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

"We still need troops though."


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Gerion Joth wrote:
I believe the DM said he didn't want any special units being recruited.

The AP has provided some, mudmen, summoned creatures, an alchemical golem, etc.

If you run into more, by all means, recruit them, but they aren't just running around town.


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

Grymp, we have give a list of activities we want to do at the Horn, so how do we get them accomplished?
The Alchemical Golem, we need to purchase a few items in town and have a cog made... DONE.
The hole in the wall, we are using stone shape to close off the interior exits and leaving the oozes to guard that opening... DONE.
We need to find/recruit guards and workers, using the Baron to get these men/women... DONE.
We need furnishings for the guards/workers, using the Baron to get these items... DONE.
Have locations within the cavern that could be used as lairs, attempted to find out what is in the local woods around the Horn... shot down when asked.
What else are we trying to do before we start the ritual? Some are getting magical items created or purchased.


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I'll get them handled, been having budget struggles at work. The struggle is real, hahaha.


Roll20 Maps Loot
Taeral wrote:

Grymp, we have give a list of activities we want to do at the Horn, so how do we get them accomplished?

shot down when asked.
What else are we trying to do before we start the ritual? Some are getting magical items created or purchased.

Ok, let me see here. The ones you list as "DONE" I agree, they are pretty simple to accomplish with money and the good Baron's assistance, so they are "DONE."

It bothers me the characterization of "shot down when asked," but I'll take the criticism as given.

The question of "What else are we trying to do before we start the ritual? Some are getting magical items created or purchased" is not really a question or me, right?

I believe you guys now have everything you need to start the ritual.


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

Armor is made. Oozes are moved, two breaches are fixed. "Golem needs of brain, ritual needs a soul. Let's go get both and get this started."

Is the priest who was locked in the treasure room above one of those who failed VK? Is he our first sacrifice? If not we need to go find a descendant.

That lovely assassin from the other knot should have located a descendant by now.


Roll20 Maps Loot

Yes, the one that you flesh-to-stoned qualifies perfectly!


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 aka Blood Desecrator wrote:

"We seek to free Vetra Kali, Halthi. Join us and you will have ample opportunity to slay Mitrans"

I think this post got lost, if he didn't join us it is safe to presume Gertrart locked him up for the ritual, or the golem. If he did join us...

Gertrart shows Halthi the golem. "Do you know whose work this is? Do you know how far she got?" Gertrart even goes so far as to ask the failed priest to help him complete the task.

As they work in the smith, Gertrart casually mentions his parents teaching him his trade at the forge. "Did you ever have any kids? Did you get married?


Roll20 Maps Loot

Totally did miss that! Yes, he gladly joined you, revenge against the dogooders is great motivation!

"Not only do I not know who made it, I was totally unaware it was being made. I was relatively junior in the cult you know."

"No, no children, junior members were not permitted to wed and such."


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

"Were the senior members allowed to breed?" Gertart says with as much surprise as he can muster.

if he is the only failed priest, so be it. If we can find another suitable sacrifice, we have one more ally. Bluff? To maintain sincerity? Diplomacy for gather info?


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"Oh yes, quite a few members, both senior and junior would regularly visit the whorehouses when they went to town for supplies, I know a number of them ended up knocking up the locals."

The module makes it clear that the baron can easily procure a descendant for you, if you'd prefer that for the first sacrifice.


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. Call it the lawful in LE, but I offered him mitran revenge. I am supposed to be deceitful, but the more allies the better.

Gertrart passes this information to the baron and as soon as a suitable target is found, he quietly strikes.


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 simply follows along.


Roll20 Maps Loot

Alrighty then, a descendant is procured and delivered. This, of course, is retconned, and you brought the descendant back to the Horn with you.

So, unless I hear otherwise, I will assume the plan is to commence the ritual?


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

Last post: February 1
Last post: February 1
Last post: February 3
Last post: February 8

Aye, let's move things along. & by "'s" I mean two of us.


Roll20 Maps Loot

Your group gathers together in the Sanctum shortly before midnight. You've brought the descendant provided by the Baron. You've brought the required unholy water. And you have the Dirges.

Mordecai holds the Dirges and reads out The Supplication to Darkness for a full minute. When he finishes Taeral bathes the seal with the unholy water which begins to sizzle and boil across the face of the divine artifact. Gerion has been holding down the sacrifice on the altar. Gertrart plunges a dagger into the man's chest, and cuts his still beating heart from his chest and places it into the first of the three bowls held by the statue of Vetra-Kali.

As soon as the death priest dies on the altar and his heart is placed in the first bowl, the Horn begins to burn. An alien voice of pure malice speaks in abyssal: “Kazara Vo” -- “I hear.” Like a great unholy beacon, ghostly green flame flares upward into the sky. All the greenery and overgrowth blending the stone spire into the Caer Bryr burns away in a single flash of dire radiance. The Horn is revealed in all its daemonic glory. Abyssal runes carved in the stonework glow furiously. Wraith spawn dance outside the Horn cackling in glee. The earth shakes and even in Farholde, they feel the shocks. Any hope of keeping the Horn a secret disappears in one blaze of balefire.

After a while, the pyrotechnics are over. The Horn still smolders with a residual green fire but it is no longer visible from a distance. Not that this matters. Every soul in Farholde saw the eruption. Everyone can point the way to the Horn. And by the morning every tongue wags:
“Evil stirs in the Caer Bryr.”

Knowledge(local) DC 20:
The residual green fire is a natural magic barrier. None can teleport through or send a magical message. Teleportation and summoning works fine within the Horn you just cannot enter while the ritual is running.

As dawn approaches, the group gathers again in the Sanctum. This time, Mordecai reads The Cursing of the Light. Again the unholy water is created and bathes the seal, which pops and sputters.

And finally at dusk, the group assembles, this time for The Call Across the Void and of course, the unholy water.

The Supplication to Darkness:
This prayer begs forgiveness that mortals have failed the daemon-prince and allowed his sanctum to be overthrown.

The Cursing of the Light:
This prayer curses those who made the seal and begs for the dark powers to lessen its might.

The Call Across the Void:
This prayer calls to the daemon-prince and guides his spirit through the astral ever closer to the prime material plane.


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Week 1

It has been three days since you started the ritual, and honestly it has become a little boring. No longer do you all assemble each time it is done, but rather you have established a rotation. It will be a long 222 days, after all.

At mid-day, a runner arrives, who identifies himself as a minion of Zadaria’s, and he carries a message from her.

A group of adventurers is headed your way. Local heroes. Poor equipment. Little experience. Plan to arrive in three days. The dwarf has been to the Horn before and said something about entering the caves. Prepare them a proper welcome, will you?—Z.

Hallack Amon – male human, retired watch sergeant, warrior with military experience, the leader
Sister Marta Dian – female human, priestess of Mitra, successfully destroyed a dozen zombies
Yorgun the Smith – male dwarf blacksmith, experience unknown, big hammer
James O’Toole – male human, large brawler, famed for taking on all comers at local faire
Bianca DeVallya – female half-elven, a local bard and singer, knows a little magic, very fond of Hallack


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Hallack's Crew


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

"Lovely... I do recall we were short a follower of Mitra, and now one comes dancing on our doorsteps. I suppose we have no need for the others - how about we put our golem to test?"

We should subdue the priest somehow. Do we have the means to do a considerable amount of nonlethal damage? Or just try Suggestion/Charm to move her into the prison?


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One can always take a -4 on attack rolls to do subdual damage.


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

"Expect them in three days? Town is only a day's ride from here. I am suspicious of that. If we set a trap in the forest we may misdirect suspicion from the horn itself. Perhaps these heroes fell in battle with a treant?"

Gertrart lifts an extract of the poison and points his scimitar at Mordecai's lower spine. "Apply this with this here, she should drop like lead."

death attack


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So 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

On their way to the Horn, the heroes discover a Mitran hermit beset by a scary armored undead, a minotaur, and two devils. The monsters have already slain a second Mitran though this one is proving more difficult. A devilish adversary lays bloody on the ground and one of the combatants is encased in ice.

As the nearly slain mitran, Gertrart will study the priestess for three rounds, then death attack to paralyze her. Everyone else can ignore her, but should choose a role. Some can be hiding nearby too. The imps will add numbers & the devilish factor, but we want them to come to 'our' aid too.

I am open to other suggestions.


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Sounds like an awesome plan Gertrart!


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

"With the display the Horn has been making, I don't think there's much we can do to draw attention from the Horn. But they might not be expecting combat yet in the forest, so we might get an advantage."

I'm ok with the death attack approach. But we should prepare for a backup plan, I think Gertart's DC is only 16, and the effect lasts for a couple of rounds. If we bring some plain old rope, Gerion could grapple and pin her while someone ties her up. Or maybe we just get a big sap for Gerion :) Mordecai can also prep Hold Person, but cleric will likely have a good will save. Suggestion will no likely work very well once the combat has started.I think Mordecai should avoid his usual Murderous Command spell in order not to accidentally have the BSF kill the cleric


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'

"Sounds like a good plan Gertrart. I will attempt to affect the priestess with pugwampi's grace, to help capture her. But will remain hidden until the ambush is sprung.


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Terrific, I love that spell! Getting over a cold, or not getting over it possibly, but I'll set up the fight in the 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

"Who wants what?"

Or, for those not responding we can give you a role.

Fighting Mitran:
Slain Mitran: Gertrart

Fallen villain:
Ice (silent image) blocked villain:
Fighting villain:
Hiding villain: Taeral

Since death attack takes 3 rounds to use & paralysis lasts three rounds, we should be fine unless combat for on for seven rounds.


Roll20 Maps Loot

Gertrart, are you still setting up the fight, or do you want me to go ahead and kick things off?


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

I'd give everyone a day to choose a role.


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Aye aye!


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

Happy to be fighting the Mitran!


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 can be the ice cube


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

After having the minotaur beat him to a moderately bloody mess, the half-orc finds it easy to feign death. He does so in the forest along the road to the horn. His bloodied blade lies not far from his hand as he (feins) drops(-ing) out of consciousness. The other hand holds the holy symbol of Mitra made of fine silver. The assassin uses his signature wand to create an icy prison for the villainous tiefling.

what rolls would you like?

Fighting Mitran: Gerion
Slain Mitran: Gertrart disguise: 1d20 + 18 ⇒ (15) + 18 = 33
bluff: 1d20 + 10 ⇒ (10) + 10 = 20

Fallen villain: Xeram
Ice (silent image) blocked villain: Mordecai
Fighting villain: Malleck (two imps)
Hiding villain: Taeral

For your c&p convenience: [dice=bluff]1d20+[/dice


Roll20 Maps Loot

No need for bluff rolls, your circlets make disguises very convincing, and the tableu is well laid out.

Initiative:

Mordecai: 1d20 - 1 ⇒ (10) - 1 = 9
Gertrart: 1d20 - 1 ⇒ (5) - 1 = 4
Malleck: 1d20 + 1 ⇒ (6) + 1 = 7
Taeral: 1d20 + 4 ⇒ (8) + 4 = 12
Xeram: 1d20 + 2 ⇒ (1) + 2 = 3
Gerion Joth: 1d20 + 0 ⇒ (1) + 0 = 1
Hallack: 1d20 + 6 ⇒ (20) + 6 = 26
James: 1d20 + 4 ⇒ (9) + 4 = 13
Sister Marta: 1d20 + 4 ⇒ (18) + 4 = 22
Bianca: 1d20 + 6 ⇒ (8) + 6 = 14
Yorgun: 1d20 + 2 ⇒ (6) + 2 = 8

Ok, I must admit that I am very pleased that Hallack got the initiative! That way he can try and diffuse this situation, hahaha. Although, initiative was NOT kind to you guys in this fight.

Having heard the commotion going on, Hallack’s team comes out of the woods spoiling for a fight. The fight they find isn’t what they expected, but they’ll take it!

Hallack takes in the scene before him and immediately points to Malleck, ”stand down evil doer, we have come to bring you to justice!”

Intimidate: 1d20 + 7 ⇒ (4) + 7 = 11

Sister Marta then casts hold person against Malleck. DC 15 Will save needed.

Bianca looks at the situation and starts a song of inspire courage. The False Mitrans on your side(just Gerion right?) can also take advantage of this song, until they show themselves to be not allies of Hallack’s team. Bonus is +2 to hit and damage and saves vs charm.

James moves forward saying ”the boss said you was to submit,” and he swings at Malleck with his fist to inflict a stunning blow.

To Hit: 1d20 + 9 + 1 + 2 + 2 ⇒ (10) + 9 + 1 + 2 + 2 = 24
DMG: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8 Nonlethal
If that hits, Malleck needs to make a DC 15 fort save or be fatigued.

Ok, Taeral is up…

GM:

Hallack – bless, bull’s strength, Inspire Courage +2
James – bless, charged, Inspire Courage +2
Sister Marta – bless, Inspire Courage +2
Bianca – bless, Inspire Courage +2
Yorgun – bless, Inspire Courage +2


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

How did i not get the updates? :(
Had it not been for the sudden appearance of who's up or not, i'd not have known. >_>.
Can i take 20 on bluff, in preparation? We'd have ample of time right?
Another question...hehe, can Xeram write a false letter with explosive runes upon hearing the runner? 'Super secret false orders....'

When Xeram's up:

When Xeram's turn comes around, having faked ignorance of the carnage going around, he choose the weakest looking 'hero'.
Scorching ray #1: 1d20 + 5 ⇒ (20) + 5 = 25Dmg: 4d6 ⇒ (3, 6, 3, 1) = 13
Crit?: 1d20 + 5 ⇒ (16) + 5 = 21Dmg: 4d6 ⇒ (6, 1, 5, 3) = 15

If said hero still stands, he aims his 2nd on them, if not, he aims it at
a warrior type enemy.
Scorching ray #2: 1d20 + 5 ⇒ (5) + 5 = 10Dmg: 4d6 ⇒ (4, 5, 1, 5) = 15


Roll20 Maps Loot

@ Xeram - The Paizo site has been terrible lately, no idea what's been going wrong!

No need for bluff, like I said, I think the tableu is very believable, so we're going to dive in like they bought it hook, line, and sinker.

To whom is Xeram giving the Super Secret False Orders?

Xeram's rays are fired simultaneously, so he needs to select when firing if they will hit the same target, or two different ones.


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

Maybe they were in a cylinder nearby, rolling towards the heroes, and a hapless fool grabs it to read them.
Hypothetically speaking, here.

As i don't know which hero is still standing after the rest of us are done with our turns, i can't yet choose. Granted, i'd likely aim the rays at the cleric, to shut down healing support.
After which the most tanky type takes the 2nd.


Roll20 Maps Loot

Taeral hurls pugwampi's grace at Sister Marta. As he had stated earlier

Will: 1d20 + 8 ⇒ (12) + 8 = 20 Save!

Mordecai will delay, he can jump back in when he wants.

Yorgun (the dwarf) moves up and power attacks (the flatfooted) Malleck with his large warhammer.

Attack: 1d20 + 9 ⇒ (4) + 9 = 13 Miss
DMG: 2d6 + 13 + 2d6 ⇒ (6, 2) + 13 + (1, 3) = 25

I believe I interpreted from the discussion thread that Xeram will double down with his scorching rays against their bard, correct? With that said, the rolls he used will...

Crit on the first ray, and the second will miss entirely. Bianca takes 28 damage, which looks to have really hurt her badly!

Party members are up again!

GM:

Malleck - 5

Hallack – bless, bull’s strength, Inspire Courage +2
James – bless, charged, Inspire Courage +2,
Sister Marta – bless, Inspire Courage +2
Bianca – bless, Inspire Courage +2, 28 DMG
Yorgun – bless, Inspire Courage +2


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Brother Gert groans on the ground keeping a blood covered eye on the cleric.


Roll20 Maps Loot
False Gertrart wrote:
Brother Gert groans on the ground keeping a blood covered eye on the cleric.

Got it!


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Imagine a very evil grin as Xeram sees his attack bear fruit.

Xeram tries his streak again, firing the 1st against the bard, and the second against the tanky leader.

RT: 1d20 + 5 ⇒ (19) + 5 = 24Burn yee heroes!!: 4d6 ⇒ (1, 2, 6, 3) = 12
RT: 1d20 + 5 ⇒ (6) + 5 = 11Burn yee heroes!!: 4d6 ⇒ (2, 2, 5, 4) = 13


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'

From his hiden vantage point, Taearl cast pugwampi's grace on to the cleric.

pugwampi's grace, DC19 Will


Roll20 Maps Loot

Ok, so those will be Xeram and Taeral's second round actions. Waiting on Mordecai, Malleck, and Gerion.


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 really hope the bard's going down from that. The damage is poor.


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

Inside the illusionary block of ice, the figure of the villain moves slightly as if casting a spell. And somewhere in Hell, devilish creatures hear the call of Asmodeus’ servant. Three hell hounds stop feasting on a damned soul, and unleash a howl as they answer the summoner's call.

Cast Summon Monster III to call 1d3 hell hounds. Sacred summons to make it standard action.

Number of hell hounds: 1d3 ⇒ 3

Three beasts of hell materialize behind the heroes, and in unison each one opens it's maw to exhale a gout of flames.

Hell hound alpha, fire breath: 2d6 ⇒ (1, 4) = 5
Hell hound #2, fire breath: 2d6 ⇒ (4, 6) = 10
Hell hound #3, fire breath: 2d6 ⇒ (2, 1) = 3

breath is 10ft cone, DC 14 ref to halve the damage
All hell hounds are augmented, alpha is evolved with claws


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 they entered in a blaze of unholy glory......


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

"Even from the ice they call the fires of hell, " gasps the nearly dead friair.


Roll20 Maps Loot

MThe first Hellhound breathes on Hallack and James, the second on James and Yorgun, and the third catches Sister Marta and Bianca.

Saves:

Reflex Hallack: 1d20 + 4 ⇒ (10) + 4 = 14 Success
Reflex James: 1d20 + 10 ⇒ (3) + 10 = 13 Fail

Reflex James: 1d20 + 10 ⇒ (2) + 10 = 12 Fail
Reflex Yorgun: 1d20 + 6 ⇒ (2) + 6 = 8 Fail

Reflex Marta: 1d20 + 2 ⇒ (4) + 2 = 6 Fail
Reflex Bianca: 1d20 + 7 ⇒ (1) + 7 = 8 Fail

Ack! My worst saves ever!

Malleck needs to make a will save against Hold Person.

Will: 1d20 + 11 ⇒ (5) + 11 = 16 Success

And a Fort save to avoid being fatigued.

Fort: 1d20 + 12 ⇒ (2) + 12 = 14 Fail

Ok, so Malleck, having been attacked by James and Yorgund turns to face them. He declares his smite against James, who unfortunately is Neutral, so there is no effect. (In case any wish to cry foul, the dwarf is neutral too.)

Katana: 1d20 + 12 - 1 ⇒ (10) + 12 - 1 = 211d8 + 4 - 1 ⇒ (6) + 4 - 1 = 9 Hit
Katana: 1d20 + 12 - 5 - 1 ⇒ (4) + 12 - 5 - 1 = 101d8 + 4 - 1 ⇒ (4) + 4 - 1 = 7 Miss

Malleck's "dog" moves in and also attacks James.

bite: 1d20 + 13 ⇒ (19) + 13 = 321d6 + 5 ⇒ (1) + 5 = 6 Hit

And finally Gerion moves up next to James, raging, power attacking, reckless abandoning, and swings his axe.

Axe: 1d20 + 14 + 2 - 2 + 1 ⇒ (12) + 14 + 2 - 2 + 1 = 273d6 + 12 + 3 + 6 ⇒ (2, 1, 4) + 12 + 3 + 6 = 28 Hit (no idea if I got those numbers right)

James gets smashed and falls to the ground.

This puts us back to the top of the order. I'll start a new post with Hallack's actions.

GM:

Malleck - 5, Fatigued

Hallack – bless, bull’s strength, Inspire Courage +2, 2
James – bless, Inspire Courage +2, 58, dying
Sister Marta – bless, Inspire Courage +2, 3
Bianca – bless, Inspire Courage +2, 31 DMG
Yorgun – bless, Inspire Courage +2, 10


Roll20 Maps Loot

Round 2

Hallack moves up to provide a flank against Malleck for Yorgun.

Hallack swings at Malleck with his longsword, power attacking.

longsword: 1d20 + 12 + 2 + 2 - 2 ⇒ (4) + 12 + 2 + 2 - 2 = 181d8 + 4 + 2 + 2 + 4 ⇒ (8) + 4 + 2 + 2 + 4 = 20 Miss

Sister Marta casts a spell.

Spellcraft DC16:
Sanctuary

And she moves up next to Hallack in the melee.

Bianca heals herself.

CMW: 2d8 + 6 ⇒ (3, 3) + 6 = 12

James is down and dying.

Taeral attempts to pugwampi Sister Marta, and...

Will: 1d20 + 4 ⇒ (10) + 4 = 14

He gets his spell off. She makes a will save:

Will: 1d20 + 8 ⇒ (13) + 8 = 21 Success!

Yorgun takes a 5' step to flank Malleck. He power attacks with his hammer.

Hammer: 1d20 + 9 + 2 + 2 - 2 ⇒ (16) + 9 + 2 + 2 - 2 = 272d6 + 13 + 2 + 2d6 + 6 ⇒ (4, 1) + 13 + 2 + (6, 1) + 6 = 33 Hit

Malleck takes 33 damage, minus 3 for DR.

And with that, we are back around to Mordecai!

GM:

Malleck - 35, Fatigued

Hallack – bless, bull’s strength, Inspire Courage +2, 2
James – bless, Inspire Courage +2, 58, dying
Sister Marta – bless, sanctuary, Inspire Courage +2, 3
Bianca – bless, Inspire Courage +2, 19 DMG
Yorgun – bless, Inspire Courage +2, 10

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