Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Ready here


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Here!


Malleck of Alerion wrote:

Hello. Sure. If you bump us up a few levels ;)

-Posted with Wayfinder

Hmmmm, ummmm


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ready


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Aye :)


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Ready to roll...


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Gertrart aka Blood Desecrator wrote:

Gertrart is looking for wands that will help him sneak and sneak attack better. I have listed a couple spells(*) with the intent of sabotaging the keep though.

2nd: animal aspect, blur, cat's grace, darkness, hypnotic pattern, invisibility, pyrotechnics. (Too small a town?)
1st: break,* crafter's curse,* expeditious retreat, feather fall, hold portal,* illusion of calm, reduce person, silent image, true strike.


Random: 9d100 ⇒ (41, 43, 28, 44, 71, 60, 38, 61, 59) = 445

You're the luckiest villain ever...

There is available a wand of each of the 1st levels. I didn't check, I assume they are all legal wand spells.

The 2nds are too expensive for this town.


Let's not get bogged down! We've a self-righteous nation to topple!

Let me see how the lovers act the next couple days, and maybe that can spur some action...

Lovers day 5: 1d100 ⇒ 70
Lovers day 6: 1d100 ⇒ 56
Lovers day 7: 1d100 ⇒ 80
Lovers day 8: 1d100 ⇒ 5 FINALLY!

For an event that happens 25% of the time, it sure took a while for us to see it!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Hi guys

I realise I haven't posted much, but I'm still here: the DM on the other WotW game I'm in disappeared and I took over as we were having too much fun to let it drop. The downside is of course that I know far too much about this section of the game, so I'm taking a back seat to stop any spoilers. I'm still reading and will be RP-ing as appropriate (but not as not appropriate, if that makes sense).

Once the intrigue stuff is over and all the secrets etc are out, I'll take a more active part!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

I know feeling. :) luckely its been a long time since i last played/read this part. So most things are "new"

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ah, i was under the impression that one was going at a slug's pace, Malleck?


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Currently it was mostly getrart talking to the dwarfs. So not much i could do. And he will wait to see the guy at the tavern perhaps if he pitches

-Posted with Wayfinder


Well, we need to kick it in gear!


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Are we playing day by day? So the lovers-sbuplot kicks off at day 8... What we'll do before that? Dealing with the rookery?


I'm fine with jumping all the way to day 8 if you guys are, but some had asked questions about buying and selling in town, which answers I gave. We can resolve that on days 4-7?

Or we can jump to day 8?


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Sure. Why not? I can in theory expend 1 channel and wipe out all the birds?

-Posted with Wayfinder


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

While I will agree it is a theory... I don't think a single channel (2d6) will even come close to wiping out a swarm of ravens.

Can we get these ravens killed during days 4-7... hate to see days go by with no progress?

Can we figure out when Mad Martin leave for meals and church?
Can the rookery be dealt with on day 7, when the keep should be at Mama Guisseppe's beef stew dinner?

Can Taeral have his meeting(s) with the acolytes?
If Taeral can have meetins with the acolytes, he will start the frequent the keep also, so the guards at the gate start to see his disguised face, so he becomes more familiar with the keep and the routines.


Swarms take AOE damage!


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Exactly =^^=

-Posted with Wayfinder


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Swarms take BONUS AOE damage :)


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

How risky would I guess sabataging the siege engines be? I presume the drawbridge gets daily usage, but the ballistae might go weeks before a fault was discovered. I don't know what other progress I can make in those 3-4 days in terms of scouting. I am happy to try (like Taeral I don't want to waste the time) but if everyone else wants to jump ahead, so be it.

Sneaking in through the basement, and up to the rookery in the middle of the night is probably the best bet for removing Mad Martigan. We may not need to remove the ravens, if we can get rid of the man who talks to them. Also it might be a good place to hide for the couple of days before the signal is sent. No one will expect the door to be open, or find it strange to hear sounds moving about. That way when the keep is locked down we are already in.


Taeral wrote:
While I will agree it is a theory... I don't think a single channel (2d6) will even come close to wiping out a swarm of ravens.

A swarm of ravens is a pretty stout target, as a Knowledge check can determine, so yes, 2d6 is unlikely to slaughter a swarm.

Taeral wrote:
Can we get these ravens killed during days 4-7... hate to see days go by with no progress?

Just letme know what the plan is.

Taeral wrote:
Can we figure out when Mad Martin leave for meals and church? Can the rookery be dealt with on day 7, when the keep should be at Mama Guisseppe's beef stew dinner?

He's a fairly regular eater, so sure we can say he takes meals at 0800, 1230, and 1800.

Taeral wrote:

Can Taeral have his meeting(s) with the acolytes?

If Taeral can have meetins with the acolytes, he will start the frequent the keep also, so the guards at the gate start to see his disguised face, so he becomes more familiar with the keep and the routines.

Absolutely, we can roleplay that up.

Gertrart aka Blood Desecrator wrote:
How risky would I guess sabataging the siege engines be? I presume the drawbridge gets daily usage, but the ballistae might go weeks before a fault was discovered. I don't know what other progress I can make in those 3-4 days in terms of scouting. I am happy to try (like Taeral I don't want to waste the time) but if everyone else wants to jump ahead, so be it.

For an engineering genius like yourself, you can likely sabotage the siege engines relatively easily. Based on the success of your roll, I'd decide how ingenious the sabotage was, so how long it takes to get discovered.

The drawbridge is normally down, and would get raised in the event of attack, likewise the portcullis is up until needed.


Gahhhh, we're stalled, and seemingly it's worse than the door analogy.

Some folks wanted to buy things, consider them bought. Anything you wanted to sell that doesn't have royal Talirean seals on them, can be sold easily, for the usual half price on gear, but full price on gems, jewelry, art and the like.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Quick question... i cant access the document atm... so what is the cash value we have each? And did we get the mithral weapons?

-Posted with Wayfinder


I dunno about the cash. Anyone?

You certainly can buy mithhral weapons if you have the cash.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

It's not been updated since the same of the ivory.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

A post to the games I'm involved in or running:

I'm afraid I no longer have time for play by post games, and won't be able to continue. This is a crappy thing to do, and I apologize for where it leaves people, but you still should be informed even if the information isn't fun. The short of it is that I've recently gotten a new job, which is fantastic for me, but not for my game time. I'm involved currently in training for my new job, while also training my replacement for the previous position, and looking forward to a position that much more hands on than administrative (unfortunately leaving much less time behind a computer).

May these characters I've abandoned in your worlds be used to whatever means you see fit, whether prosperous or disastrous. I greatly appreciate the opportunity you all gave me to play/run some games, and apologize for strings left unfinished.

I bequeath all of my possessions to whoever avenges my death, or calls dibs first...

And to the game I was running, it's like when a TV series gets cancelled mid season. It sucks. A lot. Assume wonderful, but dangerous things happen in your characters' futures.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Too bad, but grats on the job.


Indeed, congrats on the new job, and we'll miss you!


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

We will miss you! But 'grats on the job...


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Congrats on the job, best of luck.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Good luck. Hope it makes big changes =^^=
Secondly. Yes, my story makes it hard some times. Being so that i dont want to be discovered. But i think it makes it fun. And im sure itll give some bonusses later :P

-Posted with Wayfinder


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Don't worry, life happens :) And congrats on the job!


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I'm going to be away during the day tomorrow and expect not to be back before 21:00, Amsterdam timezone.


I wanted to step to the side and discuss the golem in an OOC fashion.

Ok, so as crazy as it sounds, the module gives no indication whatsoever as to how, or if, the PCs can take control of the ice golem.

This blows me away, because the book is quite clear regarding Grumplejack, and yet what could be more natural for PCs in this than wanting to take control of other people's toys and use them for their own nefarious purposes.

As Tacitus (who has none of the feats needed to make his own golem) is able to control it, I don't see why a PC spellcaster couldn't.

I am fully willing to give a PC control of the golem, but depending on how we do it, there are conditions.

My initial thoughts:

1) It could be a short term temporary thing. A PC gets to control it, and at some point during the storming of Balentyne by the hordes, you set the thing loose to go tear up some good guys, or destroy the gatehouse, or whatever, and I count that towards some Victory Points (VPs) (maybe the equivalent of offing one of the guard's captains), and we recognize that it dies doing its assigned task.

2) A PC takes it as a "cohort." We're nearly at 5th level. Sure, Leadership is a 7th level feat, but the thing is dumb, and it won't get stronger, etc, so blow your 5th level feat, and keep it as long as you can keep it, and if it dies at some point, replace it with a living cohort.

3) A PC commits to travelling down the golem constructing path at 5th level and beyond: Craft Magic Arms and Armor, Craft Wondrous Items, and then Craft Construct (at 9th?), and they can have it.

4) Any suggestions from the crowd?


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9
Grymp wrote:
and yet what could be more natural for PCs in this than wanting to take control of other people's toys and use them for their own nefarious purposes.

^

I couldn't agree more :)

Appealing as it might sound to have a golem cohort, it makes for far less an inconspicuous thing to see walking around.

Turning it loose during the siege for sheer rampage would get my 2cp.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

What Xeram said - maybe some know arcana/spellcraft/UMD rolls to "hack" into it and gain temporary control?

And I agree with you, BTW - I'm going to have the same issues when my own group gets there. Bizarre that there's no mechanism for it in the AP...


Vosil Comarenza wrote:
What Xeram said - maybe some know arcana/spellcraft/UMD rolls to "hack" into it and gain temporary control?

This seems the easy part to me. Somehow Tacitus is controlling it.

He could order it to obey orders from one of the PCs instead and turn over control. Perhaps Tacitus has a widget of some sort that grants him control over it. Tacitus being scared witless, and wanting to appease these inquisitor types who just burst down his door, is willing to turn over control to the lawful authorities. After which he gets offed, and the PCs have control of the golem, but under some of the conditions I outlined above.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

I am in agreement with the other others... let it run wild once we have started in the invasion and then it gets destroyed.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Idea: why not have it kill the wizard? "Mage destroyed by own creation" and we were never here... Then it can go dormant again until we need it.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

^
+1 to that, a fine alternative, prior to using it to wreak havoc.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Vosil Comarenza wrote:
Idea: why not have it kill the wizard? "Mage destroyed by own creation" and we were never here... Then it can go dormant again until we need it.

I had this thought too. Do we know enough from him to control it if we wanted? If so we are done here, if not Keep going until we do. :)


Just give him a RP reason to hand it over and let's move on.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Just tossing a line here, my homebrew's group's lost a player and i'm re-recruiting.

Recruitment


That group needs a tank!


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Thanks, but four is pushing my limits. :)


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

GM, have you seen what the monk can do?

She friggin throws blood punches left and right that i have to roll on the NPC turn as well. She's a tough target to hit. Besides, they got 2 secondary melee hitters.


I didn't go back through the gameplay, I just looked at the character list. With the fighter being archery, and then having a monk, sorc, oracle, and cleric, it seemed a tank was needed.

If the monk can tank, then the groups seems to be lacking nothing, as both the cleric and oracle can tank and heal if needed, and then the sorc seems blasty.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

That's just it..the oracle's leaving.
Oh yes, the sorceress is an ice specialist, save or stagger, amongst things. She's also boss in intimidate.

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