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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Thiadora leads you all to a ramshackle river barge Halstyn's Folly tied to Lake Tarik's bank.

"The master commands you board. You will learn more later," she instructs.

The ship is manned by her Captain and a three man crew. As soon as you are all aboard, Thiadora directs the Captain to shove off, and you are on your way. In the distance you can see the town burning, and hear the lamentation of the people, but that was the goal, right? To bring Talingarde to its knees? Some times in order to build, you must destroy first.

The barge is sluggish and does not make great time. The single deckhouse has been claimed by Thiadora, and she is not good at sharing. You are left to sleep out under the awning on deck. It gets cold at night, but at least the awning keeps the rain off when it comes.

Each night you have noticed a pattern. The captain pauses the barge for a few hours, during which time you cannot find Thiadora.

Should you choose to query her at all, the answers to various questions are in the spoilers:

Where are we headed?:
"We are bound for Farholde, the northernmost colony of Talingarde."

Why are we headed there?:
"To bring Talingarde to its knees. The master will reveal more when he is ready."

Are you coming with us?:
"I am tasked to escort you to Farholde and to introduce you to old friends of the master. Once that is done, I have other errands. Why? Will you miss me, dearest?"

What are you doing at night? Why are we stopping so close to the villages?:
"I am reminding the poor souls of Talingarde what hell is like. Do you have a problem with that?"

On the twelfth night of your voyage, Thiadora emerges from her cabin.

“The master is here and commands you attend him,” Tiadora says grimly. “He’s in the cabin.”


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Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Cardinal Thorn greets you and is quickly to business: “You have served me faithfully, my ninth knot, and I have rewarded you both in treasure and vengeance. Thanks to your efforts, the Fire-Axe has been unleashed. Even now he writes his name in blood across the Borderlands. ”

“Three battles have been fought and three victories won. The villages of Ambryl and Tarrington Fields lie sacked. The fortress of Lorringsgate is in ruins. Each of you did your part in seeing these triumphs come to fruition. Do not think I have forgotten that. ”

“But our work is not yet done. Talingarde has not yet acquiesced to our unholy master nor tasted the full measure of our vengeance. So I have another mission for you. Tomorrow this barge will dock in Farholde, the northernmost town in all the realm. Farholde is a backwater of no real significance. Its lord has already left the place hoping for glory in the war. But it does border the Caer Bryr (pronounced care-briar), the largest unmapped forest on the entire island. ”

“Hidden within the Caer Bryr is the Horn of Abaddon, an ancient temple once occupied by a particularly loathesome death cult called ‘The Sons of the Pale Horseman’. Almost eighty years ago the first Darian king, Markadian I called the Victorious overthrew the Horn and destroyed the Sons. No great loss, honestly. ”

“But what the Victor found within the temple is why we are here. He defeated a daemon prince called Vetra-Kali Eats-the-Eyes. So terrified of this monstrosity was the king, that he had the priests of Mitra craft a great silver seal to forever forbid the daemon from returning to our plane of existence. The seal remains to this day. ”

“I have learned the truth about this daemon prince. I have learned what the Victor feared. Vetra-Kali is an archdeacon in service to the lord of pestilence. This immortal monster could create a plague so virulent that it will bring Talingarde to its knees. ”

“When the Victor attacked, the Daemon Prince was close to unleashing his masterpiece upon the world -- a pestilence known as the Tears of Achlys (pronounced ACKLis). I am uncertain of the specifics of this plague but if anything could terror in the heart of the Victor, then I want it. The Tears of Achlys will be our poisoned dagger into the heart of Talingarde. ”

“I already have agents in the great cities of this kingdom. With this pestilence, they could deliver blight and death to the very center of the realm. Caught between the twin storms of the Fire-Axe and Vetra-Kali’s gift, we shall bring ruin to Talingarde. This gift you shall bring to me. ”

“It will not be easy. I have already lost one band of followers on this errand. I sent the fourth knot to find the Horn of Abaddon. They succeeded at that at least – revealing to me that it was concealed within a great spire of stone less than a day’s ride from Farholde. ”

“But then they vanished. I have heard no more from the elven ranger Aiden Kael since. He knew the Caer Bryr well so no normal hazard would defeat him. Perhaps the Horn of Abaddon is guarded. I cannot say. But it matters not! The Tears of Achlys must be mine! ”

“I am undeterred by this setback. Where one knot failed, two will succeed. I will also send my seventh knot – the Knot Hibernal led by Elise Zadaria. I task you with finding the Horn and calling forth Vetra-Kali. Elise and her knot will aid you. Elise proved herself a capable assassin in our last venture. The seventh knot will remain in Farholde and see that anyone who tries to find the Horn and interfere with your work meets an unhappy end. Thus, you will have time to do what must be done. ”

“There is another who may be able to aid you. Once a thriving cult of Asmodeus existed in Farholde. It was led by a half-elvish noble – the Baron Arkov Vandermir. He is treacherous and decadent, but wealthy and well-connected. Tiadora will introduce you before she departs. ”

“I know not what aid the Baron can provide, but his family is old and long has dwelt in Farholde. Never trust him but know this – he’s afraid of me and with good reason. If he does try anything remind him that you are in Farholde on my behalf. That should keep him in line. ”

“Find the Horn. Find the seal and shatter it. Call Vetra-Kali back to our world. Bind him to your will and force service from the monster. And then bring his gift to me. Can you do this, my knot? Have I found servants with might and will enough to see this task done? ”

Summation:
1. Find the Horn, break the seal and summon Vetra-Kali into our world.
2. When Vetra-Kali is here, get the Tears of Achlys from him and bring them to me.
3. Tiadora will introduce you to the Baron Vandermir. Don’t trust him but he worships Asmodeus too. He may prove useful.
4. The Horn is less than a day outside of Farholde in a spire of stone.
5. I’ve already sent other minions to seek the Horn of Abaddon. They failed me.
6. Don’t fail me!

I will handle questions to Thorn the same way I did with Thiadora, if you would have asked the question, feel free to read the response.

Did Aiden Kael work alone?:
”No, he had a cult of dupes who served him – mostly barbarians recruited from a primitive fire cult.”

Could Aiden Kael still be alive? Should we rescue him?:
”Kael is nothing! If he is alive, then he has either abandoned his mission or failed at it miserably. Either crime is sufficient to warrant his destruction.”

How do we break the seal or bind the daemon?:
”No idea. But I have confidence you can discern what must be done. Let nothing stand in your way!”

What is the seal exactly?:
”The seal is a powerful Mitran artifact. The Victor himself consecrated the blasted thing by praying and fasting for seven days over it, or so the story goes. Whatever the truth, it is certainly a powerful artifact of Asmodeus’ most bitter enemy. Find a way to shatter it! I care not what it involves or how long it takes! Break the seal!”

Why would others be looking for the Horn?:
”There is a rumor that floats around Farholde that a lost temple called the Horn of Abaddon contains a great treasure. This draws treasure seekers to try and find the temple. So far they have failed to find it. I know this because of Kael’s last report.”

Do we really wish to unleash a plague daemon?:
”Vetra-Kali is a tool. Nothing more, nothing less. Perhaps if you are clever, once you have his gift you can figure out a way to send him back.”

Should we kill Vetra-Kali?:
”Vetra-Kali is a powerful daemon prince. He would be a difficult adversary. But perhaps, if you could find a weakness, you could defeat him. Regardless, I care not. Slaying Vetra-Kali is of no import. Retrieving the pestilence is all that matters.”

How much are we being paid?:
”You’re not getting greedy, are you? Do you remember Captain Odenkirk? He is a lesson in the dangers of greed. Serve me well and you shall be rewarded.”

When all of your questions are done, Thorn hands you a clay seal marked with the symbol of Asmodeus. ”If you recover the Tears or need to report anything to me, break this seal. I will send Tiadora to wherever you break it within an hour or two. Now go with the blessings of the Prince of Hell and see this mission done!”


Cardinal Thorn departs very quickly therafter.

The next day, the barge docks at Farholde.

Thiadora tells you, "I have already contacted Baron Vandermir and arranged for you to have dinner with him tomorrow night. Best to find something presentable to wear."

You are now free to explore Farnholde. Buy supplies, sell stuff, etc.

Also, there was some crafting you could do during the previous 12 days remember.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

yey... crafting. Hence armor and weapon if possible in exchange for the mithril he is carrying.

Newly armed and protected, paired with his disguise as a Alerion Knight, he was eager to enter the town. This Horn of Abadon sounded like a very valuable treasure

But first this meeting with the Cardinal's contact...

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What armor crafting did you need in the last 12 days? As for the weapon, remember you can leech magic from another weapon, along with some gold (or mithril), and get that done, as long as someone has the appropriate crafting feat. If you needed to buy stuff to craft, then you'll need to get it in Farholde. There WILL BE TIME for the crafters to magic stuff up in this module.

The dinner is tomorrow, so may as well do something today.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

armor turned into adamant... and if we can leech a +1 from another weapon, id do it. So i deduct another 1000 from my gp total

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The adamantine change will need some work, although in looking at an example of "advancing" armor in unchained, it "gains" the adamantine quality at one point in its life, so we could have that be part of the growth of your armor? As for the leeching, yes, you'd leech from a +1 weapon, to another, but also need to toss in another 200gp.

From my House Rules:
Crafting - I believe in a law of conservation of magic (to some extent). If you find a +1 short sword, but you want a +1 longsword. I will allow a character with the appropriate Item Creation Feat to transfer the magic with a 10% loss that needs to be supplemented with gp. So +1 weapon to +1 weapon would need 200gp supplemented. Four +1 weapons and 600gp (or 5 +1 weapons) can all pump together to make a single +2 weapon. Some combos won't work. You can move flaming to flaming, but not flaming to frost. This is a better cost deal than losing 50% selling the item "on the market." This cannot be done for wands, scrolls, potions, or staves. Armor and Weapons are easy. For Wondrous Items, we need to make sure the flavor works correctly. STR belts can be combined for more STR. a STR and a DEX belt can come together for a STR/DEX belt, etc. Make sense? Ask if you have questions.

Hmmm, in rethinking the numbers, is it a better deal? Ignoring MW costs. Selling a +1 weapon gets you 1k gp. That's the cost to enchant. So why the need for the extra 200gp? Hmmm, ok, I'll rewrite the rules. It's a straight swap, with no need to supplement!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Once he is in town, Malleck looks for the local enchanter. Once there, he puts his blade down on the table
"My friend, I would like this blade to be enhanced by arcane magics. If you have the time and material available. I have the necessary gold to make the transaction"

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Oh! So doing it in town!

"Well, of course sir, that will cost 2000 gold, and take two days."


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

He thinks a bit. They have a few non magical basic weapons he can use till then...
"I appreciate it... Just make sure nothing happens to my weapon... It is not something I can replace at a drop of a hat"
He lets the warning hang in the air as he walks away

Intimidate : 1d20 + 19 ⇒ (3) + 19 = 22

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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

"Yes Thiadora, I will miss you." the rogue bows.

Later, he asks about the other Knot. "Can you tell us more of Elise Zadaria? Should the two knots try and keep separate or can we contact them?"

Once on the ground Gertart makes what checks he can on the Horn, Vedrai-Kai, and the seal.

1d20 + 1d6 ⇒ (7) + (5) = 12+5 for most Knowledge checks, +7 engineering, +8 dungeoneering, +9 local.


Let's do this with some "gather information" rolls. Again, I have 20 rumors.

Getting DC 10 on Diplomacy gets you a rumor, and for every 5 you beat that DC, another rumor, so everyone interested in asking around, roll up some diplomacy.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Trying to be nice about it: 1d20 + 4 ⇒ (9) + 4 = 13
whoooohoo!

-Posted with Wayfinder


Malleck's Rumor: 1d20 ⇒ 18

18. The Baron Vandermir is a strange one! The elf hardly ever leaves his manor these days.

Only Diplomacy has the "gather info" catch all, so Intimidate and such wouldn't help anyways.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

i know. Thats why its only +4

-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

Gertrart whistles as he goes about town. 1d20 + 1 ⇒ (1) + 1 = 2
Hmmm should have dumped some points into diplomacy I guess, still I hope Know checks might dig something up.


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

Mordecai strolls around the town, visiting shops, talking to people and keeping his ears open.

Diplomacy : 1d20 + 11 ⇒ (1) + 11 = 12

Meanwhile, at least 1 isn't auto-fail in skill checks


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

we should have 1 more day after the meeting... hopefully with a few bonusses if we can find out from him where to put our ears to the ground.... since it seems our rolls so far relates to how well we know this place... scenically correct die rolls

-Posted with Wayfinder


Mordecai's Rumor: 1d20 ⇒ 5

5. The Caer Bryr is full of living trees -- everyone knows that, but its rare to see them so far north. Still, I’ve heard tell that one dwells not a day’s ride from this very tavern!

@Gertrart - I'll let your Knowledge (local) be used here, so a 21 gives three rumors.

Gertrart's Rumors: 3d20 ⇒ (13, 17, 14) = 44

13. The Bugbears are marching towards Farholde! We’ve got evacuate the city!

14. Old One-Eye’s back. He’s half-tiger, half-devil that old cat! Big as a house!

17. Lord Welshire may have gone to war but at least Sir Valin still mans the Castle Farthyn. A knight of true noble blood, he is! Why, they say he is distant kin of the Victor himself!

Still waiting for rolls from Taeral and Xeram.


Xeram's Rumors: 2d20 ⇒ (16, 17) = 33

Reroll the 17: 1d20 ⇒ 9

9. That Sergeant Hallack is a coward! He quit the army and now lets all his comrades march to war why he sits on his duff, drinking his cares away.

16. The Knights of the Alerion have gone mad and are blaming the invasion on the temple of Asmodeus. They’re burning anyone with a black cat at the stake! It’s madness! There hasn’t been a cult of Asmodeus in Talingarde for twenty years. Someone’s organizing the bugbears, surely, but Asmodeans? Ha!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

I can work with that last rumor.... mwhahahahaha

-Posted with Wayfinder


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Gertrart touches his head and a wide brimmed hat & dark cloak cover him. "Mwuhahaha! says a black cat-twisting his whiskers in between two fingers.


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

Compiling rumors we have gathered, as we have at least a week before we hear anything and I wanted to keep posting.

  • 9. That Sergeant Hallack is a coward! He quit the army and now lets all his comrades march to war why he sits on his duff, drinking his cares away.
  • 13. The Bugbears are marching towards Farholde! We’ve got evacuate the city!
  • 14. Old One-Eye’s back. He’s half-tiger, half-devil that old cat! Big as a house!
  • 16. The Knights of the Alerion have gone mad and are blaming the invasion on the temple of Asmodeus. They’re burning anyone with a black cat at the stake! It’s madness! There hasn’t been a cult of Asmodeus in Talingarde for twenty years. Someone’s organizing the bugbears, surely, but Asmodeans? Ha!
  • 17. Lord Welshire may have gone to war but at least Sir Valin still mans the Castle Farthyn. A knight of true noble blood, he is! Why, they say he is distant kin of the Victor himself!
  • 18. The Baron Vandermir is a strange one! The elf hardly ever leaves his manor these days.

Gertart also tries to make a connection with Elise to compare notes on their successes. unless we were told that was a bad idea.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Replacing Sir Valin sounds like fun....
And Halleck sounds like a fun play thing to have

-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'

Crap... used the 20 in the discussion thread... oh well.

diplomacy(gather information): 1d20 + 14 ⇒ (8) + 14 = 22


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

tje 20 will count

-Posted with Wayfinder


Malleck of Alerion wrote:
tje 20 will count

You bet it will, it was the earlier one posted.

Ok, let's see here.

Taeral gets 5 rumors.

Taeral Rumors: 5d20 ⇒ (11, 5, 5, 4, 17) = 42

Rerolling the 5 and 17

Taeral Rumors: 2d20 ⇒ (18, 17) = 35

Rerolling the 18 and 17

Taeral Rumors: 2d20 ⇒ (10, 8) = 18

Ok, so Taeral gets rumors: 4, 5, 8,10 and 11

4. My poor Jeffy has gone to war. I hope he’s alright!

5. The Caer Bryr is full of living trees -- everyone knows that, but its rare to see them so far north. Still, I’ve heard tell that one dwells not a day’s ride from this very tavern!

8. Did you hear Hallack Amon paid off his father’s debts? It almost broke the poor lad. What will he do for money now that he’s left Watch?

10. Have you seen Bianca DeVallya? She plays at Canton’s Canter almost every night. She’s an angel -- the most beautiful lass I’ve ever seen!

11. Sister Marta saved my life. I’ll never be able to repay that blessed angel of Mitra.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

bianca sounds promising heh heh heh. And it sounds like Halleck can be bought

-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

Do trees worship Mitra? I think they are better allies than enemies if they don't.

Welcome back Grymp


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

compiled

  • 4. My poor Jeffy has gone to war. I hope he’s alright!
  • 5. The Caer Bryr is full of living trees -- everyone knows that, but its rare to see them so far north. Still, I’ve heard tell that one dwells not a day’s ride from this very tavern!
  • 8. Did you hear Hallack Amon paid off his father’s debts? It almost broke the poor lad. What will he do for money now that he’s left Watch?
  • 9. That Sergeant Hallack is a coward! He quit the army and now lets all his comrades march to war why he sits on his duff, drinking his cares away.
  • 10. Have you seen Bianca DeVallya? She plays at Canton’s Canter almost every night. She’s an angel -- the most beautiful lass I’ve ever seen!
  • 11. Sister Marta saved my life. I’ll never be able to repay that blessed angel of Mitra.
  • 13. The Bugbears are marching towards Farholde! We’ve got evacuate the city!
  • 14. Old One-Eye’s back. He’s half-tiger, half-devil that old cat! Big as a house!
  • 16. The Knights of the Alerion have gone mad and are blaming the invasion on the temple of Asmodeus. They’re burning anyone with a black cat at the stake! It’s madness! There hasn’t been a cult of Asmodeus in Talingarde for twenty years. Someone’s organizing the bugbears, surely, but Asmodeans? Ha!
  • 17. Lord Welshire may have gone to war but at least Sir Valin still mans the Castle Farthyn. A knight of true noble blood, he is! Why, they say he is distant kin of the Victor himself!
  • 18. The Baron Vandermir is a strange one! The elf hardly ever leaves his manor these days.

Our meeting with who is when?


Thanks, good to be back.

Your meeting with the elf former leader of an Asmodean cult is "tomorrow" for dinner.


So what's the plan? Do nothing for the evening, and tomorrow, and go right to dinner?


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

yah. I think so. We know nothing of the town. And according to the cardinal, this guy can help us. Best not make trouble till we know more of the town

-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'

That sounds about right. We spent our initial time gathering rumors, but need to get better instructions from our contact. If we can spend the day before the dinner gathering more info, Taeral will do that disguised as a William Marcus Marlow (rumor from The Wall).


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

May as well investigate during the day. Gertrart will see what he can find about Halleck. Maybe join him for a mid morning bender. But otherwise, yes let's proceed to dinner.


Roger roger


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

Agreed, dinner


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

"That looks like a good cup son. Let me buy you one." The grizzled warrior with a tight bandana doing a bad job of hiding a missing ear, sits down in the tavern.


The next evening, you rendezvous with Tiadora. She is bedecked brilliantly in all white, looking like a travelling noble on the way to her wedding. She escorts you through the bustling dock city of Farholde.

She takes you to the nicest part of town, a gently sloping hill called Calliver’s Green. This is a gated community and she approaches the guard confidently. “Baron Vandermir is expecting us,” is all she says.

“Of course, my lady. This way,” the somewhat nervous guard answers after consulting a list.

DC20 Perception if you try and read the paper:
The list reads, “Expect a lady in white and her retinue. Be polite. She has powerful friends. --V.”

There are only six manors in this neighborhood and Tiadora leads you to what is arguably the most impressive and opulent of them. The front door is secured by two guards wearing armor and livery.

The guards are polite but firmly insistent that weapons are collected. “No stranger may go before the Baron so armed.”

However, they do not search you only confiscating obvious armament. Further, they will allow anyone dressed in noble clothing to wear a sword at their belt.

Knowledge(Nobility)

DC 15:
The livery is a variation on the heraldry of House Barca, the royal line deposed
by the current Darian regime.

DC 20:
The livery marks the guards as servants of the Baron of Westell and Mir, farming towns south of Farholde.

You are greeted at the door by a formal butler and attended by a small squadron of servants who offer them brandy and hors d’oeuvres. The brandy is sublime and the hors d’oeuvres are a selection of tasty little beef skewers and crunchy spicy crayfish puffs. Finally, you get to meet the Baron himself.

Baron Arkov Vandermir is a handsome halfelf dressed in burgundy and white. He looks quite young, even boyish, but he is more than a century old. His eyes betray a calculating, wicked soul.

Once dinner is served and the servants are dismissed, the Baron becomes frank. “You come to me as beggars, the last remnants of a forbidden faith. You will promise me much, of that I have no doubt. But all that I am likely to earn from helping you is the inquisitor’s pyre. Tell me, why should I help the likes of you?”

Ok, so here is a roleplaying opportunity, let’s convince him. Give me some reasons, and such, some diplomacy assists, and finally, a diplomacy role from whomever you want to lead the conversation. I will apply some penalties and bonuses, based on your reasoning to the Baron.


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 attends the dinner in finely crafted nobleman's attire, complete with jewelry with the appearance of a elf.

Have my enterainer's outfit on (no armor) and about 700gp with of real jewelry, then will use the Iron Circlet to make the cloths look like the nobles outfit. Will have my rapier worn.

Disguise: 1d20 + 13 ⇒ (19) + 13 = 32

next to notice the list...
Perception: 1d20 + 1 ⇒ (13) + 1 = 14

and then the nobility check...
Kn Nobility: 1d20 + 3 ⇒ (19) + 3 = 22


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'

Do we know anything about House Barca and the Vandermir connection? Do we know anything else about Baron Vandermir?

Kn History: 1d20 + 3 ⇒ (16) + 3 = 19
Kn Nobility: 1d20 + 3 ⇒ (13) + 3 = 16

Not sure where to start on reasons for the Baron to aid us yet.


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

Perception to notice the list: 1d20 + 10 ⇒ (4) + 10 = 14

Mordecai stands outside the manor, admiring the grandeur. Yes, this is what I aim to. To reach this, I serve the knot. The tiefling uses the Iron Circlet to hide his infernal features, but otherwise the face he wears resembles his own. He follows the guards inside, and has no trouble handing out his mace. The weapon serves only a decorative purpose, he hasn't ever even swung it.

He enjoys the dinner, savouring each bite of the fine foods and each gulp of the exquisite wines. Between the dishes he studies their host, and tries to strike a polite conversation. Once the formalities are over, the Barons question sounds harsh, but that was expected.

"Beggars? Not at all... Wouldn't you rather say 'honored quests'? We are indeed seeking aid to perform a certain task, but we are hardy any last remnants. We are here on behalf of a man you surely know - Cardinal Adrastus Thorn." Then Mordecai falls silent for a moment, to see if the name has any effect on the baron.

Who is our diplomancer, to make the main diplo roll? Mordecai has +11, with so many CHA-based characters I'm sure there's better bonuses in the group.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

not a diplomancer... sorry. But i can try to aid

Malleck nods
"We are not beggers. We plan to have mre power by the end of all this." he does try to smile. Smiling was not in his nature, not this kind of smile anyway

Diplomancy Aid: 1d20 + 4 ⇒ (2) + 4 = 6

Yah... hes not a very friendly face... now put him into an interrogation room... then he is very diplomatic

-Posted with Wayfinder


@Taeral - I'll get you some answers

Anyone else want to dive in 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

Gertrart stays mostly quiet. He does not have much to add & doesn't like pandering to nobility. The bishop and the lady had begun to change that but the word 'beggars' reminded the former servant of all the things nobility has cost him. As if reminded, he makes a note to notice all the servants around. He does his best play the roll of servant as well adding to the noble position of one oh his allies.
Kn nobility: 1d20 + 5 + 1d6 ⇒ (5) + 5 + (3) = 13
perc: 1d20 + 7 ⇒ (6) + 7 = 13
Dip aid: 1d20 + 1 ⇒ (15) + 1 = 16


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 studies the half-man, finding the best place to put a shiv. However, as an ally of the cardinal's the lets the focus drop. During the conversation he does it again, silently thanking his host for the practice. It looks like two people attempted to aid the diplomacy, and no one actually made the check to be aided? :)


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 dutifully memorizes the location, races, and general tasks of each of the servants.


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

We do have some charisma-pumped guys in the group, but they seem to keep their mouths shut :) So here goes, Mordecai makes the roll for his previous speech

Diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17

Plus two aids. Sometimes I wonder if my digital dice has numbers above ten at all...


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'

Not keeping my mouth shut... I asked for information, was told I would get information, and once I do I will make the necessary dialog and rolls. If you want just a dice roll, I can provide one.

Diplomacy, Aid: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36


@Taeral - Yes, you know quite a bit, and you know that Baron Arkov Vandermir, the man before you, is the heir to the house of Barca, which had been cousins to the Barcas.

He was too young to fight when his father, Baron Zaedor Vandermir and his distant cousin, King Jaraad of Barca were both slain at the Battle of Tamberlyn. When the Victor came to power he treated the House of Vandermir fairly allowing the new baron to keep his holdings if he would only renounce the worship of Asmodeus and swear fealty to the new king. A humiliated young Arkov had no choice but to do both.

But the Baron also lived through the Asmodean purges of Markadian IV called the Zealous. He saw many of his fellows stripped of title and fortune and burned at the stake. The Baron was clever enough to avoid their fate and keep his fortune, his station and his life.

So, Taeral, give us a speech to go along with that awesome roll! Because we're not going to waste a 36 to give a +2 to Mordecai!

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