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.


651 to 700 of 4,628 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

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

Stealth: 1d20 + 9 ⇒ (4) + 9 = 13


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 thought more were across.

Solomon will whisper to Taeral that we are planning to ambush the card game, and use that conflict to try and draw down whatever guards are on the roof into a second ambush. He will wait until people are in position before dropping any bombs. However, if an alarm sounds, then it's go time.


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 removes the ladder going up that is closest to the card game while he waits for everyone to get in position. His position is to ambush anyone coming down, either by knocking over the ladder they are on, or simply applying a falchion to the space between the fourth and fifth ribs. I expect Grumpljack will not easily get across.
Yes please, I would rather the melee types be present if not leading the attack on the card game. Sounds like Taerel will be the last one to come over. Gertrart can open the trapdoor allowing the bomber and Malleck types more actions if you want.


Got it, keep letting me know where folks are moving. I made some crappy rolls for perception for the guards up top, so presumably they are grabassing (it's an industry term) and such, and not doing a great job at their job. So, get folks where you want them, and kick this thing off!

Nobody has told Grumplejack to do anything, and Malleck made it pretty clear that he was not to exercise any personal initiative (witness his quietly waiting in the cell upstairs as directed). I believe he is sitting in the kitchen now hammering down extra helpings of the crappy stew.


Male Ogre

"What you want Grumplejack to do?"


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

"Gramblejack stay behind. Grumblejack a good friend. We want to get you out alive"

-Posted with Wayfinder


Male Ogre

"Yes, Grumplejack prefer that too. So you go clear stuff out and let Grumplejack know when is safe to come out?"


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'

Yes, Taerel will be the last to enter the gatehouse. He has no way of communicating stealthfully to any one, except Solomon.


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 hangs back from the group about to drop in on the card game; his eyes unfocus for a moment as he ensures that Shade is in position by the ladders, ready to ambush the guards if they descend.

Satisfied that all is in readiness, he nods to the others.


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

How would it look if i dazed a guard who is trying to climb down?..hehehe


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

daze would just make him loose an action. So i think he would be a bit dizzy but still hold on to ladder

-Posted with Wayfinder


Wouldn't he normally drop anything he is holding?


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 don't think so... dazed is not stunned, target just loses action


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

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.


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

Quite a pity...a long drop would have made a fun and effective sight.


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 commences with the plan... found here. Ready to roll.


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 opens the trapdoor when the ratfolk has his bomb ready and gives the nod.
in case the surprise limits you to a move/standard :)


Finally! So let's whoop it on!

With everyone ready and on edge for the attack against the hapless card players, Solomon pads over to the trap door above the room where the card game is taking place. He pulls a small bundle of wadded paper and powder from one pocket, while searching in his other for the crude container he had fashioned to house it. What he removes is a strange combination of small bones, rocks, and scrap wood that's been gathered on their trek from the cell. Carefully he deposits the wad of powder and the catalyst into the junkball, grinning from ear to ear.

With that, he carefully lifts the hatch to the room below and takes a second to find the best target (Sergeant Blackerly) to maximize his potential. Just before tossing his bomb he quips, "Checkmate boys, is that a cards term?"

He obtains a direct hit on Sergeant Blackerly and the room lights up with a loud explosion.

The two guards on the sides of the table adjacent to Blackerly take splash damage and are injured rather severely. The explosion was clearly loud enough to rouse the guards on the roof, as you can hear them shuffling, and the 4 cardplayer guards are clearly gathering themselves.

Initiative:

Vosil - 22 <-----
Solomon - 20
Taeral - 17
Xeram - 16

Roof Guards (RG1 and RG2) - 13
Blackerly - 10
Mordecai - 9
Malleck - 8
Card Guards (CG1-CG3) - 8
Gertrart - 1

With 4 people playing cards, I figured you could either hit one of the players and splash to two others, or hit the table and splash all 4. I made the Command decision that Solomon would rather get the direct hit on Blackerly (presumably the greatest threat and most hated), rather than hitting the table and getting splash on all 4 (possibly reduced by reflex saves). My apologies if you'd have done otherwise.

GM:

G1 Reflex: 1d20 + 0 ⇒ (10) + 0 = 10 Fail
G2 Reflex: 1d20 + 0 ⇒ (6) + 0 = 6 Fail

Mordecai: 1d20 - 1 ⇒ (10) - 1 = 9
Gertrart: 1d20 - 1 ⇒ (2) - 1 = 1
Malleck: 1d20 + 1 ⇒ (7) + 1 = 8
Solomon: 1d20 + 3 ⇒ (17) + 3 = 20
Taeral: 1d20 + 4 ⇒ (13) + 4 = 17
Vosil: 1d20 + 3 ⇒ (19) + 3 = 22
Xeram: 1d20 + 2 ⇒ (14) + 2 = 16
Blackerly: 1d20 + 0 ⇒ (10) + 0 = 10
Card Guards: 1d20 + 1 ⇒ (7) + 1 = 8
RoofGuards: 1d20 + 1 ⇒ (12) + 1 = 13

Blackerly - 12 DMG
CG1 - 7 DMG
CG2 - 7 DMG
CG3
RG1
RG2


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

With the muttering and yelling of the guards, Xeram directs his attention to Blackerly. In his element, he makes an authoritoral command.

Intimidate Blackerly: 1d20 + 7 ⇒ (16) + 7 = 23
"Silence you worm, lest you die a horrible death!"
You will anyway...


Blackerly appears to have become a bit cowed by your demeanor!

GM:

Blackerly - 12 DMG, Demoralized for 3 Rounds
CG1 - 7 DMG
CG2 - 7 DMG
CG3
RG1
RG2


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

Nice.
In my homebrew, our sorceress has an high bonus of..11 i think on lvl 2 now, to intimidate, she's been commanding enemies into shaken condition every time she rolls for it.


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

At lvl4 if i beat the enemy's DC by 10+ i get to issue a command as the spell ;) and having an intimidate of +10 at lvl1 will help


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'

Taerel begins casting his Sleep spell to deal with the guards he hears above them.

If they open the trap doors and stay up for soem reason, I'll be able to see the area they are in. If they come down the ladder I can get them on our floor. If they don't come down or open the door, oh well, a lost spell.

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


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

With them eager to stop escapees i doubt that.


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 winces slightly at the explosion; not subtle, but he has to admit that it is effective. Stepping up to the hatch, he targets one of the injured guards with a splash of magical corrosive.

Acid splash, ranged touch attack: 1d20 + 3 ⇒ (15) + 3 = 18

Damage: 1d3 ⇒ 3


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

Laughing to himself, as the guards scatter like humans in the room beneath, he rapidly combines a second explosive and chucks it back down the murder hole.
The last placement was perfect. A direct hit with at least 1 person in the splash is great, especially if the direct hit is potentially the most dangerous. This time however, I want to try for the most coverage, even if it only does splash damage to those involved, since Blackerly is currently cowed.

Throw Bomb #2: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 6 ⇒ (1) + 6 = 7
Splash damage of 7
Scatter if a Miss: 1d8 ⇒ 7


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

I want to make sure not to edit that post, and assure you that the decision to go for all splash if possible was made before I saw dice results. Things can get questionable on forums sometimes, and while I can't prove it, I give my word that I did not preview those rolls before making that call.


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'm just missing that classic "fire in the hole" in that post :)


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

I loved Grymp's "Checkmate, boys." It's hard to add to that without diminishing its sophistication.


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 flexes his fingers on the falchion's haft, ready to employ it to its primary purpose.


Apologies for the slow response here, holiday weekend here in the States.

Vosil's acid splash strikes CG1 for 3 DMG.

Solomon gets a direct hit on the table, splashing all 4 card players, two of which make their saves.

CG1 is staggered at this point.

The roof guards open the trap door furthest west, unleashing Taeral's sleep spell. The two guards both fail their Will saves and fall asleep at the top of the ladder.

Blackerly stands up and grabs his sword, screaming at the top of his lungs for other guards.

Mordecai and Malleck are up.

Round 1 Summary:

Vosil - 22 - Acid Splash on CG1
Solomon - 20 - Another bomb
Taeral - 17 - Readied Sleep spell goes off on 13
Xeram - 16 - Intimidated Blackerly
Roof Guards (RG1 and RG2) - 13 - Open trap doors and go to sleep
Blackerly - 10 - Stands and grabs sword
Mordecai - 9
Malleck - 8
Card Guards (CG1-CG3) - 8
Gertrart - 1

GM:

Blackerly - 19 DMG, Demoralized for 3 Rounds
CG1 - 13 DMG
CG2 - 10 DMG
CG3 - 7 DMG
RG1 - asleep
RG2 - asleep

Blackerly Reflex: 1d20 + 2 ⇒ (7) + 2 = 9
CG1 Reflex: 1d20 + 0 ⇒ (16) + 0 = 16
CG2 Reflex: 1d20 + 0 ⇒ (16) + 0 = 16
CG3 Reflex: 1d20 + 0 ⇒ (5) + 0 = 5

RG1 Will: 1d20 - 1 ⇒ (11) - 1 = 10
RG2 Will: 1d20 - 1 ⇒ (15) - 1 = 14

In my defense, you said Solomon knew crap about cards, but wanted to make some appropriate, but inappropriate pithy comment. I figured I'd help out.


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!


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 jumps down the trap door, and swiping at the closest guard. Hopefully blackerly
Swing!: 1d20 + 5 ⇒ (1) + 5 = 6
Shlick!: 1d10 + 4 ⇒ (1) + 4 = 5

-Posted with Wayfinder


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

wow... must be the fact he jumped down... hopefully thats out of my system...

-Posted with Wayfinder


Make your check to avoid falling damage.


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

Acro: 1d20 - 2 ⇒ (20) - 2 = 18

-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 strides in, drawing his looted mace. Spotting Blackerly among the guards, the tiefling grins and slaps his hands. "Oh, Sergeant Blackerly! Would you be so kind, and get rid of your friends for me?"

Cast Murderous command DC 16


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, quite pleased he's still got it, now looks at one of the other guards who are awake. CG #3

"See your chief quivering in his boots? That means your leader isn't fit for command, which means you have no chance at all."

intimidate: 1d20 + 7 ⇒ (11) + 7 = 18


Imma wing it on Blackerly's Will Save here.

Blackerly Will: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16

Blackerly shakes his fist at you, "you Mitra cursed criminals shall receive your due."


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 guards on the roof are asleep for bit. Does any one have any rope, or else I'll have to deal with them a different way," Taeral says as he slaps the leather club into the palm of his off hand.

-------------------------------------------------
On Going Effects: Message (Solomon), 10 min; Sleep on Roof Guards, 10 rds;


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

"Say what, now?" Shade has quietly crept up the ladder and despatched the guards in a flurry of teeth and claws.

Stealth: 1d20 + 14 ⇒ (18) + 14 = 32

Coup de Grace: 2d6 + 8 ⇒ (3, 1) + 8 = 12

Fort save DC 22 or die

Coup de Grace: 2d6 + 8 ⇒ (1, 1) + 8 = 10

Fort save DC 20 or die


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:

Blackerly shakes his fist at you, "you Mitra cursed criminals shall receive your due."

"Oh! Please don't kill this one. Not... today anyway," Gertrart grins flat-footedly.


CG1 is staggered, and along with CG2 commences to blubber for his life and makes no effort to grab a weapon. CG3 appears like he was going to do something offensive, but once he saw CG1 and CG2 bail out, he likewise holds his hand up in surrender.

Coup de Grace takes a full round to complete, so Shade will need to climb this round, and start one of them, completing it in the middle of next round, at which point he can start the next one.

Gertrart is up to complete round 1, and then on to round 2:

Vosil - 22 -
Solomon - 20 -
Taeral - 17 -
Xeram - 16 -

Roof Guards (RG1 and RG2) - 13 -
Shade -
Blackerly - 10 -
Mordecai - 9 -
Malleck - 8 -
Card Guards (CG1-CG3) - 8
Gertrart - 1

Round 1 Summary:

Vosil - 22 - Acid Splash on CG1
Solomon - 20 - Another bomb
Taeral - 17 - Readied Sleep spell goes off on 13
Xeram - 16 - Intimidated Blackerly
Roof Guards (RG1 and RG2) - 13 - Open trap doors and go to sleep
Shade -Climbed up and started to coup on RG1
Blackerly - 10 - Stands and grabs sword
Mordecai - 9 - Murderous command on Blackerly, who saved.
Malleck - 8 - Jumped down and took a swing at Blackerly, but missed
Card Guards (CG1-CG3) - 8
Gertrart - 1

GM:

Blackerly - 19 DMG, Demoralized for 3 Rounds
CG1 - 13 DMG
CG2 - 10 DMG
CG3 - 7 DMG
RG1 - asleep
RG2 - asleep


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 might make it easier for Shade
Gertart climbs the ladder and stabs one of the downed guards.
falchion: 1d20 + 3 ⇒ (7) + 3 = 10, splortch: 2d4 + 4 ⇒ (2, 4) + 4 = 10 plus parting third rib from the fourth: 1d6 ⇒ 4

If one is closer to a horn, that will be my target. Odd, my post is minutes after yours, but shows first :)


Ok, back to the top of the order for round 2.

GM:

Blackerly - 19 DMG, Demoralized for 2 Rounds
CG1 - 13 DMG, Shaken
CG2 - 10 DMG
CG3 - 7 DMG
RG1 - asleep
RG2 - 14 DMG


I figure that the card table room is currently arranged something like this:

M G X
B T G
X G X

Where:

M = Malleck
G = Guards
B = Blackerly
T = Table
X = Empty space


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 quickly scurries away from the trapdoor leading down, so as not to block anyone who wishes to jump down into the fray. He rushes to one of the arrow-slits overlooking the courtyard and fountain in order to see if anyone else heard the explosions that might be coming.

"The explosions are done, anyone who wants to help-help Malleck should get in there!"


Solomon:
You do, in fact, spy two guards on the walls of the keep maybe 60-70 feet from you. They are on the walls just east of the garden area (5), between the two towers. They have turned their attention in your direction, and are peering inquisitively at the gatehouse. Both guards are carrying/wearing the standard guard gear, and one of them also carries one of the signal horns.


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

"We've got some others coming along the walls!" he squeaks out as a warning. "Two from the east, but they don't seem to know what's going on yet. We'll need to stop them as they investigate."


Vosil - 22 -
Solomon - 20 - scouting through window
Taeral - 17 -
Xeram - 16 -Intimidated CG3
Roof Guards (RG1 and RG2) - 13 - asleep or dying
Shade -
Blackerly - 10 -
Mordecai - 9 -
Malleck - 8 -
Card Guards (CG1-CG3) - 8
Gertrart - 1

GM:

Blackerly - 19 DMG, Demoralized for 2 Rounds
CG1 - 13 DMG, Shaken
CG2 - 10 DMG
CG3 - 7 DMG, Demoralized for 2 Rounds
RG1 - asleep
RG2 - 14 DMG

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