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

"Best keep watch. Lets not become complacent." he warns as he sheaths his sword

-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

If only i could transfer an amount of electricity into the water.

"Quite. Let's see, 2 sailors lost but attack repelled."

Away from the captains gaze, he smirks which spells 'less to worry about later'.


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

"Did we lose anyone important? Any idea why we were attacked? " Mordecai surveys the ship and the surrounding waters. Does someone know about our mission? And want to stop us...


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 days a word for the list using whatever deity the sailors are comfortable with. "Captain, have you run ino these tritons before? Is this their territory? Do they have relations with the, uhm, authorities? "


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

Vosil frowns. "If by 'attack repelled' you mean that they lost only expendable resources while we lost two irreplaceable sailors, then yes. But what is to stop them from simply doing the same thing again tomorrow? I suggest that we make sail and move away from here as fast as possible."

In truth the loss of sailors is not that much of a problem - two less to kill later - but Vosil is aware that they will need at least a minimum crew to get anywhere. Hmmm. An opportunity has arisen, and opportunities should always be grasped.

"Captain, my condolences on the loss of your men. Perhaps we might assist if you need replacements? We can learn fast if the need arises, under your no doubt excellent guidance."


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'

"Yes, our colleague has it right, we did not do much to them when we lost two. Captain, as long as your crew is awake, can we make sail from here? While I don't know if we just happened to be in the territory or if they are tracking us, I don't want to be here any longer than necessary." Taeral says as he goes to the crew and checks on their wounds.

This is more a show to keep the Captain on good terms with us. Taeral is not disappointed that two crew died and none of the Knot did. That is what expendables are for after all. But he knows we need to get our cargo to our destination, and we are not sailors.

Bluff: 1d20 + 10 ⇒ (9) + 10 = 19

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On Going Effects: Iron Circlet, Surface Elf in well made gear;


The captain responds to your queries, "while I appreciate your concern for the wellbeing of my crew, there will be a need for a weregild to be paid by either you, or your employer to compensate me for their loss. As for the blue fish men, no, I've certainly heard of them, but never of the just attacking ships like this. What could we have, that they want?"

The captain gives orders to his crew, "weigh anchor and set sail, the sooner we are out of here the better. We will head towards Seal Island, we've a need to replenish our water supply."


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'

"A weregild will come to you after we have completed our mission, Captain. For now, we press on," Taeral says as he pats the purse next to this rapier.

Bluff: 1d20 + 10 ⇒ (9) + 10 = 19

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in well made gear;


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

Vosil bows to the captain. "I understand completely, Captain. I assure you that you and your men will have no complaints whatsoever once our journey is completed. But we need to get there first, yes?"

Diplomacy: 1d20 + 11 ⇒ (3) + 11 = 14Ouch, hope he remembers my earlier high roll!


Looking pleased with the results of his demands, the captain sets about getting the crew assigned to some new tasks to account for the lost sailors.


After sailing a bit away from the coastline for a day or so, the Frosthamar comes in view of Seal Isle.

The captain tells you, “We are a little light on fresh water, so we are stopping at Seal Isle and there is a stream that feeds into the bay there. We’ll take on water there. I’ll send a party to the shore. Of course, that means we’ll spend a day in some of the richest fur seal hunting grounds all along this coast. I’m thinking of organizing a hunting expedition. Interested?”

Seal hunting:
If interested, the Captain will be taking a boat with some of his sailors to go seal hunting. There is an extra boat you guys can use. Seal hunting will entirely be based on the survival skill. Each boat holds 4, so you could all go, and have 3 of you boat with the Captain, and 4 in the other boat, or whatever. The lead "hunter" in a boat can be assisted by everyone else in the boat (DC 10 survival to assist). The Captain has a +8 Survival, so probably one of the btter seal hunters, but your guys can assist him. The higher the score, the more seals he gets. Naturally he is claiming all pelts that are caught by his boat, and you can have the ones caught by your boat.


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

"Mmm, how much money can one make with those pelts?" Mordecai asks, not very excited of spending a day in such lowly activities.


"Well, a decent pelt can be worth fifty gold on the open market."


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'

"A bit of extra coin doesn't sound like a bad idea. It is not like he can spend all of it before our mission is completed," Taeral thinks to himself.

Taeral turns to the Captain, "I would like to join you. This sounds like a very interesting way to spend the day. Care to place a wager on which boat can get the most pelts, Captain? Say 1/10 of the loosing boats pelts?"

Survival: 1d20 - 1 ⇒ (19) - 1 = 18

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in well made gear;


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

Vosil doesn't really do physical activity; he has a nebulous infinity of minions to do that sort of thing for him.

He will stay in the main boat, keeping an eye on things.


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 seems to have a gist of Vosil's intent and he shares the sentiment of leaving it to the physically prowessed.


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

"Who wears such a pelt?". If it just the nobles, leave the seals alone I say. "I'll go," he says. what's one more accident when on the hunt?"


So Taeral and Gertrart are interested, Vosil and Xeram aren't?

Mordecai, Malleck, Solomon?

If you guys are pretty much uninterested in the seal hunting expedition, we can skip on to the next encounters? Just let me know.


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 so much that i'm uninterested in the encounter, but i lack the confidence in Xeram's rolls when hunting.


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

For Malleck, not killing baby seals probably counts as a Good action: he'll lose his powers if he doesn't take part ;)


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 shakes his head. "Sounds too... physical for me. I'll pass."


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

Roll wise... don't think i can help, but the actual killing? that he can help with. Overlord 2 comes to mind...


Alrighty then, we'll make this little seal hunting expedition go nice and fast then.

Day 1 Seal Hunting:

Taeral and Gertrart take 2 sailors in a boat.

Gertrart attempts to aid:

Aid: 1d20 - 1 ⇒ (18) - 1 = 17 Success

The two sailors attempt to aid:

Aid: 1d20 + 1 ⇒ (9) + 1 = 10 Success
Aid: 1d20 + 1 ⇒ (2) + 1 = 3 Fail (which actually cancels a success)

Taeral got an 18 + 2 = 20 [gets 2 pelts]

The captain takes 3 sailors in his boat.

Aid: 1d20 + 1 ⇒ (8) + 1 = 9 Fail
Aid: 1d20 + 1 ⇒ (7) + 1 = 8 Fail
Aid: 1d20 + 1 ⇒ (20) + 1 = 21 Success

Caption: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 [gets 4 pelts]

Taeral: 2
Captain: 4

Day 2 Seal Hunting:

Taeral and Gertrart take 2 sailors in a boat.

Gertrart attempts to aid:

Aid: 1d20 - 1 ⇒ (1) - 1 = 0 Fail

The two sailors attempt to aid:

Aid: 1d20 + 1 ⇒ (1) + 1 = 2 Fail
Aid: 1d20 + 1 ⇒ (20) + 1 = 21 Success

Taeral: 1d20 - 1 - 2 ⇒ (14) - 1 - 2 = 11 Fail

The captain takes 3 sailors in his boat.

Aid: 1d20 + 1 ⇒ (20) + 1 = 21 Success
Aid: 1d20 + 1 ⇒ (6) + 1 = 7 Fail
Aid: 1d20 + 1 ⇒ (15) + 1 = 16 Success

Caption: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27 [gets 5 pelts]

Taeral: 2
Captain: 9

Day 3 Seal Hunting:

Taeral and Gertrart take 2 sailors in a boat.

Gertrart attempts to aid:

Aid: 1d20 - 1 ⇒ (9) - 1 = 8 Fail

The two sailors attempt to aid:

Aid: 1d20 + 1 ⇒ (11) + 1 = 12 Success
Aid: 1d20 + 1 ⇒ (9) + 1 = 10 Success

Taeral: 1d20 - 1 + 2 ⇒ (17) - 1 + 2 = 18 Success (2 pelts)

The captain takes 3 sailors in his boat.

Aid: 1d20 + 1 ⇒ (2) + 1 = 3 Fail
Aid: 1d20 + 1 ⇒ (2) + 1 = 3 Fail
Aid: 1d20 + 1 ⇒ (7) + 1 = 8 Fail

Caption: 1d20 + 8 - 6 ⇒ (7) + 8 - 6 = 9 Fail

Taeral: 4
Captain: 9

The captain declares his seal hunting boat the winners and claims 10% of Taeral's haul, rounded up, so the Captain has 10 pelts, and Taeral's crew has 3.


Now, on the third day while Taeral and Gertrart were out clubbing baby seals...

Vosil spots a group of small boats hugging the coast headed towards the Frosthamar


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'

"Fine, let him think he has won after I stick my rapier in his back later."

With a smile, Taeral acknowldges the victor of the bet, "Well done Captain. You have taught me some vaulable hunting lessons these last couple of day. The way you stealthily approached your target and ended thier lives so quickly. My skills are lacking that finesse, which resulted in the bloody pelts we aquired."

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in well made gear;


Had more gone on the seal hunting, there would have been an additional combat encounter out there, but in an effort not to kill 2 members of your party, I opted to just edit that encounter out. I also figured that win or lose the competition, your plan includes offing the captain and taking his stuff anyways, so his is a pyrrhic victory at best, he just doesn't know it yet.


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 was hoping for a combat on the tiny boats. "Honestly Mate, that critter just grabbed your captain and wouldn't let go no matter how hard I hit him... Err... It. Hit it, (Yeah I meant it, not him. Nope not him. I didn't hit him. Nope, nope, nope. I was on the moon. With Steve! bluff: 1d2 ⇒ 2)."


Grymp wrote:

Now, on the third day while Taeral and Gertrart were out clubbing baby seals...

Vosil spots a group of small boats hugging the coast headed towards the Frosthamar

One of the sailors points out to the five of you that there are a group of small boats out in the water moving towards the Frosthamar.


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

"Hmpf, locals?"

Xeram goes to the side of the ship and peers at the approaching boats.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23


Xeram can see three one man kayaks and a larger open seal-skin canoe called an umiak, with four men rowing.

As they approach, the man in the lead kayak is hailing you quite loudly in a very broken rendition of common, clearly not his native tongue.

knowledge(local) DC 18:
This looks to be Yutaks, a tribe of hunters that live in the northern ice and snow. Relations between the Yutaks and the Talireans have never been overly cordial.


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 Local: 1d20 + 5 ⇒ (10) + 5 = 15
Perception (how are they dressed/visible gear): 1d20 + 1 ⇒ (10) + 1 = 11
Sense Motive: 1d20 + 11 ⇒ (17) + 11 = 28

Tareal yells back to the approaching kayaks, "Hail Strangers, what did you say?"

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in well made 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

Do they seem to be armed?


The voice yells back, "you for trade stuffs with we?" And in response to the 28 Sense Motive, he seems genuine in wanting to trade.

They have the standard gear one might expect of hunters. Bows, spears, etc.


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 looks to the others for their reactions and comments, "They seem to be sincere about wanting to trade with us. This could be way to start distributing some of the items we have picked up in the past."

If no one voices any legitimate reason why not to trade, Taeral will yell back, "Approach friend, let us see what you have to trade. What is your name, by the way."

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in well made gear;


The young hunter responds, "I is White Tusk, Chief of the Yutaks. We gots many ivories and tuskses to trades. We wants metals, and weapons from the southerners. You ok we come beside you and make exchanges?"

You do know that in a tribe like the Yutaks, there are many chiefs, and subchiefs, etc. This particular fellow, young as he is, is probably a subchief of some sort, and not the all high and mighty chief of all the Yutaks, sort of chief.


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

Vosil raises an eyebrow. "Metal and weapons, hey? Come aboard, I'm sure we can do a trade!"

Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23


Their leader states, "White Tusk not wants to mad you up, but he has heard of south-men that coming north to do bad trades and steal from my people. This why we not trust the Talireans. Maybe we do trade like this, me do in my boat, and you do in you boat? you see my stuff good stuff" He passes you some bits of ivory and such to show the quality of goods he has to trade. He does have a good deal of ivory, tusks, and you spot an enormous 8' long ivory horn.

DC 20 Appraise:
This great treasure is worth 2000 gp simply for its rarity and the quality of its ivory. It is surprising durable and functions as a masterwork quarterstaff. It is also very easy to enchant. If enchanted as a magical staff, rod or wand, subtract its value from the creation cost of the magic item. Creating this item requires one day for each 1,500 gp of the base price (instead of the usual 1,000).


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

Appraise: 1d20 + 2 ⇒ (18) + 2 = 20

Xeram steps a feet or two away and speaks in a hushed tone.
"Well, that last item, the ivory horn is a peculiar item. Rarity and quality alone, it's worth 2000gp easy. Strong material and could work as a masterwork quality quarterstaff. Easy to enchant too."

A nice item, i wouldn't mind.


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

Vosil smiles at White Tusk's caution. He murmurs to the others "You know what, I'm feeling benevolent today. It won't last, but while it does, let's not kill these guys and take their stuff, hm? Let's actually trade. I've always wondered what honest work felt like..."

Assuming the others agree, he will try haggling to see what the Yutak will accept for their ivory.


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 stomps off in a huff. She'd been looking forward to a nice little massacre to break up the monotony of the journey. Sometimes she's so disappointed with Vosil...

She doesn't say anything though. No point. She just looks disapprovingly at him.


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

"It not as if could sell those weapons and armors in Talingarde, so whatever we'll get out of them is a good deal," Mordecai mutters.


White Tusk continues on, "For Yutaks, is very common for me show you mine, and you show me yours." He grins, "What you got for trade?"

I don't know the total value of the junk you guys lifted from the prison, but the Yutaks will trade you at a very favorable rate of 2 for 1. That is, if you have a chain shirt, which is normally worth 100gp to purchase, they'll give you 200gp worth of ivory and such, which is a heck of a lot better than the 50gp that is normally considered the sale value on things. I'm not sure if you have any metal tipped spears, but if you do, they'll give you 20gp worth of ivory for each metal tipped spear. However the grand total of all of the ivory they have to trade is 2000gp for the big horn, and an additional 1200gp for everything else.

Edit

Just looked at your list, wow, 22 longswords, 12 chain shirts, there's actually a spear. A great chance to ditch most of the tainted goods it seems! The bows and arrows aren't their thing.


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'

Did a quick tally of the items (updated on Loot List). Normal value of metal gear is 1987gp, but with the 2:1 conversion it comes to 3990gp (one metal spear).

Taeral pulls back some of the wraping that are around the equipment that was brought with them, revealing the many metal weapons and armor.

"Chief White Tusk, I believe we may have some metal to trade with you. This could bring you great honor and fame to your clan, if we can make a good trade," Taeral says with a smile as he watches for any visual clues from White Tusk.

Diplomacy: 1d20 + 11 ⇒ (16) + 11 = 27
Sense Motive: 1d20 + 11 ⇒ (16) + 11 = 27

"Do any of these items look interesting to you?

Woot! Doubles!!

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in well made gear;


He points to the swords, the spear, and the axe, "these things we like much, and those too maybe," he finishes off referencing the chain shirts.

A note here, the trident and glaive aren't his style, and he sees no difference between the MW longsword and the non MW ones. The greatsword does interest him though. Oh, and clearly the prison markings don't bother him.


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 we cross the Branderscar equipment off our loot sheet and replace it with 1,200 gp worth of ivory and a 2,000 gp tusk? Deal!


umm sure.


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'

After finishing the exchange of items between White Tusk and the Knot, Taeral begins to try and gather information about the area. With White Tusk's comment about 'not trust the Talireans', there may be other advantages beyond a way to dump some of the incriminating evidence.

"Chief White Tusk, can you tell us if you have seen anything interesting or dangerous on the waters or land as of late? We encountered a war band of tritons with a fiendish shaman, within a day of here. They attacked us in the night, like the cowardsthe are, with thier water creatures and dolphin hunting beasts, but we drove them away with our fierce might after slaying a few of them."

"We also encountered a pirate Talieran sea captain that boarded our ship and tried steal from us. We also swiftly handled them and they fleed at thier first chance they had. We are not an evil or blood thirsty group, nor with our heavy ladened vessel able to give chase, so they still terrorize the waters."

Bluff: 1d20 + 10 ⇒ (20) + 10 = 30
Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30

"Maybe if we come across others of your clan in the future, they may also provide information to us or our allies?"

Taeral watches White Tusk's reaction to everything he has said.

Sense Motive: 1d20 + 11 ⇒ (12) + 11 = 23

Edit: Nice rolls, need to do that in combat also. ;)

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in well made gear;


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 think i made rough estimate on the loot page of the gear we have


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

Taeral - we need a skilled liar more than we need another skilled fighter; great rolls!


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

Very true, great rolls.

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