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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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

"You have my promise: you can have your fun with this one when we're done."


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

"We just need one, Shade. You can play with the other..."


Roll20 Maps Loot

I’ll say the two tritons are 25’ from the boat.

Unless Shade has a swim speed, I’ll need a swim check from her.

If Shade swam successfully, she was able to grapple T1.

Mordecai, are you sure you’re using those fire bolts right? They seem broken.


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

Oh, I figured they were right by the boat; if I have to swim I won't get there in time (20 ft as a FRA or 10 ft as a move action)


Roll20 Maps Loot

Ok, so you can start swimming and get there next turn, of course the one won't be dazed by then.


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'

Seeing Shade hesitate on getting wet, Taeral takes aim at the dazed triton and lets loose an arrow.

Shortbow: 1d20 + 7 ⇒ (7) + 7 = 14
Damage, Shortbow: 1d6 ⇒ 4

Maybe there is some predator in the water that a little blood can draw near, he thinks to himself.

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in garb similar to the sailors; lullaby, 1 rd;


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 has been rather dazed by the elemental attacks. The first hits him hard in the head, rattling his precious grey-matter and stunning the disguised vermin. The second jerks him from this daze but still sends him sprawling. By time he gathers his wits about him, much of the explosive conflict has already ended.
Tracked the 13 HP damage

There are still a few in the water, however, hindered from fully retreating. As much as Solomon would love to down a healing extract, he instead delays his comfort for the sake of actually drawing some blood.

He frees his longbow and sidles up to the edge of the ship where he hopes to get a clear shot at the dazed creature--the same one Taeral looses an arrow at.

Longbow: 1d20 + 6 ⇒ (5) + 6 = 11
Potential Damage: 1d6 + 1 ⇒ (1) + 1 = 2

The shot seems misplaced.


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 cat-paddles doggedly towards her prey, intent on wrapping it up for later...

Swim: 1d20 + 3 ⇒ (8) + 3 = 11


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
Grymp wrote:

Mordecai, are you sure you’re using those fire bolts right? They seem broken.

I complained to the Asmodean customer service that their fire bolts are faulty. But unfortunately it was all there in the contract... The small print in pages 7 and 666. Right next to the small print about selling your soul... So Mordecai will just have to manage with those fireworks...


Roll20 Maps Loot

Taeral hits T1
Solomon misses
Shade swims
Mordecai complains to customer service
T1 comes undazed and swims away.

So let's just go with Shade grapples up and drags T4 aboard the Frosthamar/

Combat is OVER (for now!)

Hey, on the plus side you managed to reduce their numbers by 1!


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 may mean 1 less water elemental also.

Vosil... Can you throw Shade back into the mixer and put fins and/or gills on her?


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 will be involved in the interrogation to see what information they can get.

Intimidate: 1d20 + 5 ⇒ (19) + 5 = 24 (Quite a lot, it would seem!)


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
Taeral wrote:
Vosil... Can you throw Shade back into the mixer and put fins and/or gills on her?

Pfft - I don't know, can we throw you back into the underdark until you stop asking stupid questions? I hate water!


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

Like Vosil, Xeram enjoys a good interrogation.
Intimidate: 1d20 + 9 ⇒ (19) + 9 = 28

He might even make some false promises.
Bluff: 1d20 + 9 ⇒ (9) + 9 = 18


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'

Just because this is the triton's second failed attempt, Taeral also helps with the interrogating in a need to find out why they are attacking us.

Intimidate, Assist: 1d20 + 9 ⇒ (15) + 9 = 24

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in garb similar to the sailors;


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

Between a triumpherate of such malicious charisma characters, i wonder if it wouldn't be praying to see its mother. Wait...MALLECK!!, get your armored hide over here and make it even worse for him. :)


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; 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

Intimidate: 1d20 + 16 ⇒ (2) + 16 = 18
Touch Attack: 1d6 ⇒ 6
Will save or under effects of command. And lol, good thing it just an aid, which i auto pass anyway

"Tell us about your leader, tell us everything"

Can i make a new planes check?


Roll20 Maps Loot

Ok, so you guys totally torture/intimidate him.

And now Mordecai gets the answer to his question from earlier, tritons do indead speak both Common and Aquan.

Early on, the triton attempts to put on a brave face, but after you guys put him through the ringer, "I was just following the holy one. He told us that Mitra had guided him to you, that you were evildoers, a great evil that was to be set upon the land, and that we were to stop you now, before you got too powerful."

Nerianus is an Oracle, a haunted one at that. He has been having these visions from Mitra. He managed to convince four young tritons to join him on a holy quest to defeat you. Their tactics were to summon water elementals onto your boat, push you over, and then finish you in the water. All tritons can summon either water elementals, or multiple dolphins, once per day, but Nerianus has power from Mitra and he can do this more often.


Roll20 Maps Loot

@Malleck, what more did you want from the planes check? You can likely beat it out of poor T4!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; 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

good outsiders. And what's affective.

-Posted with Wayfinder


Roll20 Maps Loot

Oh, I should mention that T4 actually had some loot on him! He had a MW trident, a heavy crossbow, and 10 bolts.


Roll20 Maps Loot

So, this triton, assuming you decided to detect good on him, has a Moderate aura.


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

And if he had any capability of casting detect evil, he'd faint on the spot from a sudden headache.


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'

"So what we going to do with him? You think the Captain would like a new figurehead on the Frosthmarr?"

Dirrecting his next question to the triton, "So you think this Nerianus is going to come back for you? Or just keep coming every so often, bringing your kind to die in Mitra's name?"

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in garb similar to the sailors;


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; 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
Xeram wrote:
And if he had any capability of casting detect evil, he'd faint on the spot from a sudden headache.

He'd die before he could feint.... if he did cast that


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

Excellent point, but hence the ' if '


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; 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

=^^=

-Posted with Wayfinder


Roll20 Maps Loot

"I think he is driven by Mitra's righteous glory and will continue to try and destroy you to his own dying breath if need be."


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; 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 say tie him to the mast. Let him dry out" he waves and walks away

-Posted with Wayfinder


Male Ogre

"If it was me, I'd eat him. Grumplejack likes fish!"


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

Didn't a certain seafood salesman in some unconquered french village say fish is good for the brain?


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'

As soon as he utters "Mitra's righteous glory", Taeral cuffs across the face drawing blood.

It is all about the conditioning.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; 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

Unless you want to kill him, i did burn him for 6 damage. so just watch out ;)


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 looks the wretch over, without much interest. "Something lingering, I think." He leaves it to the others to decide what that should be.

If no one has objections, Vosil will hand the masterwork trident to the captain; something of value to gain his goodwill, and part of the spoils of war.


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 perches himself on top of one of the crates in the belly of the ship, crouching on his hind legs like some sort of animal, looking rather curiously however as a large woman. He drinks his CLW extract, then sets to work on creating another, should anyone need it.

CLW: 1d8 + 3 ⇒ (4) + 3 = 7


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 smiles pleasingly.

"Oh, i could administer some 'shock therapy'. I need some relief after being smacked by the elemental and that fish' 2nd retreat.
Such foolish blind following...

Electricity sparks in his hands, he proceeds by slowly closing in on the triton's temples, not making contacts yet. "See, it's in your best interest to spill any more beans. Are there any more surprises you fishmen hide beneath the water's surface in these parts?"


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 watches the interrogation amused. "So many uses for that one... If Grumblejack or Shade doesn't want to eat him, and the captain doesn't need a new figurehead, I could always offer a sacrifice for Lord Asmodeus."

"In any case, I believe the oracle will be coming back. We should plan how to kill him for good. His escapes are getting annoying."

Being wounded by a bolt, the tiefling enchants his blood with infernal power and lets it flow into the wound. cast Infernal Healing


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, from what we know he's convinced his goals are "holy". Decent chances that, if we were pin him down and threaten him with death, the others will continue."


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (DR 6/-); F:6, R:4, W5; 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 may not be able to reach him with my sword... but give me a bow, and i WILL make him hurt" he smirks

-Posted with Wayfinder


Roll20 Maps Loot

So, ummm, any actions you guys need me to adjudicate? Any more answers to get out of poor T4? Somewhere deep at the bottom of the ocean is some triton mom wondering where her beloved T4 has gotten off to, and hoping he isn't in trouble. If not, you did promise Shade she could eat him! Let me know when we're ready to proceed.

The captain and his crew awake and they are rather groggy from their drunkfest the night before. "I can't thank you enough, both for fighting off those fish, and for the gift of this excellent weapon."


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

Having satisfied his tension with the interrogation of the triton, Xeram adresses Shade.

"You were due some seafood treat, i'd say enjoy."


Roll20 Maps Loot

So then, let's move this along. Is it safe to assume that we're all ok with Shade disposing of T4?

Now then, the next day, the Captain gets the boat moving further north. The day passes uneventfully.

The temperatures plummet well below freezing and ice rime begins to form on the rigging. It begins to snow – intermittent flurries at first give way to fat flakes and biting winds. The crew lights up a few torches to provide both light and warmth in the freezing darkness.

Perception Checks:

Mordecai: 1d20 + 6 + 5 ⇒ (14) + 6 + 5 = 25
Gertrart: 1d20 + 4 + 5 ⇒ (19) + 4 + 5 = 28
Malleck: 1d20 + 0 + 5 ⇒ (17) + 0 + 5 = 22
Solomon: 1d20 + 8 + 5 ⇒ (10) + 8 + 5 = 23
Taeral: 1d20 + 1 + 5 ⇒ (20) + 1 + 5 = 26
Vosil: 1d20 + 3 + 5 ⇒ (8) + 3 + 5 = 16
Xeram: 1d20 + 8 ⇒ (19) + 8 = 27
Shade: 1d20 + 6 + 5 ⇒ (14) + 6 + 5 = 25
Stealth: 1d20 + 20 ⇒ (6) + 20 = 26

anyone that beat a DC 26 Perception:

You spot a small white creature way up at the top of the mast.

For anyone that made the perception check (Xeram, Taeral, and Gertrart), (or once we get to the second round and everyone sees it), you can make a knowledge (planes) check.

DC 13:
This is an ice mephit. If you beat it by multiples of 5s, ask me questions about it.

Sorted Initiative
K - Casts a spell
Xeram -
Vosil - Flatfooted
E -
Malleck - Flatfooted
Taeral -
Gertrart -
Solomon - Flatfooted
Kargeld - Flatfooted
Mordecai - Flatfooted

The creature, which only three of you see, casts a spell. The three that made perception can roll spellcraft.

Spellcraft DC 17:
Chill Metal

Malleck and Taeral make a Will save DC 14. (the Captain fails his will save)

Xeram, you are up!

Initiative:

Mordecai: 1d20 - 1 ⇒ (1) - 1 = 0
Gertrart: 1d20 - 1 ⇒ (9) - 1 = 8
Malleck: 1d20 + 1 ⇒ (8) + 1 = 9
Solomon: 1d20 + 5 ⇒ (2) + 5 = 7
Taeral: 1d20 + 4 ⇒ (4) + 4 = 8
Vosil: 1d20 + 3 ⇒ (10) + 3 = 13
Xeram: 1d20 + 2 ⇒ (14) + 2 = 16
K: 1d20 + 6 ⇒ (20) + 6 = 26
E: 1d20 - 1 ⇒ (13) - 1 = 12
Kargeld: 1d20 + 0 ⇒ (1) + 0 = 1

Kargeld Will: 1d20 + 6 ⇒ (4) + 6 = 10


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 far away are they?

Xeram's eye caught the silhouette of a new figure in view.
Hm, what's this?

Kn. Planes: 1d20 + 6 ⇒ (9) + 6 = 15
It sort of resembles one of the ice sprites from home, annoying things.

"We are being beset again, over there.", he points at the creatures.
Spellcraft: 1d20 + 7 ⇒ (6) + 7 = 13

Xeram readies magic missile for the 1st creature to come close.
MM: 2d4 + 2 ⇒ (2, 2) + 2 = 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

Since a night passed, is it ok to change spells? One IH to summon monster I


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'

Kn. Planes: 1d20 + 5 ⇒ (18) + 5 = 23
I haven't seen on of those in years, not since we locked that stupid goblin in the ice cellar. Hmmm, now did they have a special attack they liked to use or maybe they were resistant to certain types of weapons?

not trainied in spellcraft, so no check for Taeral

Will: 1d20 + 2 ⇒ (2) + 2 = 4 Taeral has Spell Resistance 9 if that matters

To arms.... that damn triton as employed the aid of a ice mephit," he says as he points at the creature.

I won't do anything else until it is Taeral's turn.

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in garb similar to the sailors;


Roll20 Maps Loot
-Mordecai- wrote:
Since a night passed, is it ok to change spells? One IH to summon monster I

Absolutely


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'

@Mordecai: did you have any healing left the night before? If not, OK.


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

KN (planes): 1d20 + 5 ⇒ (13) + 5 = 18
spellcraft: 1d20 + 10 ⇒ (8) + 10 = 18

"Your weapons or armor are going to be painful to touch, if anyone has a heat spell, it will be useful now."
what abilities (su, ex, sla) does the ice mephit have?

We are kind of at a standoff with the triton. If any of you can choose spells allowing us to take the fight to him, it would be useful.


Roll20 Maps Loot

@Gertrart - Ice mephits have a cone of cold breath weapon.


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'

no information for Taeral?

Taeral wrote:

Kn. Planes: 1d20 + 5 ⇒ (18) + 5 = 23

I haven't seen on of those in years, not since we locked that stupid goblin in the ice cellar. Hmmm, now did they have a special attack they liked to use or maybe they were resistant to certain types of weapons?

I won't ask my kn. bases question with a question next time. ;)

Special Attacks or DR?

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