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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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

That some mojo for posting our schemes? I mean...wow...


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

Bluff: 1d20 + 16 ⇒ (4) + 16 = 20
Touch Corruption: 1d20 + 6 ⇒ (17) + 6 = 23 DC16

Malleck will put out his hand to offer their goodbyes, if the bluff doesnt work, he will grab hold of the captain and burn him with negative energy: Burn!: 1d6 ⇒ 4
"Drop"

If he fails his save, on his turn he will drop his weapons and anything else he is holding, and only be able to pick it up again on his next turn


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'

Surprise

Understanding his part in the ambush of the Frosthamar, Taeral begins casting his sleep spell.

Round 1

Taeral focuses his attention on a group of the sailors as the words of the sleep spell complete and watches the effect. Hearing Xeram still intoning his version of the spell, Taeral sings a lullaby for the other sailors to assist Xeram.

sleep: DC17 Will neg, asleep for 3 min., 10' radius
lullaby: DC16 Will neg, a –5 penalty on Perception checks and a –2 penalty on Will saves against sleep, 10' radius.

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in fine crafted adventuring garb;


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

Exactly so, Xeram's 1st action is to start sleep, trying to catch as many sailors as possible, which were not in the aoe of Taeral's 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

Surprise
Trusting Malleck to handle the captain, Mordecai decides to harass the other sailors, and casts grease on their feet. DC 17, trying to catch as many opponents as possible.

Round 1
"Old order is dead, obey me and live! Strike down your friends, would you kindly...", the tiefling speaks once more with the voice of the Dark Prince. cast Murderous Command, DC 16. Targeting anyone who is not sleeping or in grease


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

SURPRISE ROUND

Shade strikes at the captain with a claw.

claw: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d6 + 5 ⇒ (3) + 5 = 8 PLUS 1d6 ⇒ 5 Bleed damage

ROUND ONE

Shade savages the luckless captain.

bite: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 5 ⇒ (6) + 5 = 11

claw: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d6 + 5 ⇒ (3) + 5 = 8 PLUS 1d6 ⇒ 6 Bleed damage

claw: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d6 + 5 ⇒ (4) + 5 = 9 PLUS 1d6 ⇒ 2 Bleed damage


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 casts Mage Armour on Shade, followed by Shield, then retreats to a safe position.

Shade AC now 24


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

As they leave the bugbear's encampment the rogue asks the Knot about the timeline. "Don't we want the boat destroyed before we reach the beach? Out of site of the city? "

Regardless, when the time is right, Gertrart quietly let's a sailor's blood flow onto the decks.
falchion: 1d20 + 4 ⇒ (6) + 4 = 10,
dmg: 2d4 + 4 ⇒ (3, 1) + 4 = 8 plus snk: 2d6 ⇒ (4, 3) = 7


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 seem to have forgotten his attack roll for round 1

Shling!: 1d20 + 7 ⇒ (9) + 7 = 16
Shlick!: 1d10 + 4 ⇒ (2) + 4 = 6


Roll20 Maps Loot

Ok, so Malleck touches the Captain, who needs a Will Save DC 16.

Will Save: 1d20 + 4 ⇒ (8) + 4 = 12 Fail, captain. Drops his stuff

Taeral and Xeram start casting sleep.

Mordecai casts grease, catching 3 sailors.

Ref Save: 1d20 + 0 ⇒ (19) + 0 = 19 Success
Ref Save: 1d20 + 0 ⇒ (4) + 0 = 4 Fail
Ref Save: 1d20 + 0 ⇒ (16) + 0 = 16 Fail

Shade Attacks and hits the Captain, doing 8 DMG (plus bleed)

Vosil casts Mage Armor on Shade

Gertrart Attacks a sailor who fell, and hits!

Surprise Round

Mordecai: Casts Grease
Gertrart: Hits a Sailor
Malleck: Touch of Corruption
Taeral: Starts casting sleep
Vosil: Mage Armor on Shade
Shade: Attacks Captain
Xeram: Start casting sleep
Crew: Surprised

GM:

Captain: 12, dropped gear
S1 - 15, Prone
S2 - Prone
S3 - On grease


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

Wait, am i seeing this correctly, you actually rolled a failed willsave? O.o... Malleck, rejoice!


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

cenimatic appropriate dice rolls =^^=

-Posted with Wayfinder


Roll20 Maps Loot

Taeral finishes casting sleep. DC17

Will Save: 1d20 - 1 ⇒ (8) - 1 = 7 Fail
Will Save: 1d20 - 1 ⇒ (8) - 1 = 7 Fail

Taeral Casts lullaby. DC16

Will Save: 1d20 - 1 ⇒ (5) - 1 = 4 Fail
Will Save: 1d20 - 1 ⇒ (2) - 1 = 1 Fail

Mordecai casts Murderous Command DC16

Will Save: 1d20 - 1 ⇒ (13) - 1 = 12 Fail

Shade Attacks and hits the Captain thrice, doing 28 DMG (plus bleed) Despite being hit three times with bleed, on his action, the Captain will bleed but once.

Vosil casts Shield on Shade - Can you confirm that you can do this?

Round 1

Mordecai: Casts Murderous Command
Gertrart:
Malleck: After Crew
Taeral: Sleep resolves, casts lullaby
Vosil: Shield on Shade
Shade: Tears into the Captain
Xeram: After Crew
Crew: Surprised

Still need a round 1 action from Gertrart.

GM:

Captain: 40, dropped gear
S1 - 15, Prone
S2 - Prone
S3 - On grease
S4 - Asleep
S5 - Asleep
S6 - Lullaby
S7 - Lullaby
S8 - Murderous Commanded


Roll20 Maps Loot

Indeed, a devastatingly bad couple rounds of Will saves for me.


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

If you look at the relevant page, I have Share Spells


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

Gertart looks at the sailor most likely to provide resistance. Then he attaches his falchion to the unlucky bloke.

falchion: 1d20 + 4 ⇒ (12) + 4 = 16, dmg: 2d4 + 4 ⇒ (2, 2) + 4 = 8 ??plus?? snk: 2d6 ⇒ (4, 3) = 7


Roll20 Maps Loot

Ok, Gertrart attacks and finishes off S1.

The Captain rages, draws his axe, and attacks Malleck with a Powerful Blow. He was not previously holding the axe, so the command to “drop” it would not affect the axe.
Greataxe: 1d20 + 11 ⇒ (19) + 11 = 30
DMG: 1d12 + 10 + 2 ⇒ (9) + 10 + 2 = 21

S2 will stand up, provoking from Gertrart, and he will attack Gertrart.
short sword: 1d20 + 4 ⇒ (15) + 4 = 19
DMG: 1d6 + 2 ⇒ (4) + 2 = 6

S3 will attack Shade
short sword: 1d20 + 4 ⇒ (14) + 4 = 18
DMG: 1d6 + 2 ⇒ (4) + 2 = 6

S6 and S7 will both move to attack Malleck and save the Captain.
short sword: 1d20 + 4 ⇒ (4) + 4 = 8
DMG: 1d6 + 2 ⇒ (3) + 2 = 5
short sword: 1d20 + 4 ⇒ (2) + 4 = 6
DMG: 1d6 + 2 ⇒ (2) + 2 = 4

S8 will attack S9
short sword: 1d20 + 4 ⇒ (1) + 4 = 5 Miss
DMG: 1d6 + 2 ⇒ (4) + 2 = 6

S9 and will go for Mordecai
short sword: 1d20 + 4 ⇒ (15) + 4 = 19
DMG: 1d6 + 2 ⇒ (6) + 2 = 8

S10 will attack Taeral
short sword: 1d20 + 4 ⇒ (15) + 4 = 19
DMG: 1d6 + 2 ⇒ (3) + 2 = 5

Round 2 (keeping in mind that we’re sort of renumbering the rounds for simplicity)
The party is up
Xeram’s sleep spell hits S6 and S7 DC 14.
S6 Will: 1d20 - 1 - 2 ⇒ (8) - 1 - 2 = 5 Fail
S7 Will: 1d20 - 1 - 2 ⇒ (10) - 1 - 2 = 7 Fail

Also, Gertrart, give me your AOO against S2 from round 1
Mordecai:
Gertrart:
Malleck:
Taeral:
Vosil:
Shade:
Xeram: Sleep Resolves
Crew: Surprised

Round 1 Wrapup:

Round 1
Mordecai: Casts Murderous Command
Gertrart: Finishes off S1
Malleck: After Crew
Taeral: Sleep resolves, casts lullaby
Vosil: Shield on Shade
Shade: Tears into the Captain
Xeram: After Crew
Crew: Surprised

GM:

Captain: 40, dropped gear
S2 – Prone, On grease
S3 - On grease
S4 - Asleep
S5 - Asleep
S6 - Asleep
S7 - Asleep
S8 - Murderous Commanded
S9 –
S10 -


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 liked you sailor," Gertrart says to the man who showed him the bowline knot. He attempts to make the death quick.
AoO: 1d20 + 4 ⇒ (8) + 4 = 12, dmg: 2d4 + 4 ⇒ (2, 3) + 4 = 9.
R2: 1d20 + 4 ⇒ (10) + 4 = 14, dmg: 2d4 + 4 ⇒ (4, 1) + 4 = 9


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

okay. Malleck will use a swift action to heal himself. In turn 1 Heal: 1d6 ⇒ 2; also, did his attack hit?

-Posted with Wayfinder


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

In the basis that you don't change what works, Shade again tears into the captain.

Bite: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Claw: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d6 + 5 ⇒ (1) + 5 = 6

Claw: 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

He also takes another 5 hp of bleed damage


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 moves to the sleeping sailors and starts cutting their throats, doing his best not to get blood on his shirt sleeves.

CDG: 2d4 - 2 ⇒ (3, 3) - 2 = 4 Fort save or die.


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'

Concentration, DC10: 1d20 + 10 ⇒ (2) + 10 = 12

I am not actually sure of the DC for this concentration check, as none of the situations in the CRB seem to cover this. The Lullaby spell as a duration of concentration + 1rd/level. So I would assume I need to make a concentration check while in combat, espcially as Taeral was wounded. But that situation is not listed.

Round 2

Slightly suprised that the sailor grew a pair since the encounters with the tritons, Taeral welcomes the determination to live from his opponent. With a quick step to a more advantageous spot followed by a thrust of his rapier, watches as the sailor defends himself.

Rapier: 1d20 + 6 ⇒ (7) + 6 = 13
Damage, Rapier: 1d6 + 1 ⇒ (1) + 1 = 2

If Taeral can step into a flank with someone, he will get an additional +2 to his attack.

------------------------------------------------------
On Going Effects: Iron Circlet, Surface Elf in fine crafted adventuring garb; Lullaby, conc + 3rd;


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
Taeral wrote:

[dice=Concentration, DC10]1d20+10

I am not actually sure of the DC for this concentration check, as none of the situations in the CRB seem to cover this. The Lullaby spell as a duration of concentration + 1rd/level. So I would assume I need to make a concentration check while in combat, espcially as Taeral was wounded. But that situation is not listed.+1

If Taeral can step into a flank with someone, he will get an additional +2 to his attack.

If Gertrart can step into a flank with someone, he will get an additional +2 to his attack and +2 to his damage (d6 that is :)...

It is under duration on the same page. The DC is the same as damage during casting. Note that concentration is normally a standard action.


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'

Thanks Getrart... knew it had to be someplace. Being as it is a standard action, Taeral will drop the concentration. The effect will still last ofr 3 more rounds.


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

"Malleck, take note of the captain. That's how you should be hitting... " Mordecai says dryly. In truth, he was a bit worried... Malleck wouldn't take another blow like that, and then it was just Shade between the tiefling and the Captain's rage.

Mordecai gives a cold stare at the sailor who just hit him, and steps away from his blade. Then he targets the captain with commanding voice. "Captain, drop that weapon. Now!"

5ft step away from the sailor. Cast Command: drop. If the captain would be already dead by Mordecai's turn, then cast burning hands on the sailor.


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 shoots 2 magic missiles at the captain, to speed up his downfall.
MM: 2d4 + 2 ⇒ (4, 3) + 2 = 9


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 conjectures an action for his next opportunity. How far is it to Tearal & I catching enemies unawares? How many steps lie between us? How many sailors lie between us?"


Roll20 Maps Loot

Ok, I forgot the 6 points of bleed for the Captain in round 2. Adding it now.

Gertrart's AOO missed, as does his round 2 Attack.

Malleck's "round 1" Attack actually resolves in round 2. And hits for 6.

Shade hits the Captain all three times, and he drops to the ground.

Vosil commences a coup attempt

Taeral swings his rapier and misses

Mordecai casts burning hands in S9

S9 Reflex: 1d20 + 0 ⇒ (5) + 0 = 5 Fail

Takes BH: 1d4 ⇒ 1

With the Captain down, Xeram uses MM on S2

Round 2 Roundup:

Mordecai: Casts burning hands
Gertrart: Swing and a miss
Malleck: Hits captain
Taeral: swing and a miss
Vosil: Starts to coup
Shade: hits captain
Xeram: MM
Crew: next post

GM:

Captain: 74, dropped gear
S2 – 9, On grease
S3 - On grease
S4 - Asleep
S5 - Asleep
S6 - Asleep
S7 - Asleep
S8 - Murderous Commanded
S9 – 1
S10 -


Roll20 Maps Loot

So the victory conditions for morale on the sailors reads "captain and half of the other sailors" being down. So with S8 effectively on your side, I'll say you win! But S8 takes his Attack on S9 and the rest surrender.

short sword: 1d20 + 4 ⇒ (20) + 4 = 24
DMG: 1d6 + 2 ⇒ (4) + 2 = 6

Crit Confirm

short sword: 1d20 + 4 ⇒ (18) + 4 = 22
DMG: 1d6 + 2 ⇒ (1) + 2 = 3

Bahhh, as awesome as the Crit is, it doesn't kill him!

Spoiler:

Captain: 74, dropped gear
S2 – 9, On grease
S3 - On grease
S4 - Asleep
S5 - Asleep
S6 - Asleep
S7 - Asleep
S8 - Murderous Commanded
S9 – 10
S10 -


Roll20 Maps Loot

So, decide what to do with prisoners.

The Captain has: hide armor, masterwork great axe, throwing axes (2), key

Each of the 10 Sailors has: studded leather, buckler, short sword, shortbow with 20 arrows.

Searching the boat, you obviously find the pelts and stuff. What as it you gave the captain knowing you'd get it back?

You find the Captain had a locked box with 6000 gp in it. Yes, the key he has works in the box.

Additionally a small silver statuette of a nude mermaid (worth 50 gp) and 115 gp in loose coinage clatters around the sea-chest. A wooden crate labeled ‘emergency rations’ contains six fine bottles of whiskey worth 10 gp apiece.


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

gag them. Tie them up. And burn with the ship

-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

The wager on who got more pelts. Prisoners were not to bear witness. How can we unload this stuff & burn the ship at sea?


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

gag them. Tie them up. And burn with the ship. It also seems have a great load of tradeable goods now :)
-Posted with Wayfinder

-Posted with Wayfinder


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

we can have the sailors who surrendered help us off load then we burn them

-Posted with Wayfinder


Roll20 Maps Loot
Malleck of Alerion wrote:

we can have the sailors who surrendered help us off load then we burn them

-Posted with Wayfinder

Hahaha, a very practical solution!


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
Malleck of Alerion wrote:
we can have the sailors who surrendered help us off load then we burn them

Seconded!

Mordecai finds a higher position to stand, from where he addresses the survivors. "All right, scum! You'll live only if we'll find some use for you. So better start being useful! There's equipment and wares to be unloaded, make haste!"

Too bad we have no use for them afterwards...


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 whips off his hat revealing the bugbear underneath. "Right, be useful or be tasteful."


Roll20 Maps Loot

Ok, gear unloaded? Non-useful sailors handled? I notice no one has updated the loot spreadsheet. The lack of a lump of 6k gp and such made that obvious. Can someone add all of the junk you've grabbed to it. If there's anything you want to take from the boat before burning it, just post that and add it to the spreadsheet and your character.

Alrighty then, so the module tells me to read you the following. I'll just paste it in verbatim. Assume I read it to you in an appropriately thematic voice.

You are close now. Just a few miles from here sits the small market town of Aldencross and less than a mile from there is the watchtower of Balentyne – your goal. Already Sakkarot’s horde gathers and prepares to move. Within two weeks, they will be in a small valley north of the lake awaiting your signal. Fire the rocket into the air at just the right moment and you will take the first step towards claiming vengeance against Talingarde.

Destiny has taken you here. Destiny has given you a mission. There is no doubt that the future of this green and pleasant land lies in your hands. You could go to that town right now and warn them of the plots of the sinister Cardinal Thorn. You could give yourself up and face the justice you deserve. You could turn back from the horror and the slaughter that you are going to inflict upon these Mitran sheep. This is that moment. This is the turning point. After this, there is no going back.

Any one eager for redemption?

Pause

I thought not. Come, my friends. We have work to do. We must burn Balentyne


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 recalls everything he can from Timeon and his reading about this town.
1d20 + 9 ⇒ (8) + 9 = 17 plus 1d6 ⇒ 4


Roll20 Maps Loot

Unfortunately, Timeon was never made aware of your intent and mission, and so neither Aldencross, nor Balentyne were ever discussed with him.

However, your roll does tell me you know a little. Balentyne is a small keep in the north that guards the "Watch Wall." This wall is a series of walls, natural ranges, and forts, similar to say Hadrian's Wall. The wall separates the wild northlands from the rest of civilized Talingarde.

The town of Aldencross lies just down the hill, not far from the keep itself. Aldencross has a population of 1,800 (1,500 humans;150 dwarves; 50 halflings; 100 other).

Aldencross is a fine place to buy supplies. There is an alchemist in town who sells all manner of potions. There is a scribe with a fine selection of scrolls (1st and 2nd level only). In the market place are found the random magic items that a town of Aldencross’ size usually has for sale. Normal equipment is available in abundance. Aldencross is a soldier’s town so there are numerous smiths who make arms and armor. They’re eager for some side business to supplement their contracts to the crown.

Aldencross has one inn, The Lord's Dalliance.

If you will permit me to railroad a bit and keep things going, can we assume that you all head towards the inn? If so, then feel free to roleplay your entrance to the inn, and for those willing to spend a few hours of intelligence and rumor gathering at the inn, please give me a diplomacy check.


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 puts his charms to work, talking with several patrons and the innkeeper.

Diplomacy, gather info: 1d20 + 4 ⇒ (18) + 4 = 22


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

Aid Diplomacy: 1d20 + 4 ⇒ (5) + 4 = 9

-Posted with Wayfinder


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 doesn't help much. His demeanour and the aura made him a bit unaproachable so he stays away and keeps to himself

-Posted with Wayfinder


Roll20 Maps Loot

Alrighty then, now we're off and running! So the book says a DC10 gets you a roll on the rumors table. I'm going to go with an extra rumor for every 5 you beat that by, so 3 rumors for Xeram! It's my intent to reroll for duplicate rumors, so as we go, if I inadvertantly give the same rumor more than once, remind me to reroll.

Rumors heard by Xeram: 3d20 ⇒ (5, 6, 19) = 30

  • Balentyne’s magister, that creepy Tacitus, has been spending a lot of time working on something in his tower! I don’t know what it is, but it’s said that something unnatural was recovered from the north.
  • Ye Merrie Men are coming to town and the handsome William Marcus Marlow is coming with them! Can you believe it? The Bard of Barrington! Here! They are doing the “Fall of Amberlyn”! Oh, I can’t wait!
  • I hear a raven arrived at the rookery last night! I bet it carried important news though I know not about what.

    Rumors heard by Malleck: 0d20 ⇒ (-) = 0

  • Null


  • 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 can always force a person to tell me what they heard. I do have an Aura of obedience ;) and if I beat the dc by 10 or more, I get to issue a command. Like "forget" maybe =^^=

    -Posted with Wayfinder


    aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

    Gertrart, an aging human with a limp and shabby road cloak, shares stories of the road. Diplomacy: 1d20 + 1 ⇒ (8) + 1 = 9


    Roll20 Maps Loot

    Rumors heard by Gertrart: 0d20 ⇒ (-) = 0

  • Null


  • 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'

    A half-elf bard comes into town, in a fine supple light purple leather doublet over a green shirt, with rich forest green breeches and a lute in his hands. He comes through town playing a tune related to the exploits of the Brave, good king Markadian V, as he defended the Watch Wall.

    Perform (strings): 1d20 + 12 ⇒ (9) + 12 = 21

    As he wanders through town, he will ask about a place to stay and maybe gain a chance to perform during the evening, and inquire of the local happenings.

    Diplomacy (Gather Information): 1d20 + 12 ⇒ (10) + 12 = 22

    ------------------------------------------------------
    On Going Effects: Iron Circlet, Half-Elf bard;

    A half-elf bard wearing a fine supple, light purple, leather doublet over a green shirt, with rich forest green breeches and a lute in his hands.


    Roll20 Maps Loot

    Rumors heard by Taeral: 3d20 ⇒ (7, 9, 12) = 28

  • They say the bugbears are massing up north. I wonder what their up to? Well, it doesn’t matter! We’ll be ready for ‘em! You’d think those shaggy walking carpets would have learned by now that the Watch Wall is unbreakable!
  • There’s a pack of dwarves in town led by a grumpy short fellow named Barnabus Eisenbauch. They’re here to fix up the watchtower or so I’ve heard. A hard working fellow -- just don’t challenge him to a drinking contest. He’ll drink you under the table every time!
  • Have you seen Kaitlyn Mott? She’s the most beautiful woman in town! How did an ugly lump of a man like Captain Franz Mott bag a looker
    like her? And how does he keep her, that’s what I want to know!


  • 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

    A nondescript human wanders into the inn, looking like a well-travelled adventurer. He buys a few rounds of drinks and listens to what people have to say.

    Diplomacy: 1d20 + 11 ⇒ (17) + 11 = 28

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