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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Roll20 Maps Loot

Xeram's missiles splash into Yorgun.

GM:

James – bless, 65, Dying
Sister Marta – bless, sanctuary, Knows about Malleck, 42 DMG, Stable
Yorgun – bless, 35


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

"Oh for the love of law..." Gertrart grumbles as he leaves the fallen priestess and walks over to the remaining hero. He sticks his heavy blade into the dwarf. He turns back to the priestess grumbling all the way.
falchion: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
splortch: 2d4 + 4 ⇒ (2, 2) + 4 = 8, plussneak attack: 4d6 ⇒ (5, 6, 5, 5) = 21) plus fish poison: 1d3 ⇒ 1 Con (DC 15)


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

Well, this didn't turn out quite as planned.

Inside the illusionary ice block, the tiefling buries his face into his hands as he witnesses the mitran priest falling down, burning. But maybe all is not lost yet. Quickly, Mordecai casts Stabilize on Sister Marta - and hopes they will still have a living captive.

Meanwhile, the hellhounds unleash their fury on the dwarf.

Hell hound alpha, bite: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (3) = 10
Hell hound #2, bite: 1d20 + 7 ⇒ (20) + 7 = 27
damage: 1d8 + 3 + 1d6 ⇒ (5) + 3 + (6) = 14
Hell hound #2, crit conf: 1d20 + 7 ⇒ (11) + 7 = 18
extra damage: 1d8 + 3 ⇒ (3) + 3 = 6
Hell hound #3, bite: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d8 + 3 + 1d6 ⇒ (4) + 3 + (4) = 11


Roll20 Maps Loot

Yorgun goes down in a flurry of blades and hell hound spittle!


Roll20 Maps Loot

Ok, let me throw down the list of loot, and I'll list it by defeated hero:

Hallack:

potion of CLW
breastplate
+1 heavy wooden shield
+1 longsword
Composite shortbow (+3 STR) with 20 arrows
dagger
backpack
2gp
50' rope
2 weeks rations
bedroll
tinderbox

James:

2 potions of CLW
light crossbow and 20 bolts
traveler's garb
34gp

Sister Marta:

+1 chainmail
heavy steel shield
MW longsword
nun's habit
silver holy symbol of Mitra
backpack
1 week rations
5gp

Bianca:

P of CLW
light crossbow and 20 bolts
MW lute
mithral chain shirt
rapier

Yorgun:

P of CLW
+1 large warhammer
MW studded leather
MW thieves tools
backpack
50' rope
grappling hook
2 weeks rations
waterskin
flask of decent whiskey
18gp


Roll20 Maps Loot

Only Sister Marta has survived. Although, arguably, she's the only one you really needed to survive.

Ok, so now what?


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, if we can get someone to die in her place. Im taking my new pet home to settle her in

He over looks the battle and grins. It was a good and bloody fight. He had some pent up energy. And it was good to let loose a bit
"Back to the horn. And lets make sure leave no evidence of our involvement"

-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

Not to ruin your fun, but i would point out that the bard is, by the GM's words...clinically dead.
Like i proposed, we put her somewhere really cold and try to revive her when we have the power. Assuming Pharasma hasn't judged her by then.

"Oh, that won't be a problem. If we could spare the wagon, otherwise we should get some wood.....i could set it on fire, have the fire remove any traces of their identities."


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 know. Was talking about Marta

-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

"Leave the gear near the treant. Give the rations to Marta. Lock her up in a silence spell, feed the rest to the oozes."


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

"Mordecai. Xeram. (Taeral?). How long does your silence spell last? Do you have enough to cover a full day? With no need for a spellbook, xlerics can be tricky. Even taking away her holy symbol and shackling her hands it will be difficult to keep her from contacting help."

Someone kept their manacles from Brandescar right?


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 looks at Gertrart's comment as if he's asking the impossible.

Provided she's bound:

He pulls one of her shoes off and removes her sock.
Turning it into a ball, he pinches closed her nose so she opens her mouth.
Xeram then proceeds and shoves it into her mouth, muffling any noises she could make.

"There we go."


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 looks at both Xeram and Gertrart, "Yes, that seems to be the best use of the 'sock silence spell' I have seen in awhile. That should last at least a few days. Did you notice the technique he used in balling the sock. Classic."


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

He lifts her over his shoulder and starts the trek back to the horn.
"You will make a fine play thing. well, at least for a while" he chuckles


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

It's not just my elaborate plans, but the even the simplest that my coleagues seem to thwart. I wonder if they are not mocking me.

EDIT: ;)


Roll20 Maps Loot

As the group leaves the site of the treant, where you stashed the bodies, you hear a voice from above, "so these are the desecrators that have taken control of the Horn and killed my friend Jurak. Calliaste Shanda shall have avenge her friend. Get them!"

I rolled stealth and such, which none of you beat, so they'll get a complete surprise round. I will handle that in my next post, so as to not jack up all of the dice rolls in the spoilers below.

Initiative:

Mordecai: 1d20 - 1 ⇒ (6) - 1 = 5
Gertrart: 1d20 - 1 ⇒ (13) - 1 = 12
Malleck: 1d20 + 1 ⇒ (17) + 1 = 18
Taeral: 1d20 + 4 ⇒ (10) + 4 = 14
Xeram: 1d20 + 2 ⇒ (13) + 2 = 15
Gerion Joth: 1d20 + 0 ⇒ (15) + 0 = 15
Calliaste: 1d20 + 3 ⇒ (5) + 3 = 8
Friends: 1d20 + 5 ⇒ (13) + 5 = 18

GM:

stealth: 1d20 + 13 ⇒ (18) + 13 = 31
Mordecai: 1d20 + 8 ⇒ (12) + 8 = 20
Gertrart: 1d20 + 7 ⇒ (5) + 7 = 12
Malleck: 1d20 + 5 ⇒ (1) + 5 = 6
Taeral: 1d20 + 1 ⇒ (11) + 1 = 12
Xeram: 1d20 + 8 ⇒ (4) + 8 = 12
Shade: 1d20 + 6 ⇒ (3) + 6 = 9


Roll20 Maps Loot

Ok, first, so that you can identify your opponents:

DC 22 Knowledge(planes):
The speaker is a Lillend. A Large outsider (azata, chaotic, extraplanar, good). Malleck will love that she is a good outsider.

DC 17 Knowledge(nature):
Her minions are Fey elves. They are type fey(elf).

Ask additional questions based on your knowledge rolls.

Calliaste has large golden wings, a black snake body, very skimpily clad, and long white hair. She is flying some 20' above the ground. (I'll post a picture in a few)

Her minions are six elf looking creatures, each of which is carrying a bow and a shortsword. They are all up in the branches of the trees, and will commence to rain death down upon you.

I need to get some work done, and then I'll post their attacks.

It will be each of the 6 elves attacking in surprise round. Then Calliaste will start a bardsong (what is it with this module, and the good guys having useful buffers?) then in round 1, the archers will fire buffed.

Give me a few.


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

Of all times, that my scorching rays are out of ammo? :D
Btw, i laughed at the comment about the 'put a sock in it' shtick.
Still, she should be grateful i didn't use a big smelly sock of James or Halleck.

"Oh? More enemies?"

I could potentially make the Kn. planes check, but ic Xeram's never seen something like it.


Roll20 Maps Loot

Surprise Round

Targets: 6d6 ⇒ (1, 4, 6, 6, 4, 1) = 22 Mordecai, Malleck, and Xeram - 2 each

vs Mordecai:

Arrow Attacks: 1d20 + 8 ⇒ (2) + 8 = 101d6 + 1 ⇒ (3) + 1 = 4
Arrow Attacks: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 1 ⇒ (5) + 1 = 6

vs Malleck:

Arrow Attacks: 1d20 + 8 ⇒ (5) + 8 = 131d6 + 1 ⇒ (4) + 1 = 5
Arrow Attacks: 1d20 + 8 ⇒ (1) + 8 = 91d6 + 1 ⇒ (5) + 1 = 6

vs Xeram:

Arrow Attacks: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 241d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Arrow Attacks: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 211d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9

Then Calliaste starts her song.

In Round 1:

Targets: 6d6 ⇒ (6, 5, 6, 2, 6, 3) = 28 Gerion, Gertrart, Taeral, and Xeram x 3,

vs Gerion

Arrow Attacks: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 281d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4

vs Gertrart

Arrow Attacks: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 271d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7

vs Taeral

Arrow Attacks: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 191d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5

vs Xeram

Arrow Attacks: 1d20 + 8 + 2 + 2 ⇒ (14) + 8 + 2 + 2 = 261d6 + 1 + 2 + 2 ⇒ (3) + 1 + 2 + 2 = 8
Arrow Attacks: 1d20 + 8 + 2 + 2 ⇒ (12) + 8 + 2 + 2 = 241d6 + 1 + 2 + 2 ⇒ (4) + 1 + 2 + 2 = 9
Arrow Attacks: 1d20 + 8 + 2 + 2 ⇒ (1) + 8 + 2 + 2 = 131d6 + 1 + 2 + 2 ⇒ (1) + 1 + 2 + 2 = 6

Most of the party is up. The observant may have noticed Xeram's hits were harder than the rest. These guys all have favored enemy (human). Bad luck for Xeram.


Roll20 Maps Loot
Xeram wrote:
I could potentially make the Kn. planes check, but ic Xeram's never seen something like it.

Is ok, they have definitely seen the likes of you!


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

declaring Smite on the Bard... hope it helps. Then move in to attack her. And seeing they have bows, i doubt they can AoO. Also. Free action, dropping Marta on ground.

-Posted with Wayfinder


Roll20 Maps Loot
Malleck of Alerion wrote:
declaring Smite on the Bard... hope it helps. Then move in to attack her.

They're all up in the air. What's your plan for the moving in part?


Roll20 Maps Loot

And here is a picture of Calliaste Shanda.


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

missed the flying part. Will move in and expend LoH to channel

-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

Guys, just to point out, as the GM's dice are too hot to handle....Xeram's down for the count.
Accursed FE human fey.

I'm at -1, i think, i'd so loved to have sent a fireball at the group.
I assume they carry longbows, otherwise they'd turn into 1d4 shortbows. Fey aren't particularly big, some are even tiny?
Stabilize: 1d20 + 1 - 1 ⇒ (16) + 1 - 1 = 16


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'

Dang... was not watching this thread as closely today...

Kn Nature: 1d20 + 7 ⇒ (18) + 7 = 25
Kn Planes: 1d20 + 8 ⇒ (6) + 8 = 14

Taeral begins loudly telling rude nursery rhymes about humans, in elven, while casting hideous laughter on one of the elf minions.

Hideous laughter, Will DC 17 negates or target takes no actions, can save each round as full-round.
No actions with fly, FAQ


Roll20 Maps Loot

A couple clarifications:

The fey elves are medium sized
The fey elves are perched on branches. Although they can fly, they are not currently doing so.
The snake girl IS actively flying.

Does that change you action Taeral?

Xeram, while the last roll hit a 13, it was a natural 1.

I'd like to point out two things:

1) rolling a 1 is not hardly dice that are "too hot to handle"
2) rolling a 1 misses

I suspect Xeram has 5 hit points left!


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

Well, if they are clustered....how many are together within a radius?


Roll20 Maps Loot

For fireball? All of them.


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 had seen elves before, obviously, but these were cheeky, climbing trees for a proper ambush.

Xeram aims a hand at the center of the elves, and a great ball of red-hot fire forms, before he launches it at the elves.
"BURN!!!"

Ye olde fireball of fiery vengeance!: 7d6 ⇒ (4, 6, 5, 5, 5, 2, 5) = 32

DC 19 reflex for half.


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

Kn (planes): 1d20 + 5 + 1d6 ⇒ (12) + 5 + (2) = 19
KN (nature): 1d20 + 5 ⇒ (11) + 5 = 16

"What the... that hurt." Gertart pulls the hardly used bow from his shoulder as he moves to the tree of the nearest elf-ling. Then he nocks and sends an arrow toward the creature.

Twang: 1d20 + 5 ⇒ (3) + 5 = 8, thip: 1d6 + 2 ⇒ (3) + 2 = 5

Oh look, an 8!


Roll20 Maps Loot

Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
Reflex: 1d20 + 8 ⇒ (15) + 8 = 23
Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Reflex: 1d20 + 8 ⇒ (19) + 8 = 27

First of all, my awesome saves are alive and well. However, even the ones that save fall unconscious, and fall off their limbs.

Let me see:

GM:

Falling damage

Fall: 3d6 ⇒ (6, 3, 2) = 11
Fall: 3d6 ⇒ (1, 1, 4) = 6
Fall: 3d6 ⇒ (6, 2, 4) = 12
Fall: 3d6 ⇒ (2, 3, 3) = 8
Fall: 3d6 ⇒ (5, 6, 6) = 17

Stabilize:

CON: 1d20 + 0 - 9 ⇒ (16) + 0 - 9 = 7

F1 - 27
F2 - 22
F3 - 28
F4 - 24
F5 - 32
F6 - 33


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

Are they dead?


Roll20 Maps Loot

You can make a heal check next round to find out if you want.


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, expending 2 LoH to channel. WILL save for half. Since i am usually in front, and rest are using range attacks, they should e out of the 30ft burst

CHANNEL DC18: 3d6 ⇒ (2, 6, 1) = 9


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

Calliaste is still alive I assume?

"She's kind of hot - in her own way... Let's see if we could take her alive! There's plenty of room in our "visitor's chambers"..."
Luckily Xeram's fireball burned away the pesky archers. It wasn't very amusing getting ambushed and shot at like that. Some of his allies have few ways of battling a creature up in the air, so best to try and bring it down. The tiefling concentrates on his mystic focus to combine the divine and arcane, and his words become very hard to resist.

Use Combined spells to cast Command using 2nd level sorcerer slot. DC 16 will save
"Would you kindly come down, dear. It's much nicer when your tail is touching the ground."


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

oops, I think the enemy acts before Mordecai... Well, he can cast the spell if on his turn, if it's still a valid action


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'

I would not have changed Taeral's action.


Roll20 Maps Loot

Oh yes, Calliaste is alive and kicking.

Ok, so the will save vs Malleck's channel:

Calliaste Will: 1d20 + 10 ⇒ (20) + 10 = 30 Who's the king of saves?

She takes 4 damage.

As she is up in the air away from him, Gerion delays.

Which leads me to:

Calliaste casts a spell.

Spellcraft DC 18:
charm monster

Gerion Will: 1d20 + 6 + 5 ⇒ (4) + 6 + 5 = 15 Fail

Calliaste orders Gerion to "Please attack that armored fiend," as she points at Malleck. She then flies further up (45' up now)

Calliaste Charisma: 1d20 + 4 ⇒ (18) + 4 = 22 Success
Gerion Charisma: 1d20 - 1 ⇒ (6) - 1 = 5

Gerion Rages, charges, reckless abandons, and power attacks Malleck:

greataxe: 14 + 2 + 2 + 1 - 2 = 17 Miss?
DMG: 3d6 + 10 + 2 + 6 ⇒ (5, 5, 4) + 10 + 2 + 6 = 32

So I'm unimpressed with Gerion's ability to beat down Malleck

The entire party is up.

GM:

Calliaste - 4
F1 - 27
F2 - 22
F3 - 28
F4 - 24
F5 - 32
F6 - 33


Roll20 Maps Loot

Her will save against Mordecai's Command:

Will: 1d20 + 10 ⇒ (10) + 10 = 20 Success


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

Your saves are absurd... :P

"Snap to, you thick headed barbarian!"

Xeram aims his finger at the snake woman.
MM: 3d4 + 3 ⇒ (3, 1, 2) + 3 = 9

As i assume she's still flying.


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

Btw, with Malleck sending out a channel burst, that would harm the elven bodies as well, wouldn't it?
As far as any survivors 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

Gertrart takes the head of the nearest elfthing.
4d4 + 6 + 6 + 3d6 ⇒ (3, 4, 4, 3) + 6 + 6 + (5, 1, 2) = 34
spellcraft: 1d20 + 13 ⇒ (9) + 13 = 22

EDIT:Gerion's been charmed!


Roll20 Maps Loot

The fey elves had 2 levels of ranger. All had favored enemy human. They had 13 HP, so only 1 survived the fall from the trees, and he died from the channel. With bard song and favored enemy, Xeram must agree they had some bite, despite being only second level.

Xeram's missiles hit.

GM:

Calliste - 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'

Spellcraft: 1d20 + 6 ⇒ (16) + 6 = 22

"Gerion, that was a pitiful attempt to attack Malleck. Sit down and count to 30, while think on how you can beat his defenses, before you attack him again."

Taeral is casting suggestion on Gerion, Will DC18. Also using a 3rd level slot to cast the spell.

Thought is to bring him out of his rage and maybe even delay him a round or two, if he fails his save.


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

GM, this time we would approve of you rolling a fail on Gerion's save. :)


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

Meh, I figured I've only rolled a 20 twice in two years, & I would never get a chance to confirm. This way I at leastget to roll the damage dice at least once.


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

Only thing i can do is to try to demoralise the creature, atleast the next few spells will have a better chance, with the whole -2 on saves

He screams out at the flying beast woman

You're friend and fell before us, you will not be so lucky, we will break you and you will serve me!

Intimidate: 1d20 + 17 ⇒ (12) + 17 = 29


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

"She reminds me a bit of a naga, but with wings.
Too stubborn for surrender..."

I reckon she chooses suicide over servitude.


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 she gets that choice

-Posted with Wayfinder

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