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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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'

Baron Vandemir, you know whom we represent, and as such you are aware that our patron has a long reach. While you may not be privy to his current plans, and I am not at liberty to reveal them at this time, you should be aware that events in the nation are underway that may see allies of our patron, gaining lost power and wealth stripped away by the Zealous. Know that the Dark Prince has turned his attention to Tallengarde once more and it would be wise for his faithful to pay heed. Let me say, while youth may prevent standing by one's sire, time grows the seeds of vengeance and retribution to their maturity."

My Lord, we seek your assistance in our operations in the area, and for your assistance you will be compensated once our task is completed.


The Baron regards Taeral and the group for a few moments before replying. "Taeral is it? Your words reveal much, and hold much hidden at the same time. I accept that, and I understand it. The path you travel is a dangerous one, but I find that the opportunity to repay those who have wronged my family of its birthright is now at hand. Consider me your ally in this endeavor."

"I offer you my manor as a safe, and dare I say comfortable, location from which to operate. In addition, I have had occasion to create and use a tunnel which extends from my manor to a nondescript hovel in the town. Through this, you can discretely go to and from the town."

"Additionally, while I cannot offer you complete immunity from the laws of Farholde, I can certainly protect you against prosecution for minor indiscretions. do not get caught red handed performing some heinous deed, and I can ensure your protection from the law."

"I can provide you contacts within, shall we say the 'shadier,' portions of the merchantile side of Farholde. Through them you could procure provisions, or fence any goods that need it."

Poisons up to 1100gp per dose, sinister magic items, and fencing any hard to sell stuff is doable.

"I can provide you magical assistance. My abilities to charm, bribe, and persuade are not inconsiderable."

"What I shall not do is to fight your battles for you."

"Are we of a mind on these matters then?"

Assuming no one objects, he calls in some servants and gets another round of excellent wine served around the table.

The Baron will help you in many ways, but he is predisposed towards Taeral, so have Taeral place your requests.


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

no problem. Now of to bed. And the next day i get my items. Yey :P

-Posted with Wayfinder


Before you guys bed down for the night, Thiadora does appear and provide a final bit of information.

Reminding you about the clay tablet you have, she says "break it when you need to speak with the Master. Be sure not to waste his time. He can be most unforgiving about that. The Seventh Knot is already close at hand. They arrive tomorrow on a river barge named The Lucky Lady. You should probably meet them and come up with a plan for seeing our master’s will done. It matters not to me of course. Not my problem. Goodbye, dearest, and good luck.”


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 scouts the river barge docks after dinner. He rests well, and then makes sure to greet the Lucky Lady disguised as a porter to escort the newcomers through his 'backwater town.'


So on to tomorrow then and meeting up with your fellow comrades in arms?


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

Yup


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'

Yep, Yep


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

Ready to move on


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

Me too :)


The next morning, you are all out at the dock to meet The Lucky Lady as she comes into port.

Very shortly after, you spot Elise Zadaria and the rest of the “White Ravens” as they debark the ship. Elise says something to her crew, who start grabbing their gear and preparing to set off into the town, she approaches you and after giving Malleck a firm handshake of greeting, she begins, ”I tell you, that Thiadora is a b$%*@ to be around. Several weeks stuck with her on a ship, I’m glad to be on dry land, and out from under her eyes.” She looks around makes sure no outsiders can overhear the conversation before continuing, “It is my intention in the next few months to have spies set up in every inn, tavern and anywhere else adventurers and explorers might congregate. When you do find the Horn of Abaddon, contact me. For those groups I can’t personally dispatch, I’ll send a messenger with any information I can gather.”

Sense Motive DC 34:
While Elise is putting up an excellent front, she is clearly unhappy to be playing a support role in this mission. Nonetheless, she has her assigned role, and she will play it, for now.

The White Ravens, all may read:
Just to remind you who they are:

Elise Zadaria – Human Witch
Dostan Alfson – Half Elf Barbarian
Tallus “Trak” Rackburn – Human Ranger
Titus “Trik” Rackburn – Human Cleric

They are the 7th Knot.

GM:

ZB: 1d20 + 14 ⇒ (20) + 14 = 34


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

Malleck raises an eyebrow. But greets her anyway.
"She is easy on the eyes though. So that makes things easier" he grins

-Posted with Wayfinder


Elise looks at Malleck with amusement, "if you're into chicks that will eat your face off, then I suppose so. Alright, off we go then."

She turns and heads to help her companions with their gear.


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'

Sense Motive: 1d20 + 14 ⇒ (1) + 14 = 15 LOL

In a hushed voice, "We have secured the aid of Baron Vandemir. He is unaware of your Knot, and I suggest we keep it that way."


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

sense motive: 1d40 - 1 ⇒ (37) - 1 = 36
Ooh, just made it!

"Did she disappear for a couple of hours everynight? That made it much easier for us, and traveling with the Lady was pleasant."

To Elise the blood desecrator comments. "She did have compliments on your skills and I hope you will share the story of your recent success with us?" He offers they should not be seen together and shares our current lodgings. "We should set up a neutral meeting place as well.


ok, so on to the mission, what's the plan here villains?


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

let the search begin i guess. Find out about the town a bit more, before we actually go into dark spooky woods to find the horn. And maybe look around for some 'toys'.

-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

Gertrart is fine waiting for a day before exploring the forest. First he sets up a regular meeting time with the Seventh Knot, including a secret signal to meet at other times. Turning the yellow dog dish upside down.

While speaking with Elise, he makes sure to give her the rumors we have heard. Though he is more interested in trading talk of shop, including their story since last we met at that archbishop's. He charmingly share the successes in the north especially the discredited knight, and the golem made of ice.

Gertrart spends the rest of the day finding out about Halleck. Maybe join him for a mid morning bender.


Is there anything specific you want to seek in the town, otherwise we can dive off into the wilderness in search of the Horn!

If it's searching for the Horn we're doing, then it's Perception checks daily, until she's found.

You can all roll separately, or have a main with assisters, or any combination thereof.

Bring plenty of food, who knows how long this will take!


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

2 weeks of rations should be fine? If we run low we go back and resupply? Also... i can try to aid with perception. Thats best i can do. And still only a 55% chance :P

Perception Aid: 1d20 + 5 ⇒ (8) + 5 = 13

-Posted with Wayfinder


Xeram is your best perceiver, so I'll use him as your base.

Let me try it this way?

Mordecai: 1d20 + 6 ⇒ (11) + 6 = 17
Gertrart: 1d20 + 4 ⇒ (10) + 4 = 14
Malleck: 1d20 + 0 ⇒ (18) + 0 = 18
Taeral: 1d20 + 1 ⇒ (8) + 1 = 9
Vosil: 1d20 + 3 ⇒ (13) + 3 = 16
Xeram: 1d20 + 8 ⇒ (4) + 8 = 12
Shade: 1d20 + 6 ⇒ (19) + 6 = 25

22

Mordecai: 1d20 + 6 ⇒ (2) + 6 = 8
Gertrart: 1d20 + 4 ⇒ (13) + 4 = 17
Malleck: 1d20 + 0 ⇒ (16) + 0 = 16
Taeral: 1d20 + 1 ⇒ (18) + 1 = 19
Vosil: 1d20 + 3 ⇒ (5) + 3 = 8
Xeram: 1d20 + 8 ⇒ (1) + 8 = 9
Shade: 1d20 + 6 ⇒ (18) + 6 = 24

17

Mordecai: 1d20 + 6 ⇒ (17) + 6 = 23
Gertrart: 1d20 + 4 ⇒ (6) + 4 = 10
Malleck: 1d20 + 0 ⇒ (16) + 0 = 16
Taeral: 1d20 + 1 ⇒ (17) + 1 = 18
Vosil: 1d20 + 3 ⇒ (20) + 3 = 23
Xeram: 1d20 + 8 ⇒ (12) + 8 = 20
Shade: 1d20 + 6 ⇒ (2) + 6 = 8

30!

Three days of searching finds it.


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

Sorry, I was travelling during the weekend... Before leaving town, Mordecai looks around if he could find a Lesser Rod of Selective Metamagic (3000gp). Two weeks of rations is good enough, if we run out, Mordecai can start prepping create food and water.

also, I think the perception bonuses are not up to date. Mordecai has +10, and I think others have greater bonuses, too.


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

if GM uses that... we find it on Day 1 :P

-Posted with Wayfinder


A couple of you have two separate perception scores listed, I imagine Gertrart's is the difference between trapfinding? Not sure about Mordecai's. Anyways, I've updated my macro, make sure you agree with the numbers in it, and check the one for initiative too, and let me know in the discussion thread if I need to fix something.

The northern Caer Bryr is a temperate rainforest richly blessed with rain fall and broadleaf trees. The trees here are tall and broad. The thick-trunked baobab tree, unusual in such a wet clime, is common here and grows to enormous size. It is not uncommon to see trees hundreds of feet tall with trunks twenty feet across. To walk into the deep Briar is to enter the domain of giants.

Every flat surface is covered with brilliant green moss and lichens in every hue. Mushrooms of a million sorts proliferate and crowd every fallen log. Small animal life is dense -- squirrels, voles, mice and white-faced ghost monkeys. Birds dwell here in endless variety and dazzling panoramas of plumage are everywhere on display. It is a bountiful place rich and thriving with nature’s splendor.

The Lake of Skye, rarely seen by civilized eyes, fractures into a thousand streams that course through the forest floor. These streams eventually stagnate and fail near the coast becoming the Salt Brack.

The Salt Brack is also blessed with life -- crocodiles, fish, lizards, snakes, frogs, toads, salamanders and birds teem there. The blue-cray, a particularly delicious and rare swamp lobster, can be found hidden in the mud of the Salt Brack if one is brave enough to hunt it. A good
sized live blue-cray can command a 30 gp a head back in Farholde. The Salt Brack is also home to great number of boggard tribes each more loathsome than the last.

Perhaps the single most famous feature of the northern Briar are the great stone spires. They proliferate everywhere in this jungle rising hundreds of feet above the forest floor. Often covered in foliage, they are the home to countless small animals. These are natural spires though the Iraen are full of stories about how they were carved by ancient giants. The beauty of these spires has drawn more than natural creatures. Fey and spirits dwell in and around the stone spires in great abundance.

The stone spires are inspired by the real topography found in the Li jiang karst region of China.

After three hard days of trudging through unforgiving terrain, you finally arrive at a location that just feels "right," or rather "wrong" which is probably "right" to you. Anyways...

The Horn of Abaddon lies squarely in the middle of the brutal topography and you now understand both its name, and how it was so difficult to find something that was right out in the open all the time.

As you stand around marveling at the Horn, you hear a noise, as if something exceptionally large was approaching through the woods. As you move to hide, a huge tree emerges.

Anyone need me to post a picture of a treant? Or THIS treant in particular?

The tree looks you over and declares, "You have happened upon the Horn of Abaddon, a cursed place once of great corruption. It is my sacred charge to see that evil never again takes root here. Who are you and why have you come here?"


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

Malleck puts his arm across his chest. Bowing low to the great tree.

"Great protector. We are honored by your presence. It is for this very reason we are here. We aim to make sure nothig ever disturbs this unholy ground ever again. We are here to seal it forever."

He doesnt look up as he says this. Keeping his face looking at the ground

Bluff: 1d20 + 13 ⇒ (9) + 13 = 22

-Posted with Wayfinder


"Indeed? It has been some time since there have been any but plunderers and ne'er do wells that have come here seeking the Horn. Having a stalwart lot such as yourselves here would be beneficial. There is a tribe of boggards that have infested the lower caverns of the place, and with my size, I have been unable to get in there and root them out." He chuckles briefly at his pun. "Best of luck to you, and be strong in the service of Mitra, dark times are coming."

With that, the guardian moves back into the forest, and it is as if he had never come by.

GM:

Sense Motive: 1d20 + 9 ⇒ (1) + 9 = 10


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

Malleck waits, making sure the piece of firewood is gone before he turns to the group

"You heard him. We may have allies in this place. If we can convince them to help us"
He grins, his elongated teeth showing

-Posted with Wayfinder


Mordecai: 1d20 + 8 ⇒ (10) + 8 = 18
Gertrart: 1d20 + 7 ⇒ (3) + 7 = 10
Malleck: 1d20 + 5 ⇒ (10) + 5 = 15
Taeral: 1d20 + 1 ⇒ (13) + 1 = 14
Xeram: 1d20 + 8 ⇒ (16) + 8 = 24
Shade: 1d20 + 6 ⇒ (16) + 6 = 22

Ok, with those perception checks, the group manages to survey the outside of the Horn and identifies four levels of the complex and four methods of ingress, one per level.

The Caverns:

This broad open cave is the only visible entrance to the lower caverns. The many stalactites, stalagmites, and columns of wet living stone resemble nothing so much as fangs contained inside a large loathsome grin. The cave is covered by countless pools of standing fetid water and ubiquitous slicks of mud that make the entire surface of the maw count as difficult terrain.

Level 1:

Of the four conventional ways into the Horn, this is the easiest to get to. You simply walk up a wide set of stairs a hundred feet and arrive at the landing.

Level 2:

The entryway to the second level is accessible via a small winding stairway that hugs the side of the Horn. This small stairway rises almost two hundred feet and is covered in places with thick ropy vines. The entire stairway counts as difficult terrain.

Level 3:

No stairs rise to this grand archway. Instead, to enter here you must either fly or climb. To climb is no simple feat. This entranceway rises more than two hundred feet above the cavernous entry (C1) far below. The easiest way is to climb from the entrance to level 2 (2-1). This still involves a ninety foot angled ascent (adequate handholds, DC 15 Climb skill check). It is far easier to fly or levitate to the entrance.


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

"I suggest we work our way up. Start at the bottom, do a complete search of the entire place. We have enough food to last us atleast one more week. We make sure we comb through the entire Horn. Leave nothing to chance"

basically. Go through every room, take 20 in every room in the place. So along with the AID action, Xeram or Tearial our main searchers. We will have a search of 38 or 40 in every room. And being that, as the GM said, this place is HUGE, we will probably be here a while anyway. Maybe to speed things up, only stop us when and if we encounter something. And just list everything at the end in another google doc? Just my 2cp

-Posted with Wayfinder


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

sorry. Meant mordecai and xeram...

-Posted with Wayfinder


Sounds good to me. If the group said "we're doing a left hand search" or right, whatever, I could give you the descriptions of each room in sequence, only stopping when some challenge needs resolved.

It's a big dungeon!


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

"Bapho, why don't you and Xixik handle the scouting here? Flying invisible, you should easily avoid anything that lurks here. Provided you two can keep your mouths shut long enough..."

We have two imps, why not use them... +7 perception, see in darkness, detect magic/good, stealth while invisible somewhere around +31. Besides, if something should happen to Bapho, Asmodeus will send a new one in a week... :)

So, imps go first, hopefully spotting any enemies/traps. Then rest follow, do the search as Malleck suggested. If taking 20 starts to take too long, I guess we could just take 10. That would give 20+ depending how many aid succeeds. BTW, Mordecai's perception score is +8, or +10 whenever the familiar is nearby (Alertness), which is almost always


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

yah... if my imp dies i have penelties for a month or untill i level...

-Posted with Wayfinder


So I'll just slowly move you through the dungeon, invisible imps out front taking 10/20 etc?


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 touches his brow and adopts a boggard disguise.

Grymp wrote:

Sounds good to me. If the group said "we're doing a left hand search" or right, whatever, I could give you the descriptions of each room in sequence, only stopping when some challenge needs resolved.

It's a big dungeon!

just leave some retcon for researching anything that jumps out at us in the description. Move along, (right hand works for me) but let us look around just in case


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'

Following Gartrart lead, Taeral disguises himself as a boggard also.


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

Yes, let us have the imps doing the had work while the masters sit on their lazy asses


Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

"'Answer the call, and guide the mankind to evil', they say... 'Prepare a harvest of souls for the Dark Prince'. And do I get to perform great deeds for Asmodeus? Do I cause men to Fall? Noooo... Bapho gets to scour dark tunnels while these so-called 'masters of evil' sit on their fat arses, picking their noses... I ought to - "

" - What's that? Oooh, shiny!"


I have posted up a map of the Lower Caverns, so I can just give you location information based on the room numbers.

C1 - This broad open cave is the only visible entrance to the lower caverns. The many stalactites, stalagmites, and columns of wet living stone resemble nothing so much as fangs contained inside a large loathsome grin. The cave is covered by countless pools of standing fetid water and ubiquitous slicks of mud that make the entire surface of the maw count as difficult terrain from the entrance to the dotted-line more than forty feet in.

C1a – the two imps report back that there are a pair of seemingly bored boggard sentries in this area.

So what's the plan?


Buehler? Buehler?


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

totally missed this.... :/

"Time to go say hello. Best not kill them if we do not have to. They could be useful" he grins as he heads to where the imps direct him

-Posted with Wayfinder


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

I missed it too
"Greetings sentry' bogertrartgerd says. "This one just slayed a big treeman outside. The one that keeps complaining about not being able to clean us out of our tunnels. he fakes a froggy laugh & points at malleck.


The two boggards look, and act, very confused, as one of them responds in Boggard.

Boggard:
"Stop strangers, who are you and why do you come here?"


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

"This is inconvenient... who here can speak this language, I sure cant" he grumbles

-Posted with Wayfinder


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Not knowing the language Gertrart makes his best effort to mimic the words said to him; lightly slower; slightly jumbled while gesturing how awesome Malik's fight with the tree man was.

bluff: 1d20 + 9 ⇒ (10) + 9 = 19


False Gertrart wrote:
Not knowing the language Gertrart makes his best effort to mimic the words said to him; lightly slower; slightly jumbled while gesturing how awesome Malik's fight with the tree man was.

Because speaking loud and slow will always work with foreigners!

The two boggards shrug at each other, turn and run back towards C4.


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

"I hope they went to fetch their common-speaking cousin, and not call the whole tribe to arms..."


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

"Same here, i am in no hurry to be swamped by these... things"


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'

Well I guess while we wait for them to come back in force, Taeral might as well tax his brain matter trying to recall what if anything he remembers about boggards.

Kn Local: 1d20 + 8 ⇒ (19) + 8 = 27

Taeral casts message on the group and relays what he remembers about the creature to the group.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

"Taeral, I will let you do the croaking." Gerboggart finds a place near the door to conceal himself.
stealth: 1d20 + 9 ⇒ (15) + 9 = 24

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