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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Argossarian is silver, young/huge, and he breathes a breath of paralyzing gas!

What's the plan? Try and save Baron Vandermir, or let him suffer the wrath of the dragon?


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

"Or we can carry out the assassination, and prevent the dragon from gaining any credit. Or do we want to save him? He has proven useful so far."

It seems we are losing our allies & contacts in the town which could make things bad later on.

I'll finish the contracts later, if at all, "This new ally did not come from the cardinal & that makes her a danger in my mind. Not to mention she somehow found out about us & could sell us out when it becomes 'profitable.'"

For items, I would like to increase Intelligence. A bodybagbag of holding will be useful for getting sacrifices out of town. I haven't checked gold in a while so need to verify I have enough. I also need to repair my falchion when the spears are finished.


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

"Saving the baron could certainly press him into a lifedebt.
Nobility really dislike owing other people debts."
, Xeram says with a slight arched corner of his mouth.

"Now, i'm far from suicidal, but slaying a dragon could instill greater obedience from our followers."


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

"And animated dragon skeleton would make such a nice guardian..." Mordecai says, with an unhealthy glean in his eyes. Then he considers the topic more seriously. "The baron has been useful thus far, but the cardinal warned us not to trust him. He might turn against us at some point, and the dragon might be a way of getting rid of him. On the other hand, would saving his life keep him in the leash longer?"

"Could we ambush this dragon somehow? I suppose we need every advantage we can get, if we choose to fight."


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 we warn him. And when or if the dragon comes, we are the ones it meets. Not his target" he offers

-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

"A silver dragon might make a mighty powerful falchion or some shiny armor. An assassin, not so much."

If he thinks the baron is behind the ritual, won't it come here?"


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. If the rumours are to believed, the baron is first on his list. After that? Who knows. Fact still remains. Id rather warn him"

-Posted with Wayfinder


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'

"I am for letting this dragon attack the Baron. We can turn attention from us, and we can see if this ends the dragon's threat to our cause."


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 think 'the plan' is to warn the baron, but not defend him. We can watch the dragon annihlate him, while diverting attention from us. (and give us a chance to analyze its strategies & flaws giving us the location of a missing scale on its chest). Sound right?

If not is the campaign dead?


Male Human Wizard 6

That sounds like what I was thinking. Learn what more we can on the dragon. If the baron lives or dies, no matter to Taeral.


gtg, I can work with that.

Your contacts inform you that your message arrived, but not quite in time to save the good Baron who is now dead, however...

DC 22 Diplomacy Check:
Your contacts report that they witnessed the dragon attacking the Baron's hold. They say it was a huge silver dragon, and that the Baron tried repeatedly to mind control the creature, but to no avail, however he did do considerable damage with a ray of fire against the creature.

Week 24

Despite all of the problems Farholde has been having, a fair comes to town. For this week, you guys can sell any of your goods you want to offload for 60% of their base value (vice 50%), and you can purchase goods and services, including magic items and components, for 90% of their normal cost.

Week 25

On Tuesday, one of your scouts returned astride a frothy horse that is clearly shot, ridden out, and doomed for the stewpot. He catches his breath and reports, "Sirs, there are ten Knights of Alerion approaching. The rest of my patrol stayed to hold them up, but they can not be more than an hour behind me. I believe they are lead by Sir Valin Darian."

DC 22 Knowledge (history, local, or nobility):
Sir Valin Darian is a direct descendant of The Victor. SEE! I told you that the AP would provide!

If you wish to fight these guys, recognize that being who they are, they will want to battle out in the open, or forest, and won't frontally assault the Horn. They know they aren't an army to be besieging a fixed fortification, nor are they skulkers and thieves to be sneaking in. So, if you wish to fight them, assume, either the open field at the base of the Horn, or you move off into the woods and hit them there, but don't expect huge elaborate plans, because a posse just gets thrown together, not planned meticulously!


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 will take advanyage of the carnival to unload the unclaimed gear. Taeral, sounds like they are yours :)
Week 25 Kn local: 1d20 + 9 + 1d6 ⇒ (10) + 9 + (2) = 21
Well, its above an 8...:)

Forest sounds good to me.


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'

Diplomacy: 1d20 + 17 ⇒ (20) + 17 = 37

"Well I guess the Baron did not fair to well. He and his estate were attacked by a huge silver dragon, which I have to assume was Argossarian. Some survivors report that the Baron tried to fight the creature with mind control, but to little results. They did indicate that fire did considerable damage though. Best have Faustus make sure we have some fire based attacks available to us."

Week 25
Kn History: 1d20 + 7 ⇒ (2) + 7 = 9
Kn Local: 1d20 + 10 ⇒ (13) + 10 = 23
Kn Nobility: 1d20 + 5 ⇒ (3) + 5 = 8

"Sir Valil Darian? That name sounds familiar. Oh yes, he is one of The Victor's descendants. He should make a perfect victim for our various projects."


So what's the plan?


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 say we try to lure them into a place where it is advantagous for us. Or into a place where we have traps set up for an open door combat

"His lackies perhaps. But we need him alive for the ritual. We can not afford that he dies. So as long as we get him, the rest of his band is trivial"

-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

"I'd rather avoid meeting them in the open. Ambush in the dark would work in our favor, especially since we want Sir Valin alive."


They are coming on now, it will not be dark before they arrive.


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

Post disappeared, but it said, we only have an hour.

We find a place in the woods. Gertart will start in Stealth to gain sneak attack. If combat doesn't start strait away he will attempt a death attack paralyze on the ancestor, but I don't see it going quietly for long enough. So if someone would like to target me with a silence...

"I will harry a caster with my freshly repaired blade," he almost laughs. "Or the elf" the sword says with a metallic cackle.

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29


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

"We can make the darkness ourselves.." Mordecai shrugs.

"Forest ambush, then. Bapho the imp can fly out and scout while we stay in place. That way we should have some time to prepare once they come. Any suggestions how we keep Darian alive?"

I'm hoping the imp would spot them and give us a warning so we could get a few rounds of prep time. I have spells like Hold person, but if those guys are paladins then they are unlikely to work


Having the imp scout is no problem. Any other prepping before contact happens?


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

Standard buffing, hellhound summoning, Xeram bumping, cursing GM's Save dice & rolling above an 8. What did I miss? Let's begin. :) Dang I need to figure out CL for a dagger of mercy.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral is hiding out of the way, ready to evaluate the opponents when they come into view, trying to figure possible classes.

Stealth: 1d20 + 13 ⇒ (19) + 13 = 32


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

If we get the warning, casting: Magic circle against Good, Mirror image, Shield, Owl's Wisdom. More spells coming when the enemies are in sight


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

prot good, corruption resistance. and when combat starts, sense vitals on our assassin. +2d6 sneak attack damage (5 rounds) on gertrart.


Bapho reports there are eight total mounted knights coming, two columns of four. Thirty seconds later, and so you could have 5 rounds of buffing... the Knights of Alerion emerge from the trees into sight about 60' away. Of course, you heard them coming. We can assume Malleck got off his last spell just before the Knights came out of the trees.

Spoiler:
=Initiative]

Mordecai: 1d20 - 1 ⇒ (19) - 1 = 18
Gertrart: 1d20 + 0 ⇒ (13) + 0 = 13
Malleck: 1d20 + 1 ⇒ (15) + 1 = 16
Taeral: 1d20 + 4 ⇒ (5) + 4 = 9
Xeram: 1d20 + 2 ⇒ (8) + 2 = 10
Valin: 1d20 + 2 ⇒ (19) + 2 = 21
Knights: 1d20 + 1 ⇒ (7) + 1 = 8

One of the two Knights, who has a magnificent banner rising up out of his saddle, in the front row recognizes you for what you are, and specifically looks at Malleck. He presses his steed into a charge, and it leaps out towards Malleck. Malleck feels exposed to the man's charge as he gets closer lowers his lance, and ...

Sir Valin Charge: 1d20 + 22 + 1 + 3 ⇒ (9) + 22 + 1 + 3 = 35
Sir Valin Damage: 3d8 + 48 ⇒ (5, 7, 5) + 48 = 65

Check me on that damage number guys. 18 STR, so +4 DMG, +6 with a 2H weapon. +1 weapon. +9 for a 9th level Cavalier charging. That would be 1d8+16, but with Spirited Charge for a lance, the damage triples, yes? And so 3d8+48?

He goes roughly 30' beyond Malleck and turns around ready to make his next charge (Ride by Attack)

The entire party is up before the Knights go.

GM:

Valin: Banner (+1 to hit, +2 saves), Challenge Malleck (+3/+9)
Knights: Banner (+1 to hit, +2 saves), +3 to hit Malleck


The remaining 7 nights are in 2 columns like this, with 5' between each row and column:

XX
XX

XX XX
XX XX

XX XX
XX XX

XX XX
XX XX

The blank space in the front row is where Sir Valin was.

It certainly does look like a great fireball formation, if one was so inclined.


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, could we have crafted a wand of mage armor?
Xeram's AC would benefit from it a lot.

If we could have crafted the wand, Xeram's pre combat buffs are Shield & Mage armor, making his AC 20.

If we have 5 rounds of buffing....can Xeram ready a spell?


If there was time for the wand, then sure

No readying of actions outside of combat.


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

Just wondering. ^^

Xeram sees the lance's huge impact on Malleck.

"A good thing you're so much muscle, any lesser man would have been taken down right there."

How close together are the other knights?
How many would i get with a 20 feet radius spell like fireball?


You see my chicken scratching up above? They have 5' between them. So, a FB placed squarely in the middle of row 3, looks like it should hit all men and beasts in rows 2-4. The only one of the 7 Knights it would miss would be the front row one.

Likewise, if you fired in the middle of row 2, it would hit rows 1-3, but none in row 4.


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 lets loose his sadistic love for fire, and fires (pun intended) off a fireball, to catch as many as possible.

DC 20 for half.

[dice=FWOOSH]8d6[{dice]

I should pick up some metamagic feats in the future.


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

OOOOOUCH!!!!! and +22 to hit?! wow.... okay. this needs to end ASAP... need a bit of healing guys, im on 8HP. Now, my turn, with smite, AC vs Valin 33

Malleck could feel his insides burst and bleed from the terrible blow of the charging monster, so, it was only fitting that he should return the favour, but first, he had to dismount the knight of his former brotherhood

Infernal
"Bring down their horses first" he hopes his allies understand the gravity of their situation.

Nubis charges the horse, hopefully provoking an ttack from it's rider
Attack Charge: 1d20 + 15 ⇒ (7) + 15 = 22
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Then he charges the rider, his Katana wreathed in black flames
Attack: 1d20 + 14 + 2 + 5 ⇒ (19) + 14 + 2 + 5 = 40
Attack Crit?: 1d20 + 14 + 2 + 5 ⇒ (2) + 14 + 2 + 5 = 23
Damage: 1d8 + 6 + 8 + 2d6 ⇒ (1) + 6 + 8 + (1, 2) = 18
Bonus Damage?: 1d8 + 6 + 8 ⇒ (6) + 6 + 8 = 20


Knight 2 Reflex: 1d20 + 2 ⇒ (18) + 2 = 20 Success
Horse 2 Reflex: 1d20 + 5 ⇒ (12) + 5 = 17 Fail
Knight 3 Reflex: 1d20 + 2 ⇒ (9) + 2 = 11 Fail
Horse 3 Reflex: 1d20 + 5 ⇒ (5) + 5 = 10 Fail
Knight 4 Reflex: 1d20 + 2 ⇒ (4) + 2 = 6 Fail
Horse 4 Reflex: 1d20 + 5 ⇒ (2) + 5 = 7 Fail
Knight 5 Reflex: 1d20 + 2 ⇒ (15) + 2 = 17 Fail
Horse 5 Reflex: 1d20 + 5 ⇒ (17) + 5 = 22 Success
Knight 6 Reflex: 1d20 + 2 ⇒ (14) + 2 = 16 Fail
Horse 6 Reflex: 1d20 + 5 ⇒ (17) + 5 = 22 Success
Knight 7 Reflex: 1d20 + 2 ⇒ (18) + 2 = 20 Success
Horse 7 Reflex: 1d20 + 5 ⇒ (3) + 5 = 8 Fail

Xeram's dice didn't roll right:

Fireball: 8d6 ⇒ (6, 4, 3, 3, 5, 4, 5, 5) = 35

All of the horses (2-7) drop to the ground... and their knights are dropped to the ground...

Knight 2 Ride: 1d20 + 7 ⇒ (8) + 7 = 15
Knight 3 Ride: 1d20 + 7 ⇒ (2) + 7 = 9
Knight 4 Ride: 1d20 + 7 ⇒ (17) + 7 = 24
Knight 5 Ride: 1d20 + 7 ⇒ (7) + 7 = 14
Knight 6 Ride: 1d20 + 7 ⇒ (12) + 7 = 19
Knight 7 Ride: 1d20 + 7 ⇒ (7) + 7 = 14

Only Knight 4 lands on his feet.

GM:

Valin: Banner (+1 to hit, +2 saves), Challenge Malleck (+3/+9)
Knights: Banner (+1 to hit, +2 saves), +3 to hit Malleck

Knight 1: Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 1: Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 2: 17, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 2: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 3: 35, Prone, Banner, (+1 to hit, +2 saves), +3 to hit Malleck
Horse 3: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 4: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 4: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 5: 35, Prone, Banner, (+1 to hit, +2 saves), +3 to hit Malleck
Horse 5: 17, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 6: 35, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 6: 17, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 7: 17, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 7: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck


Nubis moves up to attack Marquesa, Sir Valin's horse...

Sir Valin does get an AOO with his lance against Nubis...

To Hit Lance: 1d20 + 14 ⇒ (1) + 14 = 15 MISS!
DMG: 1d8 + 7 ⇒ (1) + 7 = 8

Nubis misses Marquesa!!! And yes, -2AC for the Charge!

Malleck rushes up and smacks Sir Valin, hard! The crit confirmed

Did Malleck want to Swift Heal himself?

GM:

Valin: 38, Banner (+1 to hit, +2 saves), Challenge Malleck (+3/+9)
Marquesa: Banner (+1 to hit, +2 saves), +3 to hit Malleck

Knight 1: Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 2: 17, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 3: 35, Prone, Banner, (+1 to hit, +2 saves), +3 to hit Malleck
Knight 4: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 5: 35, Prone, Banner, (+1 to hit, +2 saves), +3 to hit Malleck
Knight 6: 35, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 7: 17, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 1: Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 2: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 3: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 4: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 5: 17, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 6: 17, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 7: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck


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 dont think i can. Since smite is my swift for the round. I'd rather have an AC of 33 than a couple more HP since he hits very hard

-Posted with Wayfinder


Malleck of Alerion wrote:

i dont think i can. Since smite is my swift for the round. I'd rather have an AC of 33 than a couple more HP since he hits very hard

-Posted with Wayfinder

Oh right!!! At least he can't charge you again!

Malleck of Alerion wrote:
OOOOOUCH!!!!! and +22 to hit?!

The author often screws up numbers, so give me a sec to check that +22.

+9 BAB
+4 STR
+1 Focus
+4 Charge
+1 Weapon
+1 Height

I'm missing 2 points.

The other +1 I added was for the Banner, and +3 for the challenge, so maybe it is 2 too high, I'm not sure where the author got it from.


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

okay. So in theory, by getting so close. I lessened his to hit by 6. So only +16? Means now he needs 17 to hit... yey. I may actually survive long enough to heal a bit

-Posted with Wayfinder


Even better, when not charging his damage is lower, although he gets the Challenge damage against you.


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

nothing i can do about damage. But i can do something about his hit chances. Anywho. Continue! =^^=

-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
Grymp wrote:


Check me on that damage number guys. 18 STR, so +4 DMG, +6 with a 2H weapon. +1 weapon. +9 for a 9th level Cavalier charging. That would be 1d8+16, but with Spirited Charge for a lance, the damage triples, yes? And so 3d8+48?

Does he have a shield? the lance can be wielded one handed while mounted and might not get the 2H +6.

Is the banner down? That will be my target if not. If so I will go after the remaining knight standing.

After the blast, Gertart steps out of the forest and into the battle. His newly repaired blade seems to be filled with a thick red liquid as he steps up to the knight and slashes at him before he notices the half-orcs presence.

schlickt: 1d20 + 11 ⇒ (3) + 11 = 14, dmg: 2d4 + 7 ⇒ (2, 3) + 7 = 12+ SnAtk: 5d6 ⇒ (1, 6, 2, 5, 1) = 15+sense vitals?: 2d6 ⇒ (4, 5) = 9+ unholy: 2d6 ⇒ (4, 5) = 9

Typing all that up was impressive, let's hope it rolls as well. :) EDIT: below an 8, naturally. Well, here's hoping for a low ff AC


Gertrart aka Blood Desecrator wrote:
Grymp wrote:


Check me on that damage number guys. 18 STR, so +4 DMG, +6 with a 2H weapon. +1 weapon. +9 for a 9th level Cavalier charging. That would be 1d8+16, but with Spirited Charge for a lance, the damage triples, yes? And so 3d8+48?

Does he have a shield? the lance can be wielded one handed while mounted and might not get the 2H +6.

Is the banner down? That will be my target if not. If so I will go after the remaining knight standing.

No, the FAQ says they still get the 1.5 damage when one handing the lance, which the author did get wrong, but I corrected.

I interpret that you were near to be able to attack Sir Valin (who had the banner). Even with some penalties to his AC for flat footed, charging, challenging someone else, you'd miss, BUT you didn't account for flanking, and i'll give you that! So you hit!

Sir Valin is still up and fighting, but not looking good.

GM:

Valin: 83, Banner (+1 to hit, +2 saves), Challenge Malleck (+3/+9)
Marquesa: Banner (+1 to hit, +2 saves), +3 to hit Malleck

Knight 1: Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 2: 17, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 3: 35, Prone, Banner, (+1 to hit, +2 saves), +3 to hit Malleck
Knight 4: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 5: 35, Prone, Banner, (+1 to hit, +2 saves), +3 to hit Malleck
Knight 6: 35, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 7: 17, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 1: Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 2: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 3: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 4: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 5: 17, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 6: 17, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Horse 7: 35, Banner (+1 to hit, +2 saves), +3 to hit Malleck


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'

Where is this banner at? On his lance?

Tearal moves out of his hiding toward the rest of the mounted knight.
When he gets as close as he dares, he reaches down to the earth and bring forth magical darkness.

Moving as close to the front of the column with out provoking and casting deeper darkness. 60' Radius Deeper Darkness. That should prevent them from charging or seeing the cavalier (Sir Valin).

Also assuming the ambient light is normal natural light, it will result in the area being darkness, but darkvision will not work.

------------------------------------------------------
On Going Effects: deeper darkness, 60' rad, 80 min;


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

"Good work, Xeram" Mordecai says, admiring the burning corpses.

Without the horses, and the darkness in front of them, the knights will surely be delayed. Thus best to concentrate on the biggest threat. Mordecai calls the power of Asmodeus to hold the pesky cavalier in place.

Hold person, Will save DC 20


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
Mordecai wrote:
Good work, Xeram

"It was my pleasure.", as he grins at the result of his fireball.

"But we've still targets to vent our boredom upon, wouldn't you agree?"


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

reminder to GM: Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.


His banner rises up from a stanchion in his saddle.

The darkness engulfs the knights, remember, most of them are not mounted any more, their horses got fried, but still darkness for all, but not unnatural darkness.

Sir Valin Will: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21 Success!


I'll get the Knights and Sir Valin later. Pancake breakfast to attend!


You can hear a whole lot of groaning and cursing from within the darkness, but finally, the one knight that had landed on his feet. He emerges from the darkness and gets up to Mordecai

Knight 1: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Damage: 1d8 + 7 ⇒ (7) + 7 = 14

Crit confirm...

Knight 1: 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

Several of the other knights emerge from spots around the darkness, and some are still inside. It's quite chaotic!

Sir Valin, being the honorable man that he is, leaps from his saddle, grasping his longsword as he does so...

Quick Dismount Attempt: 1d20 + 17 ⇒ (17) + 17 = 34 Success!

He salutes Malleck and says, "I know who you are Malleck, I shall bring you to justice," and attacks!

Sir Valin Longsword: 1d20 + 13 + 1 + 3 ⇒ (9) + 13 + 1 + 3 = 26
Damage: 1d8 + 4 + 9 ⇒ (5) + 4 + 9 = 18

Marquesa (the horse) attacks Nubis...

Marquesa bite: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 1d4 ⇒ 4

Crit confirm...

Marquesa bite: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d4 ⇒ 4

Marquesa hoof: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Marquesa hoof: 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

The party is up!


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 Xeram can get a clustershot off, he'll toss another fireball.

Concentrating, the fireball bears a faint visage of a skull with its mouth open.

FWOOSH: 8d6 ⇒ (5, 2, 6, 4, 1, 3, 1, 4) = 26


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 glows slightly, dark flames engulfing and healing some of the wounds that was given to him by the knight, relieving some of the pain only momentarily
LoH: 4d6 ⇒ (3, 3, 3, 5) = 14

"No, 'brother', you will be the one to fall, you and your entire house"

He swiftly engages the cavilier, though, if he should fall from the first attack, he will redirect to the horse, and provide flanking for Nubus
Attack 1: 1d20 + 14 + 5 ⇒ (13) + 14 + 5 = 32
Attack 2: 1d20 + 9 + 5 ⇒ (1) + 9 + 5 = 15

Damage 1: 1d8 + 6 + 8 + 2d6 ⇒ (6) + 6 + 8 + (3, 1) = 24
Damage 2: 1d8 + 6 + 8 + 2d6 ⇒ (4) + 6 + 8 + (6, 5) = 29

While his Cerberi tries to maul the horse
Attack 1: 1d20 + 13 ⇒ (4) + 13 = 17
Attack 2: 1d20 + 13 ⇒ (7) + 13 = 20
Attack 3: 1d20 + 13 ⇒ (18) + 13 = 31
damage: 1d6 + 5 ⇒ (3) + 5 = 8

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