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

Yeah...you'd need to beat their CMD by 5 or more.
Taeral's action reminds me of the slogan on the cover of that flick "Mars Attacks".
Nice planetinstrument, we'll take it.


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'

Woot!!! Thank you Grymp. I really am very flexible on whatever decisions you have on the questionable rules. I was hoping for the surprise effect from both you and the players, when I tried that spell. FYI a spell I have never used before.


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

One would be surprised what you can do with it.
In a S&S game i asked and got permission to use a conjured lute as a weapon :D. I'll refrain from describing the more awful things you can do with summoned instruments. And no...it's nothing PG13+ rated.


Roll20 Maps Loot
Taeral wrote:
Woot!!! Thank you Grymp. I really am very flexible on whatever decisions you have on the questionable rules. I was hoping for the surprise effect from both you and the players, when I tried that spell. FYI a spell I have never used before.

You can expect it to work the same way through the whole campaign! Although never quite as effectively as right now I'd wager!

Given the distances involved, and the half speed acrobatics, I'll take it that Gertrart makes a devastating attack against G1.

Still waiting to hear which space Shade attacked from.

GM:

G1 - 12 DMG


Roll20 Maps Loot
Xeram wrote:

One would be surprised what you can do with it.

In a S&S game i asked and got permission to use a conjured lute as a weapon :D. I'll refrain from describing the more awful things you can do with summoned instruments. And no...it's nothing PG13+ rated.

There's a post in the forums about this from some while ago, where I posited a group could have he bard summon a guitar, give it to the Paladin, who could weapon bond it, and smite with it as an improvised weapon.


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

Yeah pretty much that, i handed it to a rogue "here you go, blunt weapon for a minute, have fun".


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

Can't find the map - can you re-post the link?


Roll20 Maps Loot

It's the cell block 1138 link above.


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

Are all the guards still standing? If at least two are, Mordecai does the following on his action

If at least two guards standing:

As the fight begins, Mordecai strides forwards from his hiding place. Noticing a guards, he starts calling for Asmodeus' powers. "You!", he points at the guard farthest away, and his voice gets darker tones. "Why don't you give us a hand, and stab that sword into your friend here" Mordecai continues, his voice now deep and thick, unnaturally seductive.

Std action: Murderous command, DC 16


Roll20 Maps Loot

Round 1

Guards – Opened the door. Only G1 recognized what was going down. G1 drew his sword and called to his companions.
Xeram – Cast daze on G1, but G1 saved
Gertrart – Threw dagger at G1, and hit dealing pretty devastating damage
Taeral – Summoned the horn away from G3
Malleck - Holding
Vosil – Holding

Shade – Pounced on G1, bite missed, C1 hit and dropped the guard. C2 also hit, and G1 is completely done for!
Mordecai – Casts murderous command on G3.
G3 Will Save: 1d20 - 1 ⇒ (11) - 1 = 10

At this time, we are awaiting actions from Malleck and Vosil in Round 1, and then we’ll start with the Guards in Round 2. Shade pounced right in front of the door to hit G1, who is now dead and on the floor just inside room 17. 5’ behind that is where G2 is standing, and back against the wall (without a horn) is G3. People can move through Shade into the room, but they can't charge.

----------------------
Round 2

Guards – (G3 has a look of murderous intent in his eye)
Xeram –
Gertrart –
Taeral –
Malleck -
Vosil –
Shade –
Mordecai –


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 will move toward G2 and attack him with his newly found sword
Swipe!: 1d20 + 5 ⇒ (10) + 5 = 15
Slash: 1d8 + 4 ⇒ (4) + 4 = 8

-Posted with Wayfinder


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

Lacking any useful skills at this point, Vosil will stay out of the way.


Roll20 Maps Loot

Malleck's blow fails to hit Guard 2.

With a murderous yell, Guard 3 draws his sword as he charges Guard 2...

Longsword: 1d20 + 5 + 2 + 2 ⇒ (4) + 5 + 2 + 2 = 13 Flanking with Malleck

but misses, despite his best efforts.

Guard 2 responds, "Cedric, have you gone mad? It's treason to aid a prison break" and strikes back at Cedric.

Longsword: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
DMG: 1d8 + 2 ⇒ (6) + 2 = 8

He then takes a move action, and gets 15' down the steps in room 17 calling for backup. This movement provokes from both Malleck and Guard 3.

G3: 1d20 + 5 ⇒ (4) + 5 = 9 Miss
Malleck: 1d20 + 5 ⇒ (12) + 5 = 17 Hit

DMG: 1d8 + 4 ⇒ (7) + 4 = 11

Malleck swings at the retreating guard and gives him an incredible blow with his sword!

Round 2

Guards – G3 and G2 traded blows. G3 was injured. G2 moved down steps.
Xeram – <---- Here
Gertrart –
Taeral –
Malleck -
Vosil –
Shade –
Mordecai –

GM:

G2 - 11 DMG
G3 - 8 DMG


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

I think the dead guard received the 1st daze, yes?

Xeram will toss daze on the fleeing guard.

"No you don't."


Roll20 Maps Loot

Correct. You'll need to move and cast, but no problem.

G2 Will Save: 1d20 - 1 ⇒ (6) - 1 = 5

Perception DC 10 (Automatic for Xeram):
G2 is Dazed


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'

Round 2

Taeral hurries into the room to assist his fellow escapees.

Not knowing what to do the horn in his hand, he tosses the horn back to the guard. With an apologetic smile he says, "Sorry about that, I don't know how to use this."
Bluff: 1d20 + 6 ⇒ (11) + 6 = 17

Move action to get into the room, standard to toss the horn to the guardsman

Summon Instrument wrote:
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can't summon an instrument too large to be held in two hands. The summoned instrument disappears at the end of this spell.

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

On Going Effects: Message (Solomon), 10 min; Summon Instrument (guard's horn), 9 rds;


Roll20 Maps Loot

You devil!


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

Nice.
Guard looks baffled and picks up horn, provokes AoO...dies ^^


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'

LOL... thought you might like that.


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 moves to the fallen guard and retrieves the dagger. He takes aim at the guard trying to call for help.
Move and move action.
OR (?distance to G1?) free action (5' adjust), move action and standard: throw the dagger: 1d20 - 1 ⇒ (4) - 1 = 3, dmg: 1d6 + 3 ⇒ (3) + 3 = 6


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 will take another swing, but at G3 this time, once he gets into a flanking position with those there

Swing!: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Shlick: 1d8 + 4 ⇒ (1) + 4 = 5

I am lower on initiative, so i can wait to see what others do, just rolling my dice incase i miss when my turn is up


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 will delay his action to see what happens at the end of the round.


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

Licking the warm blood from around her mouth with an appreciative sigh, Shade lopes after the fleeing guard (move action, up to 40 ft. if needed). "Leaving so soon, my dear? But I'm having fun, aren't you?" Her voice chides him gently as she swipes at him almost playfully with a clawed limb (standard action).

Claw Attack: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


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

Chuckling, Mordecai savours the situation where his words have control over the guards will. Feeling the power already fading away, he rather moves the engagement toward it finale.

If one either of the guards are unengaged, Mordecai shoots a fire bolt at him. If both are engaged, he readies an action to shoot whenever a target is not in melee

Attack roll, if appropriate target:

Fire bolt, ranged touch attack: 1d20 - 1 ⇒ (13) - 1 = 12
Damage: 1d6 + 1 ⇒ (3) + 1 = 4


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

if everyone goes for the fleeing guard, malleck will attack him too

-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

Surround him, he got dazed to delay him in the 1st place ;)


Roll20 Maps Loot

After the guards’ actions, Xeram hurls a spell at the fleeing guard. Gertrart moves into the room and retrieves the thrown dagger. Taeral tosses the horn to Guard 3 and makes a witty quip. Malleck comes forward and strikes a blow to Guard 3, who becomes staggered. Shade moves down the steps and takes a swing at the now dazed guard. Mordecai stands ready to act as needed.

The guard known as Cedric begins to cry and beg for his life, ”please, please, you saw me try to help you escape, don’t kill me!” The other guard on the steps is still dazed.

Round 2 Summary:

Guards – G3 and G2 traded blows. G3 was injured. G2 moved down steps.
Xeram – Cast daze on G2
Gertrart – Moved and picked up dagger
Taeral – Tossed horn to guard
Malleck – Strikes G3, who is now staggered
Vosil – Delaying
Shade – Moves and swings at G2, but misses
Mordecai – Readying to shoot a firebolt in case one of the Guards is not in melee.


Round 3

Guards – G2 is Dazed, G3 is Staggered
Xeram – <----- Here
Gertrart –
Taeral –
Malleck –
Vosil –
Delaying (from round 2)
Shade –
Mordecai –
Readying (from round 2) to shoot a firebolt in case one of the Guards is not in melee.

GM:

G2 - 11 DMG
G3 - 13 DMG


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

"Spare him. Id like a word later"
He keeps sword at his neck

-Posted with Wayfinder


Roll20 Maps Loot

Cedric responds, "Oh thank you sir, thank 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 aims a daze now at guard 3.
Anything that doesn't flee or fight back is good.

"You there, hold it right there."


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

Gertrat moves to the remaining guard, "You did try to help us and I agree with Mallek, but we don't need two."
non-surrendered gaurd: 1d20 + 3 ⇒ (10) + 3 = 13, DMG: 1d6 + 3 ⇒ (2) + 3 = 5


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 will keep watch over Cedric. When combat is over he will go have a private word with him. Away from the hallway.
wont be in a spoiler. So u guys can decide if u hear or listen in

-Posted with Wayfinder


Roll20 Maps Loot

Xeram? G3, or G2? G2 is the one fleeing on the steps. G3 is the one that just surrendered to Malleck.

Gertrart misses on G2 at the steps.


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

G2 is being attacked...and i can't do daze for another minute on him.

Retcon:
Jolt G2: 1d20 + 2 ⇒ (1) + 2 = 3
Nvm...i won't bother rolling dmg XD


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'

Round 3

Taeral will go after the fleeing guard and also stabs at him.

"Time for you to sleep now," Taeral says with a smile.

Longsword: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Longsword, Crit Conf.: 1d20 + 1 ⇒ (10) + 1 = 11
Damage, Crit: 1d8 + 1 ⇒ (5) + 1 = 6

-------------------------------------------------
On Going Effects: Message (Solomon), 10 min; Summon Instrument (guard's horn), 8 rds;


Roll20 Maps Loot

Taeral's attack will drop G2.

So G3 has surrendered.

What now?


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 will drag the guardsman back up the stairs to where the others are at.


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

"Taking" is so much better than the reversed situation.

"Well gentlemen.., he says looking at the others, we now have a prisoner of our own. Who would like to start the questioning?"

He looks the guard in the eyes.
"I'm sure this young man would gladly answer any question we have, don't you my good man."


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

"That he will." Malleck takes the man by the hair and drags him to the cell they were in

-Posted with Wayfinder


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 will search the bodies for anything useful while Shade keeps watch for any more guards.


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

"What is the quickest way out? The way with the least resistance? Any route other than the bridge?" asks Gertrart of Malleck before the questioning begins.

"Cedric is it? Take off your armor. I am going to put it on. It will give you a better chance of avoiding the brand later." Gertrart holds up his arm with the still raw 'F' on it. Gertrart will listen to the conversation as he puts the guard's armor on and collects the dagger.


Roll20 Maps Loot

These three guards are armed like the last two: chain shirt, heavy steel shield, longsword, leather club, longbow with 20 arrows, key to a chest in (well, elsewhere).

Each of the guards has a key to their own chest in the bunk room.


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 dumps the guard on the ground
"Before we start... I want to make sure you tell me the truth. Swear loyalty to me. Cause if you lie to me, I will make you watch as your family bleed out after I put them through every possible torture I can think of."

Intimidate: 1d20 + 10 ⇒ (8) + 10 = 18

-Posted with Wayfinder


Roll20 Maps Loot

To whet your appetite for information, I'll throw down with Cedric is scared enough, and a novice cartographer, and he draws you up a Map of the prison. I linked it above. I'll work on giving you some rough info about the various rooms (no promises short of Monday though). Ask your questions of Cedric though. He's pretty cowed, so unlikely to not give answers, he's no hero!


Roll20 Maps Loot

"Swear loyalty to you? What do you mean? Why I'd be hunted down and killed by the crown! Which is likely what they'll do to you. Mitra would forsake my soul if I was to join you! How about I tell you what I know, and help you to escape and you spare me? Please don't hurt my family!" He alternates between sobbing and pleading.


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

unless there is no way for him to work for us during the game, Malleck wants to force him to submit. Will be helpful if we have an actual guard that can help with convincing story so we can act as guard

"First. Tell us who else is here? How many are stationed at this prison? Second, are there password or secret signs we need to know about?"

-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
Cedric wrote:
How about I tell you what I know, and help you to escape and you spare me? Please don't hurt my family!

"Pah, risk of the job."

Xeram will wait untill Cedric has answered Malleck's questions.

"As to your other question, you very well know we can't have you wander off. Since the moment we have left you'll call in more of your sort. Your pleading is quite amusing, back in my land you'd have been conducted to some "persuasion"...for every hesitation, Xeram smiles sadistically,before further interrogation. So this man here is being merciful compared to there."

Intimidate: 1d20 + 7 ⇒ (17) + 7 = 24
Malleck, i wouldn't be surprised if this guy's going to soil himself :P


Roll20 Maps Loot

As the GM, I'd probably not let him come out of this directly as a follower/cohort sort of thing, he is 2nd level, you're 1st. Leadership is a 7th level feat. With that said, I have no problem at all, if he survives, at becoming a long term contact, minion, etc. depending on how this all goes down, he could get demoted, promoted, cashiered, and who knows what else. So, do win that what you will, and use him as seems appropriate with that info. Does that all make sense?


Roll20 Maps Loot

I'll get you answers...


Roll20 Maps Loot

Cedric begins, "so there was we three! and the two in the cell, that's six. The ones in the guardhouse makes ten, no, eleven maybe. Usually a couple off duty, and, ummm, it's poker tonight, hmmm, Did you, ummmm did you mean for me to count the Warden? Or Blackerly? It's, ummm prolly like 20 or so, maybe 25. Used to be more ya know, lots more, but not as many these days. Wait! Are we counting dogs too? And the servants?"

"Password, yep, there's a password, it's 'Hesterfield' this week."

"I know you won't just let me go, but you could tie me up or something. I won't even try to get out until they come and find me I promise!"

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