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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Everybody loves a sea voyage!


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
Grymp wrote:
Everybody loves a sea voyage!

Nt me, i hate travelling by boat. i get sea sick :(


Roll20 Maps Loot

First, a reminder of the note you received from the Cardinal following your gaining the tears.

Grymp wrote:

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

It has taken many weeks, and you have finally arrived by boat to Ghastenhall. Some of you may have been here before, others have certainly never stepped foot here.

If you wish to go directly to see Thrain, let me know, and we'll move to that encounter. If you want to do other things first, let me know. Once you deliver the item to Thrain, you'll have a month in Ghastenhall, so you can purchase, and magic, etc at that time.

So what's it to be? The only viable options the book really provides is to gather some information, or to head right to Thrain. If you choose the former, then roll some Diplomacy. Otherwise, on to Thrain, unless you have other ideas.

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 |

Diplomacy: 1d20 + 19 ⇒ (8) + 19 = 27


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Aleksand Learns: 4d20 ⇒ (2, 6, 10, 9) = 27

2. The Duke of Ghastenhall offers a bounty for anyone who can claim the head of the medusa that lives in the mountains -- a thousand gold last I heard! Of course, you’ll not see me seeking it. What good is gold when you’re a statue?

6. Three days from now is the Grand Market. What a party! I wouldn’t miss it!

9. A lady of the night was found torn apart in White Quarter! There’s a mad killer on the loose!

10. There are dwarves in the mountains who’ve been touched by the enemy! How long will it be before these dark dwarves ally with the Fire-Axe?


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 takes in the sites, looking for forges and smithees in an homage to his parents.
Diplomacy (gather information): 1d20 + 1 ⇒ (5) + 1 = 6


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

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

-Posted with Wayfinder


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Gertrart Learns: 0d20 ⇒ (-) = 0

Malleck Learns: 2d20 ⇒ (13, 8) = 21

8. They say there are in still vampires in the undercity. It gives me a shiver just thinking about such horrors on the loose in our fair city.

13. So much wickedness has befallen Talingarde in the last year -- the breaking of the Watch Wall, the Fire-Axe’s invasion, the strange doings in Farholde. Can there be any doubt of the cause? The minions of hell are still among us! The dark prince sets his will against us! Who will save us?


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 like 8. 13 is hilarious

-Posted with Wayfinder


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After each of the various rumors, the book tells me "true, not true, or some other verbiage about the particular rumor. Yes, the notes about 13 are humorous. I'll share that one with you: "Who indeed? This rumormonger is dangerously close to the truth. Best to silence him."

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 |

"What to do?"


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

study
study
study
death attack v. ff: 1d20 + 14 ⇒ (6) + 14 = 20 (DC 18)


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Mordecai?


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 should try and get the vampires to work with us."


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

out of character I know a few fun things I'd like to attempts with Malleck. But will wait for it to come up IC

"If those rumours are true, then yes, a vampire or two that is on our side will not be amiss in our upcoming missions I assume" he nods

-Posted with Wayfinder


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

"Indeed. If the vampire could turn key figures, or at least a small rabble that can cause some havoc, we could divert unwanted attention away from ourselves."


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

"Small. And separate private gaurilla fighters would be quite useful indeed"

-Posted with Wayfinder


Roll20 Maps Loot

Xeram and Mordecai, you guys going to try a Diplomacy roll? You can't do any worse than Gertrart did.


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

[Gertartdice]1d20=0d20+1d8 [/gertartdice]


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

Diplomacy isn't Xeram's style

Deception and lies are.

Xeram will try to convince them by speaking of rumors of a sancturary for Virgins in the great capital, that is not a church. :)
Bluff: 1d20 + 15 ⇒ (10) + 15 = 25


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

Together with Bapho, his invisible imp assistant, Mordecai spends some time gathering the latest rumors.

Mordecai diplomacy: 1d20 + 12 ⇒ (2) + 12 = 14
Bapho diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16


Roll20 Maps Loot

I completely respect Xeram's disinclination towards diplomacy. However, I'm not going to allow Bluff to be used to gather information here.

Mordecai/Bapho Learn: 3d20 ⇒ (15, 9, 18) = 42

9. A lady of the night was found torn apart in White Quarter! There’s a mad killer on the loose!

15. Varden Jamberlain, the owner of Jamberlain’s Apothecary, is a fine old army man. They say he gives a 10% discount to any fellow veterans who will swap war stories with him.

18. I can no longer sit by while Talingarde is invaded! I’m joining the army tomorrow!


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

My aim with the bluff wasn't to gather info, however. It was to 'motivate' the vampires into working with us.


Roll20 Maps Loot

Oh! Hahahah!

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 |

"We have gathered ideas to sate our boredom. Shall we go deliver to Thrain?"


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra
Grymp wrote:
18. I can no longer sit by while Talingarde is invaded! I’m joining the army tomorrow!

"I shall join...uhm... uhm arm... uhm... Join arm...y too. says the halfwit with a hat made from an upturned tin pot.


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

Getrart knocks on Thrain's door.

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 |

"Hmm...I wonder if he is home." Aleks concentrates for a couple moments with his eyes closed.

Casts thought sense with 2 ppp to affect undead

Thoughtsense:
School divination [mind-affecting]; Level arcanist 5, medium 4, mesmerist 4, psychic 4, sorcerer/wizard 5, spiritualist 4
Casting
Casting Time 1 standard action
Components V, M (a bit of dried brain tissue)
Effect
Range personal
Target you
Duration 1 minute/level
Description
You automatically detect and locate conscious creatures within 60 feet, as if you possessed the blindsight ability. Nondetection, mind blank, and similar effects can block this effect. Thoughtsense can distinguish between sentient (Intelligence 3 or greater) and non-sentient (Intelligence 1–2) creatures, but otherwise provides no information about the creatures it detects

He then begins searching with his mind for other minds.

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