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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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

Indeed, Xeram! Thanks.

Appraise: 1d20 + 5 ⇒ (20) + 5 = 25

Before leaving the charred and battered room, Solomon collects the still corpses of the metallic snakes. He kicks them a couple times to insure that they are, in fact, out of commission. It would be tragic to have one re-activate within his bags.

"They're battered, but made of mithril. Certainly we can melt that down for some potent equipment, yes-yes?"


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

Appraise: 1d20 + 2 ⇒ (17) + 2 = 19

"Hey, that's mithral! Worth a fortune, makes great armour and silver weapons, looks like 20 pounds or so. Too much for me to carry, anyway. Volunteers?"

Ninja'd by Solomon...


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

If someone else is willing to carry them, that would be great. Otherwise, Solomon can be encumbered :/


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 allowed that later I can get plate Armor from it, I will carry the pieces" He offers

-Posted with Wayfinder


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

"Hmm..." he ponders. "I was considering making mithril figures bearing my own likeness... I could leave them places we've been like calling cards or just set up elaborate battles with them. But your plan sounds more practical in the immediate. That sounds good."

He slides the battered serpents from his pouch and passes them off to the Dhampir.


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

He puts the scrapped snakes into his backpack, then he picks up his sword and shield again

"Ready. Let's get moving. Time is ticking on"

-Posted with Wayfinder


tick tock, tick tock


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

...hook is scared of a broken clock.....

"He's right, the sooner we get out of this place, the better."


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 once more stands at the ready, waiting for the door to open and the group to progress.

@Grymp:
Just on the off chance, check Timeon for any magical auras.

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


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

rooooofio... rooooofio... roofio!

Wirh that he continues down the path

-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

*leans bored with a spoon*...say rufio, why don't you go suck on a dead dog's nose?


@Taeral:
Timeon is clean.

So as we move towards the next room, again, be sure you know where you are. It's a 10' long corridor headed due south to the next door. I gave the quote on the door yes? "Suffer not the fool. Stupidity is our faith’s cardinal sin.”

As Malleck opens the door, he sees yet another 15'x15' room. In the center of this room is a podium. Above the podium hangs a single burning lantern, and on the podium Malleck can see a silver pendant of a dragon with saphire eyes. To the east is a set of stairs that lead up and out of the room.


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

Xeram casts detect magic.

"Reminds me of a trap i once saw, whomsoever touched it was thrown back by a blast of lightning."


The room is devoid of magic.


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

"Then is that the foolish action? Fools are drawn toward snatching pendants from podiums?"

Solomon will search the room as well, avoiding any contact with the podium or item upon it, but inspecting it as closely as he can without risking touching it--then moving to the outer walls as well.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12


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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'

Taeral thinks back through the days events for a couple of moments.

One. Deception is a tool. Self-deception is death. Deceive always thy enemy but never thyself.
Two. Following the herd is for fools. Fear not their icy derision. Instead, fear only thy Infernal Lord.
Three. Know your enemy. Shatter all that blinds you and then burn thy adversary to ashes.
Four. Cruelty is a tool not a pastime. Be ruthless to thy enemy but reward those who serve thee well.
Five. The chosen are revealed by their might. The weak deserve no sympathy.
Six. Suffer not the fool. Stupidity is our faith’s cardinal sin.

"A silver and saphire pendant, would not that be a wonderful prize to take from these six levels of damnation, as a way to prove our worth and skill to the Cardnials of our faith. But I recall in our studies that there are nine levels of hell, so maybe our journey of devotion is not yet complete."

Bluff: 1d20 + 10 ⇒ (6) + 10 = 16

@Grymp: Not sure if you want to count this as a simple or complex message. DC15 for automatic success on simple message, DC20 for automatic success on complex message. If it is a DC20, then others will need to make a DC16 Sense Motive check to understand the message.

Secret Message (Bluff):
Were we not sent to find a silver and saphire pendant for the Cardnial. This is only the sixth of the nine rooms we have gone through so far.

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


That does seem like a complex message to me, but well roleplayed!

Solomon doesn't find anything.


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

"Ooh, shiny! Yes, we were sent to find this! Someone grab it and then we can get out of this place to somewhere with enemies you can eat!"

Shade is still annoyed about the cobras. Biting them was like your worst trip to the dentist, ever. Think aluminium foil on fillings.

So, yeah... Thing about eidolons, they have very, very low Int. I intend to RP this out, but suggest you not take her advice!


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

Meddle not in the affairs of dragons, for you are crunchy and taste good with ketchup.

Gertart offers his skills at the forge if we ever get to one, "It would be an honor to work mithral."

Only one exit though? We've seen that enough times to know better. perception: 1d20 + 4 ⇒ (4) + 4 = 8on the west wall.


What's the plan here villains?

Obvious things to check out are the podium, the pendant, the steps, and possibly the lantern.

In case anyone was wondering, Gertrart didn't find anything with his 8 Perception.


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

I thought shade had picked the thing up, but I will search that too.
perception: 1d20 + 4 ⇒ (8) + 4 = 12 on pedastal.


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

I don't think it's a good idea to pick it up, I was role-playing her low Int.

At Vosil's mental command, Shade refrains from touching the pendant, instead scouting the room with her keen senses.

Perception: 1d20 + 5 ⇒ (17) + 5 = 22


Indeed, in the middle of the west wall Shade discovers a secret passage.

Gertrart finds nothing special about the podium.


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

Mordecai studies the stairs. As Taeral pointed out, they shouldn't be returning upstairs just yet.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


Dr. Peter Venkman wrote:
"They go up!"

Roughly 15-20 feet up and at the end you can see, but not read, the inscription from down at floor level.


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'

Staying in the hallway at the rooms entrance, Taeral watches the others for that glimer of discovery or understanding that is just at thier finger tips.

Plan to cast Timely Inspiration if a skill roll looks like it could use an additional +1 bonus. Not sure how you want to abjudicate this, but I'll roll a perception and sense motive as it make the most sense to me.

Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Sense Motive: 1d20 + 10 ⇒ (19) + 10 = 29

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


I'll take care of you Taeral.


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:
I'll take care of you Taeral.

Is anyone else hearing overtones of "I'll get you next time, Gadget - next tiiiime..." or is it just me?


Is that an Inspector Gadget reference? While I know who he is, I was a bit old to be watching him when he came out.


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'd avoid the stairs..." Solomon cautions the others, "As well as the pendant, for now. Foolishness, from my experience, is rarely something one can return from... it propels you forward, haphazardly."

Assuming the rest of us have knowledge of the passage on the west wall.

Instead, the awkward looking 'human' inspects the western passage. "This looks more promising!" he muses out loud, "And I can't help but feel like we may have missed something in that wond... er, terrible room with the torturous implements."

He steps into the western passage, to pursue another route.


This passageway out the secret door makes an immediate left and heads due south for 20'. It then turns left (east) and goes for 10' more, ending at a door on the right (south side) of the corridor with an inscription on the door of “Secrecy is our greatest ally. Exposure brings death.”

What is everyone else doing while Solomon is off splitting the party?


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 will not allow his rodent friend to go alone. He will follow him

-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

Xeram had seen such actions more than a few times back in his lands.
"Heroes" often had 1 dufus splitting up, proving bad for them. He wouldn't do so himself.

A such he's going along with Malleck to ensure the safety of his ratkin compatriot.


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

Shade pads along behind, making extra special effort to be quiet as she reads the sign

Stealth: 1d20 + 7 ⇒ (17) + 7 = 24

@ DM: yes, it's an Inspector Gadget reference - my (much) younger brother used to love it, which is how I remember the catchphrase...


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 used to catch that as a kid. Gadget was more dangerous to his chief than he was against dr Claw. Thankfully our bomb tosser knows where to throw explosives.


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 follows into the secret room. "I don't think we are done with the test here."


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

Solomon turns back to the others, with a hushed voice, "Timeon had given us some warnings. Two of which have already proven true regarding the cobras and this passage. If his others are likewise accurate, than this room may be the 'shrieker'. If it senses movement or light, it will call forth drowned men--likely the 'death' the inscription speaks of. So we should move slowly and under darkness. If anyone can't see, I can lead you. But say so now where the shrieker can't hear."

Also, I had forgotten about Timeon's advice until now. Pitfalls of forum posting and the weeks between it. But I'm beginning to think that the pendant may be what we need to grab afterall, and the staircase out was the foolish action. I could push that direction in character, but there's gotta be someone wiser than Solomon to make that deduction.


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'

Following the others through the hall, Taeral will offer what service he can at the next room.

"While I can not do anything about hiding our physical presense, I can mask us in magical darkness if we wish. I can help assist Timeon or Xeram through the darkness as well," he says in a hushed voice.

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


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 would be ideal in a dire case."


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
Grymp wrote:

Ok, Timeon reveals the following:


  • four drowned men rise when the shrieker cries
  • there are vicious metal cobras in a nearby room
  • a shrieker screams when there is light or movement nearby
  • a secret door across from the stairs hides the way out

All of which he overheard "the evil bald many" and "the wicked lady" discussing.

"what's a shrieker?"

presumably an earlier failed roll :)


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
Gertrart aka Blood Desecrator wrote:

"what's a shrieker?"

"Most importantly, can we destroy it before it shrieks? From afar in the dark. We can move in the dark without problem, but some of us are not very stealthy."

Mordecai follows the others to the hallway.

"Put all the lights out, and open the door if you can see anything."


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

Shade wanders ahead, moving soundlessly and reporting back to Vosil, who can (temporarily) see what she sees.

Using Bond Senses ability


It's also mildly funny to realize the module itself gave you a darkness generating stone a couple rooms back, but naturally it got smashed.


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'

Kn Nature: 1d20 + 1 ⇒ (6) + 1 = 7

Taeral doesn't recall anything about shriekers.

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


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

Knowledge Arcana: 1d20 + 9 ⇒ (15) + 9 = 24
Knowledge Nature: 1d20 + 9 ⇒ (5) + 9 = 14

Likewise, Solomon tries to remember if he's come across the name elsewhere in his studies...


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 none of our skill monkeys put points into Knowledge: dungeoneering then?


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

guess not :P


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 was a promising student before his mother's death.
1d20 + 8 ⇒ (12) + 8 = 20 was Kn (du) called for?


sorry guys, weekends and the holidays! Ok, so where were we? Shriekers?

Yeah, so Gertrart knows that light and movement will set off a shrieker, but that they also tend to be pretty brittle and die easily.


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

"So basicly just attack it all at once before it gets a time to shriek?"

-Posted with Wayfinder

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