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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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

Only two people have rolled the perceptions for level 1 or 2. No one has looked at level 3 (got side tracked by minotaur).

As far as the oozes, I think they would be great additions to traps, but won't stop any one from clearing them out.

As far as the golem. I would like to rebuild it & can provide some of the necessary materials, but have no craft (alchemy). I have racks in an unnamed craft, I could make it alchemy, but is a bit out of character.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Once we level. Put it as alchemy. Just make it that the construct really peaked your interest and you began to obsess a bit about bringing it back into a working order

-Posted with Wayfinder


Roll20 Maps Loot

As I will disappear for two weeks starting this Saturday, my plan is to get us however far we can this week, and then have you level up while I'm gone.

So, let's try and do as much as possible, which, ummm, so that it helps your decisions and such during leveling up, perhaps if you could hurry on and do room 3-5?


Roll20 Maps Loot

Ok, we fly out tomorrow morning. Unlikely that I'll be able to post again until 4 January.

Everyone go ahead and level up.


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

Did we finish 3-5? I feel like I missed something (conjuration magic?)


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Have a safe trip.

Leveled up. No more Xixik. Now have Nubis. Cerberi =^^=

-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

As it turns out, poison use is tied to the alchemy skill. (I think we have always home ruled it as it's own skill). Gertrart has been playing with poison, so has been working on alchemy. :) I said Gertart was spending time in the cardinal's library, way back when. I will have to search the threads, but I might have even mentioned researching poison back then with the intent of going assassin.

hp roll: 1d8 ⇒ 8 woot :)


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

Someone has listed much of the tasks of the horn on the loot sheet. I am not sure if they include the places that we need to repair. I will try and bold those that need work.

It looks like we will need to do some recruiting for militia and probably repairs as well. I am guessing some of you may soon have followers along as part of the Leadership feat?

I can now make magic arms & armor, so I need to do some recruiting of my own for...

Grymp wrote:
Curaigh wrote:
If that could instead be supplemented with XP, I have a concept brewing. More specifically if the character can supplement it with someone else's XP. Most specifically supplement with deluded but willing thralls or in a pinch unwilling... recruits.

I find this to be a decent example of this rule "If it is thematic and cool, I may rule for it"

How about this:

  • Supplemental gp value can be made up with the sacrifice of unwilling victims at a rate of 100gp per HD
  • This can only be done for supplemental gp. You can't sacrifice 20 1HD people to make a +1 sword.
  • Non-sentient or willing creatures cannot be used for this purpose
  • The process takes the usual length of time, so 2 days for a +1 sword, so you can't break into a place, do the deed in 20 minutes, and leave with a +1 weapon, You need to have a place ready for the transfer.
  • If I believe the rule is being abused, I'll nix it. Evilness like this should be used judiciously. Make sense? At higher levels, prisoners will have more HD, or you can sacrifice a church full of parishioners in a blazing fire, so I intend to be liberal with this.
  • I can get a +2 with my caster level, but I will have to get a smith set up. That will be my first goal here, however I also need to spend time repairing an alchemist shop, repairing the golem, and harvesting fish-poison. As the resident engineer Gertart touches his hat and grows a braided dwarven beard on his graven dwarven face. I might have to oversee much of the repairs, but I am hoping those are only overseeing.

    Other thoughts or goals?


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    Boggarts can be minions =^^=
    No leadership feat for me. Due to template and discussion with GM =^^=

    -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

    Lvl gains:

    HP +5 (average +1 con)

    Known:
    +1 lvl 1 spell => Snowball
    +1 lvl 2 spell (+1 a/day) => Blindness/Deafness (awesome curse)
    +1 lvl 3 spell (+1 a/day) => Explosive runes (yeah baby!)

    Bloodline Feat: Improved Initiative
    Bloodline spell: Dispel Magic

    Skills:
    Bluff +1
    Intimidate +1
    Perception +1
    Sense Motive]+1
    Spellcraft +1

    Lvl Feat: Toppling spell/toughness?


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    I think toughness is a trap feat.... im sure there are many other feats that you can benifit from

    -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

    I like toughness, especially as it scales with HD. It is something I take often in particular with Prestige classes when favored class bonuses go away.

    I also like the meta-magic feats as they add some nice flavor to a spell. However I struggle with taking them, mostly because I think the 'spell level tax' is too high on them. This is worsened by metamagic rods. This campaign doesn't seem to have the magic shop mentality of the system, so maybe a meta-magic feat is more worthwhile. Toppling is one of my favorites (burning & lingering as well :)

    +8 hp
    +1 BAB
    +1 to F, R, W (+1 vs poisons)
    uncanny dodge
    +1 to Craft (smith), Disable Device, Disguise, UMD, Sense Motive, Sleight of hand
    +2 Perception
    Craft magic arms & armor (Speaking of feat traps. Long time coming that... I hope the slaying sacrificing of loyal Mitrans proves fun :)


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    Awesome stuff. Yah. That template is a game changer for this character
    Eventually want to have 3 abilities on my weapon:
    Keen. Unholy. Bane.

    -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

    The burning looks neat too, especially granted Xeram's taste for destruction with fire.

    By fire be purged!!

    But the toppling seems more useful in a tactical way, as the potential +4 for our melee are a useful bonus.


    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

    Lol. That may be true, but I choose character & flavor over mechanics.

    As I'm sure you've noticed. :) 'Tis also why I roll hp & tried the foible & favorite char gen.

    Gertrart has felt like a detriment especially in battle. Level 7 & 13 AC just don't go well together. I can hit me with only a 7 on the die. :) This archetype is also dependant on UMD of which there have been very little wands/scrolls.

    At Malleck, one goal is the keen falchion death attack. As soon as I finish mine I'll start on yours. That goes for everyone really. Magic weapons are yours for a few Mitran and aristocratic lives. :)


    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 have craft wondrous item too, last time.

    That aside, in advance, Merry Christmas all!


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    Have a wonderful and blessed Christmans =^^=

    -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

    Gertrart yawns after a gorging on turkey and chocolates. His neck pops as he stretches.


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    I will need to get myself a headband of charisma soon. Will give the minotaur my belt of con+2... since for my ritual to have a success rate of a 100% i will need 25cha. I will be able to cast the +4 buff on myself by then. So a cha of 21 is min =^^=

    -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 you ask me or Gertrart kindly, you could get one.


    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 do the weapons & armor. Wondrous would be later.

    Here is a little theory crafting test...

    +2 armor = 4,000gp = 2,000 & 20 HD of sacrifice*

    Doubtful I can take out a 20 HD creature on my own but what about my level (need 3 victims)? Or playing it safe, four 5 HD creatures? (Also more likely to find 5 HD targets >:)

    Paralyze a victim DC 16 Fortitude save, using party as examples.

    Level 7 Gertrart-type
    1d20 + 4 ⇒ (14) + 4 = 18
    1d20 + 4 ⇒ (2) + 4 = 6
    1d20 + 4 ⇒ (17) + 4 = 21

    Level 7 Malleck-type
    1d20 + 11 ⇒ (1) + 11 = 12
    1d20 + 11 ⇒ (20) + 11 = 31
    1d20 + 11 ⇒ (5) + 11 = 16

    Level 7 Xeram-type
    1d20 + 3 ⇒ (14) + 3 = 17
    1d20 + 3 ⇒ (5) + 3 = 8
    1d20 + 3 ⇒ (19) + 3 = 22

    *Gymp said only for supplemental gp, I'm translating that as half for the exercise, it could be more.

    Level 5 Gertart-type
    1d20 + 3 ⇒ (1) + 3 = 4
    1d20 + 3 ⇒ (10) + 3 = 13
    1d20 + 3 ⇒ (2) + 3 = 5
    1d20 + 3 ⇒ (12) + 3 = 15

    Level 5 Malleck-type
    1d20 + 10 ⇒ (3) + 10 = 13
    1d20 + 10 ⇒ (12) + 10 = 22
    1d20 + 10 ⇒ (1) + 10 = 11
    1d20 + 10 ⇒ (6) + 10 = 16

    Level 5 Xeram-type
    1d20 + 2 ⇒ (2) + 2 = 4
    1d20 + 2 ⇒ (16) + 2 = 18
    1d20 + 2 ⇒ (4) + 2 = 6
    1d20 + 2 ⇒ (6) + 2 = 8

    Gertart's average damage if the save is successful: 26 (2d4+4+4d6) plus poison from the death angel spine is Con damage.

    See, I wasn't kidding about liking to roll dice :)

    Not bad, I think I can manage capturing & binding four 5 HD Mitrans :)


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    I still have about 10 to sacrifice myself...
    thats for own ritual

    you do know you make the items at half price already? why do you need the 20hd of people?


    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

    Yeah...i don't know, i mean it's going to take a lot and lots of time, to amass the wealth for my own ritual. Only by then do i need an act of sufficient evil (like oh, erm, mass sacrifice?) to empower me.

    Sacrificing nobility or some of the royal household and servants would do, maybe?


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    GM did say the amount you need is less, and if possible we can take it from lvl9, we sacrifice a level and a feat


    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

    Btw, how's married life coming along?


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    Not much changed. except for this thing on my hand... drives me nuts sometimes.... only use to wearing a watch. no other body accesories


    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 of Alerion wrote:
    you do know you make the items at half price already? why do you need the 20hd of people?

    Aye, the 20 HD is the most expensive. It may be much less, but he also said it was for trading 'magic dagger for magic sword' I figured for an experiment I would try worst case scenario.

    I quoted the post above, but Grymp put 'XP for gp exchange' in the character gen rules. We need certain people for the ritual as well.
    ...
    I had to stop wearing my anniversary ring, & it is driving me nuts thinking i 've lost it, but I started out that way too (20 years ago :)


    Roll20 Maps Loot

    I am back and online. Let me see about getting a post up, hopefully tomorrow. Work got backlogged while I was gone.


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    welcome back


    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'

    level 7 gains....

    Bard +1
    BAB +1
    HP +4
    SR +1
    Spells/day Gained: 1x 3rd
    Spells Gained: Hideous Laughter, Fear, Good Hope
    Inspire Competence: +3
    Skills (8): +1 Perform(Comedy), +1 Perform(Oratory), +1 Perform(dance), +1 Perform(Percussion), +1 Spellcraft, +1 Kn(Arcana), +1 Kn(History), +1 Kn(Planes)
    Versatile Performance: Bluff +1, Intimidate +1, Diplomacy +1, Sense Motive +1
    Feat: Leadership
    Bardic Performance: +2 rds
    Spell Resistance: +1


    Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

    Welcome back. Going to level and then I'm good to go.


    Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

    Level 4

    +1 BAB
    +1 Fort
    +2 Rounds of rage
    +1 Rage Power (Surprise Accuracy)
    HP: 1d12 + 3 ⇒ (6) + 3 = 9 hp
    +2 skills


    Roll20 Maps Loot

    Don't roll hit points, just take half plus one,

    RPG Superstar Season 9 Top 16

    Got it.


    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

    Welcome back:

    Level 7:
    +1 will
    +7 hp
    +feat: Sacred summons
    +1 known sorcerer spell: Glitterdust
    Cleric CL 6
    Sorcerer CL 6


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    HP +7
    BAB +1
    Feat : Mask Of Virtue (Damnation Feat)
    +4 Skill Points
    +1 2nd Level Spell

    lvl4 Augmented Cerberi Companion


    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:


    Now, there's no "taking 20" when disabling a trap, but for searching, it's listed right in the rules as a valid "take 20."

    Sure. I just meant I like to roll dice, I like the random factor in the game. Without random our story becomes a novel. Someone else's story. :)


    1 person marked this as a favorite.
    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1


    Gertrart

    -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

    My favorite pic of the day, Malleck. Thanks.


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    =^^=

    -Posted with Wayfinder


    Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

    Awesome :)


    Roll20 Maps Loot

    Quite a good one!


    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
    Taeral wrote:


    Taeral took Leadership this level with a score of 13, so he could seek a 5th level cohort, 10 1st level followers and 1 2nd level follower. The cohort could be a magic item crafter or an alchemist.

    Because of poison use I have alchemy. I will work on golem & be harvesting poisons.

    FWIW we have now met two interesting golems and I am thinking a replacement character (should Gertart die*), would be a golem crafter :)

    Make the cohort whatever you want to play. As a bard it could even be a troop of performers spreading rumors to divert attention from where & what ever we are working at the moment. Since a permanent base of operation adds to your leadership score, a way to move from and to there would be useful (teleporting). I would appreciate more wands though Leadership + wands is usually bad for game balance.

    *Don't worry, I haven't finished painting his mini yet. :)

    I think we have a bit more to do though, before reaching 'downtime'


    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'

    What book/source are Mudmen found in? I only see Mudlord in the Bestiaries.


    Roll20 Maps Loot

    Mudman


    Roll20 Maps Loot

    Anyone planning, or know of someone planning, to run a decent Hell's Vengeance game?


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    I still havent played hell's rebels....

    -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

    Negative. I've only done one AP & that was Savage Tide. We are 1/3 through Shackled City :p

    I will let you know if I do though.


    Roll20 Maps Loot

    I'm in a Hell's Rebels game right now, we're at 3rd level.

    I've had an interest in playing an evil game. No one was doing a decent Way of the Wicked, so I started this one instead.

    I'll keep my eye out for a Hell's Vengeance though.

    I strongly suspect that Hell's Vengeance will have a different evil flavor than Way of the Wicked.


    Male
    VITALS:
    AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
    Fighter 7
    SKILLS:
    Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

    Im sure we all will be keen to join :P

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