Way of the Wicked - the Ninth Knot Reborn

Game Master Dennis Harry

Perception:

Clyde [dice] 1d20+12[/dice]
Elliaria [dice]1d20+13[/dice] +15 vs. Humans.
Malleck [dice] 1d20+1[/dice]
Mephistopheles [dice] 1d20+9[/dice]
Tih [dice] 1d20+9[/dice]
Sir Balin/Grumble [dice] 1d20-2[/dice]

---

Initiative:

Clyde [dice] 1d20+7[/dice]
Elliaria [dice] 1d20+14[/dice]
Malleck [dice] 1d20+1[/dice]
Mephistopheles [dice] 1d20+8[/dice]
Tih [dice] 1d20+3[/dice]
Sir Balin/Grumble [dice] 1d20+1[/dice]

---

The Lower Caverns

Dungeon of the Horn

Farholde

Talingarde


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AC 25/16/19 | Saves F+5 R+12 W+9 | Init +14 | Percept +13 (+15 vs human) | HP 96/96 | spells 2nd:2 1st:4 | Bane 8/9; Sin 6/7 | Active effects: Misdirection (LG)
Raaven, Hell's Mouth wrote:
5) It's dark. There's no windows, and only one place with a permanent light source. (it's one of the fountains, I don't remember if it's the first floor or second floor). There are braziers and wall sconces everywhere. None of them are still working, but the rusty hardware is still there. During our initial exploration we put up a few torches, but mostly we just carried our light sources around with us. Coming up with a lighting solution that doesn't involve burning through barrels of lamp oil and a hundred torches a day is definitely on the agenda.

Sadly, I traded out the 1/day continual flame from archon-blooded, or I could have eventually lit the whole place.

How many of us need light?

It looks like Clyde, Mallick, and Tih.

I have darkvision, but have a light source and can cast it as a cantrip. Though eventually it would be good to find ways to get everybody darkvision so that we don't draw as much attention at night.


HP 66/66, RavHP 33/33, Temp HP: 9, Cold, Electricity, Fire resist 5 AC 23, Fort +14, Ref +10, Will +11, Corruption 9/9, Spells 3/3, Active Effects: Cowardice Aura

There's no windows anywhere, so as long as we don't have light directly behind the main doors I don't think we need to worry about being seen at night.

There might be places we haven't discovered yet that we'd need to worry about light bleed, but so far the Horn is really well camouflaged. I think I'd worry more about our tracks leading people to our doorstep than lights. (speaking of, does anybody have Survival for erasing our tracks?)


M Tiefling Wizard (Pact Wizard) 7 Init +8; Senses Darkvision 60', Perception +9 AC 17, touch 13, flat-footed 14 hp 51/51 Fort +6 Ref +7, Will +9 Conditions: Nondetection (DC 22), Raiment of, Endure Elements, Fastidiousness, Heightened Awareness, Resist Energ)

Mephistopheles already has considered of such a likelihood.

He has Darkvision, communal memorized.

Also, consider every "Downtime" that he is casting Continual Flame for lighting and ambiance.

EDIT!

Erasing Tracks sounds like Unseen Servant with a broom.

EDIT EDIT!

Crap! Probably need to research Continual Flame for his Spellbook. Oversight....oops.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Maybe get excess moisture out with Destroy Water spells


M Tiefling Wizard (Pact Wizard) 7 Init +8; Senses Darkvision 60', Perception +9 AC 17, touch 13, flat-footed 14 hp 51/51 Fort +6 Ref +7, Will +9 Conditions: Nondetection (DC 22), Raiment of, Endure Elements, Fastidiousness, Heightened Awareness, Resist Energ)

Horrid Wilting will be in his Spellbook.


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HP 66/66, RavHP 33/33, Temp HP: 9, Cold, Electricity, Fire resist 5 AC 23, Fort +14, Ref +10, Will +11, Corruption 9/9, Spells 3/3, Active Effects: Cowardice Aura

Horrid Wilting for clearing mold? I love it.

There's no kill like overkill. Too much is never enough.


1 person marked this as a favorite.
AC 25/16/19 | Saves F+5 R+12 W+9 | Init +14 | Percept +13 (+15 vs human) | HP 96/96 | spells 2nd:2 1st:4 | Bane 8/9; Sin 6/7 | Active effects: Misdirection (LG)

For the darkvision I was mostly thinking when we get beyond the horn. But it looks like we have wizardry to the rescue to deal with that.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

A chilling spell made permeant for Clyde's kitchen since he will be doing the cooking and needs a place to store the meat.


HP 66/66, RavHP 33/33, Temp HP: 9, Cold, Electricity, Fire resist 5 AC 23, Fort +14, Ref +10, Will +11, Corruption 9/9, Spells 3/3, Active Effects: Cowardice Aura

The larder is basically a walk in freezer that uses magic instead of cold to keep things fresh.

We never figured out what kind of magic it uses. Another thing to add to the agenda.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Malleck is but an average human atm. But that will change by level 10

If I can have him survive that long


Kitsune Mesmerist (Spirit Walker) 7; Init +3; Senses Perception +9 (low-light vision); AC 15, touch 14, flat-footed 12; hp 59/59; Fort +5 Ref +9, Will +12; Conditions: Slip Bonds

So creative y'all!

I will try and think of stuff myself.


HP 66/66, RavHP 33/33, Temp HP: 9, Cold, Electricity, Fire resist 5 AC 23, Fort +14, Ref +10, Will +11, Corruption 9/9, Spells 3/3, Active Effects: Cowardice Aura

Checking in.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

*Dips Raaven in ranch dressing*


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

ditto


AC 25/16/19 | Saves F+5 R+12 W+9 | Init +14 | Percept +13 (+15 vs human) | HP 96/96 | spells 2nd:2 1st:4 | Bane 8/9; Sin 6/7 | Active effects: Misdirection (LG)

Red Five standing by.


Male Teifling Welcome players! Roll20 Map

I really wanted to use that response....


Perception +11, Darkvision 60, Active Effects: Detect Magic, Detect Good, Invisibility
ClydeMcClod wrote:
*Dips Raaven in ranch dressing*

"Unhand me you cretin!"

*angry meatball flail*


Kitsune Mesmerist (Spirit Walker) 7; Init +3; Senses Perception +9 (low-light vision); AC 15, touch 14, flat-footed 12; hp 59/59; Fort +5 Ref +9, Will +12; Conditions: Slip Bonds

o7


AC 25/16/19 | Saves F+5 R+12 W+9 | Init +14 | Percept +13 (+15 vs human) | HP 96/96 | spells 2nd:2 1st:4 | Bane 8/9; Sin 6/7 | Active effects: Misdirection (LG)
Raaven, Hell's Mouth wrote:
ClydeMcClod wrote:
*Dips Raaven in ranch dressing*

"Unhand me you cretin!"

*angry meatball flail*

odd, I would have thought that it would be an *angry worm flail*. But then again, I always liked the worm better than the meatball.


Perception +11, Darkvision 60, Active Effects: Detect Magic, Detect Good, Invisibility

I just looked up Pathfinder's cacodaemons. They are kinda worm-ish. I never realized.

I've always pictured the cacodaemons from Doom.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Paladins fall, everyone dies


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Are we still on?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

I've seen in other games, Storyteller is currently still very busy. It sounded like he'll be out of the woods by this weekend


M Tiefling Wizard (Pact Wizard) 7 Init +8; Senses Darkvision 60', Perception +9 AC 17, touch 13, flat-footed 14 hp 51/51 Fort +6 Ref +7, Will +9 Conditions: Nondetection (DC 22), Raiment of, Endure Elements, Fastidiousness, Heightened Awareness, Resist Energ)

Mephistopheles isn't a fan of woods....


Shadow's Status

I agree Meph, f+~+ the woods.

I will be updating this weekend and hopefully able to post on the daily once more this week.


Shadow's Status

I appreciate everyone's patience, that was one hell of a month for me...


HP 66/66, RavHP 33/33, Temp HP: 9, Cold, Electricity, Fire resist 5 AC 23, Fort +14, Ref +10, Will +11, Corruption 9/9, Spells 3/3, Active Effects: Cowardice Aura

what's this guy's name again?


Shadow's Status
Grumble Jack wrote:
what's this guy's name again?

Lord Havelyn or Brian?


HP 66/66, RavHP 33/33, Temp HP: 9, Cold, Electricity, Fire resist 5 AC 23, Fort +14, Ref +10, Will +11, Corruption 9/9, Spells 3/3, Active Effects: Cowardice Aura

Brian.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Eats a kitten


Shadow's Status

I live, I swear! I'll be posting tonight, I fell asleep last two nights when I meant to post.


M Tiefling Wizard (Pact Wizard) 7 Init +8; Senses Darkvision 60', Perception +9 AC 17, touch 13, flat-footed 14 hp 51/51 Fort +6 Ref +7, Will +9 Conditions: Nondetection (DC 22), Raiment of, Endure Elements, Fastidiousness, Heightened Awareness, Resist Energ)

*Peers about looking for his kitty*


Shadow's Status

the HORN

"I have not allowed them to enter since you left. I do not wish for them to be slaughtered by whatever defenses remain behind, or worse yet, to fall under the sway of whatever lies within and having to waste our time destroying what may one day become a useful asset.

There has been... something skulking around the woods. Aurex has caught glimpses, but never seen it directly. Perhaps an ally of the Treant we defeated on our initial foray to the Horn. It has not made its presence known to us, yet.

The only other thing of note is Zikomo has been babbling on and off for days about blue slime and its secrets. I for one have no desire to encounter any slime having encountered them in the wild before. As we explore the Horn though, it is something to be aware of. While the creature is simplistic in its rites, I do believe that he communes with being beyond the veil and so his vision may hold some sort of meaning".

Lord Havelyn nods to Malleck, "There are stairs to climb both within and without. As with last time, I shall secure vital points as the Ninth moves forward to search. Raaven can keep us in contact.

Where Aurex moves will depend on where he can fit.

Do you prefer the inside or outside stairs?"


HP 66/66, RavHP 33/33, Temp HP: 9, Cold, Electricity, Fire resist 5 AC 23, Fort +14, Ref +10, Will +11, Corruption 9/9, Spells 3/3, Active Effects: Cowardice Aura

"Zimo... oh, the frog priest. Right. Need a f~#$in' chart for all these new names." Jack muttered.

"You found stairs inside? That's new."

If I'm remembering right, the only passage between the first and second floor that we'd found so far was outside. I don't think there's any internal staircases on the map yet.

"Let's get started. Drop our gear, and a quick first floor tour, then the new crew can decide if they want to do some exploring or deal with weird frog slime b~+$&#~*."


Shadow's Status

FFS, I posted the most recent post in the OOC thread.... moving it to the Gameplay Thread....


Shadow's Status
Malleck of Alerion wrote:
maybe roleplay here folks? :P

LMFAO


Shadow's Status
Grumble Jack wrote:

"You found stairs inside? That's new."

If I'm remembering right, the only passage between the first and second floor that we'd found so far was outside. I don't think there's any internal staircases on the map yet.

Hmmm, I recall that the original group followed the Tribe through the internal stairs, let me go back and check that when I'm less tired tomorrow morning....


Shadow's Status
the Shining Host wrote:

The Horn - Level 2

Zikomo and his band head down the hall past you all, their bulging eyes stare at your band with a mix of anger and fear. Zikomo opens the set of double doors that you passed by in the first hall. They open to a small but grander Temple than the one you explored on the first floor.

Six stately pillars rise to high vaulted ceilings. Images of winged carrion birds circle high above set into the stonework. stunningly beautiful, intricate murals cover every inch of the walls and floor of this place. At first glance, the murals appear quite lovely showing vast armies of supplicants, each exquisitely rendered in bas relief, walking arms outspread towards some unseen goal.

Only as you progress towards the throne and the eastern wall does the message of the murals becomes clear. The figures become more and more emaciated, worn and diseased. Around the throne can be seen cackling daemons herding them like sheep. Nearer the wall they are no longer supplicants but instead shambling undead marching in great legions. And on the eastern walls is the supplicant’s destination -- a throne carved in the likeness of a great skull and above it reads

** spoiler omitted **

At the far end of the room is yet another throne, almost a replica of the one on the first floor.

Zikomo heads to the pillar to the south closest to the throne and opens a secret door that leads to a spiral stair leading up and down!

Do you want to explore this room a bit more or head down?


Shadow's Status
Storyteller Shadow wrote:
Grumble Jack wrote:

"You found stairs inside? That's new."

If I'm remembering right, the only passage between the first and second floor that we'd found so far was outside. I don't think there's any internal staircases on the map yet.

Hmmm, I recall that the original group followed the Tribe through the internal stairs, let me go back and check that when I'm less tired tomorrow morning....

I was correct in my memory! There was indeed a secret stair that they had discovered.


Shadow's Status

Had to catch up on the games I play in this morning, took forever after being absent for two months, I will fully update this thread tonight.

Trying to get on track to update daily again but work has just been killing me lately. Good news is I'm slightly ahead for once so I should be able to keep pace once more. Hopefully no more madness for a while...


Shadow's Status

OK, updates incoming.


Shadow's Status

As the first floor was secured and remained left alone, my next post I/C will be a description of all rooms on that floor following the key of the map.

Then, I will move the group through the caverns to the area of the Blue Slime and we can pick up playing from there once more!

Thanks for your patience as the summer was just brutal for me.


Shadow's Status

That took longer than expected, I'll move the group along to the caverns tomorrow.


Shadow's Status

On Tuesday I'll move the group to the caverns, want to give a bit of time to hass out these discoveries.


Shadow's Status

I'll give a day for everyone to chime in on these minor revelations before I move to the caverns.

Haven't seen Tih post in a while, hopefully we didn't lose her :-(


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7

Om nom nom nom!


Shadow's Status

I'll move us to the Blue Ooze cavern tomorrow, long day today and am running my table top session after summer hiatus tonight.


M Tiefling Wizard (Pact Wizard) 7 Init +8; Senses Darkvision 60', Perception +9 AC 17, touch 13, flat-footed 14 hp 51/51 Fort +6 Ref +7, Will +9 Conditions: Nondetection (DC 22), Raiment of, Endure Elements, Fastidiousness, Heightened Awareness, Resist Energ)

No worries. We've got our final session of SoT tonight. Probably.


Shadow's Status

OK, added the link to the Lower Caverns and placed everyone in the "blue slime cavern".

I haven't seen Tih post anywhere on the boards since end of July.

I'll give Tih till October to chime in, otherwise, I'll DMPC the character for the forseeable future.


Perception +11, Darkvision 60, Active Effects: Detect Magic, Detect Good, Invisibility

GM, are the book or gem magical?

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