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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Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

"Whee! Burglar rampage! Let's go!"
Bapho turns invisible, and the only sign of him is flapping of small wings and occasional giggle as the imp goes to town, seeking open windows and precious items to steal.


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

His buddy follwed him their chuckling last of them was heard up to gm now :P

"They better do their jobs and not cause trouble" he says to the group

-Posted with Wayfinder


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

bump... =^^=

-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

*Turns the bumperkart around to flank Malleck.....BUMP*


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 make me smite that cart....

-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's no good aligned kart, so....*BUMP* ^^


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

kids enjoy it. Its "good clean fun" therefor its good aligned

-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

You'd be surprised how many adults enjoy them. They get to run into others legally. That is usually a bad thing, thus i'd say neutral at best.


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

NG or CG. Designed that way. Fun for whole family


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

We're still talking about your assumption to smite a lifeless object..right? Afaik, it has to be a creature, can't smite a birthday cake.
I'm sure the others are thinking 'wth are those two on about?'


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 fun :P would have liked to see the GMs face as he sees the 10+ posts and only to realize its ooc banter =^^=

-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

Fair point. Though i doubt he'd be so good to take some picture of him looking and posting it to see.
Since we're on topic of seeing people react;
There was this one summer, where i was working in Italy. As such i was missing birthday of several family members. Prior to my leave, i went to this carnival store and bought my younger brother a boxer with the imprint 'Free Willy', since he had a girlfriend. So on his b-day my parents gave it to him and filmed it for me to see later.
Priceless ^^.


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

'Tis not the kart that is evil, but the soul who wields it.

I am pretty sure the same carnival inspired It and Christine. Or Stephen King will combine the two someday.


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 was more a party store, but you could buy costumes, props, masks.
Those boxers were in a special offer display.


So the two imps have been off stealing trinkets. There's been an anti-Donnagin whispering campaign. There's discussion among your group of killing the dwarves, of killing the priests, of killing the birds in the rookery, and of killing a guard a night.

So, last night you guys killed off the rangers, and you've come back to town. New disguises possibly, using the circlets, as needed, so that cover is maintained and such.

So what positive action is the group going to do today?


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

We're villains, positive is called 'productive sabotage', at least in Xeram's book.

Xeram will spend a part of the day socializing with the poorer (assuming there is indeed a part of the people less wealthy than others) , disguised as 'the burnt man'.
He'll share tales of his past travels, experiences both positive and negative.....maybe placing some doubt with examples of other cities who've been subtle in keeping the difference between wealthy and the poor. Aside from the subtle discord, he'll be an ear to relieve the common folk of their worries, there might be something useful in what they share.

Bluff: 1d20 + 11 ⇒ (5) + 11 = 16
Diplomacy: 1d20 + 4 ⇒ (16) + 4 = 20
Sense Motive for hidden meanings: 1d20 + 10 ⇒ (7) + 10 = 17


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

would like to know if our sabotage will work? Another idea is to simply to cdg the entire group of dwarfs. The night before we go to kill the commander and light the flare. So even if discovered, there is nothing they can do about it

Malleck will try to see if there is a way to corner the priest while he is alone and deal with him as quickly a possible. A silence spell might come in handy. He will ask Xeram for help in that regard. And i think this would be a good time to go to someone who can enchant his shield with a +1

-Posted with Wayfinder


Malleck of Alerion wrote:
And i think this would be a good time to go to someone who can enchant his shield with a +1

If you've got the 1000gp, consider this action done.

I'm more than willing to allow you guys to sully the reputation of the dwarves, at least enough to have them out of the keep on the day you call down the thunder.

Catching any individual alone inside the keep probably just takes some timing. Those that have spent some time inside are certainly aware that there are times when the good Father is at least alone in the temple with no more than just his acolytes.


Xeram wrote:

We're villains, positive is called 'productive sabotage', at least in Xeram's book.

Xeram will spend a part of the day socializing with the poorer (assuming there is indeed a part of the people less wealthy than others) , disguised as 'the burnt man'.
He'll share tales of his past travels, experiences both positive and negative.....maybe placing some doubt with examples of other cities who've been subtle in keeping the difference between wealthy and the poor. Aside from the subtle discord, he'll be an ear to relieve the common folk of their worries, there might be something useful in what they share.

[dice=Bluff]1d20+11
[dice=Diplomacy]1d20+4
[dice=Sense Motive for hidden meanings]1d20+10

I fear I don't have much more for you in the way of random factoids to hear.

I suppose there are a number of whispers about the good Father, and how his reputation in the town has gotten worse recently, but that he seems to have the Guards Commander bewitched, as no amount of cajoling has caused him to dismiss, or otherwise censure the Father.

With that said, you've certainly gotten comfortable with him, as a penetant, or was that Vosil? Dammit, I can't keep the two of you straight in my head.


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 suggest we all take down the priest at the same time, then move out of there as fast as we can then change disguises. Also, deducting the 1k from my gp amount now. AC23 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
Grymp wrote:
With that said, you've certainly gotten comfortable with him, as a penetant, or was that Vosil?

That'd be me, i had been posing as brother Statham.


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:
With that said, you've certainly gotten comfortable with him, as a penetant, or was that Vosil? Dammit, I can't keep the two of you straight in my head.

That was Taeral...


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

Refresh my memory, what did Taeral pose as, attending his mass/sermons, or getting to know 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

Here


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'

Tearal was getting close to him be way of moving through this acolytes and pretending not to fully understand the teaching of Mitra. This could also lend as away to see how the rumors of the Father are progressing.


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, if you want support I will go with you. Gertart knows the keep well enough now. The others have been discrediting the priest, so killing him will end their plans if you wish to go after a fresh target.

Gertart will help in any venture the others want help in. Otherwise he will work with the dwarves (let me know when I get one of them alone) and framing them for last night's attack on the patrol.

Was stew poison successfully procured? If not, is Solomon's lab still available?


I don't recall if you guys got the stew poison, a quick search will tell...


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. Jts just the head of the fort, dwarves and the priest left? Correct? There is not much of targets left...

-Posted with Wayfinder


That depends on what you label as "targets." Those are certainly some of the most obvious ones. Other targets you've discussed were sabotage of the siege engines and the portcullis, which was tried, but eventually noticed and fixed. The rookery was discussed. And of course the poisoned stew idea.


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 think we wanted to poison the stew the night the old granny went there. Didn't i already obtain arsenic...?
If say...Shade was let into the rook and the imps help, its handler and birds are surely chicken feed.


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 just want to lay the hurt on the goodie 2 shoes... maybe incapacitate them... the murder them slowly ;) all in the name of science *cough ritual cough cough*


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

Aye, we were waiting for stew day to poison, & the day before fireworks to sabatage seige engines.

Gertrart gets an eager start on the day's tasks. With Malleck against [X],framing dwarves, or getting Vosil/Shade to the rookery.

have we reached a PbP Door?


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 hope so... there was a lot of planning going on, and no real decision

Malleck meet sup with his companion
"Morning. Ready to go to work? he gives Gertrart a knowing grin


Alright, I’m going to railroad a little bit to get us moving. You guys have outlined some plans, so let’s put them into action.

I’m going to assume that Gertrart’s best laid plans, which can be found here are pretty much acceptable to folks, and I’ll go from there.

I’m guessing that “hide patrol’s gear” doesn’t include the really good stuff, but the run of the mill stuff, and plenty of personal items to get the dwarves plainly accused of killing the patrol. With the dwarves out during the day, Gertrart has no trouble planting the evidence, taking on some anonymous tipster’s visage, telling a guard, slipping away, and changing back into another form. The circlets can be incredibly useful!

Very shortly, the guard goes to the Inn, sees the evidence, calls for more guards, and very shortly Captain Barhold, the lone remaining captain at the keep, comes. He directs his guards to collect the evidence as well as to send out a couple riders to look for survivors. He then takes his men and arrests the dwarves in groups as they are about doing their work for the day. The dwarves are all hauled up to Balentyne, most likely to be placed in the prison cells (room 35). Any decent gear the dwarves were carrying, was probably being worn/used by them at the time of their capture, and is now stored somewhere in the keep itself.

Following this event, things change around the town, and inside the keep. You hear rumors through the rest of the day that Lord Havelyn has directed that all guards be doubled. No man is to be alone on watch. The attack on the rangers by the dwarves could not possibly be just simple murder.

The night of Day 11, Gertrart and an accomplice or two do sneak in, and manage to kill a couple guards.

On day 12, the strike team, disguised as guards, goes to the Rookery. With a convincing enough story you get Mad Martin to open up, and you kill him. While he was alive, the ravens fought as a swarm against you, but once he was dead, they became noncombatant, and after 4 minutes, you managed to kill all of them.

Rumors on this day get to the fact that Father Donnagin and Lord Havelyn have become glued to one another. They are now convinced that something is up, shame they have no ravens to notify the world of their problems.

I’m going to assume that you poison the “chickens” as you get them to Mama Giuseppe, as it is clear that come stew night, no one but her will be allowed into the keep, given their heightened state of security. Based on this post I interpret the decision was made to purchase the arsenic for 240gp, so be sure that you paid for it.

Likewise, on the night of day 12, you deem it best to not sneak in for midnight murders, things are getting a bit hairy inside there.

On day 14, the stew plot goes down as hoped. The effects are:

Dead guards: 1d10 ⇒ 4
Sickened guards: 4d10 ⇒ (1, 3, 2, 4) = 10

On day 15, you sneak in and head to the gatehouse (room 25). Inside you quickly slay the 4 guards and throw open the portcullis and the drawbridge. You hear an alarm go up inside the keep at this point, so you light your fireworks. Shortly after you can hear and see the hordes of your ally coming down the pass to assault the keep. You hear shouting at the door, and while you have not destroyed the siege equipment, since you are holding the gatehouse, none of the defenders can use it. You set up to receive whomever is attempting to come through the door, and in short order, the door comes down.

Checks to make sure you’re all level 5

Three guards carrying a ram have battered it down, and behind them are Lord Havelyn and Father Donnagin. They are coming across the bridge, so they are single file as G1, G2, G3, LH, FD. I'm guessing your casters and ranged folks are away from the door, with Malleck and the other meleers closer up, correct me if I'm wrong.

Initiative:

Taeral -
Solomon -
Gertrart -
Vosil -
Shade -
Xeram -

Good Guys -
Xeram -
Malleck -
Mordecai -

Everyone in bold is up!

It may seem obvious, maybe not, this is the final battle for Balentyne!

Initiative:

Mordecai: 1d20 - 1 ⇒ (4) - 1 = 3
Gertrart: 1d20 - 1 ⇒ (18) - 1 = 17
Malleck: 1d20 + 1 ⇒ (2) + 1 = 3
Solomon: 1d20 + 5 ⇒ (14) + 5 = 19
Taeral: 1d20 + 4 ⇒ (16) + 4 = 20
Vosil: 1d20 + 3 ⇒ (13) + 3 = 16
Xeram: 1d20 + 2 ⇒ (6) + 2 = 8
Good Guys: 1d20 + 0 ⇒ (8) + 0 = 8

GM:

G1 – +1 to hit
G2 – +1 to hit
G3 – +1 to hit
Havelyn – +1 to hit, +3 AC, +4 STR, +4 CON
Donnagin – +1 to hit


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

Final battle requires awesome music!

An evil smirk forms on Xeram's face as the horde of bugbears comes storming in.

"Gentlemen, the time has come to put down their last resistance."
*Sounds of ram and slamming of the doors.*

"They've already come lined up...."
Xeram starts a line of arcane words.

Sleep, DC 15. Aimed to catch as many do-gooders as possible, without risk of catching my compatriots.
If that is impossible, Magic Missile vs FD: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9


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'

Round 1

With the door broken down to reveal their enemies, Taeral casts suggestion on the first guard still holding the ram.

"Drag the ram back to storage, you no longer needed it get to your enemies and someone could trip over it if you leave it there."

Suggestion, Will DC 18


Xeram centers his sleep spell on Lord Havelyn, who unsurprisingly is too powerful to be affected, so G2 and G3 are caught in the area of effect.

G2 Will: 1d20 + 0 ⇒ (19) + 0 = 19 Success
G3 Will: 1d20 + 0 ⇒ (4) + 0 = 4 Fail

G3 falls to the ground asleep.

Taeral's suggestion is cast on G1.

G1 Will: 1d20 + 0 ⇒ (16) + 0 = 16 Fail

GM:

G1 – +1 to hit, leaving with ram
G2 – +1 to hit
G3 – +1 to hit, asleep
Havelyn – +1 to hit, +3 AC, +4 STR, +4 CON
Donnagin – +1 to 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

planned. Then i will have protection from good active. Lasts 5 min

-Posted with Wayfinder


Malleck, I'm comfortable with the idea that you cast that just before they burst the door down, you definitely knew a fight was coming.

For that matter, if there are other minutes/level buffs you guys wanted to cast as they were storming the door, sing out!


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 seem to lack mage armor....ugh, but i'd cast Shield, which gives me a +4 Shield bonus to AC and protects vs Magic Missile.


Xeram wrote:
and protects vs Magic Missile.

Always nice to have that when a cleric and a bunch of fighters are hammering down your door!


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

They have to get past our vicious melee guys first.
...and Shade, her too, she rolls pretty well.


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 believe that was 'sarcasm' on the 'protects against MM' remark ;)

-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

For all Xeram knows, the guy could be carrying anything or be multiclassed with an arcane caster type and use a proper lvl wand of MM. He's used to heroes coming in a variety. At least the AC bonus is useful.


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

=^^= ps. Even if we drop them... i would like to make an effort to sacrifice them. So if they drop and arent dead... well. You get picture

-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

Is Solomon still with us? Or just in bot mode?


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
-Mordecai- wrote:
Is Solomon still with us? Or just in bot mode?

i think he has been withdrawn completely

-Posted with Wayfinder


Hahaha, oops! I forgot to delete his rolls from my script, let me go fix that.


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
Malleck wrote:
Even if we drop them... i would like to make an effort to sacrifice them.

Go ahead, make sure they're properly bound and awake.

It's not very different from heroes in manacles trying to outrun a pack of hungry lions, for entertainment purposes.


So we're just waiting for Gertrart, Vosil, and Shade.

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