agreed.

& Gertart has a collection of holy symbols (see the party loot spreadsheet :)

With my signature crunch ability taking four rounds, I just thought I would pretend to contribute to the party with my signature fluff ability. I wonder if there is a feat to quicken death attack? I know there are ninja and slayer tricks that can do it faster, but assassins do not even get tricks, I would have to take a feat to get an extra rogue talent and hope the GM allowed ninja/slayer talents in it place.

"Was one of them a dwarf tied to the engineers? I still feel bad about wasting such talent."

"Aleksend, please elaborate," the half-orc grins.

Sovereign Court

NE Male Human Psychic 2 | HP 13/13 | AC 10 | Fort +0, Ref +0, Will +4 | Init +0 | Perception +6 | SM +6 | 1st 6/6 |

"Well you see it works like this..."

Dream:
Casting Time 1 minute
Components V, S
Effect
Range unlimited
Target one living creature touched
Duration see text
Saving Throw none; Spell Resistance yes
Description
You, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.

Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.

If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.

Creatures who don't sleep or don't dream cannot be contacted by this spell.

The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.

The goal being to weaken Havelyn's defenses by getting close. Once close then we can target the mage. Once the mage is mine Havelyn will become my puppet by proxy. We can guide him back here and use him as the sacrifice he is destined to be. Their goal now is to recover, gain strength, and then return. If we act quickly, we can help them with the "recovery" and "strength gaining". Once they are back before us we just take away what we have given. Also remember, they may not recognize either of you."


Roll20 Maps Loot

Ok, continuing with day 222, the last day!

You have defended the horn for much of the year against all comers. You conducted the 665th ceremony with nothing amiss.

Finally, midnight approaches, the ceremony is performed, the blood of the Victor is spilled.

The Silver Seal shatters, doing Good: 6d6 ⇒ (4, 5, 6, 2, 3, 2) = 22 good aligned damage to everyone within 20'. You can decide who takes that. It won't kill anyone, so you'll have time to heal it up. A portal opens, from the portal echoes a familiar voice as alien and malevolent as ever. “Za’Vo!” - “I am.” From it emerges Vetra-Kali.

“My eyes,” the daemon cries. “Where are my eyes?”


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

Malleck will stand in front.

"We have your eyes right here. It will be handed over if you do not harm those present in any way"

If he agrees. Malleck will hand over the eyes

-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

We can ask it for three things, right?
Malleck has made 1 very good one already.

If so, i propose as a 3rd: for it to disappear from this plane, never to return again.


Roll20 Maps Loot

An eye for a gift, yes. So, not hurting folks, roger, that's good for an eye.

What's next?


1 person marked this as a favorite.
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

in order:
1. No hurting those present in any form
2. Give us the poison/disease/goop that he wanted to unleash
3. Go back where you came from and never come back

-Posted with Wayfinder


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


Put that thing back where it came from or so help me....
Ba-dum-tsssshhhh

-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

^
^
That. :)


Roll20 Maps Loot
Malleck of Alerion wrote:

in order:

1. No hurting those present in any form
2. Give us the poison/disease/goop that he wanted to unleash
3. Go back where you came from and never come back

-Posted with Wayfinder

Wish 1 is already granted. Put wishes 2 and 3 into words!


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

You say 'an eye for a gift'. That implies we just gave him one only. :)

After Malleck opted the first condition, Xeram addresses the daemon with determination.

"In exchange for your second eye, we want the Tears of Achlys."

"In exchange for your third eye, you must leave this plane, never to return to it ever again."

That about covers it, right? Or does inspiration strike anyone else, if words could be said differently? :D


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

The cardinal wants us to "Bind him to our will and force service from the monster. And then bring creature's gift to him." If the cardinal only wants the Tears of Achlys, then Xeram has the right of it. If it is that we bind him to us, having him leave is counterproductive.

Gertart is with Xeram. Unless something wants to argue for binding him to us, I think we Xeram's wording is good. Biting my tongue on giving us the Tears (lest we are asking to be infected by the plague).

Presuming I am 22 hp down from the seal shattering.


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

The Cardinal was indifferent about what we do with this creature. He only wanted the Tears. :)


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

sorry. A sudden deadline had me reeling the last 3 days :(

-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
Xeram wrote:
The Cardinal was indifferent about what we do with this creature. He only wanted the Tears. :)

Gertart nods at Xeram. "Good enough for me." Moving on?


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 yawns.


Roll20 Maps Loot

Vetra-Kali hands over the tears in exchange for his second eye.

Upon hearing the requirement for the third eye, Vetra-Kali cries out, "Traitors! Devil-whores! You have the smell of the failed god Asmodeus all over you! You think you’ve won? You think you’ve outsmarted me?! Taste my vengeance, impudent mortals!” And with that, Vetra-Kali swallow’s the third eye, vanishes from this plane and the Horn begins to shake. Vetra-Kali has left and he has taken the magic that supports the much damaged Horn with him.

The entire begins to crumble, but you all have time to get out and watch the final destruction.

After it crumbles, Thiadora arrives. She examines the vial carefully making sure it is genuine. “Well done, my lords,” she says without any trace of her usual sarcastic wit. “I will inform our master.” She then teleports away. She returns moments later with a pouch full of emeralds worth 20,000 gp. She hands the pouch to Xeram. [b]"The master sends his regards. You work here in Farholde is done. You must make your way to the great city of Ghastenhall. There you will meet a fellow who will know how to best use the terrible weapon you hold in your hands. This letter gives the details.”

I can't get the text of the letter copied on my iPad. I'll post it when I get to computer. Important fact though, is go to level 10!


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:

Vetra-Kali hands over the tears in exchange for his second eye.

Upon hearing the requirement for the third eye, Vetra-Kali cries out, "Traitors! Devil-whores! You have the smell of the failed god Asmodeus all over you! You think you’ve won? You think you’ve outsmarted me?! Taste my vengeance, impudent mortals!” And with that, Vetra-Kali swallow’s the third eye, vanishes from this plane and the Horn begins to shake. Vetra-Kali has left and he has taken the magic that supports the much damaged Horn with him.

The entire begins to crumble, but you all have time to get out and watch the final destruction.

After it crumbles, Thiadora arrives. She examines the vial carefully making sure it is genuine. “Well done, my lords,” she says without any trace of her usual sarcastic wit. “I will inform our master.” She then teleports away. She returns moments later with a pouch full of emeralds worth 20,000 gp. She hands the pouch to Xeram. [b]"The master sends his regards. You work here in Farholde is done. You must make your way to the great city of Ghastenhall. There you will meet a fellow who will know how to best use the terrible weapon you hold in your hands. This letter gives the details.”

I can't get the text of the letter copied on my iPad. I'll post it when I get to computer. Important fact though, is go to level 10!

Woo Hoo! happy GenConning. (Aleksand will also be there, mostly in purple I believe. :)


1 person marked this as a favorite.
Roll20 Maps Loot

To My Ninth:

Since that day you arrived filthy and famished upon my doorstep, I have always seen within you great potential. And today you prove me correct once more. You have the Daemon’s Gift! I could not be more pleased. You have in your possession a terrible weapon and now, we must see it used.

Get thee to Ghastenhall with all haste. Therein seek Barnabus Thrain, master of the Stygian Knot. He awaits you in the Library of Ghaster. Ask him whom he serves. He will answer “only knowledge.” Yes, he is a priest of Mitra, but fear not – he has seen the power of our cause. Into Thrain’s hand deliver the Gift. He has agents who will see that the Tears are delivered to where it may do the most good. He will have something for you as well – a token of my esteem.

Then I command you; wait in Ghastenhall, avoiding the eyes of our enemies. You will have one month to rest and regain your strength’s full measure. Use it well. Prepare yourself for your next mission for it shall be thy greatest test yet.

The Tears of Achlys is a scalpel, my Ninth, and with it we will cut the hated Mitran faith from the heart of Talingarde. When the month is past, Tiadora will fetch you and bring you to audience with the Fire-Axe. He will give to you the kernel of an army. Build upon it! Recruit any who can aid you and once your army is ready, with the first gale of winter – you march to the Vale of Valtaerna, the most holy site in all of Talingarde.

They will not expect a winter assault. Break the Watchtower of Saintsbridge, invade the Vale and during winter’s merciless heart destroy everyone in that sacred place. Leave no witness making it look like a bugbear raid. Violate the holy heart of the Cathedral of Mitra Made Manifest and leave not a single soul alive. By the time winter is ended, the Tears will be well spread across Talingarde. The people desperate for respite will run to the simpering Mitrans begging for relief. And they will find in your wake only death and ashes, my Ninth.

Do all as I command and the time of our victory draws ever nearer. Commit my commands to heart and then burn this letter.

–Thorn


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 grins as the demon rants, unable to resist the conditions.

Yes, yes, off with you already.
Sucker... >:)

With the place starting to crumble, though...

"Quickly, lest we are buried alive or flattened by falling debris."

Xeram's bone dragon is called for, and it exit along with the team.

=========== Arrival of the lady =============

Xeram takes the pouch. As she teleports away, he devides it among the group.


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

"Such a shame... The horn would've made a nice base to return to." Mordecai muses, trying to act cool while the debris is falling all around him. Finally, he finds he'll have to take running steps as well.
"At least the will of Asmodeus is one step further again!"

---

Mordecai bows and thanks Thiadora for her letter. He then receives the letter, reads it, and passes it onward.

"Travel to Ghastenhall, and then wait there, doing nothing for our cause?" the tiefling says, with frustrating tone in his voice. "But as our master commands... At least least assembling an army sounds promising"

Do we know where is Ghastenhall? Is there a map of the lands?


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

Minor debris phases him little, as he moves outside, eager to start the new stretch of the journey to conquer the Kingdom of Mitra

-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

As far as time allows it, Xeram will be writing letters with empowered explosive runes.

Since a meta-feat is applied to a spell, it uses a spellslot 1 lvl higher.

Xeram can write 5 empowered explosive letters, and 5 normal explosive letters per day.


Roll20 Maps Loot

It's funny that Faustus is gone, he was apparently a native of that unlucky locale!


Roll20 Maps Loot

You see Farholde in the NW? Remember you boated there around the cold north.

You see Ghastenhall on the West Coast of the Cambrian Bay?

Lots of ways to get there. Boats? The knot you destroyed had a boat. Or overland, whatever you want.


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

Quickest would be best. So perhaps a boat?

-Posted with Wayfinder

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