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.


1,901 to 1,950 of 4,628 << first < prev | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | next > last >>

Malleck of Alerion wrote:

sigh. Ill chalk it too the fact its the first time using a bow

-Posted with Wayfinder

Blame the spell!


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

How far are the enemies? Within 30 feet?


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 takes a falchion to the watery creature.
1d20 + 5 ⇒ (1) + 5 = 6, 2d4 + 4 ⇒ (1, 4) + 4 = 9 also blame the spell? :)


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'

Having dodged the bolt headed his way, Taeral finishes casting his sleep spell centered to encompass two of the triton mooks.

DC17 Will

Round 2

Taeral shifts around on the boat to get some cover from one of his allies and begins casting another sleep spell, while keeping an eye on the elemental.

Tumble: 1d20 + 4 ⇒ (20) + 4 = 24
Cast Defensively, DC17: 1d20 + 10 ⇒ (15) + 10 = 25

Edit: Argh... now I wish I would have made an attack. Oh well.

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


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

Sorry, late to the party on this, doing Round 1 and Round 2 together to save time

Vosil has dispensed with Shade's services, as she doesn't swim and it seems that they need to attack the tritons, not merely repel the summoned minions.

From the powers of darkness and shadow, he summons forth creatures of air to attack the water-dwellers (not the leader - he can see that he has some sort of protection), calling 1d3 ⇒ 2 shadow eagles

The things slash at the triton with beak and claws.

Round 1

Bite, Eagle 1: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d4 ⇒ 2

Claw, Eagle 1: 1d20 + 3 ⇒ (4) + 3 = 7
Damage: 1d4 ⇒ 4

Claw, Eagle 1: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 ⇒ 3

Bite, Eagle 2: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 ⇒ 1

Claw, Eagle 2: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 ⇒ 3

Claw, Eagle 2: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 ⇒ 2

Round 2

Bite, Eagle 1: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 ⇒ 1

Claw, Eagle 1: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d4 ⇒ 1

Claw, Eagle 1: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 ⇒ 1

Bite, Eagle 2: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d4 ⇒ 4

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

Claw, Eagle 2: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d4 ⇒ 3

OK, that was pretty terrible - I'm giving Shade fly asap!


Mordecai, yes, sorry about 25' off your beam. I'll get an update post out shortly.


Ok, so in round 2, Nerianus cured T1, the tritons fired. Gertrart engages E1 but misses. Modecai delays.

Solomon will again throw a bomb at T1:

To Hit vs Tch AC: 1d20 + 7 ⇒ (3) + 7 = 10 Hit
DMG: 2d6 + 5 ⇒ (4, 5) + 5 = 14

That should splash the other two tritons as well as Nerianus for 5 damage each, reflex save for half.

T2 Reflex: 1d20 + 1 ⇒ (17) + 1 = 18 success
T3 Reflex: 1d20 + 1 ⇒ (15) + 1 = 16 success
Nerianus: 1d20 + 2 ⇒ (9) + 2 = 11 fail

Xeram magic missiles Nerianus

Taeral casts sleep on T3

Will: 1d20 + 4 ⇒ (1) + 4 = 5 Fail. T3 falls asleep.

Taeral starts another spell.

Vosil's Eagles beat up on T2 a lot.

Malleck fires at but misses Nerianus.

Round 2 recap:

Dolphin:
Nerianus: CLW on T1
Triton: Fire crossbows
Gertrart: Misses with Falchion on E1
Mordecai: Delay
Solomon: Throws bomb at T1
Xeram: Magic Missile at Nerianus for 7HP
Taeral: Casts sleep on... Begins sleep again
Vosil: in round 1, eagle 2 hits T2 once, for 3 HP. In round 2, eagle 1 hits twice, and eagle 2 hits once for 6 damage in T2. I chose T2, so that they were not splashed by Solomon
Malleck: Makes will save, but misses with bow

GM:

T1: 19
T2: 13
T3: 7
E1:
D1:
D2:
Nerianus: 17


Round 3 starts.

Nerianus will CLW on T1.

CLW: 1d8 + 4 ⇒ (8) + 4 = 12
turns out I'm a dynamite healer too!

T1 and T2 reload.

T3 snores.

The party is up.

GM:

T1: 19
T2: 13
T3: 7 asleep
E1:
D1:
D2:
Nerianus: 17


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 continues uselessly chopping a falchion into the outsider.
1d20 + 5 ⇒ (4) + 5 = 9, 2d4 + 4 ⇒ (3, 4) + 4 = 11


It's definitely the spell!


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

WS: 1d20 + 7 ⇒ (14) + 7 = 21
Attack: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

This time Malleck hits the creature!


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 directs one of the eagles to CDG the sleeping triton; the other eagle continues to attack the current triton - it also gets an extra attack as the triton reloads. (Reloading provokes an AoO, yes?)

AoO, Eagle 1: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d4 ⇒ 3

Beak, Eagle 1: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 ⇒ 4

Claw, Eagle 1: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 ⇒ 2

Claw, Eagle 1: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 ⇒ 3

Unfrigginbelievable


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

"Now that you have reloaded your weapon, would you kindly shoot your leader" Mordecai commands one of the tritons.

Murderous command on T1, DC16


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 starts a sleep spell (DC14), aimed on a square to catch Nenarius as well.
No will check needed since i'm not actually targeting the guy, correct me if i'm wrong.


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'

Completing a second casting of sleep, this instance targeting an area to include Nenarius, but not an eagle, he watches the results of his spell.

DC17 Will vs sleep

@Vosil: What HD are your eagles?

Round 3

Seeing the area becoming a little crowded and not wanting to catch the eagles in this sleep spells, Taeral will begin to shoot the tritons with his bow.

Shortbow @ T1: 1d20 + 6 ⇒ (11) + 6 = 17
Damage, Shortbow: 1d6 ⇒ 3

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


How does Vosil relay his desire to the eagle to coup? You must be able to communicate with them.

Gertrart swings and misses.

Mordecai attempts a spell on T2.

T2 Will Save: 1d20 + 4 ⇒ (12) + 4 = 16 Success!

Solomon Delays

Xeram commences casting sleep

Taeral drops sleep on only Nerianus

Nerianus Will Save: 1d20 + 7 ⇒ (13) + 7 = 20 Success

Taeral shoots T1 for 3HP.

Vosil's first eagle whiffs, still trying determine eagle 2's actions.

Malleck shoots Nerianus for 8 DMG.

Solomon dives in and hurls a bomb at T1:

Bomb: 1d20 + 7 ⇒ (19) + 7 = 26 Hit
DMG: 2d6 + 5 + 1 ⇒ (2, 6) + 5 + 1 = 14

T1 stops moving.

It splashes Nerianus and the other two Tritons for 5, reflex for half.

Nerianus Reflex: 1d20 + 0 ⇒ (3) + 0 = 3 Fail
T2 Reflex: 1d20 + 0 ⇒ (10) + 0 = 10 Fail
T3 Reflex: 1d20 + 0 ⇒ (15) + 0 = 15 Success, oops, asleep, so he can't reflex.

T3 is awake though now, but we'll see about the Eagles.

Eagles both need reflex DC14 to take 2 DMG vice 5.

Dolphin:
Nerianus: CLW on T1
Triton: Reloading crossbows
Gertrart: Swings menacingly at the elemental
Mordecai: casts spell
Solomon: Delay
Xeram: starts casting sleep
Taeral: drops sleep on Nerianus
Vosil: Eagle 1 completely whiffs!
Malleck: Shoots Nerianus
Solomon: Lobs a bomb

GM:

T1: 24
T2: 18
T3: 12
E1:
D1:
D2:
Nerianus: 30


Alrighty then, so the wisest course of action for Nerianus, is likely to be CLW on Nerianus, so let's go with that.

CLW: 1d8 + 4 ⇒ (4) + 4 = 8

T1 is now a bit under the weather. T2 will shoot, thus provoking some AOOs. T3 just woke up, so he starts to reload.

T2 shoots at:

Random: 1d8 ⇒ 7 Xeram!

Crossbow: 1d20 + 4 ⇒ (4) + 4 = 8
DMG: 1d10 + 1 ⇒ (6) + 1 = 7

The elemental will attack Gertrart.

Slam: 1d20 + 5 ⇒ (3) + 5 = 8
DMG: 1d6 + 3 ⇒ (4) + 3 = 7

The party is up!

GM:

T1: 24
T2: 18
T3: 12
E1:
D1:
D2:
Nerianus: 22


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

WS: 1d20 + 7 ⇒ (6) + 7 = 13 sigh

-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's sleep spell goes off, he aims another MM at Nenarius.
MM: 2d4 + 2 ⇒ (3, 1) + 2 = 6


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 takes another shot with his bow at the previous sleeping triton (T3)

Shortbow: 1d20 + 6 ⇒ (9) + 6 = 15
Damage, Shortbow: 1d6 ⇒ 2

"Is someone going to take care of this elemental on deck with us, or just watch Gertrart be pummeled?"

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


Malleck of Alerion wrote:

[dice=WS]1d20+7 sigh

-Posted with Wayfinder

You made it earlier, you can now attack freely.


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 mildly put out by the utter ineffectiveness of the two eagles. He spends another use of his power to call something from the vasty deeps: a squid (the eagles vanish into mist as he does this).

The squid attacks! (same triton as before)

Bite: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d3 + 2 ⇒ (1) + 2 = 3

Tentacles: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

Grab, free grapple check if tentacles hit (targets CMD): 1d20 + 8 ⇒ (8) + 8 = 16

Silver Crusade RPG Superstar 2014 Top 16

Xeram's sleep spell resolves, and Nerianus must make a will save:

Nerianus Will Save: 1d20 + 7 ⇒ (11) + 7 = 18 Success
Xeram then hits Nerianus with another magic missile spell for 6HP DMG

Taeral shoots T3 for 2 DMG and complains a little!

Vosil summons a squid which hits and grapples T2, only to realize T2 is now out cold as well.

Only E1, T3, and Nerianus are still active combatants, except for the dolphins, who are no threat right now.

Gertrart, Mordecai, and Malleck are still up!

Dolphin:
Nerianus: CLW on self
Triton: sleeping, reloading, shooting
Gertrart:
Mordecai:
Xeram: Completes sleep, casts magic missile
Taeral: Shortbow
Vosil: Summons a squid
Malleck:
Solomon:

GM:

T1: 24, out cold
T2: 23, out cold
T3: 14
E1:
D1:
D2:
Nerianus: 28


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

oh cool.
Attack: 1d20 + 4 + 4 ⇒ (16) + 4 + 4 = 24
Thud!: 1d8 + 4 ⇒ (6) + 4 = 10

-Posted with Wayfinder


Malleck thumps Nerianus, and knocks him unconscious.

GM:

T1: 24, out cold
T2: 23, out cold
T3: 14
E1:
D1:
D2:
Nerianus: 38


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 slices with the big blade again. 1d20 + 5 ⇒ (16) + 5 = 21,2d4 + 4 ⇒ (4, 4) + 4 = 12
"I'm holding my own for now. Keep at that protected fishy.


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

"Good work, Malleck!" Mordecai rejoices. With the primary threat knocked down, the tiefling turns onto the nuisance onboard. Shooting flames from his fingertips he hopes to vaporise the elemental.

Burning hands, DC 16: 3d4 ⇒ (1, 3, 3) = 7


Gertrart's blade bites deep into the elemental, and Mordecai finishes it off.

In the new round, T3 takes a shot at Random: 1d8 ⇒ 8 Shade's not here, so roll again, Random: 1d8 ⇒ 8, Shade again! Random: 1d8 ⇒ 7, ahh, Xeram!

So I feel a little idiotic, but perhaps within this group, you all will understand and forgive. At a table this wouldn't work, and you would use the d8, but obviously there's nothing stopping one from Random: 1d7 ⇒ 2 on these forums!

Crossbow: 1d20 + 4 ⇒ (16) + 4 = 20
DMG: 1d10 + 1 ⇒ (5) + 1 = 6

The party is up!

GM:

T1: 24, out cold
T2: 23, out cold
T3: 14
D1:
D2:
Nerianus: 38, out cold


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

Last lvl 1 of the day.

MM vs triton shooter: 2d4 + 2 ⇒ (3, 1) + 2 = 6


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 squid's tentacles throttle the life out of the triton, doing 2d4 + 2 ⇒ (3, 3) + 2 = 8 damage.

CDG: Fort Save DC 18 or die


Xeram wrote:

Last lvl 1 of the day.

[dice=MM vs triton shooter]2d4+2

Which is enough to thump him out.

Combat over!

So, we now have 4 tritons floating and bleeding out in the waters to the side of the ship.

What's the plan?


Vosil Comarenza wrote:

The squid's tentacles throttle the life out of the triton, doing 2d4+2 damage.

CDG: Fort Save DC 18 or die

No fort save required, that additional damage puts him at -CON, so he dies.


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

we go fishing

-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

If Nenarius is 'alive', i reckon we want a word with him. Probably have shade snack upon him after we're done, unless we come up with something evil (we are after all) to do to him instead.
Maybe tie him to the mast to dry?

Xeram carefully removes the bolt that landed in his arm.
"Hmpf, well he didn't get away this time. I propose a 'friendly chat' to find out more from this Nenarius.", he looks at the others.

Charismatic quartet scene 2?


Alright, let’s see here, T2 is dead, so no concerns there.

T1 had a total of 24 damage and got knocked out in round 3?

Stabilize Rolls:

Stabilize: 1d20 + 1 - 5 ⇒ (16) + 1 - 5 = 12 Stabilized in Round 4

T3 had a total of 20 damage and got knocked out in round 4

Stabilize Rolls:

Stabilize: 1d20 + 1 - 1 ⇒ (2) + 1 - 1 = 2
Stabilize: 1d20 + 1 - 2 ⇒ (13) + 1 - 2 = 12 Stabilized in Round 6

Nerianus had a total of 38 damage and got knocked out in round 3

Stabilize Rolls:

Stabilize: 1d20 + 2 - 7 ⇒ (16) + 2 - 7 = 11 Stabilized in Round 4

So, sure enough, T1, T3, and Nerianus all managed to stabilize, so you can haul them onboard.

Loot:

  • Sea-shell armor (as breast plate)
  • MW trident
  • Pearl holy symbol of Mitra (100gp)
  • 3 MW trident
  • 3 Heavy Crossbow
  • 25 crossbow bolts

    Items in bold detect as magic.


  • 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 needed Gertrart ties a rope around himself and jumps in the water. He will get Narius first, not too worried about retrieving the others.


    So, how are we getting those bodies out of the water?


    half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

    How far from the ship are they?
    How close can we get?
    Do you want a jump check?
    Swim check?

    Gertrart aka Blood Desecrator wrote:
    If needed Gertrart ties a rope around himself and jumps in the water. He will get Narius first, not too worried about retrieving the others.


    Gertrart aka Blood Desecrator wrote:

    How far from the ship are they?

    How close can we get?
    Do you want a jump check?
    Swim check?
    Gertrart aka Blood Desecrator wrote:
    If needed Gertrart ties a rope around himself and jumps in the water. He will get Narius first, not too worried about retrieving the others.

    We'll go with 25' from the ship. No need to jump, Gravity will handle that, but swim checks, yes. Call it DC10 to swim at half speed on the way out. DC 12 if you're trying to haul one of them back to the boat.

    Sound reasonable?


    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

    take a rope or 2 with. Tie them to the others and those on the ship can haul them in. Abd tie a rope to yourself. Dont want you drowning on us

    -Posted with Wayfinder


    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

    Aye, rope around me. Throw two more with grappling hooks over the tritons. Gertrart jumps over the rail & disguises himself as a triton, then swims to the shaman. Grabbing the recurring pain in our buts, "Haul me now," he swims back.

    swim: 1d20 + 5 ⇒ (5) + 5 = 10swim: 1d20 + 5 ⇒ (8) + 5 = 13


    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

    "Physical labour is a wonderful thing - I could watch it for hours..." Vosil muses, half out loud.

    "This little skirmish does throw up some tactical lacunae in our arsenal - namely, our inability to be deadly at range. As my power increases, I can summon more dangerous beasts, but I will never have the magical firepower that some of us have already. Something to think on, perhaps - how can we improve our ranged effectiveness?"


    Ok, so I had debated screwing with you using the two dolphins still swimming about, but I'm going to avoid that temptation.

    Ok then, so you have the four tritons bodies onboard, three of which are technically still alive.


    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

    Not for long, Shade looks happy at the prospect of sushi.


    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 was expecting trouble from the dolphins, cold water or both. :) I planned to focus on retrieving their leader. Would they one-shot me?


    Not at d4+1 damage.


    What's the plan? We killing them? Looting? (loot list given above) Torturing? Healing them up and setting them on their way?


    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

    my suggestion stands. Hang them to dry

    -Posted with Wayfinder


    Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

    I believe we already know why they where attacking us... some crazy Mitra vision for Nerianus. Should never trust these 'Good' gods. They just lead you to your death against the 'Evil' guys.


    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

    Until 5th level (7th?) I can't use his blood to power your weapons. Do what you will. Anyone able to identify?

    1 to 50 of 4,628 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post / Grymp's Way of the Wicked All Messageboards

    Want to post a reply? Sign in.