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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Indeed, Malleck's first attack does drop Sir Valin!

However, he misses Marquesa. Nubis' third attack strikes Marquesa.

Xeram is able to finish off 4 of the Knights and most of the horses, but not the one that is up on Mordecai.

GM:

Valin: 107, Banner (+1 to hit, +2 saves), Challenge Malleck (+3/+9)
Marquesa: 8 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'

So as I cannot imagine the field layout at all, as a 60' radius darkness which prevents darkvision from functioning, and should have resulted in anyone inside of it moving at half speed, but still allows enemies to engage with my allies with no miss chance and/or able to move 60' some feet, Taeral will just be bewildered.

Taeral begins a dirge of doom, telling the tale of a border keep meant to keep the northern hordes away from the south, only to fall by treachery from within.

Dirge of Doom, all enemies within 30' are shaken, if they can hear the dirge. No save.

He will then move the in the direction of this allies.
Move 15'.

------------------------------------------------------
On Going Effects: dirge of doom, 30', shaken (Enemies), performance; deeper darkness, 60' rad, 80 min;


Taeral wrote:
So as I cannot imagine the field layout at all, as a 60' radius darkness which prevents darkvision from functioning, and should have resulted in anyone inside of it moving at half speed, but still allows enemies to engage with my allies with no miss chance and/or able to move 60' some feet, Taeral will just be bewildered.

My apologies! In my lame defense, deeper darkness lowers the light level by 2 levels. We never established exactly how dark it is outside to begin with, but I definitely said it wouldn't yet be dark before they arrived. If it is "bright" light, which seems unlikely in the woods, then deeper darkness would bring it down to "dim" light. If it is "normal" light, which seems more likely, then it would bring it to "darkness" but not "supernatural darkness," so, yes, that seems like how I should have handled it. Especially with a 60' radius which should be large enough to encompass this entire battlefield.

Again, my apologies! Attribute it to Mitra protecting her warriors, you're the Bard, write the after action report however seems right to you!


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

[ooc]Barely have access today, but to keep you from waiting on me.falchion: 1d20 + 11 ⇒ (6) + 11 = 17,
dmg: 2d4 + 7 ⇒ (3, 1) + 7 = 11 plus snk: 5d6 ⇒ (6, 2, 5, 1, 4) = 18
dmg: 1d6 ⇒ 4 plus unholy: 2d6 ⇒ (4, 2) = 6


Gertrart misses Marquesa.


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 had Mirror image on, but looks like I didn't roll for the number of images...
Number of images: 1d4 + 2 ⇒ (4) + 2 = 6

Attack hits on... (1 is the real Mordecai): 1d7 ⇒ 3

The knights attack hits one of Mordecai's illusory doubles. But very much uninterested in staying so close to sword-swinging agent of good, the tiefling takes a step backwards. And quickly opening a small portal to Hell, he calls forth a Cerberi to stand between himself and the enemy.

5ft step back, summon monster IV, sacred summons (cast as std action), evolved summon monster (Claws), augment summoning

The three-headed beast appears with a puff of smoke and brimstone. And immediately all the heads start attacking the knight.
Bite & damage: 1d20 + 13 ⇒ (9) + 13 = 221d6 + 5 ⇒ (5) + 5 = 10
Bite & damage: 1d20 + 13 ⇒ (4) + 13 = 171d6 + 5 ⇒ (2) + 5 = 7
Bite & damage: 1d20 + 13 ⇒ (16) + 13 = 291d6 + 5 ⇒ (4) + 5 = 9
Rend extra damage: 1d6 + 7 ⇒ (6) + 7 = 13 If 2 attacks hit
Claw & damage: 1d20 + 13 ⇒ (18) + 13 = 311d6 + 5 ⇒ (6) + 5 = 11
Claw & damage: 1d20 + 13 ⇒ (5) + 13 = 181d6 + 5 ⇒ (2) + 5 = 7


Morecai, when you take your 5' step back, the Knight that is on you mirrors you and steps up to stay with you.

Would you like to continue with your action to summon the beastie?

Once we resolve that matter, my guys will be up.


Mordecai? Are you casting with the knight in your face?


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

In that case, is allowed to change the 5ft into move action and move 25ft more? (taking AoO from the move). Then cast the spell from safe distance

If not, then Mordecai will cast the spell with the knight next to him, but defensively

Cast defensively, concentration check. DC 23: 1d20 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23


I read the Step Up Feat as basically designed for exactly this situation, once you make the decision to make a "5' step" you're locked into that and then can't decide to move 15' more and make it a Move action. So we'll go with your choice to cast defensively, which works!

Ok, so bites 1 and 3 hit, so with the rend, that is 32 damage, and then 11 more for the first claw, for a total of 43! Which drops him.

Only knights 2 and 3 are still up, and both of them are inside the darkness and quite wounded.

Marquesa will continue to attack Nubis...

Marquesa bite: 1d20 + 13 ⇒ (6) + 13 = 19
Damage: 1d4 + 7 ⇒ (3) + 7 = 10

Marquesa hoof: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Marquesa hoof: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d6 + 3 ⇒ (2) + 3 = 5

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

Xeram snickers, and holding his palm open, he whispers in an icy cold tone..

"Magic missiles, strike down my targets."

Xeram had gotten those fancy see-in the dark-glasses, so he aims those MM at knight 2, if before the last (3rd) missile he drops, the last one goes at 3.

MM #1: 1d4 + 1 ⇒ (4) + 1 = 5
MM #2: 1d4 + 1 ⇒ (1) + 1 = 2
MM #3: 1d4 + 1 ⇒ (1) + 1 = 2


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 can use me a knight. I'll take the last one alive. Gertart moves into the darkness to attack the remaining knight.

falchion: 1d20 + 11 - 4 ⇒ (17) + 11 - 4 = 24, dmg: 2d4 + 7 ⇒ (3, 1) + 7 = 11 plus unholy: 2d6 ⇒ (2, 2) = 4 (non-lethal)


Xeram's missiles hit and don't drop the Knights. Gertrart moves in and attacks K2, and hits. K2 and K3 are still up.

GM:

Valin: 107, Banner (+1 to hit, +2 saves), Challenge Malleck (+3/+9)
Marquesa: 8 Banner (+1 to hit, +2 saves), +3 to hit Malleck

Knight 1: 43, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 2: 39, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 3: 37, 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'

Taeral moves though the darkness in the direction of the combat, while he continues his dirge of doom performance.

Move 30' in the darkness, Dirge of doom (all enemies w/in 30' that can hear Taeral become shaken, no save.

------------------------------------------------------
On Going Effects: dirge of doom, 30', shaken (Enemies), performance; deeper darkness, 60' rad, 80 min;


Oops! Add -2s to Marquesa's attacks!


Mordecai and 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

Nubis will once again go at the horse
Attack 1: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
Attack 2: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
Attack 3: 1d20 + 13 + 2 ⇒ (6) + 13 + 2 = 21

Damage 1: 1d6 + 5 ⇒ (3) + 5 = 8
Damage 2: 1d6 + 5 ⇒ (2) + 5 = 7
Damage 3: 1d6 + 5 ⇒ (3) + 5 = 8

Let me know how many hit, so i can roll for rending, or you can roll for it too GM

Malleck will also attack the horse, if it has not gone down, if it does, he will charge who ever is still standing

Attack 1: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
Attack 2: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15

Damage 1: 1d8 + 6 ⇒ (3) + 6 = 9
Damage 2: 1d8 + 6 ⇒ (5) + 6 = 11

Also, not sure if the beast has a good alignment, since its a companion and all, if it does, and attacks hit, add an extra 2d6 damage to each hit


All three of Nubis' attacks miss!

Malleck also misses.

That horse is dynamite, and may destroy all of you!


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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

pfffft. Glue factory is all im saying

-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

Mordecai commands the cerberi to go hunt the knights, and thus the devilish hound charges into the darkness.

Bite, charge @K3: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 271d6 + 5 ⇒ (5) + 5 = 10

The other standing knight gets punished by the tiefling's magic missiles.

Magic missile: 4d4 + 4 ⇒ (2, 4, 1, 3) + 4 = 14


Ok, K2 drops from the attacks of the unknown beast!

Marquesa continues to attack Nubis...

1d20 + 13 ⇒ (7) + 13 = 20
1d4 + 7 ⇒ (2) + 7 = 9

1d20 + 11 ⇒ (14) + 11 = 25
1d6 + 3 ⇒ (4) + 3 = 7

1d20 + 11 ⇒ (16) + 11 = 27
1d6 + 3 ⇒ (5) + 3 = 8

GM:

Valin: 107, Banner (+1 to hit, +2 saves), Challenge Malleck (+3/+9)
Marquesa: 8 Banner (+1 to hit, +2 saves), +3 to hit Malleck

Knight 2: 39, Prone, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 1: 43, Banner (+1 to hit, +2 saves), +3 to hit Malleck
Knight 3: 47, 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


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

Ah, i forgot 1 MM.

Back at his turn..

MM #4: 1d4 + 1 ⇒ (1) + 1 = 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

also forgot my own swift action.... also was thinking of pulling Nubis away then i remembered he has the most HP of the whole group :P that horse is not gonna drop him that quickly
LoH: 4d6 ⇒ (3, 4, 3, 3) = 13

-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

Gertart moves to the last standing knight. In an attempt to take more hostages, he stabs with the back of his blade. ...I think it is our turn...?

slorkt: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11 (non-lethal), splat: 2d4 + 7 ⇒ (4, 3) + 7 = 14, unholy: 2d6 ⇒ (4, 6) = 10


Shall we call this fight then? I think K2 was dead from the Cerberus.

Only Marquesa is up, and she is worthless to you once this is done.

Loot:

Sir Valin: potion of cure moderate wounds, +1 lance, longsword, masterwork full plate, masterwork heavy steel shield, silver and sapphire holy symbol of Mitra (250 gp)

Marquesa: masterwork studded leather barding

Knights (x7): longsword, lance, dagger, masterwork full plate, heavy steel shield, silver holy symbol of Mitra

Of this force, only 2 of the knights have survived the fight. They are each 5th level fighters. They are LG, so their HD can be used to fuel a ritual if desired. Neither of them are relations of The Victor.


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

Yes, fuel for my ascencion to lichdom. ^^


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

"Tell me about Sir Valin's family? Where does he hail from? What of his father? Brothers?"


The knight responds, "his family? Sir Valin was from the Southern Heartlands. I think his parents still reside there, and his father is some sort of Lord or other. I know not of any brothers."

Sense Motive DC 22:
He is clearly holding something back. With a little bit of "motivation" he spills the beans that Sir Valin's young wife and newborn son are back at Castle Farthyn, which protects Farholde.


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

SM : 1d20 + 14 ⇒ (1) + 14 = 15

"Southern Heartlands, eh? A bit far, we would need some fast transport to get there."


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'

Can we also get Sir Valin's banner, and it is identifiable has his banner. Maybe a personal heraldry or family heraldry. nothing like demoralizing the opponents with this previous leader gear.

Taeral listen's to the line of questioning, waiting for opportunities to add relevant information.

Sense Motive: 1d20 + 17 ⇒ (19) + 17 = 36

"While you say you know nothing really about Sir Valin's family, I am sure my contacts wouldn't mind finding out more about your family. Are you sure you don't remember anything else about Sir Valin's family?

Everyone can read the Sense Motive spoiler.


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

A valid point from Taeral, on the demoralizing of the enemy.

Xeram looks at the interrogation with amusement.

Just look at that one squirm. Victory is such satisfactory.


So, he spills the beans about his wife and child.

The banner is his heraldic device. It is not magical in any way. As a cavalier, with his banner up, it had powers, but not now.


During the middle of week 26, Grumplejack goes to assist with one of the standard tri-daily rituals. Taeral was conducting the ritual, let's say.

Grumplejack became very dizzy upon entering the Sanctum of Vetra-Kali, and started muttering about how he had been here before. He began complaining about how he was incredibly thirsty. Taeral tried to quench the ogre's thirst with water and wine, and while he thought of blood, he turned to the unholy water that is created from the statue of Vetra Kali. As Grumplejack drank the unholy water he underwent a transformation. His horns, which were always there, and perhaps you now realize are unusual in his kind, grow much larger, and he somehow seems a more sinister creature than he was before.

Grumplejack emerges from the transformation a more powerful ally, and he somehow has the magical ability to fly.

To quote the module, "He is something mightier and he is grateful."


Are we ready to advance to week 27 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

Ready and willing


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


Very well!

It is the middle of the week of the 27th week. Nothing having happened recently, other than Grumplejack's miraculous transformation, your group was just setting down to a meal to discuss whatever it is when you discuss. You have taken to having your meals in room 2-20, for reasons I can only guess at.

The ground shakes within the Horn. More correctly, the entire Horn shakes as you hear several loud screeches, from what you don't know. What is clear to you is that the sounds are coming from above you within the Horn.

I will remind you that rooms 1-27A, 2-20A, and 3-9 have teleporters.

You all stood when the place first starting rocking and you heard the noise, so what's your 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

The top is our priority, heading to see and most likely defend the ritual sight

-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'

Taeral moves as quickly as possible via the teleports to get to the scrying room. From there he will update others of what was found, if he doesn't encounter something on the way. Additionally he can call on Hexor and Vexor to assist in any needed defense.


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

"Do you think that dragon found us then?" Does it sound like the third floor or the fourth? Gertart takes the chair up to the third level. (or stairs to fourth). "Perhaps the horn has provided another ally."


Male Human Wizard 6

In week 26, Faustus will begin his work for Mordecai's headband of wisdom.

Let me know which I am making.

Headband of Inspired Wisdom +2

  • Raw Material Cost: 2000gp
  • Prerequisites: Craft Wondrous Item, owl's wisdom
  • Crafted for: Mordecai
  • Time: 4 day / 2 days (Cooperative)

    Headband of Inspired Wisdom +4

  • Raw Material Cost: 8000gp
  • Prerequisites: Craft Wondrous Item, owl's wisdom
  • Crafted for: Mordecai
  • Time: 16 day / 8 days (Cooperative)

    Headband of Mental Prowess +2

  • Raw Material Cost: 5000gp
  • Prerequisites: Craft Wondrous Item, owl's wisdom, either eagle's splendor or fox's cunning
  • Crafted for: Mordecai
  • Time: 10 day / 5 days (Cooperative)

    Headband of Mental Prowess +4

  • Raw Material Cost: 5000gp
  • Prerequisites: Craft Wondrous Item, owl's wisdom, either eagle's splendor or fox's cunning
  • Crafted for: Mordecai
  • Time: 40 day / 20 days (Cooperative)


  • Taeral wrote:
    Taeral moves as quickly as possible via the teleports to get to the scrying room. From there he will update others of what was found, if he doesn't encounter something on the way. Additionally he can call on Hexor and Vexor to assist in any needed defense.

    I believe S-1 is what you mean by "the scrying room."

    Don't you need to go down deep and then up the long steps to get there? Unless you guys have knocked down some walls. Remember the way to get there was quite hidden.


    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

    Stairs to the fourth floor are hidden on the second & pass through an area of the third that is not connected to the rest of the third floor. The chairs will not help if the commotion is on the fourth floor. That is why I asked about which floor the noise is coming from....


    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'

    The stairwell that terminates in 3-12, can be accessed via rooms 2-20 (throne in room), 1-27 (throne in room) and C5 (cavern). 3-12 connects to 3-13, which in turn connects to S-1. So the fastest way to S1 is by getting to room 2-20, then up two spiral flights of stairs.

    Once we have gotten to 3-13, Hexor and Vexor can teleport us anywhere in the Horn.


    Perception DC 20:
    Ok, let's make this "easy." From where you are in room 2-20, it is clear to you that the ruckus is almost right over your heads on the third level.


    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

    Perception: 1d20 + 10 ⇒ (4) + 10 = 14 *le sigh* :)


    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

    Perception: 1d20 + 13 ⇒ (12) + 13 = 25
    You need to be alert, when you're an evil sorcerer.

    Xeram stands still, his ears and eyes peeled.
    His head goes slightly upwards.

    "The commotion is coming from right above us. Quickly, we should inspect at once."


    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
    Faustus of Ghastenhall wrote:


    Headband of Inspired Wisdom +4
  • Raw Material Cost: 8000gp
  • Prerequisites: Craft Wondrous Item, owl's wisdom
  • Crafted for: Mordecai
  • Time: 16 day / 8 days (Cooperative)

  • I think going for +4 at this point makes sense. But how much gold do we have. Wasn't gold listed in the loot sheet at some point?

    -- the situation at hand --

    "What the hell is going on!? Is it coming from the sanctum? Bapho, fly up and investigate." Mordecai commands his familar, and protects his own well-being by casting Mirror image.


    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

    "Sigh... As you command master," the imp says reluctantly, turns invisible and starts flying up the staircase.

    He flies into 3-13, and reports what he finds.


    Bapho wrote:

    "Sigh... As you command master," the imp says reluctantly, turns invisible and starts flying up the staircase.

    He flies into 3-13, and reports what he finds.

    The stairs in 2-20 are encased within the pillar. They can only be reached by going down into the lower levels, and then coming back up. And then they come up to 3-12.

    There is a portal chair in 2-20 and a destination/circle in 3-9 if going up a level is the goal. I'll assume you guys have been using the porters enough to remember this and know which magic word takes you to each location.

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