Something Wicked This Way Comes (Inactive)

Game Master Fanguar

Horn lower level
Horn upper levels
Xanos' Annotated Map


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Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Yeah, something along those lines. I can be a wolf, so I could hide out in the wilds and then maybe pick up the scent of newcomers in the area and come and investigate.


Umurn Silverfang wrote:
Yeah, something along those lines. I can be a wolf, so I could hide out in the wilds and then maybe pick up the scent of newcomers in the area and come and investigate.

Ya that works well enough. Basically there just needs to be enough justification for the other PCs not to just kill you on sight or for the Cardinal to destroy you once he finds out of your involvement. Having Umurn being a member of the failed knot would work fine.

Anyways, briefest of plot summaries incoming: The PCs were recruited by a High Priest Asmodeus, one Cardinal Thorn, to help overthrow the current religious monarchy and return the Church of Asmodeus to its previous prominence in the land. Cardinal Thorn has multiple cells of agents working in the country and communicates to the cells through Tiadora, a female agent of his with the ability to teleport in and out as necessary. The party's cell is the Ninth Knot, so presumably there are 8 others. One of the other cells in in the area, supporting the PCs from the nearby town.

All agents of Cardinal Thorn are given an wrought iron circlet to wear which functions the same way as a Hat of Disguise. The all must also sign a contract binding them to the service of Asmodeus.

The last mission that the 9th knot completed was to infiltrate a border keep and open its gates to allow a bugbear army, supplied by Cardnial Thorn) to invade from the north. The Mitran military is currently dealing that threat. Not all of the current PCs participated in that.

The current mission was to find the Tears of Achlys, a deadly plague in the possession of Vetra-Kali Eats-the-Eyes the Archdaemon Prince of Pestilence whose cult was based in the temple the PCs currently control, and was banished from the plane by a now dead Mitran King. The PCs are in the midst of performing a ritual to resummon Vetra so that the Tears may be acquired. The ritual takes 222 days, so the PCs are basically in a bunker down and defend the temple situation.

I think that gets you mostly up to speed.


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

All right, sounds good! So if I show up and show my iron circlet, that should identify me enough to keep me from getting killed? I assume I'll have some way of figuring out that they're also agents of Cardinal Thorn?

Shall I go ahead and post my approach?


Sure go ahead. Being a cleric of Asmodeus coupled with the circlet should provide you with enough bonafides to team up.

Also if we are RPing that Umurn survived and fled the wraith attack, our good friend Ezra the thrice damned could help to confirm your identity.


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

There, now I'm walking up to meet everyone.

I was remembering I had one question--Lords of the Wild leaves it up to the GM whether or not the player's lycanthropy is 'infectious'. Umurn would definitely make use of it occasionally if it is, so I wanted to know whether or not we'll be playing with that as a possibility.

Dark Archive

| HP 135/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 0/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

If lycanthropy is infectious then what's the result of a vampire turning a lycanthrope? :D


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Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

We get villain points? I somehow missed that, lol


Lol - think of all the truly nasty stuff you could have done had you know!


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Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I always thought your use of villain points was specific to Albrέkt, cuz if there's any PC who such would make sense for, it would be the Vampanizer, lol.

Had no idea every PC got them!


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Sariana Nightsong wrote:
If lycanthropy is infectious then what's the result of a vampire turning a lycanthrope? :D

A lot of lost feats. :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

Lycanthropy is a disease. Vamps are immune.

Dark Archive

| HP 135/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 0/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

I meant the other way - what if I try and make a lycanthrope into a vampire?


Haruk wrote:
I always thought your use of villain points was specific to Albrέkt, cuz if there's any PC who such would make sense for, it would be the Vampanizer, lol. Had no idea every PC got them!

Lol - very true... now I'm doubting myself - am pretty sure everyone gets them... (I hope) - GMF care to confirm or deny :)

@Sariana: I like your chain of thought here... a new recruit beckons lol.


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Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

You would break your fangs, as they are not silver.


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
Sariana Nightsong wrote:
I meant the other way - what if I try and make a lycanthrope into a vampire?

A Natural lycantrhope would become Vampiric.

An Infected lycanthrope would become immune to the disease, and effectively cured.


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Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Umurn, just to make sure we are all on the same page... We may joke and tease about PvP type stuff, but we are all committed to no PvP action. Teasing about things like turning you vampire (or other undead for that matter) is just that, teasing. :)


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Oh, I figured as much. I was just joking back... and possibly thinking of a book.


Haruk wrote:

I always thought your use of villain points was specific to Albrέkt, cuz if there's any PC who such would make sense for, it would be the Vampanizer, lol.

Had no idea every PC got them!

Ya they were part of the original character creation guidelines (and recommended for the the campaign by its author). I re-recruited so many times for this campaign that I've kind of gotten fuzzy about the details.

But yes, everybody can have villain points. I will never remember to award them for villainous behavior, but you do gain more on leveling up.


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

Are we keeping Marta in the 3rd floor cells near Albrekt's crypt, or the 2nd floor cells near Molsabar's room?


Know where gets my vote ;)


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

Umurn, you should be able to control your token on the map. You're on the bottom edge, left-center.

Let me know if there's any issues.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

I feel in the battle of fangs, the werewolf beats out the vampire, lol

Dark Archive

1 person marked this as a favorite.
| HP 135/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 0/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism
Haruk wrote:
I feel in the battle of fangs, the werewolf beats out the vampire, lol

"You know nothing, Haruk Deviltongue!"


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

She's saying size doesn't matter. ;)


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Perhaps not size,

But sheer numbers...


Enjoying the RP, but when people are ready we will resolve week 2 and move onto week 3 of the ritual.

A reminder:

GM Fanguar wrote:

So the flow of actions will be:

1. PCs give plan for the week X.
2. DM presents complications (if any).
3. Resolve complications.
4. Resolve PCs actions (crafting, organization actions, etc).
5. PCs give plan for the week X+1.
6. Repeat

In the gameplay thread, post what your PC is going to do for the week. If you don't have any particular action, feel free to just provide some general RP. Please remember that there are 3 blessings that need to be given each day (every 8 hours). If any are missed, then the ritual fails and must be started again. Travelling between the Horn and Farholde takes a day.

If you are partaking of organizational action, just a reminder that helping takes the PC out of action for the week and they won't be available to help out with any complications that occur.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Feel free to add suggestions or veto mine, but here's what I'm thinking for Org actions:

Albrέkt can torture our new prisoner, the young lady who didn't seem overly eager to join us.

If he's successful, he can have 3 questions answered.

Trap building/repair is always a good option.

Fang, would it be at all possible to somehow *upgrade* existing traps, to make them more effective?

Finally, perhaps we can spread some disinformation? Maybe about the adventuring party that just attempted to raid us?

*************

I'm not saying we should do all 4 of these, this week, just that these are the actions we *could* do this week, and perhaps next.


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 James on level 1. I plan on giving the golem and my undead orders to kill him if he tries to leave. Basically, he doesn't get to go past the Receiving Room (the former trophy room).

Upgrading traps is usually possible. It's mostly a matter of sinking money and time into them. For non-complex traps, the Lyre of Building will make it fast and free. There's also this spell. I just need to learn it. GM, can I buy a scroll to copy from the Baron?

I forget where we are, crafting-wise. Who's still waiting on stuff?


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Umurn is probably going to be spending this week learning his way around/getting acquianted with everything and everyone.

He's also going to want to start working on a shrine to Asmodeus, if there's not already one in the complex.


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

There is. Second floor. You really can't miss it.

Once the introduction scene is over, I'll fix the map settings so that you can freely see everything and move your token through walls and stuff. I'll also link the descriptions of the various rooms from a few months ago.


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

That would be very helpful, thank you!


@Haruk: Sounds a plan. May well recruit Hathus' assistance in any torturing - if memory serves he was the Son's torturer?

Best we nail down the questions as left to his own twisted chain of thought Albrέkt will likely go off on a tangent lol.

Dark Archive

| HP 135/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 0/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

I want Hellhounds, otherwise nothing particularly from me. :)

Sari will spend her time scouting the outside of the horn - anywhere within a couple of miles ideally. She wants to know the lay of the land.

If there's anything organisational she can do then feel free to roll her skills etc :)


Torture and bloodletting of the prisoners will keep Albrέkt occupied for a short period.

When night falls he'll take Golgotha and patrol the surrounding locale of the Horn, possibly in tandem with Sariana.


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Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Umurn is very on-board with the Hellhound idea, given he basically considers *himself* one of Hell's hounds. :D

Dark Archive

| HP 135/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 0/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

Awww. You can have a shiny collar and first pick of treats if you like Umurn! :)


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Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

*Silent glare*


@Haruk: I'm sure there are rules for upgrading traps out there in the either.

@Xanos: re:spell scroll. I don't see why not. As with most things not readily available, lets say it will take a week to arrive. Re: golem: let me know when you are ready to fix it. I can't remember which reagents you've acquired for the repairs so far.

@Albrekt: Yes. Halthus was the cult's resident torturer. I can't remember if I've ever posted his stats, but here he is.

Halthus the Flayer:

Male Human expert 5/fighter 2
NE Medium humanoid
Init +1; Senses Perception +11

DEFENSE
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 54 (2d10+5d8+21)
Fort +6, Ref +2, Will +5; +1 vs. fear
Defensive Abilities bravery +1

OFFENSE
Speed 20 ft.
Melee heavy flail +10 (1d10+6/19-20) or
mwk whip +11 (1d3+4 nonlethal)
Reach 5 ft. (15 ft. with whip)

STATISTICS
Str 18, Dex 13, Con 14, Int 8, Wis 12, Cha 10
Base Atk +5; CMD +9; CMB 20
Feats Exotic Weapon Proficiency (whip), Intimidating Prowess,
Persuasive, Skill Focus (Profession[torturer]), Toughness,
Weapon Focus (flail), Weapon Focus (whip)
Skills Craft (traps) +4, Diplomacy +6, Heal +6, Intimidate +16,
Knowledge (religion) +3, Perception +11, Profession (torturer)
+19, Sense Motive +11
Languages Common
Gear banded mail, masterwork whip


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

...we didn't do that? I swear we got all the reagents. Ok, I guess that's this week's project for Xanos (and Molsabar, maybe?).


Xanos Doom wrote:

...we didn't do that? I swear we got all the reagents. Ok, I guess that's this week's project for Xanos (and Molsabar, maybe?).

You may have, I just don't remember. There's things like a fresh humanoid brain and like the like that I don't remember being collected. I think some funds were allocated to make the custom bits you needed. I do know we haven't done a scene activating the golem, because it hasn't introduced itself to the party yet.


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Anyone else going to speak to Umurn? Or does he need to say more himself to keep things rolling RP-wise? :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

Fresh humanoid brain, huh? I guess you're right, I don't remember doing that.

Well, we do have an untrustable bard and brawler. Votes? Other ideas?


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
Umurn Silverfang wrote:
Anyone else going to speak to Umurn? Or does he need to say more himself to keep things rolling RP-wise? :D

This game is a little slow sometimes. Haruk usually does the talking, but I guess I'll do it to move things forward.


Male Human Sorcerer(Infneral) 5/Infernal Disciple 3

Sorry, the last 4-5 days have been crazy busy around my house, as my mom and I have tackled my grandmother's large property, trying to kick into some sort of reasonable shape. Grammy is 95, so she doesn't get out to work around the yard any more. Until my mom moved up here last summer, it was just me for a couple of years keeping things looking 'nice', but now we're going full tilt.

I'll get a IG post up shortly.

Also, we have two options for brain:

1) We could use the bard or brawler. If that's our decision, I would suggest the bard, who seems less likely to betray us. I actually plan on working over James during our down time.

2) I believe we could use an org action to get a brain, thus keeping our two named and classed captives alive.

I would prefer this method, as I feel like killing off James and the bard might be a waste.


Xanos Doom wrote:

Fresh humanoid brain, huh? I guess you're right, I don't remember doing that.

Well, we do have an untrustable bard and brawler. Votes? Other ideas?

Werewolf brain would work ;)

Option 2) looks good - especially if we can source a deranged killers grey matter (as a contingency of course should Umurn's donation falls through)


Male Elf Wizard 3 | HP:29/29 | F:+4 R+6 W+4 | CMD 14 | AC:14 T:14 FF:10 | Init+5 | Perc +11 |

Molasbar could spend his week on a organization action to try and acquire a suitable brain.

In Wraith of the Righteous, there is a redemption methodology to covert evil character to allies. Does this AP have some sort of corruption methodology we can use to bring NPCs to the dark side?


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Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Albrέkt Heißhungrig wrote:

Werewolf brain would work ;)

*Another silent glare*

(I love how we're already playing with the vampire-vs.-werewolf thing here in the discussion XD)


Golem Fixing link.

Xanos did start work on the golem, but I don't know if it got past this point.

@Molasbar: It does not, but I'm sure we could engineer something. I believe the organizational action list has indoctrination as an option, which is for increasing loyalty, but could work for breaking captives. That being said, we're pretty quickly reaching the point of just making them vampires or other sentient undead, or werewolves I guess. Then again depending on how hard the team leans into the Lawful aspect of LE, it might not be too hard to recruit people.


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 guess we could ask our followers if one of them wants to be an immortal golem in service to us forever. Someone might be crazy enough to do it.


Male werewolf half-orc cleric 8 | HP 75/75 | AC:24 T:12 Fl:23 | CMB: +12 CMD: 24 | F +9 R +4 W +11 | Init +1 | Perc: +15
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:

Umurn would certainly be willing to start building himself a pack...

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