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

Sir Balin Will vs Murderous Command: 1d20 + 6 ⇒ (3) + 6 = 9

And then Gertrart moved into position.

I'll adjudicate the top of the order in a second.


Roll20 Maps Loot

Taeral comes out of delay and casts darkness. Mordecai casts Murderous Command. Gertrart moves into the room. Malleck swings and misses. Xeram casts sleep.

Unless I'm mistaken, the following need Will saves, and I'll roll them to keep things moving:

Will Malleck: 1d20 + 7 ⇒ (6) + 7 = 13 fail
Will Shade: 1d20 + 0 ⇒ (7) + 0 = 7 fail

They both fall asleep. 4HD total, smallest first, closest first.

Absolutely willing to listen to arguments about why that's not what happens, but sleep is pretty clear as to how it resolves.

While he is plunged into Darkness, Sir Balin does know where Timeon is, so he moves through the darkness.

Gertrart can take an AOO and apply sneak attack damage.
Mordecai can take an AOO if you have a weapon out.
Solomon had a bow out, so no AOO

Sir Balin attacks Timeon.

Longsword: 1d20 + 12 ⇒ (12) + 12 = 24 Hit
1d1d8 + 7 ⇒ (6) + 7 = 13

A devastating blow against poor Timeon, who crumbles and falls to the ground.

Those in bold can go.

Round 2

Malleck - Swings and misses; sleeping
Xeram - Casts sleep
Sir Balin - Attacked Malleck
Squire Timeon - Attacked Timeon
Vosil -
Shade - Sleeping
Solomon -
Taeral -
Gertrart -
Mordecai -

Round 1 recap:

Malleck - Attacked Sir Balin
Xeram - Cast Daze
Sir Balin - Attacked Malleck
Squire Timeon - Attacked Solomon
Vosil - Diplomacy
Shade - Attacked Sir Balin
Solomon - Fired at Timeon
Taeral - Cast Darkness
Gertrart - slips into the room
Mordecai - Casts Murderous Command

GM:

Sir Balin - 25
Squire Timeon -


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

Here's my argument why Malleck isnt asleep... he gets +2 vs mind affecting spells ;) undead resistamce =^^=. Will now roll my AoO and my 3rd round attacks

Malleck attacks the fighter as he moves away
AoO: 1d20 + 7 + 4 ⇒ (11) + 7 + 4 = 22 +2 if flanking
Damage: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Round 3
Next he follws the fighter and attacks again.
Attack: 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24+2 if flanking
Damage: 1d10 + 4 + 2 ⇒ (7) + 4 + 2 = 13


Roll20 Maps Loot

Indeed, that +2 will save you!

Malleck gets 2 hits on Sir Balin, but let's hear about those AOOs from the others.

GM:

Sir Balin - 45
Squire Timeon - 13


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

falchion: 1d20 + 4 ⇒ (12) + 4 = 16, +2 if flanking AoO
dmg: 2d4 + 4 ⇒ (2, 2) + 4 = 8 plus snk: 1d6 ⇒ 6


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
Gertrart aka Blood Desecrator wrote:

[dice=falchion]1d20+4, +2 if flanking AoO

[dice=dmg]2d4+4 plus [dice=snk]1d6

Remember you can now also attack. that was just you AoO


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

Shade has no defence against the spell and slumps. Dismissing her back to the planes, Vosil summons another shadow eagle to flank Sir Balin. His expression suggests mild annoyance.

The eagle lashes out at the knight; shadow creatures have darkvision so it can see perfectly.

Beak: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 ⇒ 1

Claw: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 ⇒ 2

Claw: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d4 ⇒ 3

Confirm critical, Claw: 1d20 + 5 ⇒ (12) + 5 = 17
Critical Damage: 1d4 ⇒ 4


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

for round 3. Swift Heal: 1d6 ⇒ 2 14/19HP

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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

AoO Heavy mace: 1d20 + 0 ⇒ (6) + 0 = 6
damage: 1d8 ⇒ 5

Mordecai notices an opening as the knight storms to smite down his own servant. But the tiefling soon learns he is not made for armed combat, even while wielding his holy weapon.

Instead, he stays where he is best at, and harasses the enemy with his spells. Grease worked with the undead, and the heavy armored knight doesn't look too nimble.

Cast Grease DC17. Since Balin moved to Timon, it should be possible to cast so that no friendlies are in the area? Move action to move farther away from Balin


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 hope it doesnt hit malleck...

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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'

Is Sir Balin still in darkness, the spell would have effected 15' outside the room? So far the rooms I believe, have been lit by oil lamps or lanterns, no magical light.

Did Sir Balin move at his full speed? As this would indicate he could see in darkness or made his DC10 Acrobatics, otherwise is would be at half speed. I am relying on the descriptions/actions provided in response to spell effect, to gleen additional details of our situation.

Darkness, Environmental Rules Section CRB:
In many cases, some characters or monsters might be able to see while others are blinded. For purposes of the following points, a blinded creature is one who simply can't see through the surrounding darkness.

Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, via sneak attack or a duelist's precise strike ability).

Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Blinded creatures can't run or charge.

Darkness, Environment

Vosil: Remember that a sleeping creature can be awakened with slapping or wounding the sleeping creature. Really wasn't a reason to send Shade back. But good hits with the Eagle.


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 stumbles backwards from the punch. It really hurt, and he tries to recall if he's ever actually been 'punched' before. He's been slashes, scratched, definitely burned, and hit with blunt objects... but there's something much more personal about a punch--skin to skin (or fur more appropriately). His pride seems a bit bruised.

As Sir Balin crashes in though, eager to defend the rat it seems, the alchemist steps lightly away from the carnage while slipping one of his extracts from the folds of his robes. The foul liquid burns as it slides all the way down his throat, but in a rather stimulating way.

Move: A 5' step if currently threatened. Otherwise, full move to get away.
Standard: Draw and drink elixer - Targeted Bomb Admixture. (Alchemist class can do both with a single standard action)


Roll20 Maps Loot
Taeral wrote:
Rulesy stuff

I will admit to playing a little fast and loose with the rules here, for cinematic effect. Sir Balin is human, so he'd need to make the acrobatics and 50% miss chance to hit Timeon. I will likely do so in other cases, where the story can be enhanced by doing so, but never to the detriment of the PCs and the players.


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 with cinematic effects... so where is Sir Balin? in the hallway or in the room with the coffins? there was only a 10' hallway between the room he started in and the coffin room, correct? try to visualize our/my options.


Roll20 Maps Loot

As Balin moved Gertrart's AOO missed, but Malleck hit. Vosil releases shade and summons an eagle, which hits Sir Balin with both claws, but no critical. Solomon backs away from the action drinking some of his strange mixtures. Mordecai casts Grease, and...

Sir Balin Reflex: 1d20 + 3 ⇒ (20) + 3 = 23

... Does not fall to the ground. On the plus side, that 20 won't be in an attack roll!
A devastating blow against poor Timeon, who crumbles and falls to the ground.

Those in bold(Xeram and holdovers from the previous round) can go.

Round 3

Malleck - Moved, Attacked and hit Sir Balin
Xeram -
Sir Balin -
Vosil -
Eagle
Solomon -
Taeral -
Gertrart -
Mordecai -

Round 2 Recap:

Malleck - Swings and misses; sleeping
Xeram - Casts sleep
Sir Balin - Attacked Timeon
Squire Timeon - thumped to the ground
Vosil - Releases Shade and summons eagle
Eagle - Attacks Sir Balon
Solomon - Drinks and backs off
Taeral - Delay, but dive in any time.
Gertrart - Delay, but dive in any time
Mordecai - Grease

GM:

Sir Balin - 50
Squire Timeon - 13

ST: 1d20 + 1 - 8 ⇒ (7) + 1 - 8 = 0
ST: 1d20 + 1 - 9 ⇒ (9) + 1 - 9 = 1
ST: 1d20 + 1 - 10 ⇒ (19) + 1 - 10 = 10


Roll20 Maps Loot
Taeral wrote:
ok with cinematic effects... so where is Sir Balin? in the hallway or in the room with the coffins? there was only a 10' hallway between the room he started in and the coffin room, correct? try to visualize our/my options.

I would say that the Timeon-Solomon dustup happened just inside the coffin room, so that's back now where Pretty much everyone is, because Balin came back there, Malleck followed. The Eagle was summoned. Only Gertrart is back where Balin began, and he can come on over if he wants, so we're all crammed up in the coffin room, with half that room in darkness, which affects Sir Balin, oh and probably the eagle.


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

eagel has darkvision. According to its summoner, their template grants them DV

-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

Xeram aims a finger at Balin.

Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4


Roll20 Maps Loot

Sir Balin's is struck by Xeram's missile.

Coming out of his magically induced murderous stupor, he realizes what he has done, "Oh Timeon, what have I done to you? I will make these wretches pay."

He turns and attacks Malleck

1st attack

Longsword: 1d20 + 12 ⇒ (20) + 12 = 32
Longsword DMG: 1d8 + 7 ⇒ (7) + 7 = 14

2nd attack

Longsword: 1d20 + 7 ⇒ (14) + 7 = 21
Longsword DMG: 1d8 + 7 ⇒ (5) + 7 = 12

Hmm, umm a crit threat.

Longsword: 1d20 + 12 ⇒ (16) + 12 = 28
Longsword DMG: 1d8 + 7 ⇒ (8) + 7 = 15

Miss chances [low misses]

Attack One: 1d100 ⇒ 1
Attack Two: 1d100 ⇒ 77

So if I read that right the amazingly devastating crit misses due to darkness, and while darkness didn't stop the second swing, I think with smite up it misses Malleck's AC, correct?

The party is up!

GM:

Sir Balin - 54
Squire Timeon - 14

ST: 1d20 + 1 - 9 ⇒ (9) + 1 - 9 = 1
ST: 1d20 + 1 - 10 ⇒ (19) + 1 - 10 = 10


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

thank goodness yes! AC of 23... so no damage...
Swift heal: 1d6 ⇒ 1 15/19HP 2 uses left

Malleck retaliates with an attack of his own, dark energy helping him against the knight

Attack Smite: 1d20 + 7 + 4 + 2 ⇒ (9) + 7 + 4 + 2 = 22
Damage: 1d10 + 4 + 2 ⇒ (4) + 4 + 2 = 10

-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

The eagle continues its aerial assault on Sir Balin, proving to be little more than a distraction this round.

Beak: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d4 ⇒ 3

Claw: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d4 ⇒ 2

Claw: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 ⇒ 1


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

Now charged, Solomon hurls one of his few remaining bombs at the enraged knight. The darkness hinders him little, though the clashing of blades between the knight and Malleck make the throw a bit trickier.

Bomb!: 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19 Against touch AC, but no splash due to elixer
1d6 + 6 + 5 ⇒ (1) + 6 + 5 = 12. Additional damage is from doubled int bonus


Roll20 Maps Loot

And with those attacks, Sir Balin is down!

Was there a desire to not kill him? If so, the later attacks could be foregone. Just let me know. I promise no alignment hit either way, haha.


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 being close will make sure the knight stays down.
Coup De Grace: 2d10 + 8 + 4 ⇒ (3, 1) + 8 + 4 = 16

-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

Xeram rubs his chin.

"Fellow villains, the zealot lies on the floor, as does his boy. While i would say "splendid", true as it be, i suggest stealing any useful belongings they possess."

Xeram then looks at Vosil, a wicked grin on his face.
"Your summoned friend would enjoy a snack, wouldn't she?"


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

loots the body =^^=

-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 bends down to check whether Timeon is still with them or whether he has bled out.

Heal, untrained: 1d20 + 1 ⇒ (18) + 1 = 19

"What's the verdict, here? Keep him and get him onside, or let him die?"

While the others consider the issue, he begins the ritual to summon Shade.


Roll20 Maps Loot

Sir Balin's loot consists of:

  • Potion of cure light wounds
  • longsword
  • dagger
  • cloak of resistance +1
  • masterwork full plate
  • heavy steel shield
  • silver and sapphire holy symbol of Mitra (250 gp)

Timeon was wearing a chain shirt.

Both had tabards and minor regalia associated with the Alerion order.

Sir Balin's armor is fairly magnificent and covered with symbols of Mitra and such. I would normally enforce the reconfiguring rule for plate armor, and will now, but you strongly suspect the estate above has experts who could accomplish this for you, free of charge, should that be desired.

Timeon did, in fact, stabilize, so you can off him, or save him, your call.

What's the plan?


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 reappears, looking much as normal.

"A snack? oooh yes, thanks - but only if it's cooked. I'm not a monster."


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 cares little whether the squire lives or dies. The lad physically assaulted him... how barbaric. The alchemist finally drops his hideous disguise, appearing once again as the white-furred ratman, and scurries down the hall to where Sir Balin was previously being held. He figures that room deserves a better lookover now that it's denizen has fallen.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


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 will take the full plate.
Can we level up in process? will level up now anyway, almost time for me to sleep. its late :P

-Posted with Wayfinder


Roll20 Maps Loot

Whenever the plan is to go up and report to the Cardinal, you can level up, and I will work up a big post and take us forward a bit in time.


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

As long as there are no more rooms here, I suggest we report to our leader, plus or minus Timeon of course!


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 could flip a coin. However, he knows what side we're on and would likely rather die over joining. Which might suit Shade juuuuust fine.


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 would say stabilize the boy and bring him with us. It was not us that struck him down, and I don't think he is smart enough to understand it was magic that turned his mentor on him. I believe he could still be turned/flipped to be an asset.


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

"If you want the boy, he should be an easy turn. He is not strong enough for my needs, but if he renounces the knights there is no need to off him. If not the cardinal will probably torture him for some time." EDIT: put him in Taeral's loot bag :)


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 I assume there was nothing of interest in the room Sir Balin was in?

Sure, let's keep the lad around too.


Roll20 Maps Loot

Yes, the room is otherwise unremarkable.


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 stabilizes Timeon. "Let's keep him, he might turn useful. At least entertaining, if not useful."


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 nods in acknowledgment. "Sorry Shade my love, no cooked flesh for you this time."

Ignoring the grumbling, he casts Detect Magic on Sir Balin's belongings. It seems odd that so mighty a knight would have no magical armour or weapons.


Roll20 Maps Loot

Just the cloak is magic.


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

Spellcraft cloak: 1d20 + 6 ⇒ (6) + 6 = 12


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Roll20 Maps Loot

You drag the still sluggish Timeon upstairs, along with your loot, and the pendant that Sir Balin was wearing. You have no trouble discerning that Cardinal Thorn would most likely be waiting for you in his study, and you go there.

Adrastus sits in his study seeming almost as if he has moved not an inch from where he gave you your orders at dusk yesterday, several hours ago.

[assuming someone gives him the pendant]

The high priest holds the trinket and pauses as if in deep contemplation. He watches the holy symbol glitter in the light. “A pretty enough thing, eh?” he muses. “This is a holy symbol of Mitra in particular the sort favored by the Knights of the Alerion. Perhaps you already knew that."

“Remember this symbol. This is the mark of those who destroyed our faith and sought to banish all trace of the worship of our Father from these shores. These, my friends, are your enemies.”

He tosses the holy symbol to whoever gave it to him. “Keep it. It may aid you in disguising yourself.”

He smiles. “You have done well. Escaping from Branderscar, slaughtering Sir Balin … yes, you are worthy. Now, let us complete your training…"

The next three months of your lives are spent in various types of training. View it as a montage from a cheesy movie, like The Karate Kid or Bloodsport. That sort of thing. During this training, your physical needs are well cared for, food, companionship (if desired from the slaves), etc. You gain a much greater respect for the abilities of each of your compatriots and what they bring to the group. In short, while each of you advances a level, as a group you also become more of a coherent team.

During the three months, both Cardinal Thorn and Thiadora each take time individually to work with each of you as individuals and as a group as parts of your overall training. Your overall impression of Thiadora is that of a very sadistic person, who seems to take a lot of joy in your failures and suffering, because yes, failure in some tests does cause some pain. We'll not be overly specific about it.

Cardinal Thorn however, shows himself to be a compassionate and genius teacher, and seems to view each of you as a father might a child. He always seems to have exactly the right advice ready for you, to get through a tough training problem, "Malleck, hold your elbow up when making that slash" sort of stuff. As well as through the mental anguish he seems to have the right advice, "Mordecai, recall how Asmodeus handled the people of Trint, and you will understand your path forward."

Any questions on all of that?

When it comes time for you to "graduate" from the training in a grand ritual, you all gather in the cathedral. Cardinal Thorn conducts a blood ritual, comes around and anoints each of you in turn with a small drop of his own blood.

"Mordecai, I consecrate you and declare that Asmodeus is with you."

Mordecai:
Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy, and healing your evil allies heals them for 1 additional hp.

"Gertrart, I consecrate you and declare you to be a master of deception."

Gertrart:
“Deception is a tool. Master it.” Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +1 trait bonus to Bluff, Sense Motive.Sleight of Hand, and Stealth."

"Malleck, I consecrate you and declare that you shall be my slayer of angels."

Malleck:
Adrastus Thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +2 trait bonus on Knowledge (planes) checks about good-aligned celestials and receive a +1 trait bonus to any damage roll you make against them. Let's say this is against all outsiders of subtype good.

"Solomon, I consecrate you and entrust to you the mysteries of the first strike."

Solomon:
Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.

"Taeral, I consecrate you and declare you a master caster."

Taeral:
Cardinal Thorn has worked with you on mastering a single school of spells. Select one school of spells and gain a +1 trait bonus on the DCs for this spells.

"Vosil, I consecrate you and fortify your will and resolve."

Vosil:
Adrastus Thorn drills you (and Shade) on ways to avoid magic that seek to take control of your mind and divert you from your mission. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

"Xeram, I consecrate you and have worked with you to master your favorite spells."

Xeram:
Adrastus Thorn has worked with you diligently and taught you the intricacies of two of your favorite spells. Select two spells (they can be ones you don't have yet) and you will cast them at +1 caster level.

Stepping back after consecrating each of you, Cardinal Thorn takes a cup of water that is mixed with his blood, and casts it over the whole group, "I consecrate you as a whole, I consecrate as my Nessian Knot."

To conclude the ritual, Thorn summons a barbed devil and offers it up one of his slaves to feast on.

"Behold," he proclaims, "the Nessian Knot is forged."

“Just in time,” Cardinal Thorn remarks. “My ship has arrived.” On the river dock behind the manor under cover of darkness, a square-sailed longship sails into the slip. It sits heavily in the water, laden with a substantial cargo.


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 undergoes some serious changes over the next few months. All Fetchlings are tied to the Shadow Plane; some few can transcend these links and draw their power directly from the Negative Energy Plane.

Foolish to try, of course; at least alone and unguided. Certainly without the Cardinal's aid, advice and protection it is doubtful that Vosil would have survived the experiment. As it is, he spends much time recuperating, exhausted, haggard and spent; on such occasions, Shade guards the door to his chamber, growling at all who approach. An eidolon's fate is tied entirely to her summoner - if he fails to survive, what will become of her?

Naturally friendly and courteous, Vosil nevertheless somehow fails entirely to speak of his experiences, instead deflecting the subject of conversation to something else.

Nevertheless, there is one topic that won't go away: Timeon. At some point, Vosil knows, one of them is going to have to have The Talk. Thus, one evening when he is feeling a little better and well-rested, he goes in search of the squire.

"Now, my boy, you have seen how Sir Balin tried to kill you for associating with us - do you think any of the others out there will treat you any better? It seems to me you have 3 choices: try and return to your fellows (who will doubtless kill you for consorting with us); try to make it on your own (bad idea); or join us. True, you may have to shed some blood; but have we really treated you so badly? We rescued you, we protected you, even when Sir Balin tried to kill you we stopped him... Why not at least see that we offer another way of looking at the world - one where you are no mere squire; you could be a Lord! Don't you want to be a Lord? Or would you rather be a beggar? For that is what you will be if you leave."

"Look - I offer my friendship. Take it, kid. It's the best advice I can give you right now."

Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21 Someone give me an Aid Another, and we might do this! He's probably got a lousy Sense Motive...


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 had plenty of time to take in the basics of the local pantheon and routines. He'd also spend off-time in the library, studying theory on planar and dimensional methods & phenomenae. Portals would draw his interest.

When the Cardinal took him aside for deeper insight into spells, he had considered his options. 2 fire spells instantly popped to mind, Ye old Fireball & burning hands.


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

"Thank you master," Gertrart accepts the blessing. He will keep the knight's pendant as well.


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 joins Vosil, converting Timeon to this darker cause. "Mitra has already abandoned you... Did that pitiful godling help Sir Balin in his blight? No! It's all a lie... That one is not interested in you... Mitra couldn't care less if you lived or died. But... there are other powers... One that listens.. One that helps you... One that lets you taste real power! This one, of course..." the tieflng whispers, presenting the symbol of the Dark Prince "...is Asmodeus!"

Aid diplomacy: 1d20 + 8 ⇒ (6) + 8 = 14


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 had walked by, standing silently pausing as the two others were working some devious words into the squire's mind.

Ahh, brings back memories. Setting up peasants against each other.


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 helps to convince the young squire.

"The leadership of Mitra are corrupt and tyrants, Timeon. They seek to remove all free will and subjugate all to their rule. I am old enough to remember when our lands were bountiful and peaceful. When a person could worship as they felt was righteous for themselves. Not having to worry that a neighbor or guardsmen would turn on them for their own beliefs. You witnessed first hand how a person you thought of as a mentor, turned on you when he saw you in our company. Not even providing you a chance to defend yourself."

Aid Diplomacy: 1d20 + 11 ⇒ (2) + 11 = 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

Xeram tries to see if the 3 are having effect.
Sense Motive: 1d20 + 8 ⇒ (3) + 8 = 11

Should he be rusty that day and not notice anything, he makes the quartet complete. He holds a book, with the goal of appearing as the most modest one, plus....staying several paces away to complete it.

"Young lad, though these past weeks have shown you harsh reality of life, one should grasp any lifelines while drowning. Become stronger, ascertain yourself of people capable of seeing the bigger picture, beyond the situation of a shepard driving sheep. Current group would provide said opportunity, if you'd have been wished dead, you'd not be standing right now."
Diplomacy: 1d20 + 3 ⇒ (19) + 3 = 22

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