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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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
Mephistopheles. wrote:

Mephistopheles is not a Tank. He is not DPS. But he did stay at a Holiday inn last night ...he is a monster!

And, cheers to our Ellaria for her truism!

the audacity!


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

Nice hit!


Shadow's Status
Storyteller Shadow wrote:
Sir Jack Balin wrote:

The poor Baron just messed up bad.

I doubt any of you are reading Sir Balin's spoilers, but if you do you'll see that Sir Balin is now prepping for a human sacrifice.

Which segues nicely into some Session 0 / Safety Rules stuff that definitely needs to be talked about as a group for an Evil game.

We're bad people. We're going to be doing bad things. The question is how far is too far, and what's allowed to be shown "on screen."

Grumblejack is an Ogrekin Tiefling Antipaladin. That means he's culturally predisposed to cannibalism, sadism, and sexual violence, biologically predisposed to give into his own worst impulses, and religiously predisposed to believe that anyone who can't stop horrible things from happening to them deserves them.

In short, he's an irredeemable monster. I try not to shy away from that, which is why I think it's a really good idea for Grumblejhack not to be the leader, and for the other players to reign in his worst impulses.

That said as a player, I'm really more of a "fade to black" type person. It think less is more when it comes to horror. Implications are nearly always better than explicit depictions. I'm not going to be describing any of the horrible things Jack does in detail. I plan to allude to them instead.

In a game like this it's super important for everyone at the table to be comfortable, so I want to know what your limits are. I also think it's important for all of us to know we can call for a "scene break" anytime we want to. If a scene is getting too icky, just say so. Shadow can Fade To Black, have us make some abstracted rolls without descriptions, and jump to the aftermath.

Thoughts? Additions?

I'll note here what I noted in my Ravenloft game. Some topics are pretty horrible so more sensitive types of violence I will not be including as part of gameplay OR storyline. Great Old Ones, Undead Cults, killers, decadent Noble houses, the good old vanilla D&D violence of Monsters is what I shall bring you.

Though here we are playing an EVIL campaign dedicated to the worship of an EVIL God. Granted Lawful NOT Chaotic EVIL.

Were this a table top game and I knew all of you personally and it wasn't being immortalized on the internet for all time, shit would get pretty f@%%ing depraved. As it is not, I think That DHs suggestion and my description above will be about as vicious as I will get. Note that there may be scenes calling for sacrifices as the AP moves on. As we RP, how descriptive I get there will be set to what I see as PC comfort level...

Just reposting this here as we now have arrived at a point in the game where some bad shit might go down for our poor defenseless Cleric captive...

so go ahead and get graphic but not too graphic...

ya know, torture casual.


Shadow's Status

It's been 3 months so I believe we lost Tih. I will not r recruit as I believe the group is lethal enough as is anyway. There is a nice rapport with the group so let's let that settle in for a while and if the group thinks there is a need as the AP moves forward, we can consider possibly recruiting another villain.


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

ill leave what he does to her over the next few months to "fade to black" when it starts

short version "induce Stockholm syndrome"

would be nice to have a cleric that can oversee rituals etc at the base when we are not around


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

Maybe we can have Tih stay with Morana and Soren in Farholde? I kinda like the idea of having a few members of the Ninth Knot in town, gathering intel, and basically doing the job that the Seventh Knot is supposed to be doing (but clearly isn't).

Has the new group been told about the 7th Knot? I know I haven't mentioned them. Grumble doesn't care about the inter-knot office politics, so I don't think it's come up.

There's a whole cloak and dagger storyline happening in town that we occasionally guest star in. The AP sets it up so that every once in a while the players play the roles of cohorts and followers in town, dealing with issues that aren't important enough to warrant the attention of the PCs. In this game, we've mostly replaced that subplot with former PCs (which makes them WAY overpowered for the original scenarios). It's an interesting twist, and I'm looking forward to seeing what Shadow does with it. Instead of bumbling hirelings and cultists, we have a second party handling the social intrigue plot line off-camera.

I'll have Raaven give the group the cliff notes about the social situation in farholde so the party at least knows what's going 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
Grumble Jack wrote:

Maybe we can have Tih stay with Morana and Soren in Farholde? I kinda like the idea of having a few members of the Ninth Knot in town, gathering intel, and basically doing the job that the Seventh Knot is supposed to be doing (but clearly isn't).

Has the new group been told about the 7th Knot? I know I haven't mentioned them. Grumble doesn't care about the inter-knot office politics, so I don't think it's come up.

There's a whole cloak and dagger storyline happening in town that we occasionally guest star in. The AP sets it up so that every once in a while the players play the roles of cohorts and followers in town, dealing with issues that aren't important enough to warrant the attention of the PCs. In this game, we've mostly replaced that subplot with former PCs (which makes them WAY overpowered for the original scenarios). It's an interesting twist, and I'm looking forward to seeing what Shadow does with it. Instead of bumbling hirelings and cultists, we have a second party handling the social intrigue plot line off-camera.

I'll have Raaven give the group the cliff notes about the social situation in farholde so the party at least knows what's going on.

was in a kingmaker game where the GM allowed a 2nd team of PC created characters that became the AWAY team


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
Malleck of Alerion wrote:
Grumble Jack wrote:

Maybe we can have Tih stay with Morana and Soren in Farholde? I kinda like the idea of having a few members of the Ninth Knot in town, gathering intel, and basically doing the job that the Seventh Knot is supposed to be doing (but clearly isn't).

Has the new group been told about the 7th Knot? I know I haven't mentioned them. Grumble doesn't care about the inter-knot office politics, so I don't think it's come up.

There's a whole cloak and dagger storyline happening in town that we occasionally guest star in. The AP sets it up so that every once in a while the players play the roles of cohorts and followers in town, dealing with issues that aren't important enough to warrant the attention of the PCs. In this game, we've mostly replaced that subplot with former PCs (which makes them WAY overpowered for the original scenarios). It's an interesting twist, and I'm looking forward to seeing what Shadow does with it. Instead of bumbling hirelings and cultists, we have a second party handling the social intrigue plot line off-camera.

I'll have Raaven give the group the cliff notes about the social situation in farholde so the party at least knows what's going on.

was in a kingmaker game where the GM allowed a 2nd team of PC created characters that became the AWAY team

Yeah, that's kinda what's going on here. We have a Tiefling Inquisitor, a Gravewalker Witch/Spiritualist and now a Kitsune Mesmerist. They're a damn good social intrigue party.


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 could maybe eventually make the cleric a herald caller cleric

and perhaps "guide" her to become a true succubus. what a turn huh? At the very least half-succubus

and play her as one of the away team


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)

Cool with our current roster...


Shadow's Status
Grumble Jack wrote:

Maybe we can have Tih stay with Morana and Soren in Farholde? I kinda like the idea of having a few members of the Ninth Knot in town, gathering intel, and basically doing the job that the Seventh Knot is supposed to be doing (but clearly isn't).

Has the new group been told about the 7th Knot? I know I haven't mentioned them. Grumble doesn't care about the inter-knot office politics, so I don't think it's come up.

There's a whole cloak and dagger storyline happening in town that we occasionally guest star in. The AP sets it up so that every once in a while the players play the roles of cohorts and followers in town, dealing with issues that aren't important enough to warrant the attention of the PCs. In this game, we've mostly replaced that subplot with former PCs (which makes them WAY overpowered for the original scenarios). It's an interesting twist, and I'm looking forward to seeing what Shadow does with it. Instead of bumbling hirelings and cultists, we have a second party handling the social intrigue plot line off-camera.

I'll have Raaven give the group the cliff notes about the social situation in farholde so the party at least knows what's going on.

Makes sense to me.

I'd love to run scenarios with that second group but based on RL time constraints, I'd probably just have to have them be off screen NPCs that merely report their findings to you and operate as an occasional set of Cohorts for select portions of the AP.

I may at some point relatively soon have Havelyn fall back into a support role in Farholde as well. Aurex will of course be staying!


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

Perhaps have tunnels dug throughout the Horn so Raaven can easily travel around.

Or a tube system like they have at banks that shoot a tube around to other areas. Raaven express! Permanant Gust of wind so they can zip around extra fast,


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

Shadow, how thick is the stone between level 1 and 2. If I'm remembering right, it's a lot. We'd need a bunch of castings of stoneshape, or something that can burrow through rock.

We should definitely talk about various defensive improvements to the Horn though. We're villains with a dungeon, we should act like it.

A Lyre of Building would be a great investment when we can spare the coin.


Shadow's Status
Grumble Jack wrote:

Shadow, how thick is the stone between level 1 and 2. If I'm remembering right, it's a lot. We'd need a bunch of castings of stoneshape, or something that can burrow through rock.

We should definitely talk about various defensive improvements to the Horn though. We're villains with a dungeon, we should act like it.

A Lyre of Building would be a great investment when we can spare the coin.

Based on the representation in the AP it looks quite thick, multiple feet.

The AP has suggestions for improvements, if you're stuck I can set up skill checks in certain areas!


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)

So, what is the cleric's greatest sin? Pride? Wrath? Lust? She doesn't seem like Gluttony or sloth. But I suppose greed and envy are possibilities.


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

if Malleck will be able to recruit her, and she becomes an PC/NPC could i get her stats so i can make her sheet later?

unless she dies before then, but still, would be fun to try and make


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

Clyde will occasionally vanish and head to town to 'indulge' and leave his calling card.


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

just dont eat so many Malleck cant do his ritual :P


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

I don't want to spoil anything, but if the cleric is who I think she is, she might be an important plot character that we shouldn't make too many plans for.

Shadow has a way of throwing curveballs, so I might be wrong, but I thought you might want to know before you got too attached to an idea that might not pan out.


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

nah, no worries, if so, there will be many more opportunities for fun recruitment


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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 will be having Raiment of Command active as a Daily Preparations.

I just noticed it's Duration is 1 hour per level...lol.

Fun times!


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

That's a damn good spell


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)
Grumble Jack wrote:
That's a damn good spell

It is not a good spell. It is objectively a very bad spell. Did you see the classes it was available to? It doesn't include inquisitor. Thus proving that it's a bad spell.


MHuman Vigilante7 Init+7 Perception+12 AC17T12FF15 HP59/59 F+4 R+7 W+7
Malleck of Alerion wrote:
just dont eat so many Malleck cant do his ritual :P

Clyde would never be so rude!

Expect there to be plenty of candles decorating the place. I promise that morale will soar from all the good cooking


Shadow's Status
Elliaria wrote:
Grumble Jack wrote:
That's a damn good spell
It is not a good spell. It is objectively a very bad spell. Did you see the classes it was available to? It doesn't include inquisitor. Thus proving that it's a bad spell.

LOL


Shadow's Status
Grumble Jack wrote:

I don't want to spoil anything, but if the cleric is who I think she is, she might be an important plot character that we shouldn't make too many plans for.

Shadow has a way of throwing curveballs, so I might be wrong, but I thought you might want to know before you got too attached to an idea that might not pan out.

Mal can proceed, this particular cleric is not the Droid you are looking for :)


Shadow's Status
ClydeMcClod wrote:
Clyde will occasionally vanish and head to town to 'indulge' and leave his calling card.

Nice!


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)

Are we going to continue exploring (considering we just started), leave the captive with whomever?

Perhaps while we explore someone can get questions answered off screen, so after we explore a bit more we can decide what/where to do about possibly more Mitrans in her cell.


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

We have those fancy new magic manacles, and a prison cell on the first floor.

I figured we could secure her and leave an NPC with her. Maybe Tih?


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

So worked on an idea and build for the cleric

Herald caller/Evangelist

And one of the gifts from Urgathoa is the possibility to become a Vampire that doesn't have sunlight weakness

Though it could potentially make her a necromancer cleric too


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)

Ok. So immediately we cuff and stuff her while we continue to investigate. Tih can be her "jailor" using her gifts of Enchantments and Stares to get that information from her off screen.

We can then decide how to act on the information gleamed.

Mal gets to persuade her during our Downtime...lol.

Can't have too many Clerics on our side!

Vampire Cleric(Necromancer) of Urgathoa would be great!

As her reward she gets to Interview any of her former Mitrans.


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

Yeah
Tih can take care of the captive till we have to to properly start working on her attitude

Info will be most needed. But making sure the tower is secure is our top priority

there is no war in Ba Sing Se


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)

Since I don't sleep I could make sure to periodically wake her during the night. No rest, no spells and easier to break. With disguise and sleeves of many garments I could appear to be several different figures in all-concealing cloaks.


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

Good plan let's do it


Shadow's Status

Apologies, I'm out of time to update this thread today.

I'll be updating us tomorrow!

Sorry for this delay :-(


Shadow's Status

Thanks for the patience folks!

-------

By my count, you have four elven bodies (Aurex ate 2), ready for potential raising as Zombies to be preserved in the freezer.

Those elves were all wearing good quality leather armor (masterwork but not magical). Each elf had a longsword +1! Each elf had a longbow with 20 sheaf arrows (they are a few arrows down for firing at you, but it's a negligible amount). Each elf also had a dagger, regular, not masterwork or magic or anything. So six longsword, six longbows, six daggers, and about 115 arrows for the armory. Off to a pretty good start.

I didn't give the description of what the Cleric had already correct?


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

Nope, you haven't given us a gear list for her.


Shadow's Status

Updates tomorrow!


Shadow's Status

Now that the throne teleport has been figured out, at least the locations you know about, ready to explore the rest of level 2?


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

Sure


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

Yup, let's keep going.


Shadow's Status

Let's pause here and pick things back up once the site overhaul is complete.

When we move forward, I will have the Party search the Courtyard and the rooms off of it.


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

Understood


Male Teifling Welcome players! Roll20 Map

Oh the humanity!

My nerves are fried expecting the site to go down...

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