Something Wicked This Way Comes (Inactive)

Game Master Fanguar

Horn lower level
Horn upper levels
Xanos' Annotated Map


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Honestly? I think we should skip the attempts at tricking them and go straight to an ambush. If we want them dead, I don't see the value in giving them a chance to figure out that things aren't what they seem. You have a hell of a bluff score, but if anyone can see through illusions, or has a decent tracking ability, or can detect evil, we'll get made. I think it's too many variables, and we should just try to hit them hard and fast.

Ideally, I want to hit them in the Boggard caves, where the darkness, water, and tight quarters will negate most of their advantages.

Since they're looking for the treant, Molsabar could set up fake treant tracks leading into the cave to draw them in.


Xanos Doom wrote:
Honestly? I think we should skip the attempts at tricking them and go straight to an ambush. If we want them dead, I don't see the value in giving them a chance to figure out that things aren't what they seem. You have a hell of a bluff score, but if anyone can see through illusions, or has a decent tracking ability, or can detect evil, we'll get made. I think it's too many variables, and we should just try to hit them hard and fast.

(Away Team nods in unison)

We Approve.


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Yeah, I'm sure I could fashion some hints of aged tracks leading to the Horn. Maybe rip a couple of saplings out of the ground and use them like stilts.

Wait, they wouldn't be spaced far enough apart. Maybe if I had a boggard do it, he could hop between strides.

But then they wouldn't be deep enough. Maybe if a couple of boggards rode piggyback on that boggard, they would be deeper.

Naw, this is starting to look like a scene from Scooby Doo. I'll just trust my character knows how do to it.


Inactive

I think we're back up again?

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Temporarily at least...


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Seems good so far!!


Hopefully the site actually stable again...

Just like to remind you that from the devil's recon report, you are aware that the leader of the elvish party was casting speak with plants, so sooner than later, she is going to get an accurate report of what happened to the treant from the trees.

Just wanted to make sure you take that into account when trying to devise your ambush/subterfuge.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

We all still here??


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

I'm definitely still here. I think a lot of games are struggling to get going after the outages.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Its really hit people, hard for GM's too, especially if you have a routine.


Inactive

Still chillin'.


Hey I was the last person to post. I'm was waiting to see how you wanted to do this thing.

To reiterate; Due to the fact that the elves are using speak with plants to find out what happened to the treant, they will know that it is dead and have a rough idea of what happened. The last suggestion for modifying the plan was to have fake treant tracks leading into the boggard cave. That wont work.

Your options are basically fight them, try to hide from them or deflect their attention. You can even frame someone else for the murder if you want to. Any of those options can work. Pick your poison.


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Checking in.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Still here, just not in a position to do anything!


Waiting patiently for the fun to start...


2 people marked this as a favorite.

Elves are killing the campaign. They're gone. The party is back together. Moving on. Let's go.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Sounds like a plan.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Sari, my suggestion is that we pass the leadership of the Boggards to Grumblejack. I think they'd get along great.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Sounds like a plan - then I can have some hellhounds at some point! A hunting pack is waay more Sari's thing :)


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

I am working on a crafting schedule. I'll go back through our earlier posts to figure it out. I believe the lyre of building was first though.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I believe we decided I was getting both the hellhounds and the nightmare, as they are both fitting of Haruk's general overall Inferal theme.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Sari calls dibs on the next wave of hellhounds then :D


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I have some Followers showing up soon that Sari can vamp up. I could also make her some undead pets if you want a hunting pack.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Can't vamp till 9th level - no spawn yet. I'm not in a rush particularly, I just feel that Sari is going to be much more 'Leader of the Hunt' than 'Queen of the Boggards'. :)


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I think it was discussed already, but I can't remember the answer-

Would turning Halthus into an Undead, or raising him from the dead after the sacrifice, undo the power of the sacrifice itself? Bascially, does Halthus have to stay dead?

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

I think we came to the conclusion that yes, he did. Frankly this kind of sacrifice usually eats the soul anyway so resurrection is out. Maybe we could reanimate his corpse as a zombie? That might not count but I'd imagine resurrection would undo the whole thing.


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HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

In that case, I think we should try to track down a descendant.

Free followers with class levels are rare. Also, we should at least try for other options before going right to "betray the people willing to help us."


Inactive

He's getting sacrificed to release a demon that he worships. It's almost an honor. I can't imagine delaying this process indefinitely to find another potential sacrifice, and there would presumably be consequences for doing so.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

We could ask him? Radical I know... :D


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

That was honestly my plan. I think we should look into the descendants thing too.


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Is the sacrifice at the start of the ritual, or do we have time to find another descendant?


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

the sacrifice starts the ritual. We have as much time as we want to take (within reason). Going up and killing the elemental and exploring the top floor doesn't start the ritual.


The sacrifice is being given as penance for failing said demon lord, so I'm not so sure how eager Halthus will be to meet him.

Finding a descendant won't be mechanically difficult. Gather information checks in town followed by a kidnapping.

Sacrificing and bring him back as an undead is interesting from an RP standpoint. (I think Albrekt PMed about this a long time ago, but I'm too lazy to double check). I would say that for it to be successful, Halthus' soul can't be promised to Vetra-Kali. In game terms, I'm thinking you need to recruit him to Asmodeus' service (or Urgathoa's...).

In terms of timeline, there isn't a hard one, but if you take too long to get started, you'll have some explaining to do to the Cardinal. Remember that the White Ravens are in town waiting for you to mess up, so they can take over.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Maybe we should put the White Ravens to work. A message delivered to them about needing to kidnap a specific descendant of the cult would give them something to do.

Since we knew we needed that, can we retroactively have done that during the shopping trip?


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I have a full Roll20 map of the Horn set up, if we want to use it for the fight.

We are in the upper right corner of the map. Just ignore my purple scribbles. They're renovation plans.


1. I think it's reasonable to have the Ravens do the leg work. Do you want to have them do the kidnapping, or would the party like to do that?

2. It's a pretty straightforward fight. I may use a map in the future if things are more complicated.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Having them do the kidnapping is fine with me, as long as they get the right person.


Male Weremonkey Rogue/Ranger/Trickster

Posting this to all my games:

Tomorrow, I embark on a week+ long 'vacation', wherein I get to work both Baltimore Comic Con, and New York Comic Con(hopefully!) with the amazing and incredible Greg Horn!!

As such, my posting may be spotty, or possibly even non existent until my return(some time around Oct 9th).

I will do my best to post/reply, as I will have both my laptop and smartphone with me, but I make no promises!


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I did not realize how horribly unprepared for this fight I am. I've been sinking so many resources into other things that I've neglected basic combat. My current spell list is not very good for this encounter. I'm really going to have to remedy that.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:
Xanos Doom wrote:
I did not realize how horribly unprepared for this fight I am. I've been sinking so many resources into other things that I've neglected basic combat. My current spell list is not very good for this encounter. I'm really going to have to remedy that.

And this is why Sari had a go at you for 'having plans' but not being prepared for anything!


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

I'm built mostly for crowd control right now. Single target enemies are more of a challenge, which is why I've been tossing out curses and buffs.

Unless you want me to start nuking everyone in the room to kill this thing. That's an option.

Dark Archive

| HP 120/120 | AC:26 | Fo:+15 Re:+15 Wi:+16+ | Ath +14, Acr +15, Dec +15, Itm +11, Med +12, Perc +14 | Fangs/Fists +17 2d8+6+d6 bleed | Ki 2/2, HeP: 3/3 | Active Conditions:

Pretty sure I can take it! :)

Not so sure about the rest of the team though...


I can also take it.

Nuke 'em!

Then raise 'em!

New Dead Order!


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Let me be the Devil's Advocate here... How about we not nuke everyone? Heh? Heh? :)

This is good practice for us. Think of it as a shake out cruise. For me, it is giving me a look at how this Kirin stuff works (or doesn't).

Edit: If you are concerned about ending this quickly to move us along, readied actions for when it swoops down might do the trick.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

That's actually a feat called Strike Back.

(Yes, I think it's frusterating and stupid too.)


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |

Ah, I failed to notice it had reach.


Yup, this is a teachable moment. Having backup plans for flying creatures is probably a good idea.


HP 43/43, Temp HP 11, AC: 17, Fort +3, Ref +2, Will +7, Perception:+8, Channel 8/8, Bolster 10/10 Map Active Effects: message, stoneskin, spectral hand, fly Ritual Calendar

Albrekt, im pretty sure Touch of Corruption is a Standard action. In order to make more than one attack with it you'don't need Quicken Spellike Ability or a Conductive weapon.


Yeah your probably right - just got excited about doing something to the elemental :)

GMF - Chalk off the second attack (or even better chalk it down to next round - saves me posting it all again :)


Male Elf Wizard 2 | HP:22/22 | F:+3 R+4 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+4 | Perc +10 |
Xanos Doom wrote:

Xanos collected the elemental's heart and blood in an alchemical sample jar.

Do elementals leave behind usable corpses? Can I animate this?

Waste not, want not.

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