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
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

Np Mr. GM

now, as a note. Once my smite is active. I will have a 30AC against Havelyn. Yey! =^^= and 2 attacks will help a lot. Now i hope the roller is with us

-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

See, now you have a valid target for that SMITE- action of yours. ;)


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

Uhhuh.
1d10+14... fun times
Lets hope for a crit ;)

-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

It'd be a shame if there weren't.


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

Oh well. Hope for the best i guess

Will be nice to roll 2d10+28 =^^=

-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

Only to find out Father Donnigan has a lvl dip in double cursed oracle.

*Evil smirk*

Dual Cursed Oracle action of frustration:

Misfortune (Ex):
At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.


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

Thats where u lot come in... keep him busy

-Posted with Wayfinder


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

On it!


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

On HIM you mean? ;)

-Posted with Wayfinder


Shade - Vosil's Eidolon wrote:
On it!

Maybe not for long, your cruisers can't repel firepower of that magnitude!


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

Can Malleck hit Havelyn?

-Posted with Wayfinder


He can step on up next to Shade and do so!


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

5ft it is

-Posted with Wayfinder


And to answer the unasked question from above, yes, should you Smite Havelyn, or Donnagin, you get 2 HP per level damage on your first successful attack against them.

I should warn you that the same is true if he was to Smite you.


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... but 30AC will help a bit... i hope.

-Posted with Wayfinder


Malleck of Alerion wrote:
I know... but 30AC will help a bit... i hope.

Can't hurt!


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

Well. If he has a +4 i have a +4 against him. So 34. My chances are improving a bit....

Ps. Sorry. Dc should have been 14... dont know why i thought 17... my bad.

-Posted with Wayfinder


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
Grymp wrote:
Shade - Vosil's Eidolon wrote:
On it!

Maybe not for long, your cruisers can't repel firepower of that magnitude!

Minions - there's more where they come from...


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

Did you just call me a minion, you ungrateful little swine?! I swear, when this is over, you and I are going to have WORDS...


Shade - Vosil's Eidolon wrote:
Did you just call me a minion, you ungrateful little swine?! I swear, when this is over, you and I are going to have WORDS...

Only if Lord Havelyn doesn't unsummon you himself! Please note the corrected damage against Shade from the longsword attack. Shade is an outsider, so he gains the benefit of getting double damage when smited on the first hit!


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

To be honost Shade... rather you than me at this point....

-Posted with Wayfinder


Rule #89 wrote:
Your cohort is never more valuable than another PC. Your followers are never more important than a comrade’s cohort.


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

Shade... rather shouldve tried to trip him...

-Posted with Wayfinder


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

Morituri non volanti


Malleck of Alerion wrote:
Shade... rather shouldve tried to trip him...

His CMD doesn't suck.


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

Also, hello AoO? Not happening.

We shouldn't be facing this guy in a fair fight - we're Asmodeans, for evil's sake! Fair fights are for paladins and other do-gooders...


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

True, of all things the GM rolls perfect saves for the main honchos ;)


What AOOs did I miss?


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

You didn't - it's the AoO I would have drawn if I'd tried to trip - which is why the trip isn't happening...


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

Not sure Vosil wants to risk it, but could you life link Shade?


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

That would be my original plan - but given that I need more than a 17 to hit, I'm going to re-think my strategy...


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

Based on this, Cleric of Asmodeus can summon a hell hound with Summon Monster II. I just wanted to confirm the GM agrees, before the spell goes off.

Original text in Council of Thieves wrote:

Asmodeus’s priests can use summon monster spells to summon the following creatures in addition to the normal creatures listed in the spells.

Summon Monster II - Hell hound (LE)
Summon Monster IV - Cerberai (LE)
Summon Monster V - Bearded devil (LE)


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

Dont forget about ur imp

-Posted with Wayfinder


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

Ah. I have a plan. Deeper Darkness plus Evolution Surge to give Shade tremorsense: she'll be able to hit him, but he won't see her.

Nothing like a fair fight - just the way I like it!


Summon away Mordecai!


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

Can you see through the darkness to target your summons?


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, on the other hand, am useless in darkness.

I need a target to use my spells on, so don't mind me for taking a pepsi and a bag of crisps.


Nobody is now in darkness, I interpreted the plan was to hurl the deeper darkness back far enough just so that the cleric was in it?


I believe several of you have run, or are running this now?

I'll ask you to check Lord Havelyn's stats, I'm not running him incorrectly am I?


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'll quickly check

GM:

normal (to hit) is +14, if he smites, it becomes +17
damage is 1d8+4, smite 1d8+11(+18 for first attack)

if he uses power attack, deduct 2 from attack and add +4 to damage


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

Nope, you got it exactly right: with enough warning, he teams up with Donnagin, they buff spells together and head off to kick ass! I believe that the AP says something along the lines of 'if your players take him on head to head they're morons' but that might just be a note that I scribbled to myself in the margins when I was prepping this... ;-)

I think the issue is with us: we've created some really interesting characters, but we're not optimised - and we're certainly not optimised for head-to-head mêlée!


That note is definitely in there, or something to that effect. It also says that once it becomes clear there is something going on against the keep, that the two are always together.

The two Captains killed each other, no warning there.

The Rangers were killed in the wilderness, no warning there.

You framed the dwarves for the Rangers deaths. Ok, first indication there is a problem.

2 random guards killed inside the keep. Second indication.

The poisoned stew killed and incapacitated a bunch. Third indication.

Oh, and the rookery.

So by now, he knows there is something up, so those two are sticking together, and you need to off them for the assault to succeed.

I just want to make sure I haven't screwed you guys over.


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

those stats are without buffs, so yes, i do believe he is run correctly


Malleck of Alerion wrote:
those stats are without buffs, so yes, i do believe he is run correctly

The mod gives fully buffed stats as well. He has an additional buff or two from Donnagin beyond the ones that he can self buff.

But still the cleric would cast bless, and Bear's Endurance in Havelyn right?


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

Absolutely - that's the way I'd do it! They're Good, not stupid.

That said, it does create the problem of how we get out of this alive...


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

Yup

since we are a bit METAing... if the crit hits and second, he's down over 60hp...

we can do this people!


Because I missed my great cleave, this fight looks almost over to me. With a magic missile from Xeram last round and this, Lord Havelyn might very well be down, unless Xeram rolls incredibly poorly.

I will say I laughed when I failed the saves vs the breath, and then made the one vs murderous command. The damage I can take (sort of), but turning on my buddy would be fatal in this fight.


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

My my my, i roll decently for the Magic Missiles.

I am definitely not complaining.

Edit: Malleck your previous picture was way better.


It took both of those Magic Missiles to drop Lord Havelyn too!


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

Im planning on getting another one when I change "race"

-Posted with Wayfinder

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