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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Only your original cell is solid. Grumplejack's too. The rest are just bars.


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

Are we going with the bluff them through the door plan or the open the door and jump them plan?
If it is decided, are we set?
If it is not, which one does everyone want?
Personally, I think the door/jump is our best bet. If it is the bluff/door plan Gertrart waits in the original cell with a dagger and club.


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'

Taeral is for the Jump through the door approach. I have reservations on bluffing them, personally.


Just let me know!


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

Open the door and jump them, is my vote. It worked before!


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

If thats what group thinks...

-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

With either approach, Mordecai is prepared to cast Murderous Command if the alpha strike fails.


Still need to know where Shade is located.


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

In the absence of a numbered grid, it's hard to say exactly. I set up a readied action to pounce on the first person to open the door (Guard 1). Can we assume that I positioned myself as necessary?


Sure thing, and I'll figure out a way to number the next grid!


Ok, hopefully everyone is updating their stats as they throw gear on. Do I interpret correctly that everyone except Solomon and Xeram have thrown on the chain shirts? (How great that even Vosil and Taeral can wear them!)

Everyone ok with this pace so far? How about the way I'm posting actions in the rounds? I know the lack true grid maps is annoying, I'll try to find a better solution before the next fight.

Anything else?


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

Works fine for me, nice pace. I'd say that unless you have to know exactly where we are, numbered grids are not required; depends on your DM'ing style, I suppose. I'm good with how we ran it previously: I said that Shade was set up to pounce and that Vosil was out of the way and that seemed to work.


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

Yep, Xeram's not wearing the armor. It'd put quite a penalty on my only means of defense.

I'm not having issues thus far on combat.


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

You've got the mage armour, IIRC, which gives same protection as a chain shirt.


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

Not at my current level.
Sorcerers are limited in spells.


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

No, I mean I cast it, I think it was on you...


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'd forgotten that detail...


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

perception: 1d20 + 3 ⇒ (9) + 3 = 12
updated to include dagger and chain shirt


Apologies. Weekends tend to be family stuff, so hard for me to handle combat and describe new rooms.

I owe you guys a précis on the various rooms, based on Cedric's descriptions.

The strange structure in the room you're in is a fireplace/chimney. The steps go downstairs, and the room below you is the kitchen, Cedric expected there would be several servant types in there.


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

Weekends are terrible for me as well. Catching up on the 75 posts in the gamethread!


Somebody keeping track of loot? Those chain shirts are like gold! Well, 50gp each, hahaha.

You do have an ogre, but be advised, he is somewhat weakened by drugs, slthough being large does permit him to carry more than usual.


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

Maybe tomorrow ill try to make a document or something that can be edited by all and we will add the loot stuff there?

-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

So far I count (correct me if I'm wrong)

2 dead guards from just outside the cell
3 dead guards (ok, one knocked out, but the Mitrans will kill him) in the guardroom upstairs
1 dead guard here (with one soon-to-be corpse)

Each guard has chain shirt, heavy steel shield, longsword, leather club, longbow with 20 arrows, key to a chest

So:

6 chain shirts (one of which I'm wearing, did anyone else put one on?)
6 heavy steel shields (did anyone take one?)
6 longswords (did anyone take one?)
6 leather clubs (did anyone take one?)
6 longbows (did anyone take one?)
120 arrows (anyone? Anyone? Bueller?)
6 keys to ... somewhere.

Not being the strongest, once this fight is over, I'm going to get Grumblejack and start loading him up. If we can get some knapsacks from the kitchen or barracks/armory, that would be a real help!


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:


6 chain shirts (one of which I'm wearing, did anyone else put one on?)
6 heavy steel shields (did anyone take one?)
6 longswords (did anyone take one?)
6 leather clubs (did anyone take one?)
6 longbows (did anyone take one?)
120 arrows (anyone? Anyone? Bueller?)
6 keys to ... somewhere.

I think everyone who can wear a chain shirt has (myself included) Gertram also kept a leather club, and a sword, though he can't really use the sword. I am not worried about the loot beyond what he can carry. Until we get some magic that is :) That said he does have a decent strength to carry something if necessary.

hmmm... I wonder if that window from the veil be installed in some hidden location and we can use it for re-entry to the armory?


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

I haven't taken anything from corpses (beyond the keys at the beginning) in the fiction yet, but would like one of the clubs as well as a longbow and some arrows... that could help me contribute to combat beyond placement and bombs (when I'm not so worried about discretion).


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'd like a light crossbow and a simple weapon.


No crossbows yet. Clubs are simple though.


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'

Taeral has taken a Chainshirt, Hvy Shield, Longsword and a Guard's uniform.


Shame there's no Inquisitor in the group. With how their judgements work, long fights from room to room are ideal for them!


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

gnight people


Malleck of Alerion wrote:
gnight people

Twas no time for you to go to bed, you were up in the initiative!


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

And they say evil never sleeps.. Tsk, tsk.


Vosil Comarenza wrote:
Sure - but you are (no offence) an inhuman terror of the night, an abomination with which mothers frighten their young; he's just a mook...

Can I express just how hilarious I found this, particular when prefaced with "no offense"?

And then to have it followed by this coming from the eidolon:

Shade - Vosil's Eidolon wrote:
And they say evil never sleeps.. Tsk, tsk.

Vosil is hereby award an extra 10XP for this. Of course that means he will level about 3 minutes before the rest of you, so there's no functional gain by it, merely an immoral victory per se.


@Taeral - A year ago or so, I got tired of having to switch back and forth between pages 36 and 38 in the CRB to figure out what works, and what doesn't, so I put this together, it might help you a little with Performance choices and how they work with Versatile Performance

Me on the "Fans of d20PFSRD.com" FB Group wrote:


The following is a list of "valid" Performance skill pairs that deconflicts the dual requirements of being able to perform both Countersong and Distraction, while also not duplicating anything from the Versatile Performance ability at 6th level when the second round of that ability kicks in.

Keyboard (Diplomacy, Intimidate) – Act (Bluff, Disguise)
Keyboard (Diplomacy, Intimidate) – Dance (Acrobatics, Fly)
Percussion (Handle Animal, Intimidate) - Act (Bluff, Disguise)
Percussion (Handle Animal, Intimidate) - Dance (Acrobatics, Fly)
Percussion (Handle Animal, Intimidate) – Oratory (Diplomacy, Sense Motive)
Wind (Diplomacy, Handle Animal) - Act (Bluff, Disguise)
Wind (Diplomacy, Handle Animal) – Comedy (Bluff, Intimidate)
Wind (Diplomacy, Handle Animal) - Dance (Acrobatics, Fly)
String (Bluff, Diplomacy) - Dance (Acrobatics, Fly)
Sing (Bluff, Sense Motive)- Dance (Acrobatics, Fly)

There are numerous valid ways to add a third versatile performance onto the above choices at 10th level.


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

very basic atm, but here we can add what we get, how much we have, and what each person has on them from the loot

WotW Loot Tracker Sheet

Here is the unlinked version so GM can add it to the campaign

https://docs.google.com/spreadsheets/d/1C5F06uC9Tc5DpYeAdQY3OaCnPpph-N-DP2F ybqvoUHE/edit?usp=sharing

RPG Superstar 2014 Top 16

Link added!


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 Malleck!

Is everyone interested in exploring this whole prison or is escape the urgent factor?

I thought escape was urgent, but from outside the game I can see this as a dungeon to be completed. I only ask so I understand the party's goal and see if we are all on the same page. :)

EDIT:
FWIW Gertrart can carry up to 86 pounds no penalties, up to 260 if it is something I can drop when needed.

Chain shirt & longsword are 29 pounds, I can carry two sets or 7 sets if they are easy to drop.

Not sure what the exit plan is, but a chest of things dropped over the bridge/wall could be retrieved later. Just a thought.


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

Well, apart from you, no one has been hurt, so I vote we stay and get lootin'!


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'

Keep gathering loot and resources.


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

pleasure

and its not about the loot, its making sure noone here stays alive


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

Meh - you say "potato" (food source), I say "potato" (thing having value that I can trade for money)... ;)


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

wow four posts while I was editing that last one... :)
EDIT: (how many will this one take?) I can not edit the spreadsheet. It might also be helpful to put everyone's encumbrance or strength on there. and the ogre for now. Later when we have a secret lair deep in a bleak and dismal swamp it won't be an issue.


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

Quatrinja'd....


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

malleck can carry a bit more than gertrart :P only slightly, but still :P and medium load doesnt affect him skill wise much, unless they need to swim or climb :P


I will say that there are a number of "colorful" and "fun" things to be found and explored around the prison.

In addition, there might be a couple incredibly useful things as well.

There could also be a number of plot elements you could bend to your will if so desired.

With all of that said, don't let that keep you from busting right out, if that's your intent. It might seem things have been easy so far, and they have, for two reasons. Both an in game reason, and a meta reason. The meta reason is that you have to escape, or the AP ends pretty abruptly and early. As for the in character reason, well, that's on the list of "colorful and fun" things you could find out if you explore.


On the subject of carrying things... Grumplejack, well, best to let him tell you himself.


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'

@Malleck: I was still not able to change anything, so I cleared my browser cache and rebooted. Looks good now. thanks for the sheet.


If Taeral, or any others, grabbed stuff, be sure and pull it off the unclaimed list. Right now it looks like there are two MW lutes for example!


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've taken the letter, cards and a change of peasant clothes.

I'm "thinking" of taking the book and symbol for disguisal purposes, since Xeram sees disguises as a fine tool of manipulation.


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

In-game, Mordecai would rather just concentrate on escaping, but as a player I'm in for exploring the "dungeon"... :)

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