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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Roll20 Maps Loot

I hope not, because in a Skull and Shackles game, our two characters are rowing around in a little dingy right now!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

Sigh. Oh well


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

"It's a potion that makes you irresistible to the opposite sex!" Solomon exclaims, holding the murky liquid up high so that the torchlight casts a brown shade around the room. "No, I'm kidding. It's poison, don't drink it. It wouldn't have killed you though, most likely, just put you to sleep. Dogs love it though!"

As a bit of housekeeping, Solomon would have grabbed a small kitchen knife so that he at least has a melee weapon. Nothing else would be suitable so far, however. Oh, and the penny dreadfuls of course!

Also, his DD skill isn't high enough to open that lockbox even with a 20. So not yet I'm afraid.


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

"Oof, heavy!" Vosil exclaims as he hefts the strongbox. " Maybe I should get Shade some saddlebags..." He deftly dodges out of the way of a lashing claw; Shade evidently is NOT amused by this joke.

Sighing, he passes the box to the ogre for safekeeping.


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

"How much of this weight do you suppose is the box itself?" Gertrart asks, thinking it could just be smashed open.
Does the +7 count the lockpicking tools Solomon? If not I might be able to aid you into the DC. I am OK carrying it until later though :)


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

Nope, the +7 is natural bonus. So the lockpicking tools could boost it to +9 I believe? So yeah, any aid there may be enough given we can take 20.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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 can work on breaking it, but either we get the key or lockpick it. less noise


Roll20 Maps Loot

Ahhh, I had assumed the tools were included in the +7. Yeah, the tools make it +9, and the Aid spell makes it +10, so he CAN get in, correct?


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

Sorry, I should include those bonuses in the character profile there. 1 skill point, +3 class skill, +3 dex, +2 lockpicks = +9


Roll20 Maps Loot

What's the plan next?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

"Now we go for Blackerly..." he grins
"It's time we go say hello to our dear friend, don't you agree?"


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

"Should we blackmail him to aid us?"


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

"No. I would just enjoy to end his life. I doubt he will allow us to escape with our knowledge not to mention he was suppose to make sure we stayed locked up"

-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

"He might make a valuable pawn in future..."


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 possibility, but also a liability. If he's able to fool his current peers, he could find a way to wiggle himself away if given time. Cedric is a mere guard, but more mallable a pawn."


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 say we brand him & leave him bloody in cell," Gertrart lifts his make wrist for emphasis. "When he sufficiently recovers from our escape, we release the other news." Hopefully by then we will find a way to destroy him a third time. "The death of one corrupt official, will be seen as justice. One official is not enough for me."


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

"Fine. Bring him back to a point where he can breath again. After I make sure most of his blood stains the earth of this place. But no such mercy to the warden. None."

-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

"But first, I do believe that there's a storeroom?" Solomon asks as he absentmindedly continues to sniff the contents of the poisoned rum. "And if someone fancies themselves good with dogs, perhaps you should take this? With those doggy treats we found downstairs... wherever they went... we could whip up a nice snack."

Suddenly he pulls the poison back in close. "Second thought: I'll apply the poison. I'm not sure I trust anyone to do so. No offense. But I would prefer if someone else brought it to the canines. Dogs don't care much for my kind."

Did we pick up the dog treats? Are they still in the footlockers? If the latter, Solomon will head back out to the footlockers and do his best to combine the treats with the poison. Would this need an alchemy roll?

"You know," he adds, "if I had some help with that lockbox, and a bit of time uninterrupted, I may be able to get into it so we wouldn't have to break it open. Unbroken lockboxes can still be used again, you know?"


Roll20 Maps Loot

The storeroom has only an average lock (DC 25) so well within Solomon's abilities.

Inside you find:


  • 200 torches
  • ten lanterns
  • two 10 gallon kegs of lantern oil
  • six spare guard uniforms
  • twelve signal horns
  • twenty 50' lengths of rope
  • two barrels labelled 'emergency rations'

Emergency rations:
The emergency rations barrels contain maggoty old iron rations that has gotten wet, moldered and not been replaced. They could still be eaten by the brave or the desperate. Each barrel contains 100 days of 'food'.

Hanging in a special rack is also to be found several brands with the runic F symbol and a specially made brazier for heating them. You immediately recognize these items as the brands that marked you.

The room is unlit.


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 grabs himself one of the runic "F" brands. How iconic. He also whistles in astonishment as he takes note of the stockpile of lantern oil. "Should we wish to start quite the inferno, this would be our fuel!"

He also rummages through the uniforms but doesn't find anything in his size. "I'll need to find something to cover myself, before we leave those gates. That or I'll need to stay out of sight, which I can manage as well."


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

"Also, please keep any flames out of this room. I can see quite well in here, so I'll help you find anything. But I'm not ready for an inferno yet."


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's darkvision allows him to see the possibilities of the store room. "Well, if we did want to burn this place to the ground, we have the technology..." he muses absently.


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 utters no word, but there is a strange gleam in his eyes and a worrisome smile on his lips, when he looks at the kegs of oil.


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

aid DD: 1d20 + 3 ⇒ (2) + 3 = 5
I'm not sure if we are going to take the time now or do it later, but this at least lets me check in while someone finishes the plans for the dogs. EDIT: hah DC 10, +3, still don't make it mwuahahahaha!


Roll20 Maps Loot

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.


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 finishes treating the treats with the slumbering concoction. (began here.)

"Malleck, would you do the honors?" He hands them to the large and imposing figure, careful to wipe his hands off on his own fur before accidentally sticking them in his mouth later.

"There are numerous uniforms in here for those of you that wouldn't mind being slightly less conspicuous. Also, don't eat these rations as they seem pretty foul."

He also grabs one of the lengths of rope, as he imagines such a thing would have quite a few beneficial applications.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

Malleck nods as he takes the now poison dosed treats. He hopes it will work as intended

-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 guess Taeral will remove the doggy treats off of his inventory.


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

Oops! Sorry Taeral! I missed that they were picked up, my intention wasn't to take them from you. Likewise, I don't want to use them if you have another design for them. I'm just trying to help things progress.


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 fine with you using them, great use of our resources.


Roll20 Maps Loot

So we've got three drugged up doggy treats now!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

yum yum

-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

Oh dogs, dogs! Uncle Malleck has candy for you..... ^^


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

Malleck gets ready to go feed the dogs.

HA: 1d20 + 8 ⇒ (13) + 8 = 21


Roll20 Maps Loot

With little difficulty, you can drop some food to the two dogs running around the courtyard. Through the kitchen side door? Anyways, it takes a couple minutes for both dogs to come and check it out, but once they do, they fall asleep immediately outside the door.

Dogs get no save vs thus poison.

There are now two sleeping dogs outside the kitchen.

What now?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

Handle Animal. Its just a precaution and if i am not available. Since its bed time for me. Early morning and gonna be a long day of driving around

-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

"Perhaps we should leave them?" Solomon proposes. "I'm not certain whether the sight of two sleeping dogs would be more conspicuous than not seeing any at all."


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

Don't let them wake up, is my vote.


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

"However, if we'd rather have them removed, I can sneak out and 'retrieve' them."


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

"Do you have any idea how long that poison will keep them sleeping?"


Roll20 Maps Loot

At least a couple hours.


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

Stealth: 1d20 + 8 ⇒ (3) + 8 = 11

After the dogs have dropped, Solomon slowly creeps out into the courtyard. "Prop the door open," he whispers back to the others, "I don't want to get locked out here." He creeps toward the first dog, trying not to linger in any of the more well-lit areas, with the intention of pulling the slumbering canines back into the building they left, so they could dispose of them properly.

Dang. Rough roll... hope for the best!


Roll20 Maps Loot

You have no trouble getting the dogs inside, hopefully unobserved.


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

Ha. "Hopefully".

"Courtyard should be clear now. Let's snip the dogs and move on. Any smart plans for those barrels of oil?"


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'

"While you were outside, did you happen to see if there were more dogs in the kennel? Two dogs seem like a small number of this size place."

-------------------------------------------------
On Going Effects: Message (Solomon), 10 min;


Solomon "Bone-White" Skrivven wrote:

Ha. "Hopefully".

"Courtyard should be clear now. Let's snip the dogs and move on. Any smart plans for those barrels of oil?"

"Don't kill the dogs, put them with the others, if they see familiar faces, they won't sound the alarm"


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 traces the contours of his brand, thoughtfully. "They burned us, I wouldn't mind returning the favour. Where do you suppose this card game is being held? I suggest crashing the party."


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

"In the room above the main gate according to Cedric. Time to move on then." Gertart suggests the kitchen for the dogs. If they wake before anybody discovers this place empty, they won't starve. "Presuming we leave this place empty of course," he grins.

Onto the main tower, via the courtyard then? he also asks.
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.


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

"Well, didn't Cedric draw that too?"


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 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

"Well, Cedric did point out where it is, I say we go join in"

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