Something Wicked This Way Comes

Game Master Fanguar

Horn lower level
Horn upper levels
Xanos' Annotated Map


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Dark Archive

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Female Vampire Half-Orc Hungry Ghost Monk 7 | HP 52/52 | AC:20 T:18 F:16 | Fo:+5 Re:+10 Wi:+6 | Per:+21, SM:+19, St:+17 | Punishing Kick: 7/7, Ki: 6/7 | Active Conditions: Barkskin +3

Albrekt and I need one more feat before we can create spawn - but its close now!


Male Human Vampire Antipaladin of Urgathoa 6/Knight Errant Cavalier 1 | HP 24/73 | AC 24/14/22 | CMB: +12 CMD: 23 | F+9, R+6, W+7 | Perc +6; Darkvision 60ft | Init +5 | Move: 20ft. (Foot/Spider-Climb) | Villain Points: 3

Can't wait.

Dibs on the Orphanage... ;[

Dark Archive

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Female Vampire Half-Orc Hungry Ghost Monk 7 | HP 52/52 | AC:20 T:18 F:16 | Fo:+5 Re:+10 Wi:+6 | Per:+21, SM:+19, St:+17 | Punishing Kick: 7/7, Ki: 6/7 | Active Conditions: Barkskin +3

I call the convent then :D


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

Oh dear. XD

Umurn bites either to cause fear and confusion (who will turn into a werewolf and maul everyone else the next full moon?) or to recruit the strong.

The weak he'd rather just eat. That's their purpose in existence, to feed the strong.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

@GM, what would Umurn know about the area having lived as a wolf hunting in the wilds the last however long it's been?


@Umurn: You'd have a pretty good idea of the layout or the immediate vicinity. There's nothing nearby that of particular note, it's just wilderness. There's a few other bulleywug tribes that you may have found, but there's not interesting ruins or the like. If you, or the other players via you, have any specific questions about stuff, let me know.


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Ready for your tour, Urmurn?

Here's the post about the Caverns.

I've set the map to full illumination and turned off "walls" so you should be able to drag your token around and familiarize yourself with the underground area of our little dungeon home.

Let me know when you're done with this one and I'll move your token and the map to the upstairs area.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

Wow, you've put a lot of work into that map!

Umurn is definitely going to want a hellhound kennel in one of those unoccupied 'guard beast caverns'. :D

Ready to move on!


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

What are we waiting on right now?


Male Human Vampire Antipaladin of Urgathoa 6/Knight Errant Cavalier 1 | HP 24/73 | AC 24/14/22 | CMB: +12 CMD: 23 | F+9, R+6, W+7 | Perc +6; Darkvision 60ft | Init +5 | Move: 20ft. (Foot/Spider-Climb) | Villain Points: 3

Not sure - do we fast forward to the tavern meeting? Do we need to role-play that or do we skip to the next ritual milestone?


GM Fanguar wrote:

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.

If we want, we can start the week to week time movement. See above.

Alternatively, if people don't care about any attempt at verisimilitude, we can just jump from to the next scripted encounter. It kind of depends on how much freedom people want to pursue their own side machinations. All the same to me.

Dark Archive

Female Vampire Half-Orc Hungry Ghost Monk 7 | HP 52/52 | AC:20 T:18 F:16 | Fo:+5 Re:+10 Wi:+6 | Per:+21, SM:+19, St:+17 | Punishing Kick: 7/7, Ki: 6/7 | Active Conditions: Barkskin +3

Sari isn't machinating much right now so I'm fine either way. :)


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

I have some crafting planned. My main focus is going to be getting the golem finished. Once I have the brain, do I have all the parts? Can I just sacrifice one of my minions? This doesn't have to be done in game, but probably should. I'm getting the feeling this isn't going to be a normal golem.

It would also be nice to have a more thorough introduction scene for Urmurn.


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Urmurn, I've set the link to the upper levels of the base. You've already gotten a breif introduction. Here's the rest.

It should be fully illuminated, and you can move through walls for ease.

There's three floors. Your Knot died in the main chamber of the third floor. Feel free to familiarize yourself with it, but I don't recommend going there in game yet. There's super secret ways of getting there (it isn't connected to the 1st and 2nd floors at all), and I don't think the party trusts you enough to allow you full access to the upper levels yet. Also, Ezra might kill you just to complete the set.

GM, which method did the 4th knot take to get to the third floor when they came here? Did they climb or fly up to the balcony entrance?


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Hmm. Just realized I never did the rest of my "revised base tour" posts. We got distracted by crafting and then fighting.

I'll do that this week.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

Umurn will be pretty wary around the party right now, so he'll stay out of the third floor. For the first week here I'm thinking he'll spend a lot of time in the Asmodean Temple, rededicating himself to Asmodeus with great fervor (I may write a scene for this), and probably getting to know Haruk and Haruk's cultists. Role-playing the first meeting with him at the tavern sounds good to me--he'll have had enough time by then to at least have an idea who everyone is, so it would be a good time to have more role-playing, I think.

In future weeks he's going to want to know what the devil-summoning rules are. :D


The 4th knot never made it to the top floor. Ezra got them. The other wraiths were spawned from the fallen Knot members. Ezra learned a bit about the Asmodean plot from them and that's why he didn't target your party when you arrived.


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Since Ezra stays primarily on the third floor, I thought they ran into him there.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

Just lost a massive post detailing the 2nd floor. Super pissed. I'll re-do it later. >.<


Male Weremonkey Rogue/Ranger/Trickster
Doomed Hero wrote:
Just lost a massive post detailing the 2nd floor. Super pissed. I'll re-do it later. >.<

This is why I write up all of my massive posts or complex character sheets in Google Docs.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power
Doomed Hero wrote:
Just lost a massive post detailing the 2nd floor. Super pissed. I'll re-do it later. >.<

Ouch! I always hate when that happens.


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar
Monkeygod wrote:
Doomed Hero wrote:
Just lost a massive post detailing the 2nd floor. Super pissed. I'll re-do it later. >.<
This is why I write up all of my massive posts or complex character sheets in Google Docs.

That's a good idea. This wasn't even Paizo's fault. I accidentally hit F12 and opening the side tab froze my browser.


@Xanos/Umurn: Ok I dug into the adventure to refresh myself on what actually happened to the fourth knot. So this here it is (the details of which would have been obtained from Ezra and/or the daemons).

The most of the 4th knot never made inside the temple. They were ambushed by Ezra while they camped outside on the first night. This would have been when Umurn would have made for the hills. The leader of the knot fled into the temple, but ran afoul of Hexor and/or Vexor who slew and devoured him.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

Ah, okay. So I haven't really been inside before.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

So, should we move to the next tavern meeting, if that's the plan for our role-play?


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Not sure. Discuss the last fight, and what we are going to do next?

If I can finish the Golem today I can introduce it at the meeting.


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Male Human Vampire Antipaladin of Urgathoa 6/Knight Errant Cavalier 1 | HP 24/73 | AC 24/14/22 | CMB: +12 CMD: 23 | F+9, R+6, W+7 | Perc +6; Darkvision 60ft | Init +5 | Move: 20ft. (Foot/Spider-Climb) | Villain Points: 3
Xanos Doom wrote:
Not sure. Discuss the last fight, and what we are going to do next?

Same zhing as yesterday Old Vun! Take over Der Vurld!


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

I figure the next tavern meeting would be a good time to play with the dynamics of Umurn being added to the group, even if there's not anything plot-wise to discuss.


Can someone remind me what tavern meeting we are talking about here? There's a lot of moving parts going on and I'm getting a little muddled on what the party is doing.


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Most nights the party has a meeting int he tavern, mostly as a way of keeping track of progress on projects and sharing any new information. Now Urmurn is joining, so it seemed like a good opportunity to do some introductory roleplay after he'd been acclimated to the Horn.

Right now, our projects are:

1) Let Urmurn in on the overall plan (summon Vetra-Kali)
2) Finish the golem
3) discuss improving the defenses of the caverns now that they've been tested.
4) Talk about what to do with our two semi-captives (the bard and the brawler)
5) Do our Organization rolls/plans for the week.

(did I miss anything?)


Gotcha. The tavern in the Horn. I was just touch confused, since you meet with the other knot in a tavern in Farholde.


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HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Oh, right. Our tavern, where the barkeep is a torturer. Wretched hive of scum and villainy, and all that jazz.


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Albrekt, do you know if you hung onto the mithril scavenged from the Metal Cobras in the Test Dungeon beneath the Cardinal's manor?

You're the only remaining party member who went through that, so I dont' know if it was kept or not.


Male Human Vampire Antipaladin of Urgathoa 6/Knight Errant Cavalier 1 | HP 24/73 | AC 24/14/22 | CMB: +12 CMD: 23 | F+9, R+6, W+7 | Perc +6; Darkvision 60ft | Init +5 | Move: 20ft. (Foot/Spider-Climb) | Villain Points: 3

I actually came in just after that point chief. No idea if it was kept...


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Is there anyone in this group who went through Branderscar and the Cardinal's Trials?

Dark Archive

Female Vampire Half-Orc Hungry Ghost Monk 7 | HP 52/52 | AC:20 T:18 F:16 | Fo:+5 Re:+10 Wi:+6 | Per:+21, SM:+19, St:+17 | Punishing Kick: 7/7, Ki: 6/7 | Active Conditions: Barkskin +3

I don't think so then - Albrekt is our veteran I believe...


Male Half-Orc Investigator (empiricist) 2 / Magus (kensai) 4 / Fighter (unarmed fighter) 1 | HP 57 | AC:17 | FF:11 | T:16 | CMB:+7 | CMD:23 | Fort:+8 | Ref:+6 | Will:+7 | Init:+4 | Perc (hidden): +22, other +19 | DD:+17 | St:+12| Inspiration: 5 of 5, Arcane Pool: 6 of 6

Maybe Haruk...?


Male Human Sorcerer(Infneral) 5/Infernal Disciple 2

Nope. I think Xanos and I joined up roughly around the same time, during the assault on the keep, right before the army(bugbears maybe?) invade.


Male Human Vampire Antipaladin of Urgathoa 6/Knight Errant Cavalier 1 | HP 24/73 | AC 24/14/22 | CMB: +12 CMD: 23 | F+9, R+6, W+7 | Perc +6; Darkvision 60ft | Init +5 | Move: 20ft. (Foot/Spider-Climb) | Villain Points: 3
Xanos Doom wrote:
Is there anyone in this group who went through Branderscar and the Cardinal's Trials?

Alas no.

As Sariana says I am the Senior Knotter here (and hence defacto leader ;)

Ahem.

Perhaps Albrekt would remember something of those simpler times..?


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

I keep meaning to post something for Umurn going into the temple but forgetting. XD


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Yup there are no original knotters in the party anymore, I have no idea what happened to the cobra scraps.

Also, I just realized that the 5 year anniversary of this campaign is in like a week and we are about halfway through the 2nd adventure. Should be done sometime around 2030, so something to look forward to I guess.


HP 33/35, Temp HP 11, AC: 17, Fort +2, Ref +2, Will +6, Perception:+7, Channel 8/8, Bolster 10/10 Map Active Effects: message Ritual Calendar

Whelp, guess I'm buying mithril out of pocket then, which will require a trip to town.

Looks like the golem isn't going to be done this week.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

PbP campaigns move slowly almost always.


Male Human Vampire Antipaladin of Urgathoa 6/Knight Errant Cavalier 1 | HP 24/73 | AC 24/14/22 | CMB: +12 CMD: 23 | F+9, R+6, W+7 | Perc +6; Darkvision 60ft | Init +5 | Move: 20ft. (Foot/Spider-Climb) | Villain Points: 3
Xanos Doom wrote:
Whelp, guess I'm buying mithril out of pocket then, which will require a trip to town.

I'm your heidelbeere :)

Albrekt will happily head into town - he hungers (ahem) for some different company...

Dark Archive

1 person marked this as a favorite.
Female Vampire Half-Orc Hungry Ghost Monk 7 | HP 52/52 | AC:20 T:18 F:16 | Fo:+5 Re:+10 Wi:+6 | Per:+21, SM:+19, St:+17 | Punishing Kick: 7/7, Ki: 6/7 | Active Conditions: Barkskin +3

Vampire shoppers at your disposal! Sari goes as fast/faster than Golgotha so she's definitely party courier!


2 people marked this as a favorite.
Male Human Vampire Antipaladin of Urgathoa 6/Knight Errant Cavalier 1 | HP 24/73 | AC 24/14/22 | CMB: +12 CMD: 23 | F+9, R+6, W+7 | Perc +6; Darkvision 60ft | Init +5 | Move: 20ft. (Foot/Spider-Climb) | Villain Points: 3

Vampyr Couriers - "Never Bloody Late" :)


@Urmurn: True, but for comparison I've running the Shattered star AP for going on 6 years and we're just finishing the 4th book. That being said, I've still got the original PCs for that one.

Anywho, acquiring the mithril in town is not an issue.

Basically, just need to know what people are doing this week. Obviously crafting and organization activities are the most important.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

I think it makes sense for Umurn to take this whole week getting settled and getting to know the Knot and their minions.

He is going to start in on his rather relentless training schedule, though. He's very big on the whole "The Strong rule the Weak" thing, so he works very hard to be one of the Strong.


Male werewolf half-orc cleric 7 | HP 26/59 | AC:22 T:12 Fl:21 | CMB: +10 CMD: 22 | F +8 R +4 W +10 | Init +1 | Perc: +14
Per-Day Abilities:
Channel Energy 3/3 | Villain Points 3/3
Current Effects:
Divine Power

So I don't think we want to go blow-by-blow here, and obviously we don't want to kill each other. :D We could just roll several attack and damage rolls and use the results to narrate how it goes, with whichever of us loses yielding to the other?


Male Human Vampire Antipaladin of Urgathoa 6/Knight Errant Cavalier 1 | HP 24/73 | AC 24/14/22 | CMB: +12 CMD: 23 | F+9, R+6, W+7 | Perc +6; Darkvision 60ft | Init +5 | Move: 20ft. (Foot/Spider-Climb) | Villain Points: 3

Makes sense to me - say fire a couple of rounds of combat/damage and take it from there?

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