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.


2,051 to 2,100 of 4,628 << first < prev | 37 | 38 | 39 | 40 | 41 | 42 | 43 | 44 | 45 | 46 | 47 | next > last >>

Roll20 Maps Loot

Rumors heard by Vosil: 4d20 ⇒ (10, 12, 12, 13) = 47

Rumors heard by Vosil: 2d20 ⇒ (3, 11) = 14 Rerolls for #12

  • I’ve heard that Father Donnagin was sent here after the church demoted him from bishop. He got into some sort of trouble – serious trouble I’d wager to be banished to the Watch Wall.
  • Have you had any of Mama Guisseppe’s beef stew? Delicious! I hear she goes up to the Watchtower and cooks a big batch of it for the men every Monday! What a nice old lady.
  • Lord Havelyn is a good soul but so grim and gloomy. For so great a lord to be unhappy, he must be guilty about something!
  • Bellam Barhold is such a lush. He does enjoy his wine. He’s always complaining about how he can’t get any of the good stuff here in the borderlands.


  • 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

    prob need to give a description... thinking a knight or atleast one of the order

    His armor of mitra. Well dressed. Well kept. Clean and tidy.

    -Posted with Wayfinder


    Roll20 Maps Loot

    Alright, let me roll quick for Mordecai to finish off the rumor mongering.

    Mordecai Diplomacy: 1d20 + 9 ⇒ (10) + 9 = 19

    Alright, so Rumors for Mordecai

    Rumors heard by Mordecai: 2d20 ⇒ (8, 11) = 19

    Rumors heard by Mordecai: 1d20 ⇒ 7 Rerolling the 11

    Rumors heard by Mordecai: 1d20 ⇒ 9 Rerolling the 7

    Rumors heard by Mordecai: 1d20 ⇒ 17 Rerolling the 9

  • Soldiers today! A worthless, shiftless lot! Balentyne is in total disarray. Soldiers today are too lazy – not like in my day.
  • Here’s to the soldiers of Balentyne! One hundred of the finest fighting men it’s ever been my privilege to serve with.

    I'm pretty sure you heard those two rumors from two different people!!


  • Roll20 Maps Loot

    Also, given Malleck's costume, I will give him a +2 on his diplomacy check, and thus a single rumor:

    Rumors heard by Malleck: 1d20 ⇒ 4

  • That Captain Zack Eddarly is a handsome one, isn’t he? Such a gallant! And still unmarried at his age. He’ll make some lady of proper breeding quite a catch won’t he?


  • Roll20 Maps Loot

    I can't possbily not give you rumor #16!

  • Did you hear about prisoners escaping from Branderscar? Were they ever caught?


  • 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 have put all of our rumors together in one post, and used the numbers given by Grymp. while they may not be the exact order/match, they will help identify which ones we did not get.

    1. –

    2. –

    3. Lord Havelyn is a good soul but so grim and gloomy. For so great a lord to be unhappy, he must be guilty about something!

    4. That Captain Zack Eddarly is a handsome one, isn’t he? Such a gallant! And still unmarried at his age. He’ll make some lady of proper breeding quite a catch won’t he?

    5. 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.

    6. 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!

    7. 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!

    8. Soldiers today! A worthless, shiftless lot! Balentyne is in total disarray. Soldiers today are too lazy – not like in my day.

    9. 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!

    10. I’ve heard that Father Donnagin was sent here after the church demoted him from bishop. He got into some sort of trouble – serious trouble I’d wager to be banished to the Watch Wall.

    11. Bellam Barhold is such a lush. He does enjoy his wine. He’s always complaining about how he can’t get any of the good stuff here in the borderlands.

    12. 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!

    13. Have you had any of Mama Guisseppe’s beef stew? Delicious! I hear she goes up to the Watchtower and cooks a big batch of it for the men every Monday! What a nice old lady.

    14. –

    15. –

    16. Did you hear about prisoners escaping from Branderscar? Were they ever caught?

    17. Here’s to the soldiers of Balentyne! One hundred of the finest fighting men it’s ever been my privilege to serve with.

    18. –

    19. I hear a raven arrived at the rookery last night! I bet it carried important news though I know not about what.

    20. –


    Roll20 Maps Loot

    I concur with that list. I had kept track and also had 1,2,14,15, 18, and 20 as not heard by you guys.


    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

    we will be here a few more days. If not 2 or 3 weeks. Im sure we will catch a few things. Also. I hope rest approve of his outfit. Since its not like he put it on after you entered. We proba ly discussed what we need to do. Having been trained as a knight of Alerion, he will be able to pass the roll of beter than any other in the party. Maybe catch one or two people off guard

    -Posted with Wayfinder


    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 assumes a guise of a traveling merchant , and follows his companions to the inn. Ahh, civilization... Didn't know how much I missed it, until I was away.

    The disguised tiefling walks to the innkeeper, and orders a drink. "A glass of your finest red wine, master." Then, lazily sipping his wine, the "merchant" listens eagerly conversations around him.


    Roll20 Maps Loot

    I'm guessing that when Solomon levels up, he won't go hog wild on Diplomacy, so let me roll his check to keep things going.

    Solomon Diplomacy: 1d20 - 1 ⇒ (18) - 1 = 17

    Alrighty then, 2 more rumors.

    There are six rumors left: 1, 2, 14, 15, 18, 20. I'm going to roll d6's on them.

    Rumors Solomon Hears: 2d6 ⇒ (2, 5) = 7 Rumors 2 and 18!

  • Mad Martin is a strange one! He tends the rookery in the Watchtower. They say he never leaves except for necessities. He talks to the birds like people and has named every one!
  • I hear Captain Varning is leading another patrol out tomorrow. I wonder how long they’ll be gone this time? The last time they were gone for five days! If you ask me, these patrols are a waste of time. They’re just an excuse for Varning to get out of the tower and gallivant around the country side instead of doing his fair share of guard duty.


  • Roll20 Maps Loot

    So that we can track this timeline, and I'll likely make a spreadsheet on my end. The day you arrive, you came across under cover of darkness. You offloaded, "handled" the ship and crew problem, and then got to town around noon. You spent the afternoon gathering info, either from merchants, or at the Inn.

    So let's say we're up to 5PM on "Day 1" where "Day 30" is the "we gotta be done day."

    Let's say it is Tuesday, so we missed soup night this week. Henceforth, I'll keep track of time and days.

    So for the rest of day 1, what's the plan? You can mingle, and ask pointed questions to clear up details on the rumors. You can shop. You can start offing people. The world is your oyster!


    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 limps into the tavern where Eisenbauch is usually drinking. The well worn traveling smith tries to get the attention of the dwarf.

    Unless someone thinks we should leave tonight to prepare an ambush. Or if everyone wanted to start somewhere else. I'm just see a door in front of us :)
    disguise: 1d20 + 5 + 10 ⇒ (7) + 5 + 10 = 22


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

    @Grymp: Do you treat alcohol as poison, as far as using AntiToxins to help avoid dunkeness?

    Taeral is trying to determine who Bellam Barhold is and gather more information on this person, spending a couple of gold to help loosen lips.

    Diplomacy (gather Information): 1d20 + 12 ⇒ (15) + 12 = 27

    He is also trying to see if he can play at the The Lord's Dalliance for food and lodging.

    Diplomacy, The Lord's Dalliance: 1d20 + 12 ⇒ (18) + 12 = 30
    Perform (strings): 1d20 + 12 ⇒ (18) + 12 = 30

    ------------------------------------------------------
    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.


    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

    Malleck can always try to out drink the dwarfs? He has a high save

    -Posted with Wayfinder


    Roll20 Maps Loot

    @Gertrart - you have no trouble identifying the dwarven engineers and their leader. They are spread across three tables in the bar area of the Lord's Dalliance. They appear to be pretty deep into drinking, and chatting it up in dwarven. They only switch to common when it comes time to order up more brew or food from the serving girls.

    @Taeral - You learn very rapidly that Bellam Barhold is the owner of the Lord's Dalliance, and is currently serving drinks behind the bar. Should you approach him, and offer your "minstrelling" services, he would consider the proposition, provided your songs caused the patrons to purchase more beer and alcohol!

    @Taeral - Because such spells as detect poison would then be useless against truly poisoned alcoholic beverages, my ruling is that alcohol is NOT a poison. I would, however, likely rule that alcoholism IS a disease though, so a Paladin could cure it with Lay on Hands, but we're not going to have THAT issue come up, since we don't have a Paladin.


    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'

    @Grymp: Ahhh, so a vial of antiplague would help then?

    Taeral does approach Bellam Barhold with the proposition.
    This will provide me a good means to the ear of the locals, he thinks to himself.

    I did well on the perform (strings) earlier, so hopefully I can use that roll.


    Roll20 Maps Loot

    @Taeral - Absolutely, a vial of antiplague can be used to help protect against the possibilitiy of becoming an alcoholic or addicted to the alcohol. Skull and Shackles has the very real possibility of becoming addicted to grog, so that could help in that instance. However, it won't help protect against the possibility of becoming intoxicated within a single drinking session.

    @Taeral - absolutely, you rolled well, and presumably you sang some songs about deserts and salt, or a drinking song, which caused everyone to be thirsty, hahaha.


    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
    Grymp wrote:
    I would, however, likely rule that alcoholism IS a disease though, so a Paladin could cure it with Lay on Hands, but we're not going to have THAT issue come up, since we don't have a Paladin.

    Yey! i would like to point out to the GM that Malleck is immune to diseases. so he can drink anyone under the table that can get drunk ;)


    Roll20 Maps Loot
    Malleck of Alerion wrote:
    Grymp wrote:
    I would, however, likely rule that alcoholism IS a disease though, so a Paladin could cure it with Lay on Hands, but we're not going to have THAT issue come up, since we don't have a Paladin.
    Yey! i would like to point out to the GM that Malleck is immune to diseases. so he can drink anyone under the table that can get drunk ;)

    Again, this doesn't mean Malleck has an infinite drinking capacity, it means Malleck won't become an alcoholic!

    It does mean you'd make a great whore though, since you're immune to diseases.


    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

    Oh, you misunderstand. I still carry the disease, just not affected by it. i can still transmit it ;)


    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 Gertrart wouldn't mind, Xeram will help translate the dwarven conversation, it might prove useful.

    Perception to overhear: 1d20 + 8 ⇒ (18) + 8 = 26


    Roll20 Maps Loot

    Xeram and Gertrart:
    The dwarven conversation tends to largely be focused on ribaldry, vulgarity, and old conquests. Discussions of whose beard is longest, and who can chisel the truest lines in a block of granite. Standard hijinks that one might expect of the dwarven variety.

    There is also the overall impression that these dwarves expect their tasking here to take years. Not because the keep is in disrepair, but because a keep of this type constantly needs upkeep and repair, and often they are just fixing the most recent cosmetic problems, or maybe some more functional issues.

    They do discuss some needed repairs that Captain Barhold wants on the portcullis and drawbridge, and the fact that some of the murder holes in the gatehouse could use a bit of preventive maintenance, but are otherwise working fine.

    The boss, Barnabus Eisenbach, does discuss a desire to have some of his folks check out the foundations of the keep at certain locations, and that he will point them out on the map in the morning.


    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

    To Gertrart:

    "A lot of dwarven boasting on beards...conquest of the women, best crafting skills. However...just now they're thinking the job will take years...disrepair no, constant upkeep and fixing cosmetic issues."

    Xeram carefully follows the rest before continuing.
    "Ah, Captain Barhold wants repairs on the portcullis and drawbridge. Now the drawbridge we could use being repaired, if we want the bugbear army to smoothly come in. Also they want to repair the murder holes, things sound like they're fine otherwise. Aha, hehe, their boss, one Barnabus Eisenbach, wants to check out the keep's foundations at keypoints. He'll point them out on a map tomorrow morning, we would want to know those."


    aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

    "Ahhh... Master Eisenbach?" the traveler asks timidly. "My parents were always great fans of the work of dwarves, sir. See, they were smith's and they always said dwarves were the finest smiths in the land." He fidgets with the edge of his worn cloak. "Their gone now sir, and well I am a smith now. Well not a very good one see, but..." the timid questions falters slightly. "Well sir, it would mean a great deal to them if... if.... Well sir, could... could I watch you work? Maybe I could learn a trick or two? Or your smith's if you are too busy?" He pauses for a moment as if just remembering his manners. "Uhmmm. Please sir?"


    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

    Set back to active in the game. Dotting it so I can track new posts!


    Roll20 Maps Loot

    @Gertrart

    The dwarf seems a bit offended and takes a moment sizing you up. "Ach lad, ye see, tis but a racist stereotype of dwarves what many humans 'ave. Dey assume dat because some dwarves be good smiths, that all dwarves must be as well. Me, you see, I don't hardly know the difference between coke and coal, and Jasper over der, he be more a carpenter dan anyting else. But down yonder is Slate," he points at one of the dwarves a few yards away, "he be a smith, or a journeyman one at least. He can make steel and iron strong, but not the most beautiful. Give him mebbe fifty years, and he'll be a master with the tongs and hammer. So go and discuss your smithing with him, and leave me to me drinking."


    aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

    "Oh no sir. Of course not," Gertart blushes. "I didn't mean to say you are all smith's. Just that I am. and parents were sir. And my parents looked up to dwarven smiths is all sir. I presume you are a master in whatever craft brought you here is all, sir. I have some knowledge of buildings and such. Like you are here for sir. If I could observe a master at work, that's all I am asking." Gertart looks down at the worn robe gripped in his hands, "Sorry to bother you sir. And I will talk to Master--err Journeyman Slate. Thank you, Sir. Thank you."

    Stepping back from the dwarf the man waves at a server. "Get these masters a round on me please." Turning back to the dwarves he bows his head. "My apologies again sir." Then he wanders down to Slate and waits quietly.


    Roll20 Maps Loot

    Slate gives you a dwarfy grin, "Don't pay him any mind, he's just upset that someone was more interested in smithing than engineering. So you're a metal bender are you? Any experience with repairing cold forged metal? I've got to do some upkeep on winches and such tomorrow, and wouldn't mind the company."


    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

    Aha, it seems Gertrart has a potential foot between the door with the dwarf.

    Xeram follows the rest of the conversation with care.


    aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

    Gertrart smiles,"Thank you, sir. I do, I can. I'll be there." Gertrart works out the details and offers another mug to the dwarf before sheepishly bowing and backing away to his own seat.


    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

    Malleck walks up to the dwarfs, and slams a hand full of gold on the table

    "Good evening friends. I propose a drink marathon!" he says with the best smile he can muster
    "Loser pays for the drinks!"

    -Posted with Wayfinder


    Roll20 Maps Loot

    Barnabus is just getting settled back in when Malleck arrives, and he is startled at the intrusion and appears ready to take offense, until he looks up and sees who has entered the drinking frenzy. He stands, gives a slight nod of his head, "good sir knight, I have no quarrel with those of the Alerion order, and would take no pleasure in either defeating you, or losing to you at such a competition. But a brave knight such as yourself is welcome at our table, come, sit, join us, and we can eat, drink, sing and tell some lies. Just one thing though, your money is no good here, we'll not have you buying for us, it is my treat to buy for one such as yourself."


    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

    "From what i heard, you are working on the defence. Now how would it look like if i dont say thank you in some way? At least this way we both benefit"

    He sits down with the dwarfs

    -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

    Oh this should be good, if he manages to drink them silly. Last time i was at a drinking contest as a spectator was when i spiked the cleric's drink with poison. The woman was so full of herself.


    Roll20 Maps Loot

    "If you believe your company is not repayment enough, then perhaps you could regale us with stories of your conquests against Mitra's enemies?"


    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 take a seat near the hearth, and begins to play his lute and singing songs from the western regions of Talingarde, adjusting his selection based on the group of people listening.

    Perform (sing): 1d20 + 5 ⇒ (19) + 5 = 24
    Perform (string): 1d20 + 12 ⇒ (17) + 12 = 29

    Sense Motive: 1d20 + 12 ⇒ (15) + 12 = 27

    ------------------------------------------------------
    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

    Anyone else have any actions before we move in?


    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

    Nope, Xeram's been observant and isn't planning anything yet.


    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 sips his wine, and is content to watch how the events will play out. Unless foul play is required, he'll stay out of this.


    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 is observing - he will attempt to follow/find more about Katlyn Mott to see what he can determine.

    Stealth: 1d20 + 10 ⇒ (18) + 10 = 28

    Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30

    WOOT!


    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 plans to meet with Slate when work starts tomorrow. Until that time he remains observant but unobtrusive.


    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 remains quiet and twitchy, observing.

    Still a little lost, but trying to track with stuff as it happens now. My comfort level should grow as more stuff happens and I get a better bearing in the fiction.


    Roll20 Maps Loot

    Alrighty then, let's see about advancing this plot a bit.

    @Vosil - so you win the lottery. Maybe only a $5k lottery though, not the Big Game. With those rolls, you discover via innuendo and guiding the conversation with Bellam Barhold that he strongly suspects that the gallant and handsome Captain Zack Eddarly is conducting an illicit affair with Katlyn Mott.

    @Gertrart - No problem, you're all set to meet up with Slate tomorrow morning. Hopefully you've got a plan on how to brass your way through that encounter.

    @Malleck - The dwarves are genuinely pleased to meet you and cannot get enough of your company. If you were a more compassionate man, you might shed a tear for what you know must eventually come to such as they.

    Ok, and so storywise we will push along a lot, although we're not pushing forward much in time.

    I will assume that as many of you have separate cover stories as individuals, rather than a great, that you got mostly separate rooms.

    It is maybe 3AM in the morning. The tavern has become very quiet. Most of you are sound asleep.

    @Gertrart and Solomon - Each of you are awakened by the noise of someone moving downstairs in the tavern. When you move to the doors of your respective rooms and look out, you see Bellam Barhold, the owner of the place, sneaking through his own place and towards the door that leads to the basement. He is carrying an unlit lantern. He opens the door and descends into the darkness. He apparently descends only a bit, and then light starts emanating from the stairwell. He clearly goes further down and the light goes with him.

    What will you do?


    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

    When the party is alone, Vosil walks in looking like the cat that got the cream, the milk, the saucer and most of the hand that fed it to him.

    "Hello my dears" he almost purrs (suddenly you can see where Shade gets it from), "What if I told you that I've come up with a way to get rid of not one but two captains, and possibly the priest Father Donnagan as well - and make it all look like some horrible accident?"

    He pauses to let that sink in and smiles again, chillingly.

    "I'd say that was a day well spent, wouldn't you?"


    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 sits in his seat, his fingers folded under is nose.

    "Well, i'm intrigued at the sound of such a plan, do endulge us."


    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 sniffs at the air instinctively, as if it might help, but only smells his own peculiar odor. As soon as he disappears from view, Solomon creeps out into the hallway as well. He pauses after a couple steps to make sure that his own disguise is still up. He also returns to the room quickly to grab his thieves' tools and a bottle of acid. He doesn't take the time to grab any more as he doesn't want to fall too far behind the innkeeper.

    Then padding back into the hallway, he follows the man as quietly as possible. Before descending the stairs to the basement he checks the first step to make sure it doesn't creek too much... the first ones are always the loudest.

    Stealth: 1d20 + 11 ⇒ (4) + 11 = 15


    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 grins, widely. "I have discovered that the lovely Katlyn Mott, married to Captain Mott, is having an affair with another Captain! Now, what if he were to discover the two lovers and kill them both in a rage, before killing himself in despair? Better yet, what if the priest were somehow to try and stop him, and be killed in the process?"

    Vosil drops the pretence. "You can see where I'm going with this of course. We - you - do the killing and then make it look like that's what happened. No one's going to look too closely if that's what they think - they'll probably want to hush it up. And at a stroke, without alerting anyone to our presence, we've inflicted huge damage and destroyed morale in the survivors!"

    He pauses, to give you all a chance to congratulate him on his sheer awesomeness.

    @ DM Grymp: did those amazing rolls of amazingness let me find out where the two lovers usually conduct their trysts?


    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

    Almost nothing for a week and now two different lines... ack :)

    Gertrart takes his falchion and knocks on Xeram's door. "Follow me, barkeep is up to something," He then follows Solomon trying to keep the rat man in view rather than follow the barkeep.
    [dice=stealth]1d20+7[/ooc] [same disguise]


    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

    "A fine opportunity indeed, jealousy and rage are such fine tools, wouldn't you say? It's not the first time i'd see hushing up to keep up the ideal image, which quite frankly, gets on my nerves ever since i was small."


    Roll20 Maps Loot

    @Vosil - at the Mott's house in town

    @Gertrart - fix the code on your stealth roll.

    Roleplay away on your discussion regarding the love triangle, and we'll keep this midnight stealth mission going.

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