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

"Why it's known as a dungeon cleaner" the hollow chuckle echoes inside his helmet "Get rid of the junk, leave the best"


Shadow's Status

The Horn - Level 2

The Party closes the door, while the oozes may be indeed able to melt through the door, they seem to respect the boundaries that doors create. Thus, with a simple swing of the hand, the encounter with what may be a useful natural creature, is ended.

Area 2-13 - Grumble

An empty room.

Area 2-14 - Clyde

Yet another, empty room, but much larger.

Area 2-15 - Mal

Perhaps it is no shock now, but this is yet another, empty room.

Brian chimes in, "Well, there's certainly plenty of room to gather up forces and move them in but the cost of furniture would be expensive, would it not be better to hire carpenters to build furniture? Plus, would it not also be quite peculiar to order a tremendous amount of furniture from Farholde to be sent into the woods?

Unless of course, we make this an army of the dead who don't need such luxuries..."

After some RP, I'll move the Party to exploration of the rest of the second floor. I presume thereafter I should move you all to the third floor and continue, I don't see any need for rest or reconsideration at the moment, but let me know if anyone disagrees!


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

"We would need carpenters we can trust, this isn't just a house to refurbish after all"

sure, moving along swiftly.


Shadow's Status

The Horn - Level 2

Brian shrugs, "I thought we would just convert them to the cause or kill them if they won't".


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' blue eyes laugh.
Simply employ volunteers from our enemies as we wade through them. Should be plenty.

The Wizard then absently nods at the Hallow Chamber.
That's basically permanent for now.

The Wizard follows along behind the others.


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

Clyde follows along, clearly out of his depth with redecorating one's lair.


Shadow's Status

The Horn - Level 2

The Party moves back to the hallway entrance of their first victory together and investigate the doors left behind.

Area 2-17 - Mal

Yet another largely empty chamber with only a few remaining wrecked pieces of furniture remaining.

Area 2-18 - Clyde

This chamber, much like the room to an ooze "feels" wrong. The room contains a plain wooden table where many candles have burned down to nubs, there is also the drawn image of the sun on the wall. An inscription has been carved below that reading

“Mitra lucet omnibus, Mitra omnia regit”

Knowledge Religion DC 15:
It states, “Mitra shines on everyone, Mitra rules everything.” This is one of the mottos of the Knights of the Alerion rendered in an old holy tongue.

Knowledge Religion DC 11:
The room is under the effect of a Consecrate spell. Much less powerful than the one that the Ooze room is afflicted with, but a hindrance nonetheless.

Area 2-19 - Grumble

All that remains in this room is a broken, headless statue. Even a cursory glance reveals that the statue is very detailed.

Elliaria matches the head to the statue, it's a perfect fit!


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

Hmm...Some writing here. I recognize the word Mitra but nothing else.


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)

kn religion: 1d20 + 12 ⇒ (7) + 12 = 19

"Oh, that is the Allerian Knight's motto. 'Mitra shines on everyone, Mitra rules everything.' They do love their dead languages. Hell, many of the noble families go to special services in a language that they don't understand to prove to their neighbors how pious they are. It was delicious to see them give in to their pride in the middle of Mitran services."

"Oh, and this is holy ground as well, though not as strong as the previous one."

Elliaria will check the nostrils and ears of the statue. A sculptor will only go deep enough that people see it is a hollow. When a person is turned to stone it goes as deep as the original natural orifice.


Shadow's Status

Elliaria confirms this is the real deal, whoever this was, could be rescued with the proper magical solvent!


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' blue eyes glint in agreement with Ellaria's knowledge of the inscription and lesser hollow spell.

The Wizard continues to delve, discover and discuss their potential findings....
Probably need to place a help wanted advertisement.


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

Jack squinted in confusion while Elliaria fitted the stone head to it's body.

"Damn good statue. Why you carrying the head around?"


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)

"Because this was once a person. We just need a little stone shaping and stone to flesh and we can see who he was. If he was petrified by a Mitran, it might be somebody we can use."


Shadow's Status

The Horn - Level 2[/b[]

Brian speaks, [b]"We are at the end of this level I suspect, based on the size of the Temple, the hall will probably lead up or we are at the end of our tour of the Horn..."


Shadow's Status

The Horn - Level 2

Area 2-21 - Everyone

This long L-shaped corridor extends almost 220 feet. Every ten feet is a new mural carved in larger than life detail. Together these murals depict a detailed history of the Sons of the Pale Horseman. Some of the murals have been defaced, but there is simply so much adornment throughout the Horn that after a while the knights in the Victor’s service simply could not deface it all or perhaps the horrors were too much to bear and they finally had enough.

Someone with a working knowledge of the Abyssal tongue and with patience could catalogue every major event in the Sons’ history -- from their founding in a distant land, their expulsion, their search for a new home, their building of the Horn, the summoning of Vetra-Kali and then the many years of serving the daemon prince. It is actually an epic tale (though doubtless aggrandizing of the sons).

Knowledge Arcana DC 25:
As you study the murals, after all, this is the last location on this floor and it is a dead end, it dawns on you that embedded within some of the murals which are not completely defaced are rituals! With enough time and patience, you may well be able to tease out the powers that lie within. Though one would also need mastery of the Planes and Religion to successfully translate these Rituals into usable form.


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

Hmmm....Perhaps we could explore outside using flight or climbing?


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

While the group looked over the intricate mural, Jack looked around for the dragon that had been guarding the rear as they explored. "Aurex, have you seen anything out there that coulda been another floor, or any other way in?"


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

"This is interesting. The Sons of the Apocalypse have a much richer history than I expected. I recognize most of the daemons and some of the rites depicted, but whatever this foreign land is, and the various human histories referenced are less familiar to me."

Aid Another for Knowledge Religion: 1d20 + 11 ⇒ (7) + 11 = 18


Shadow's Status

Aurex left to secure the bodies of the elves in the freezer, are you recalling him? Maybe a dog whistle of some kind! :-)

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