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

oops :P: 1d20 + 7 ⇒ (9) + 7 = 16
also re: ack. I am good with these both happening simultaneously, my earlier post might not come across that way :)


So you are both able to sneak downstairs and follow him into the basement.

In the basement, you spot the innkeeper going into a secret passageway. It looks very well hidden, and something you'd have had trouble finding if you hadnt seen it being used.

GM:

P: 1d20 + 10 ⇒ (1) + 10 = 11


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

Any other exits from the basement?
The disguiesed half-orc puts an ear to the door. perception: 1d20 + 4 ⇒ (10) + 4 = 14


There are no other exits from the basement other than back up the stairs, or out through the secret passage.

Gertrart hears someone, presumably Bellam, headed down the passageway behind the secret door.

Knowledge Engineering DC 20:
This is no normal secret door, this is fine dwarven stonework, and melds into the surrounding stonework almost invisibly (DC 30 Perception) when it is closed.


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

In (eng): 1d20 + 1d6 + 8 ⇒ (4) + (2) + 8 = 14
Gertrart motions to Soloman, then opens the door as quietly as he can.


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

No help here on the engineering...

Solomon nods, grinning with yellow teeth that look far more rat-like than should be reasonable in his human guise. Is there anything they can wedge in the door as well, so that it doesn't close behind them?

Either way, he descends along with the crafty half-orc.


You mean the secret dwarven stone door? It's still open from when he went through, so no concerns there. While you'd have been hard pressed to find it and operate it if you didn't know it was there originally, now that you've seen it in action, you should have no trouble finding it again and using it.

Ok, so you follow Bellam through the tunnel?


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. Discreetly.


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

Yep, going down.


I believe this part of the adventure will lend itself very well to doing something that we are all opposed to as gamers... splitting the party. The secret for you guys will be figuring out when to do it, and when not to. I think you're nailing it so far.

The two of you follow for what seems like forever, and is in fact a mile. The tunnel is well built, but clearly not used often at all. As you reach the far end, you find the backside of another similarly impressive secret door.

As you peer inside the door you see a roughly square room that is 10x10. This room appears to be used for some sort of storage. large boxes marked as rations, barrels of potable water, etc. Overall a sizable amount of supplies. Off to the side, you can see Bellam carefully lifting a wooden case filled with roughly a dozen bottles, and he turns towards the opening to carry the case out of this room and starts approaching you.

Elven:
The bottles are clearly labelled as wine in the elven script, and if you are remotely familiar with such things, you recognize this particular vintage as being desired and expensive.


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

Yes, expensive bottles bring in funds for our nefarious schemes.


Screw that! In my home table top group we NEVER sell alcohol. We either drink it, or we use it as gifts and bribes. In our Runelords campaign, we couldn't get enough alcohol to keep this one ogre we befriended satisfied!


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 here i was recently visiting a thread on ogres and hearing the most awful details they would do to a party.


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 could drop his disguise and the other two could get out back the way we came in. He's not likely to notice anything beyond the giant rat, and if Solomon then escapes, nothing ties back to the group... just throwing out crazy thoughts.


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 backs down the long route, out the basement & to the common room, returning to his travelors disguise as he does.
now that we know the door is here, we can check it out at our leisure. More interested in where this wine will go right now :)


So you guys leave out ahead of him and get out of sight before he comes lugging the bottles into his basement.

On to the next morning?


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

Okay by me, & I know where I'm going. Be best to let others take the limelight :)


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
Vosil Comarenza wrote:

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!"

"Why dirty our hands? I'm sure Captain Mott would handle the slaying, if we just guide him to the right place at the right time. We can later arrange some accident to Mott, or let him rot in prison." Mordecai asks, not totally opposed to Vosil's original idea. "Mott is not yet guilty of anything, and killing him will just release his soul. But if he was to kill someone in jealous rage, then my Lord Asmodeus has a claim on his soul." the tiefling continues, repeating the words whispered to his ear by the invisible imp.

"Good work, nonetheless..."

I'm good to move to next morning


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

Agreed. If we can get out before him, I'd like to do so. We know where the stash is now.


Alrighty then.

@Gertrart - You meet up with Slate and another dwarf at the appointed time. They start chatting with you, treating you as somewhat of an apprentice and trying to teach you the ropes. If you plan to do anything other than observe and help out today, let me know. Otherwise give me a knowledge (engineering) check.

The rest of the dwarves have headed off on their duties for today.

@Others, what is your plan for today? Obvious things are: intercept//track the ranger group, look into the illicit affair, check out the secret tunnel, everything else you've doscussed.


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 is up for intercepting the ranger group. As we don't know how often they go out, we may not get another opportunity for that activity.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Eager to gain their trust & therefore deeper into the areas the builders have access to, the traveler displays as much confidence and ability as he can.

KN(eng): 1d20 + 1d6 + 5 ⇒ (16) + (6) + 5 = 27

looking for foundation info & maps in particular, any useful info.


@Gertrart - I think I can confidently say that with that roll, your cover won't be blown! I'll get you a writeup of at all you see and do. You're the first set of party eyes to get inside the keep! Congrats!

What's the plan for the others? Spend the day browsing and selling and buying? You've got at least 14 days before go team, so we're not in a rush to assault.


@Gertrart

Slate and another dwarf meet you and you help them haul various tools up to the keep. When you get there, you find a well maintained fortress indeed.

You approach from the town side of the keep, and they bring you to the back entrance. Two guards are on watch here. They explain your having joined them and you are permitted to enter. You pass down a long 20' wide central corridor in the keep, with doors on either side. You hear the normal day to day goings on in a place of this sort. Unlike Brandescar Prison, this place is well staffed, well armed, well disciplined, and well maintained.

Finally you come to two stout doors, which are open and permitting a pleasant breeze into the keep. As you pass through the doors, you cross a 20' x 100' long bridge. The bridge is over an extremely deep chasm with a river at the bottom. (Knowledge(local) and knowledge(history) can gain you something here.)

It is clear to you that the keep is on the "safe" side of the river and the far side where you are headed is where your allies will come when they attack. The last 20' of the bridge is a drawbridge, clearly if that is up getting across is difficult. Across the bridge you come to a large gatehouse, inside you find a portcullis, again, it bars entry to the whole complex.

The two dwarves greet several guards by name, and you crawl up through some ladders and get up into the second floor of the gatehouse. Here you find the working mechanisms for the drawbridge and portcullis, as well as murder holes that look down into the passageway below. It doesn't take a military genius to figure out that doing something with this area will be vital to the success of your mission.

Throughout the day you gain an excellent understanding of how the mechanisms work, etc.

Questions?


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

Since Xeram's disguised as a friar/clergy of Mitra, he could go chat with the demoted bishop. Hear his 'sorrows' and such.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Gertrart whistles as he crosses the chasm. "D-deep," he stutters.
KN (local): 1d20 + 9 ⇒ (4) + 9 = 13
KN (history): 1d20 + 5 ⇒ (17) + 5 = 22
Is the bridge covered in walls (do the walls span the gorge)? How many floors does the town side of the keep have (either by counting) windows or estimating the total height based on the height of the hall we passed through. How many floors on the other side? Which side is the rookery on (presuming it is the highest tower). Eventually I will try and actually draw a map. Access to the floors above the winch room?


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

intercepting the ranger group sounds good. Indeed, there's no way knowing if we get another chance. But we should try that with our full team, otherwise fighting the Rangers might be difficult


Slate is proud to point out that the bridge is of an ancient Dwarven construction. It has low rails on either side, but is deliberately not walled. Just up from the bridge to the north and a little higher, such that it leads to the second level of the gatehouse is another smaller bridge entirely enclosed with arrow slits that would allow defenders to utterly devastate invaders attacking cross the bridge.

Your knowledge (history) tells you that such has happened in previous attacks, and thus the upper protected bridge is called the "bridge of death."

The city side keep has one level somewhat below ground, you came through that.

It has the main level with walls. And then the central keep seems to have maybe three or four additional levels. Defenders inside the central keep could rain arrows down anywhere inside the walls. The SE corner of the keep also has a round tower that goes up several levels. And appears to have the rookery up at the upper level.

On the "away from town" side of the gorge is only the gatehouse. The gatehouse has the lower level where you came across the bridge. Then it has a second level where the mechanisms and such are. This is also the level where the bridge of death connects back across to the main keep. And then there's a roof, with battlements, and ballistae and such.

Two things, 1) all spelling, grammar, and punctuiatii errors are to be attributed to my iPad, which sucks at guess what I mean. 2) find the damn map already, so I don't need to verbally describe every single thing in this keep.


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'

Do the rest of us know of this 'map'? Were we told about it?


Xeram does, he translated for Gertrart.


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
Xeram wrote:

To Gertrart:

"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."

Oops. I am enjoying the text. Sorry, that you are not. Did I see the map before the engineers split up? Can I find it? Perc: 1d20 + 4 ⇒ (16) + 4 = 20

except for sneak attack, Gertart is not much of a combatant. I don't think my absence will slow you down much. Rather than hold up the rest of the party, go attack them without me if that's what you want to do.


It's not that I don't enjoy, but the place is big! So that's a lot of describing to do on the iPad . Gertrart didn't see it, but he did get the impression that the "map showing" had already happened before the dwarves came down for breakfast.


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 tries to inquire, how far the ranger patrol usually travels, and whether they usually travel by foot or horseback.
Diplomacy, gather information: 1d20 + 9 ⇒ (16) + 9 = 25


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 will speak with the demoted bishop about his troubles, prying for details they can use, friar to another faithful.

Diplomacy, gather info: 1d20 + 4 ⇒ (19) + 4 = 23


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 would like to further explore the tunnel, perhaps see if there are others that might provide more access points for the oncoming assault. He likes tunnels, and he can be sneaky and quiet.

But if his presence would help against the rangers, he's happy to do that as well. For an urban rat, he knows a bit about nature and may be able to lend a good hand.


@Mordecai - it's not hard, with some directed questioning and drink buying with some off duty Rangers, to determine that Captain Varning takes his patrols out roughly once a week for 4-5 days per patrol. While he varies his patrol route, you are able to determine that like clockwork, he and his patrol, tend to camp at a place called Freeman's Rock on their third day out. It has good ground, the hunting, and a great view of Lake Tarik.

@Xeram - Father Donnagin, as the Chaplain of Balentyne, resides in the keep itself. As such, he's not overly approachable.

@Solomon - you manage to Sneek down into the tunnel during the day, avoiding all prying eyes. You have no trouble getting the secret passage to open. You follow it to the end, and get the door open at the opposite end. Again, there are a considerable amount of stores here. The only thing you didn't notice from outside the room last time is that there is a trap door in the ceiling of the small room. Also, while the room is not lighted, there are sconces on the wall where torches could be placed.


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

Darn.....so much for that. Can my roll be applied prying info from someone else?


Xeram wrote:
Darn.....so much for that. Can my roll be applied prying info from someone else?

No need for that, I'll just feed you some more info about the good Father. He has 5 acolytes to help him minister to the spiritual and physical needs of his flock.

Additionally, you learn that Father Donnagin is generally considered a strong warrior in his own right, second only to to the Comander himself, and that the two of them together would be a force to be reckoned with.

How's 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

That is valuable info. :), thank you.


My pleasure! I think the others got some great info too!!


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

I'd like to close the door behind me (to the room) and spend some time looking at what's in some of the boxes. Closing the door is in hopes of not being too conspicuous and buying perhaps a second to hide as someone opens the door if necessary.

Finally, I'll try to listen through the trap door for any indication of what might be above. If there's a ladder of sorts, perfect. If not, I'll stack some boxes of less breakable/valuable contents to form a precarious pyramid!

Perception: 1d20 + 9 ⇒ (19) + 9 = 28

and if necessary...
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26


@Solomon - The various cases contain rations and water. In fact, remember the mealy yucky stuff you found at Branderscar? Well, this is the same stuff, just in much better shape. Well, as much as iron rations really can be.

No problem with stacking some boxes to listen to the room above. The floor/ceiling is too thick to make out conversations, but you definitely hear maybe 4-6 people up there, moving around and talking.


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

"All right, on third day of their patrol, the Rangers set camp in Freeman's Rock. I say we'll be there to meet them." Mordecai informs the others about his findings. "In order not get bored in the two days before that, we should deal with the other tasks. Let's start with the Mott's and the lady's lover, shall we?"


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil nods. "Sounds good. In addition, why don't we try and liberate a map from the dwarves' room? We know they're out all day, so we'll have time to look around."

"Also, how does anyone feel about spending some of our cash to get some scrolls? I think Invisibility would be useful, perhaps a couple of others as well. There's a scroll shop here, I think we passed it earlier."

Second level spell scrolls are 125 gp each - Invisibility would last 3 minutes. Do we want any other utility magic?


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'

"May I suggest a small modification to your plan for the map? Instead of liberating the map, allow me to copy it. If they discover the map missing, they may alert someone. I have the ability to copy words from documents and then all I would need to do is draw in the lines. I have done some moderate study of engineering, so I feel I can make an adaquate copy for us."

"Also, I do still carry the scrolls from the prison. One of which is invisibilty. But acquiring other spells would be most beneficial for us."


If Taeral gets a good look at the map, I'll give you the whole monty even if you leave it behind since he has a plan for copying it.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Gertrart continue assisting the engineers.


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

"Spells for misdirection and diversion, like creating sounds of non-existant presences or the removal of sound, such are often underestimated. What use is a blade when you do not hear the enemy coming.

I have found out some interesting details on the Father Donnagin.
He has 5 aides assisting him with his work. He is also said to be a strong warrior of thee light...as if that's new, second only to the grand Commander himself. These two would maximize their risk potential against us if brought together, which i'm sure not even Malleck and Shade wish to drag themselves into at the current time."


False Gertrart wrote:
Gertrart continue assisting the engineers.

And so you shall, all day long! Dwarves are hard workers!


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'

Once Solomon returns from whereever he is, if there is still time in the day, Taeral will ask that Solomon unlock the dwarves room and he and Taeral can sneak in to find the map. In the mean time, Taeral will purchase some more paper/parchment to copy the map onto.

Cast message with Solomon so we only have to whisper to each other.
Stealth to dwarves room: 1d20 + 7 ⇒ (8) + 7 = 15
Preception to find the map, take 20: 20 + 2 = 22
Cast scrivener's chant on the map.
Multiple castings if necessary
Kn Engineering to copy the map correctly: 1d20 + 6 ⇒ (19) + 6 = 25

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