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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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 do what we do every day Pinky, work to take down Talingarde!


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

Take over. Not take down... sheesh... and i thought u be a ruler... tsk tsk

-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

One can take over after "taking down it's sitting rulers", just a way of speech. Plus it's a mere gag..... :)


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

Gnarf!

I believe Solomon is going to drug the treats. Then Malleck will feed them to the dogs close to the kitchen door if possible.

:)


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 am OK with this ruling, especially when opening locks is specifically called out.

Grymp wrote:
Sorry! Unless G could accomplish the DD on his own, he can't aid another on it. I thought you guys were intending to use th Guidance spell for a +1. You can't use aid another to accomplish a task that you couldn't have account polished on your own.

but it has always struck me as odd. It implies you have to know the DC before you can even attempt it. Since I have disable device, I 'can' disable a device. Maybe not this device, but I can disable devices. Not having enough ranks is not the same as untrained, maybe the DC to aid should be higher if the DC is out of their range. At the very least a character should attempt to aid and the GM lets them know it was a fail or rather, that the primary person failed-without mentioning whether the aid helped or not. Just an opinion on one of those weird rules :)


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
Vosil Comarenza wrote:
Gertrart aka Blood Desecrator wrote:
Once in the courtyard, how difficult does it look to climb these walls from this side? I would rather come from the wall than downstairs when we get there.
Don't forget, we have our own window - we can get through any wall from any point!

True, and with the barrels of oil i thought it might be fun to even create a murder hole of our own. But I don't want to get through the wall I want to get onto it. :)


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

Provided we kill all within the prison, which i'm game for if given chance, and find our way out, i'd like to bring my to-be-brainwashed locals along.

This however, is a would like to, not mandatory.


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

Fine with me - Vosil has a network that needs rebuilding, too, and ya gotta start somewhere!


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

The plan is to intentionally sound an alarm to draw folks from upstairs to the a fight downstairs with us on the floor between. Two of us will stand by the ladder, to ambush the upstairs folks (who probably have bows), while the others jump/climb/fall 20 (15?) ft. down into the card game to start a fight and sound an alarm. Did I get that right?

Should we get everyone across the courtyard then?

Soloman can your bombs fit through an arrow slit? Arrow slits provide cover to those on the other side, & I dinnae know how bombs & cover work.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

They might be able to fit, and shouldn't provide opponents cover if Solomon is standing right next them I suppose. But that's up to Grymp. I could understand him ruling either direction reasonably.


I'm going to rule exactly how the CRB defines improved cover. It will be exceptionally effective against your bombs (+8 to AC, +4 to Saves, and Improved Evasion). I know arguments can be made about "but I'm right up on it." I figure castle designers had that in mind, and I'm not going to obviate the exact advantages that the arrowslits are intended to provide.

CRB wrote:
Improved Cover: In some cases, such as attacking a target hiding behind an arrowslit, cover may provide a greater bonus to AC and Reflex saves. In such situations, the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Stealth checks.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Makes sense. Then bombs won't be very effective through the arrow-slits!


It's interesting to note that it works exceptionally well against fireballs, and other things, but against things with Will or Fort saves, it is entirely ineffective.


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

Why dont you move to the entrance above them and just drop the bomb into the room?


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

Somebody set them up the bomb..... ;)


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

Terrorists have the bomb...

-Posted with Wayfinder


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Certainly! Maybe that's how we should get this ambush started, eh?

Gameposting it, and moving forward!


So real quick: who's where?


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 casters were back at the first place.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Solomon would wait for everyone to be in the upper room there. He's not trying to jump the gun, just not trying to hold things up if people are waiting on him to get the action rolling.


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

Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Sorry. Wrong thread. Will post total in game play

-Posted with Wayfinder


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil is with the main group, staying out of the way.

Shade is poised to pounce on the guards if they come down the ladder to investigate.


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:
So real quick: who's where?

by my count Gertrart is with Solomon on the second floor of the gate house. The eidolon is there and Vosil just joined. Everyone else is in the keep, though I think someone (Taerel?) moved to the fountain. Correct me if i'm wrong.


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'

You are correct Taerel is hidden next to the fountain, with an actvie message spell to Solomon.

at the fountain I can see the gate house, and the corner of the main building where others would have to come around if they were to sneak to the gate house. my intent is to cast darkness in the area if one of my "allies" is spotted as they attempt to cross the courtyard.


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

Not using stealth to cross. Less suspicious. Just heading to the card game. thats all


So that's the configuration you want when you start the fight with the card players?


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

sounds like 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

Yes, I think the less stealthy ones just walk across the yard, trying to look unsuspicious


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

So Mordecai and Malleck cross dressed as guards, Xeram made a stealth roll as did Taeral. I think that brings everyone into the right place? Are we ready to spring an ambush? Does everyone know what their action will be?

Gertrart will open the trapdoor, then move to ambush the remaining up-ladder.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Then Solomon will proceed :D


Devastating opening attack. I think most modules and APs don't and can't account for the devastation an alchemist can wreak at 1st level. Ranged AOE doesn't usually get into parties until like 5th level with Fireball, so Alchemists are just broken!

We have one (a ratfolk even) in our Kingmaker group, and he was devastating at lower levels, and even at 6th (where we are now), he deals boatloads of damage to the bad guys!


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

Sounds cool.

Sadly, our kingmaker is in the fridge for a yet undetermined amount of time.


I was able to keep these journals up for a while, but when I got a new job, I just couldn't. I fell behind, tried catching up, and ahh well.

But if interested, you can at least read our early adventures.

The Story of Zahir


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

IMHO:
The AoE of an alchemist bomb would seem less overwhelming if the Int didn't apply to splash damage. Generally splash damage is 1. With an alchemist it becomes 3 or 4 (though maxing int makes it a 6...) If the Int wasn't applied until the 5th level, it would be on par with FB. Just my opinion of course :)


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
Xeram wrote:
With them eager to stop escapees i doubt that.

If escapees are their primary concern, I'd expect them to head to the wall blowing their horns & nocking their arrows.


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

Perhaps, but we are too close to them for comfort for that. That's just my impression.


A slight request, please provide Save DCs in your posts where appropriate. When I'm on the iPad, like this morning, it's rough bouncing off to your profile pages to find them.

I hope everyone is enjoying so far!


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

Indeed I am enjoying it. :)

Grymp wrote:
Gertrart aka Blood Desecrator wrote:
Gertrart flexes his fingers on the falchion's haft, ready to employ it to its primary purpose.
Rolling a 1 on Initiative sucks I know, try and look at it that you go first in Round 2!

Hah my first PFS has rolled "0" numerous times. We had a player once who would 'add 20' (basically delay until the top of the round) almost every combat just so he could be first in the round. After a few weeks of this I finally couldn't contain myself "It's cyclical! You losing your first round!"

Actually that post was just to make a daily post while I was waiting.


@Taeral - As a counterpoint on the summon instrument usage you did earlier, the range for the spell lists as 0ft.

With that said, and because I loved the flavorful way you used it, let's redefine the range for your purpose as "close" so that's what 25' +5' per two levels?


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'

ok, that works for me.

My understanding was the range was refective of the distance that the summoned object would appear in. Like a summon monster spell, has a range of close (25 ft. + 5 ft./2 levels)


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 cannae tell from the map. Do the top of the walls have doors to the roof? To the second floor? Open arches?
While on the roof can I see the warden's tower?


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Heads up, heading to Disneyland with the fam for the weekend. Expect posting delays.


The walls can only be reached by coming up through the various towers (marked 6). You cannot move from the walls directly into the gatehouse.

The warden's tower extends quite high above the walls, central keep, and basically all the rest of Branderscar, so yes, it can be seen from the roof of the guardhouse.

Give me a second, and I'll post an "external" view of Branderscar for you.


External picture of Branderscar Prison


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

External picture of how it used to be prior to a small group of individuals' breaking out.


Hey! Didn't you hear Blackerly predict doom and destruction on your kind?


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

That was never in the script for the group. :)

This is what we do after we dispose of him and the guards.


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

So those guards will have to enter a tower, descend to the ground floor, cross the courtyard, enter the gatehouse, and climb to the second floor (or more) to reach us?

Let's hope the poor training or incompetence is prevalent in these guards.


Yep.

There's always the chance that the two true ninjas in the whole guard force are the wall guys though.


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

hmmm... how far from the roof to the top of the wall? If the wall doesn't have a door into the gaurdhouse does it have one on both sides of the tower? Sorry if this obvious on the map, but I cannae get it to zoom big enough to see those details.

EDIT: ooo if they are ninja's I hope they are carrying smoke grenades ;)

If any one plays PFS, PbP Gameday 3 is up :)

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