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

Party Loot Sheet

Just so its at the top of the page =^^=

If im wrong about the amount of armor and weapons i put down, please fix


It IS at the top of the page, permanently, I added the link above yesterday.


11 guards total so far, right? 5 upstairs, and 6 down.


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

Its just for reference to me if things go wrong with link :)

-Posted with Wayfinder


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

PbP poll. It might be specific to PFS PbP, but might be worth a look if you are a regular PbPer :)


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, going over arcane bloodline text and considering himself, an item would be more logical.

So we'll have to wait for the opportunity to create one.
I've got the pic of what i'd like it to look like.
An amulet with this

If that's too complicated a symbol, i'll look for another.


You'll need to find someone to make it I guess.


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

In story (been a while since I looked at everyone's backstory) is the amulet the sort of thing Xeram commissioned before imprisonment? Not that I think it matters much if between adventures has enough time.

Please let me know if I am pushing too far too fast for anyone. I am of the mind the 'paperwork' (loot keeping) can be done after the gaming session, and that is probably not the case in PbP.

If anyone else would like the shiv, Gertart is not attached. I am not sure there IS a falchion, and I am OK waiting for post-prison break to find one. :)

Looking at the map has me wondering if the prison is the sort of place we can somehow claim for ourselves further down the line. :)


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
Gertrart aka Blood Desecrator wrote:
Looking at the map has me wondering if the prison is the sort of place we can somehow claim for ourselves further down the line. :)

Oh, and I was all set on torching the place... :)


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

Torching will be fun, but (playing the high int here) let's wait :)

Xeram wrote:


I can't type anything in the loot sheet. View only.

I can edit the link malleck provided, but not the one in campaign description, not sure why there would be a difference.


Gertrart aka Blood Desecrator wrote:
I am not sure there IS a falchion

Of course there is. There'd be a bladed scarf if one of you was all into that weapon.

Gertrart aka Blood Desecrator wrote:
In story (been a while since I looked at everyone's backstory) is the amulet the sort of thing Xeram commissioned before imprisonment?

Xeram would have had one before he was captured. He lost it when captured. This is a rough way for Wizards and Alchemists to start as well, given they don't have their spellbooks.

In most games, the early levels are dominated by the martial characters, who then somewhat lose a bit of relevance as the game goes on. In this game, we just see more of that right now, as the casters have some serious limits on them. Not that it has stopped Taeral from Dazing everything in sight though! You've found armor and weapons to help the martials, there ARE things around to help the others, they just need to be found.

What I was saying was that if Xeram was up for taking some existing item found along the way, and making it his bond, we could do that. If he wants to wait until later to get a new bonded item, he can. Keep in mind, there is a required concentration check to be made for each spell when he doesn't have his bonded item.

You're supposed to meet your anonymous benefactor in 3 days. If I had to guess, at your current speed of progression, you'll have no trouble making that, so you could find 8 hours once you break out, and before you make your rendezvous for Xeram to bond. This has the added advantage of getting the costs based on 1st level, and not 2nd or higher, but it also makes it unlikely that a custom item would be available. Not to say he couldn't get such an item and rebond at a later date, and using the ceremony.

There are mutliple items available to bond with even now: weapons (dagger and quarterstaff at least), Cedric's engagement ring, a holy symbol of Mitra (maybe not the best choice)


Gertrart aka Blood Desecrator wrote:

Torching will be fun, but (playing the high int here) let's wait :)

Xeram wrote:


I can't type anything in the loot sheet. View only.

I can edit the link malleck provided, but not the one in campaign description, not sure why there would be a difference.

Nor I, since I'd swear I cut and pasted one to the other.

What link do you guys need me to post there?


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 log into my link and copy it from there?

-Posted with Wayfinder


Ok, I tried posting it again.


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[/quote wrote:


Keep in mind, there is a required concentration check to be made for each spell when he doesn't have his bonded item.

I don't think it would work that way, being a spontanious caster. The item just gives me the ability to once per day cast an additional spell i know. Without it i can't and thus don't see the need for concentration other than if i were to be attacked or grappled.

Using Cedric's ring is evil :P, but perhaps not the most ideal thing to use.


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
Grymp wrote:
Ok, I tried posting it again.

working now


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

Thanks


Arcane Bond from Sorcerer wrote:

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Rules for arcane bonds appear on page 78. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook).

This tells me that you pick up the entire Arcane Bond ability from the wizard, which includes the penalty of needing a concentration check.

Arcane Bond from Wizard wrote:

If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell.


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

If that does what you're suggesting, there'd be no difference between a sorcerer and a wizard.

It only gives me that 1 bonded item for an extra spellslot.
Lol, it'd put a big limit on what a sorcerer could do >.>


I'm not following.

The bonded item doesn't change how you cast spells. You're still a sorc. You cast spontaneously.

This just gives you one extra spell to cast per day, your choice which level it is, but it's got to be one of your existing ones.


Pulls out his various leadership and conflict management nuggets from years of silly classes on these subjects.

So that we're both on the same sheet of music. What do you think having a bonded item would grant a Sorcerer?


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 Extra spellslot when i had it without side effects.

But hey, one learns as he goes. I was just worried missing an item would hamper all other spells.


A Wizard's (or an Arcane bonded Sorcerer's) natural state is to be running around with his arcane bond (item or familiar).

In that natural state, if bonded to an item, they get the extra spell slot, and the ability to enchant the bonded item. If they do not have that item (or are not holding/wearing/wielding it), then there's a penalty. The penalty for that is a concentration check to cast any spell.

If they have bonded with a familiar, they gain various benefits described on p82 in the CRB. If they lose their familiar (or are separated by more than 1 mile), then they don't get these benefits. I don't see there being an extra penalty described for losing a familiar, other than lack of the benefits.

Admittedly, either of these are a harsh thing to lose, and thus the opening to this particular AP is particularly harsh on spellcasters (Skull and Shackles is similarly difficult).

However, in a short time, you can either obtain a bonded item, or regain your familiar, whichever way you choose to go. If it's the item, then you'll need 8 hours and some gp value to ruin to bond with an item. You can do away with any such penalties, gain the benefits, and you're up and running. Scrape together some more money in the future, and you can get whatever you want made as a bonded item, and have plenty of 8 hours to bond with it.

If your choice is the familiar, then right now you are gaining no benefits, but no drawbacks either. And very shortly you will be reunited with the little guy.

So, the only issue is, which set of benefits do you want? And if it's the benefits from the item, then right now you have the concentration check drawback, which is a steep one, no doubt.


Grymp wrote:

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.

SEE!

"Colorful and fun things"

"In character reasons why busting out has been easy"

"Plot elements you could bend to your will if so desired"

I told 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'll change my option to a familiar.
Ironically...it'll be a viper.

Small, easily concealed & gives me a bonus to bluff.
Could be his familiar from home got sucked in too...much to his surprise and delight.


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

The rat isn't dead. But have had pre-service this week, which means lots of activities and seminars I must attend. Catching up with IC thread.


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

welcome back our rodent friend


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
Malleck of Alerion wrote:
Im sure we can work on breaking it, but either we get the key or lockpick it. less noise

and time, at least for the moment.

It looks like we have cleared everything in this central building. (right?) I recommend the warden's tower next, but we can try the keep house instead. I don't see doors to the wall tops from either place, but the map-size makes it hard for me to get some of those details.

Either way it looks like going into the garden/courtyard where the dogs are. I prefer to spend as little time there as possible. Who knows what windows have eyes behind them?

Any ideas on dealing with the dogs quickly?


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

We have doggie treats as well as a poison that is GREAT at putting dogs to sleep. Step 3: Profit.


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
Solomon "Bone-White" Skrivven wrote:
We have doggie treats as well as a poison that is GREAT at putting dogs to sleep. Step 3: Profit.

Make it so!


Gertrart aka Blood Desecrator wrote:

It looks like we have cleared everything in this central building. (right?)

Incorrect, Room 13, the Storeroom is still a mystery to 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

Merely put them to sleep?
My friend, put them down permanently when they are asleep. Dogs can follow scent.


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 could also cut off their heads and use them as impromptu projectiles. That's got to be frightening, no?


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

Great, isn't 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

I have a +8 handle animal

-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
Solomon "Bone-White" Skrivven wrote:
I could also cut off their heads and use them as impromptu projectiles. That's got to be frightening, no?

Mmmmmm, that's MY sort of doggy treat...


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
Solomon "Bone-White" Skrivven wrote:
We have doggie treats as well as a poison that is GREAT at putting dogs to sleep. Step 3: Profit.

I must have seen this in some LucasArts adventure game... :)


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

Indiana Jones maybe?


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 everyone is dead it wont matter if the dogs bark or not. He actually likes normal animals. They tend to be more understanding than most mortals


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

Though Xeram finds hostile guard dogs a nuisance, he's no anti-animal person. It's people he's had troubles with in his past, not animals.


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 have the skill to prove he isnt anti animal :P Will eventually be able to train mounts and rear them too... army of gryphons etc. 3:)


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

If they die when we are at high enough a level, we'll have zombie-griffins.


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

:p


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

Mitran paladin:
Huzzah, evildoers, your mighty griffin has fallen!

By then vampire lord Malleck and Lich Xeram lean over the castle/mansion balcony.
"What was that?"

Cue spellcasting, the griffin rises to attack the paladin AGAIN, huhuhu


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

And if they still try. Malleck will just smite the paladin for 2d8+40+4d6

-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

And we all laugh, of rejoice and evil satisfaction.


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's goal is to take down the aristocracy/government. The dogs are neither, but he won't stop anyone from doing things that don't interfere with that. Hmmm... Consider it a conservation of resources. :)

Can we search the storeroom while waiting for the dogs to sleep?


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

Sounds like a great plan, since that storeroom ought to be inspected!


Weekend is over, what's next?


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

Go find blackerly

-Posted with Wayfinder

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