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'

Kn Planes: 1d20 + 8 ⇒ (4) + 8 = 12

"Xeram, what did you call this creature. A lightning elemental?
Isn't that one of the components we need for the golem, blood of a lightning elemental?"

"Do we have a way to gather it's blood or should we bend it to our will?"

Not waiting for an answer, Taeral casts a spell while keeping an eye out for the elemental's attacks.

Cast Defensively, Pugwampi's Grace, Will DC18
Cast Defensively, DC19: 1d20 + 15 ⇒ (4) + 15 = 19
Damn... can't get any closer than that.

----------------------------------------------
Current Effects: Pugwampi's Grace (Lightning Elemental), 7 rds;


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, i did indeed. Unfortunately i have not had the chance to try and extract any bodily contents from one before. But binding it to our will would be the most efficient method."


Roll20 Maps Loot

Will: 1d20 + 5 ⇒ (4) + 5 = 9 Fail

Looks like I have been Pugwampi'd!


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

Spoiler:

Booyah!!!!

:D


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

Nat 20! *fist bump* Gertart's negative to Dex (as seen in Initiative) went away at Level 4
KN (planes): 1d20 + 1d6 + 5 ⇒ (14) + (4) + 5 = 23 Question: what do I need to do to collect its blood? need to beat it by 5 to get more info right?EDIT: changed arcane to planes, same numbers though.
Acrobatics: 1d20 ⇒ 19

Getrart tries to close cautiously, hopefully taking advantage of the elemental's reckless maneuver against the barbarian.
slash: 1d20 + 7 ⇒ (20) + 7 = 27, dmg: 2d4 + 4 ⇒ (2, 1) + 4 = 7
Nat 20! *fist bump*confirm?: 1d20 + 7 ⇒ (1) + 7 = 8, I know its useless, but considering how many rolls less than 8 I make I am making this one anyway!: 2d4 + 4 ⇒ (2, 1) + 4 = 7


Roll20 Maps Loot

I suspect Gertrart's acrobatics wasn't enough, I'll check the module when I get home, but he does hit, albeit for 5 less damage than he hoped.

GM:

Elemental-13, Pugwampi'd


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Gerion roars, embraces his wrath, takes a five foot step forward, and full attacks.

Power Attack, Reckless Abandon: 1d20 + 16 ⇒ (17) + 16 = 33
Damage: 3d6 + 12 ⇒ (1, 6, 2) + 12 = 21

Power Attack, Reckless Abandon, Surprise Accuracy: 1d20 + 13 ⇒ (13) + 13 = 26
Damage: 3d6 + 12 ⇒ (4, 2, 1) + 12 = 19


Roll20 Maps Loot

Gerion, your second attack should be +11 right? You don't have surprise, the creature went first.


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Rather misleadingly, Surprise Accuracy doesn't make any mention of needing to be used during the surprise round. I think it's the accuracy itself that is surprising.


Roll20 Maps Loot

Fair enough!


Roll20 Maps Loot

Gertrart did miss the acrobatics.

Slam: 1d20 + 16 + 3 + 2 ⇒ (4) + 16 + 3 + 2 = 25
Slam: 1d20 + 16 + 3 + 2 ⇒ (4) + 16 + 3 + 2 = 25
damage: 2d6 + 5 + 1d8 ⇒ (4, 5) + 5 + (8) = 22 The 1d8 is electricity

Even Pugwampi'd, hitting Gertrart is easy.

Both of Gerion's swings hit! Just not as hard as he expected.

GM:

Elemental - 43, Pugwampi'd


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

Planes: 1d20 + 13 ⇒ (10) + 13 = 23

Both Malleck and Nubis move in and try to flank the electrical beast

Malleck Attack: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
Damage: 1d8 + 4 ⇒ (8) + 4 = 12
Nubis Bite: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
DC20 save vs Dimension Anchoring Curse

-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

lol. I confused the minus to AC for a minus to attacks :) I guess that mistake cost me. Did I take two AoO slams?(I


Roll20 Maps Loot

Malleck and Nubis are not attacked, no Combat Reflexes. Gertrart was only attacked the once, I had to roll twice because of the Pugwampi effect.

Malleck misses, but Nubis hits.

Will: 1d20 + 5 ⇒ (2) + 5 = 7 Fail
Will: 1d20 + 5 ⇒ (14) + 5 = 19

Waiting for Mordecai.

GM:

Elemental - 47, Pugwampi'd, Anchored?


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'

Go Pugwampi, Go!


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

ahhh... It all makes sense now: pugwampi :)


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

"How exactly one is supposed to collect the blood of a creature made of lightning?"

If the creature bleeds, Gerion will surely do most of the bloodletting. Binding sounds like a good idea, but Mordecai has no means to that. But at least he can help here by minimizing the damage the elemental will inflict on his allies. The tiefling incants the words of magic, and the area around the elemental explodes into a cloud of shiny particles.

Cast Glitterdust, avoiding any allies in the area. If the elemental can be blinded, it needs to take DC 18 will save or be blinded for 5 rounds. (And I think Pugwampi affects saves, too)

BTW, is this the same day when we fought Hexor & Vexor?


Roll20 Maps Loot

This is definitely not the same day as you fought those two. I'd say maybe a couple days later, no reason to not be all healed up.

I'd say that a DC 15 heal check and having some decent container could be used to get the blood from the corpse of the elemental.

Will: 1d20 + 5 ⇒ (6) + 5 = 11 Fail
Will: 1d20 + 5 ⇒ (16) + 5 = 21

So now I am Pugwampi'd and Blind!

Alright, round 2!

The Elemental will take two swings at Gerion...

Slam 1: 1d20 + 16 + 3 ⇒ (16) + 16 + 3 = 35
Slam 1: 1d20 + 16 + 3 ⇒ (8) + 16 + 3 = 27 Hit
50% Miss Chance, low misses: 1d100 ⇒ 67 Hit
DMG: 2d6 + 5 + 1d8 ⇒ (5, 6) + 5 + (7) = 23 The 1d8 is electricity

Slam 2: 1d20 + 16 + 3 ⇒ (9) + 16 + 3 = 28
Slam 2: 1d20 + 16 + 3 ⇒ (5) + 16 + 3 = 24 Hit
50% Miss Chance, low misses: 1d100 ⇒ 70 Hit
DMG: 2d6 + 5 + 1d8 ⇒ (3, 5) + 5 + (7) = 20 The 1d8 is electricity

So a Pugwampi'd Blinded Huge Lightning Elemental is still dangerous!

And the Will save to try and end the blindness...

Will: 1d20 + 5 ⇒ (19) + 5 = 24
Will: 1d20 + 5 ⇒ (1) + 5 = 6 Fail

GM:

Elemental - 47, Pugwampi'd, Anchored, Blinded


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'

Still seeing the danger the elemental presents, Taeral tries another spell to minimize the creatures attacks. With a quick joke about a Magma, Earth and Fire elemental walking into a bar, he waits to see the reaction.

Cast hideous laughter, Creature gains +4 to Will save because it is different type. DC17 Will to negate.

FYI, a new FAQ on flying and no available actions.

----------------------------------------------
Current Effects: Pugwampi's Grace (Lightning Elemental), 6 rds; hideous laughter (Lightning Elemental), 7 rds, DC17 Will to end each round;


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

"This, my comrades, must be one of the most amusing, if not dangerous, sights i've yet witnessed. An elemental affected by hindering magics to this degree."

Xeram decides to use a short volley of trusty arcane bolts.
Magic Missiles: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11


Roll20 Maps Loot

Will: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14 Fail
Will: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28

So now I am blinded, anchored, laughing, and pugwampi'd? This just keeps getting better!

Xeram's missiles fly true and strike the elemental.

GM:

Elemental - 58, Pugwampi'd, Anchored, Blinded, laughing


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

"How much blood do you think we need? Will one flask be enough?"
untrained heal OK? Does back story apply :)
1d20 - 1 ⇒ (1) - 1 = 0
Craft (alchemy): 1d20 + 10 ⇒ (3) + 10 = 13

Gertrart let's been collecting blood for a long time though he's not had much chance since Brandescar. He cuts at the creature with his sharp blade. "I've missed this. This will be more useful and a lot more fun than framing a dwarf for murder!"
falchion: 1d20 + 7 ⇒ (9) + 7 = 16,
dmg: 2d4 + 4 ⇒ (2, 4) + 4 = 10
move action to draw a potion: AoO?


Roll20 Maps Loot

The Heal skill can be used untrained. I think we should wait until it's dead?

Being blind, the creature has a terrible AC, so Gertrart hits, for 5 damage.

GM:

Elemental - 58, Pugwampi'd, Anchored, Blinded, laughing


Roll20 Maps Loot
Gertrart aka Blood Desecrator wrote:
move action to draw a potion: AoO?

It's a move action, which would normally draw an AOO, but laughing blinded creatures don't take AOOs.


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

Both the Anti Paladin and his outsider companion go all out on the elemental

Malleck Attack 1: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Attack 2: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Nubis Attack 1: 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Nubis Attack 2: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Nubis Attack 3: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17

Malleck Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Nubis Damage 1: 1d6 + 5 ⇒ (3) + 5 = 8
Nubis Damage 2: 1d6 + 5 ⇒ (3) + 5 = 8
Nubis Damage 3: 1d6 + 5 ⇒ (5) + 5 = 10
Nubis Rend Damage: 1d6 + 11 ⇒ (5) + 11 = 16


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

stupid DR....

-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

Hah! This time my rules fail works in my favor :). Elementals don't usually leave a body behind (but then they don't usually have blood either... :)


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

Well, lets work it that because it's anchored, it cant go back to its native plane =^^=


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 do quite love the odds here. I like my opponents blind, laughing and cursed with bad luck"

Still having no idea how to draw its blood, Mordecai pummels the elemental with magic missiles.

Magic missile damage: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14


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 do have a pot in my pack and also a blanket. Maybe they can hold any 'liquid' this creature may have."

"We may not want to kill it until we figure out how we can collect it's blood. Can we beat it senseless?"


Roll20 Maps Loot

All of Malleck and Nubis’ attacks hit the creature. They do 3,3,3,5 and 11 damage respectively.

Mordecai’s magic missiles do full damage and the creature falls to the ground and is now “dying.”

Now would be the time to take the blood sample. When it finishes “dying” we’ll say the body disappears.


Roll20 Maps Loot

Stabilize:

Dying 1: 1d20 + 3 - 12 ⇒ (18) + 3 - 12 = 9
Dying 2: 1d20 + 3 - 13 ⇒ (4) + 3 - 13 = -6
Dying 3: 1d20 + 3 - 14 ⇒ (8) + 3 - 14 = -3
Dying 4: 1d20 + 3 - 15 ⇒ (18) + 3 - 15 = 6

Since I know you all check the spoilers anyways, it looks like the elemental does not stabilize, so you have 4 rounds to extract the blood. That means no take 10/20 is possible.

Also, as you make attempts, please take 1d8 of electricity damage per attempt.

DC 15 heal check is all we're after.


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 provide whomever attempts the heal check with a +3 competence bonus with Inspire Competence. Think this will be Mordecai.

Also, please remember those stablization checks are d20 rolls....

Spoiler:
PUGWAMPI!!!


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

30/52 hp. I have a minus to Wis & no ranks, but drawing his victim's blood is kind of Gertart's thing. If only one person can try this it probably shouldn't be me. I likely will pass out attempting this too.

but... for RP reasons:
With a practiced ease, Gertart puts a little bowl under the creatures throat and pierces it with a thin blade. "hmmm... throat. This looks like the right place."
heal: 1d20 - 1 ⇒ (6) - 1 = 5, electrical: 1d8 ⇒ 4
heal: 1d20 - 1 ⇒ (3) - 1 = 2, electrical: 1d8 ⇒ 6
heal: 1d20 - 1 ⇒ (6) - 1 = 5, electrical: 1d8 ⇒ 4
heal: 1d20 - 1 ⇒ (1) - 1 = 0, electrical: 1d8 ⇒ 4
EDIT: So not passed out, but nothing above a 6 on the dice (and half of those dice are d20s! :)


Roll20 Maps Loot

Oh right, I should have Pugwampi'd the stabilize rolls, no matter, they all failed anyways.


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 casts stabilize to prevent the precious resource from wasting away. The he proceeds to collecting the blood.
Heal: 1d20 + 7 ⇒ (12) + 7 = 19
electrical damage: 1d8 ⇒ 3


Roll20 Maps Loot

gtg, so you've got your lightning elemental blood!

So, before you set about kicking off the ritual, I advise that you make at least one trip to town. You obviously need supplies, for repairing things, maybe for crafting, and whatever else you want, selling and buying, etc.

Once you kick off this ritual, you will be setting off a beacon to all of the goody two shoes out in the world, and who knows what sorts of stuff is going to come and try and stop you from completing your task.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

i also advise we try and get the second sacrifice. We amp up our tower. Make sure everything is in working order.... THEN we start ritual

-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

Very much agree with Malleck. We're villains, evil plans is our bread & butter, making victory even the sweater.


Roll20 Maps Loot

Asmodeus already has a plan!


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

And any good plan must be shared!


Minotaur Barbarian 3 | HP 79/105 [105] | AC 19, Touch 8, FF 19 | CMD 25 | Fort +10, Ref +6, Will +6 | Per +14, Darkvision 60' | Init +0

Gerion grunts and nods in approval. "Let me heal up, and then I am ready for anything the Mithrans might throw at us!"


Roll20 Maps Loot
Gerion Joth wrote:
Gerion grunts and nods in approval. "Let me heal up, and then I am ready for anything the Mithrans might throw at us!"

We'll remember you said 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

"Any more in this room?" the rogue asks looking around.

If not...
"Which of this stuff do we want to take to town? What is it we want to purchase first? Laborers?"
Gertart thinks fondly of the journeyman dwarf he briefly studied under while planning to hire a construction crew. "I offered his joining us. Oh well. What a waste." He shakes his head in disappointment. "On the bright side, I will have a chance to conscript someone instead."


Roll20 Maps Loot

There is aught more in the Sanctum. No loot, other than the lightning elemental blood.

Make sure you have your shopping list all set!


Roll20 Maps Loot

So, umm, what's the plan here?


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

Return to town to sell the sellable. Bring back a handful of laborers & materials to fix the bits o' horn what needs fixin.

Contact the other knot, tell them what lineages we need to identify.

Gertart will begin magically enhancing his armor when not actively working on the horn's defenses.


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

"This is putrid," remarks the smith as he cleans out the coal bin and other parts of the smithy. On a lark, he takes a bag full of the soggy coal dust & chunks upstairs. He lobs it on the verdant oozes from a safe distance juuuust to see what it does to them.

If no one else wants the belt of Str, Gertrart shall claim it.


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 i can opt for later having both a headband of Cha and Str. Ill stay with what i have. When i finally do transform, ill hand over my current belt to our minotaur friend =^^=

-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

OK I shall claim the belt.

Two days after returning from town Gertart comes out of his newly claimed the smithy. His newly adjusted armor will now detect as magic.

Craft (armor): 1d20 + 15 ⇒ (12) + 15 = 27

"Thank Asmodeus. All this from a simple act of hard work. And a few Mitran faithful."

"Thank Asmodeus. All this from a simple act of hard work. And a couple thousand gold."

"Thank Asmodeus. All this from a simple act of hard work, a single Mitran faithful and some gold."*

*It's one of the three.

Did I miss a post? Did we switch from daily to weekly posts? :)

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