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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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 will move forward into the room and into one of the corners. Not seeing any opponent, he prepares himself to strike at an opponent if it reveales itself.

Ready to attack if opponent shows within Taeral's reach.
Also Taeral will attempt a Knowledge check once he sees the creature. He is currently +1 to all kn checks.

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min;


Roll20 Maps Loot

Mist – Moved, Attacked Gertrart, Moved
Solomon - UNK
Gertrart – Bleeding,
Vosil - UNK
Xeram - UNK
Malleck – Charges and Smashes darkness orb
Taeral – Moves into room to the SW corner, readies
Mordecai – Heals (method as yet undetermined) Gertrart

Still awaiting actions from the UNK folks.

GM:

Mist - +6
Gertrart - Bleeding


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 for the long delay guys. Holiday weekends get absorbed by family. I prefer it that way, but I know it creates a disruption for games. Back now!

The white rat squeezes between people to get to Gertrart, noticing the stream of blood trailing from the half orc. "Hold still, he whispers, "I'll try to cauterize the wound. as he pours a very small dose of powder into the wound. Suddenly it ignites with a small flash, singing the flesh in the immediate area.

Heal DC 15: 1d20 + 4 ⇒ (18) + 4 = 22

Then calls, "If we can lure it out, I can try some explosives, or Xeram could bring some fire. We've done the shatter part, right? Now we just burn."


Roll20 Maps Loot

As Solomon healed Gertrart before Gertrat came up in the round, no bleed damage would have happened!

No apologies necessary, I ate my share of turkey and ham this weekend!


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 powers need growing, electricity is at my disposal, fire sadly isn't yet."

Xeram would zap, provided the mist could be hit.
Jolt: 1d20 + 2 ⇒ (9) + 2 = 11 Dmg: 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

"My bombs are fiery, if we can draw it out..."

Otherwise, next round I'll just ready an action for "when the mist appears".


Roll20 Maps Loot

The mist can be attacked with ranged attacks, although it has improved cover due to the holes in the floor. Readying is a pretty good method though, so I'll assume you guys have done that then?


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

If Solomon healed Gertart, Mordecai readies to cast Burning Hands on the mist.


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 already used my actions for this round in movement and healing. And since the mist holds higher initiative I wouldn't be able to ready an attack until after it's next opportunity.
For speed, however, following that Solomon would call for others to get back so that he can have some space and ready a toss as soon as the mist should appear.

RPG Superstar 2014 Top 16

Round 2

Ok, so the Mist moves up into a space next to Taeral. And Taeral gets an AOO if so equipped and desired.

Readied actions go off from:

Vosil - (possibly)
Shade - (possibly)

Xeram - Zap misses!
Taeral -
Mordecai -

Mist -
Solomon -
Gertrart -
Malleck -

Round 1 Summary:

Mist – Moved, Attacked Gertrart, Moved
Solomon - Moved and healed
Gertrart – Bleeding,
Vosil - UNK
Xeram - Readied to Zap
Malleck – Charges and Smashes darkness orb
Taeral – Moves into room to the SW corner, readies
Mordecai – Heals (method as yet undetermined) Gertrart

Mist - +6


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

Is it actually possible to cast Burning Hands without hitting friends?


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

This is Way of the Wicked, not Way of the Overly Concerned about their Friends...! Now obey your infernal master and burn thine adversary to ashes! Sheesh. 'is it possible to cast without hitting friends' - Clerics of Asmodeus aren't what they used to be...


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'

Round 2, Readied Action

Kn All: 1d20 + 1 ⇒ (3) + 1 = 4
I forget if it has been asked or not, do you mind one kn roll or not? All my kn skills are +1 currently.

AoO, Rapier: 1d20 + 2 ⇒ (12) + 2 = 14
AoO, Damage, Rapier: 1d6 + 1 ⇒ (3) + 1 = 4

"Crap, what the hell is this! Taeral says with a start, as he jabs at the creature.

Not liking the creature so close, Taeral stabs at the creature once again before it can attack him back.
Readied, Rapier: 1d20 + 2 ⇒ (12) + 2 = 14
Readied, Damage, Rapier: 1d6 + 1 ⇒ (6) + 1 = 7

Not sure how effective his rapier is against it, but sure that the entity is not dead, Taeral screams, "Burning it... I try to hold it near me for the moment!", not knowing if there was a sudden spark of heroism coursing through his veins or just a natural reaction for self preservation.


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

"Fire? Just ask and ye shall receive!" Mordecai cackles and unleashes burning flames from his hands.
Burning hands: 2d4 ⇒ (2, 4) = 6

Sorry, have been playing mostly PFS lately, where it's forbidden to harm others. Besides, even if my character treats others like scum, it doesn't mean I should treat the players so :)


Roll20 Maps Loot

@Mordecai - as only Taeral is next to it, I'm fine with you making a 5' in some direction to get an angle that doesn't hit Taeral. As Shade has stated, I'm also fine with you smokeing Taeral as well, and I promise to not to give you an alignment hit for it. Although too much consideration of others might hurt you in the other direction, hahahaha.

Taeral swings twice at the mist, and hits. His first attack seemingly does little to not damage to the mist, however his second attack does accomplish some damage.

Mordecai drops burning hands on the Mist.

Reflex: 1d20 + 5 ⇒ (1) + 5 = 6 Fail

The mist appears to take much more damage than you would have expected from your burning hands!

GM:

Mist - -5


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

No, it's all good - I LOATHE PvP with a passion, but the opportunity was just too good to pass up :)

While Shade is chuntering away to herself over something, Vosil lobs a vial of alchemist fire at the mist, before it reaches Taerel. "This is my only one, but as my old mother used to say: 'If in doubt, kill it with fire.' Here goes."

Ranged touch attack, splash weapon: 1d20 + 3 ⇒ (19) + 3 = 22

Damage: 1d6 ⇒ 3


Roll20 Maps Loot

Vosil hurls the alchemist fire, which strikes the mist very well, and again, it is more injured than you'd have expected.

The mist makes its touch attack against Taeral.

Touch: 1d20 + 7 ⇒ (7) + 7 = 14 Hit!

Taeral takes:

Con DMG: 1d3 ⇒ 2

And is now bleeding. As it strikes Taeral, it appears to suck some of his life out and reconstitute itself with the life force.

Vosil - Alchemist fire
Shade - Taunting his friends
Xeram - Zap misses!
Taeral - Swung and hit for 0 damage
Mordecai - Cast flaming hands
Mist - Attacks Taeral
Solomon -
Gertrart -
Malleck -

Others are welcome to make the knowledge check on this guy, and ask your questions if you roll high enough.

GM:

Mist - -5

Heal: 1d8 ⇒ 4


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

I'm not being funny about keeping Shade out of this - I just can't find a mechanism for restoring ability point damage for eidolons without a spell (they don't sleep, which is how you guys will get your Con back - when Vosil sleeps, Shade is banished)...


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

With the mist sucking Taeral's lifeforce, Solomon lobs a small package over the group and into the room where the mist swirls.

Bomb against Touch: 1d20 + 6 ⇒ (8) + 6 = 14
With Precise Bombs he can select 4 adjacent squares that are not affected, hopefully avoiding friendly fire.
Damage: 1d6 + 6 ⇒ (1) + 6 = 7


Roll20 Maps Loot

Solomon, that's a hit. What type of damage is that?

GM:

Mist - -12 or -15


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

Fire-damage, serendipitously.

Link to Bomb Info


Roll20 Maps Loot

In which case it tears into the Mist providing ti considerable consternation!

Gertrart and Malleck?

And you guys at the top of the order can go ahead and attack again.

GM:

Mist - -15


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'

ROund 3

With all the fire affects occuring right infront of him, Taeral is amazed he is not burnt up yet.

With the Mist still floating next to him, he once again stabs at the entity.

Rapier: 1d20 + 2 ⇒ (2) + 2 = 4
Damage, Rapier: 1d6 + 1 ⇒ (1) + 1 = 2

Appearently the flashes of light from the explosions, have temporarily blinded Taerel.

"Is it still there?"

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


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

Jolt: 1d20 + 2 ⇒ (1) + 2 = 3
Dmg: 1d3 ⇒ 2

Hahaha....seriously? :)


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'

It is all the explosive flashes, Xeram.


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'll have to wait for some fiery destructive powers.


Roll20 Maps Loot

Taeral and Xeram are surprisingly ineffective!


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

i dont think non magical weapons will do anything to it. Its a mist creature after all. But will swing anyway

attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d10 + 4 ⇒ (8) + 4 = 12

-Posted with Wayfinder


Roll20 Maps Loot

WhIe Malleck's hit seems partially absorbed, it does damage the mist creature.

DR 5/Magic

GM:

Mist - -22


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

Shade sighs in a motherly fashion at her comrades' failures - "They say if you want something done properly, do it yourself, so true" - before pouncing on the mist, doing her best to shred it with her bite and claws.

Bite: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 5 ⇒ (5) + 5 = 10

Claw: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Claw: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 5 ⇒ (5) + 5 = 10


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 parses the battle's action.
Did my readied action go off? Do we need to ready in R2 or did it stick around?


Roll20 Maps Loot

@Gertrart I see here that you stated a desire to ready an action, but you didn't say what it was? So yes it would go off, but in the future please actually state what the action would be and its trigger.

In round 2, it was unable to attack and leave, so it is still visible.

Shade's attacks, while blunted by the DR are enough to destroy the mist.


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

nice group attack. Our damage on creature differ by 4 after DR. So yey. Team work.

Malleck puts the blade of his sword across his shoulders
"That was... interesting. Any way. Lets press on. So we can finish this quickly"

-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

"Interesting would be an accurate word, if not a bother."


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

"Either way, if there is nothing else here, lets get moving. No use in just staying here."

-Posted with Wayfinder


Roll20 Maps Loot

So we've now got a room, with a dead mist, which is vaporizing I guess.

To the North and East are barred heavy doors. These bars can be easily moved by a non-mist crature and the doors opened.


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 casts another Detect Magic while the group decides which door to try next. He looks at the doors first, incase there is any information he thinks the group needs to know, before turning his gaze to the floor holes and the pedestal.

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2; Detect Magic, concentration;


Roll20 Maps Loot

No magic through the doors or the floor and pedestal. The shattered orb has some lingering magic associated with it, but it is fading quickly.


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

Is Taeral still bleeding? Solomon recalls seeing the drow in conflict with the strange mist and checks to see if he suffers from the same open wounds that Gertrart displayed. After appraising quickly, he tries to staunch any blood-flow with similar methods as before.

Heal DC 15: 1d20 + 4 ⇒ (10) + 4 = 14
Close, but just short.


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

"And if we don't have a direction on a correct door, let's all decide on one and we can make a mental note to come check the other if necessary or desired." He looks to the north, then the east. "I say north first... because it's on my left. Good things are usually on the left."

He also paces around the room, checking the walls and doors and peering down the holes but extremely careful not to poke anything down them. He hopefully learned a lesson from that mold. If anyone were observing this rat in the maze, they would likely be scribbling notes and "hmmm"ing to each other.

Perception: 1d20 + 7 ⇒ (15) + 7 = 22


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'

Sorry didn't realize I was taking bleed damage, all I saw was the 2 points of Con damage. What is my bleed rate?

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2; Detect Magic, concentration;


Roll20 Maps Loot

Here, allow me to give you some bleed damage, and then folks can try the heal checks again:

Taeral Bleed: 1d6 ⇒ 5


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

Ouch, trying again! Anyone else with the skill is welcome to join in. But if you take more, I'll let you drink some nasty elixir.

Solomon pauses his search, seeing the blood continue to soak into Taeral's clothing. "Damn, I thought that worked!" He rushes to cover his mistake.

Heal DC 15: 1d20 + 4 ⇒ (2) + 4 = 6

It clearly didn't help! "Here, drink this!" Solomon sputters, pushing a greasy vial of liquid that smells faintly of wet hair and mildew. "It should replenish you a bit, before you bleed out."

Elixir of Cure Light Wounds: Heal 1d8+2 hp. Uncertain if that stops bleeding, however, or just buys us more time to plug the leak.


Roll20 Maps Loot

Any magical healing will stop the bleeding, so a potion will do it!

Let's wait a bit and see if anyone else can heal check him before using that potion, although with his damage, the potion might not be a bad plan either way. The choice is up to you guys.


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

I don't have Heal as a skill, and it wouldn't restore his lost HP anyway. Potion is the best idea all round, in my view


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

Sorry guys, it seems I'm really busy this week... :( You can bot me to cast channel..


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 does not have heal, but with an untrained check I might be able to make an aid. 1d20 - 1 ⇒ (14) - 1 = 13


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

Aid other: heal: 1d20 + 2 ⇒ (9) + 2 = 11

"You didn't break out of the cell just to bleed out."


Roll20 Maps Loot

Ok, gtg, healing stopped!

Now what?


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

Did Solomon find anything when he searched the room?

If not, then he will open the North door to keep stuff moving. It's arbitrary, but I've got nothing else to go on. So if it's bad, at least Solomon will take the hit!

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