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

GM:

HT: 1d20 - 1 ⇒ (19) - 1 = 18
HV: 1d20 + 1 ⇒ (5) + 1 = 6


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:

"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.

I'd bet the warden has a hidden exit planned." the half-orc says under his breath. He notices a door and decides to peak his head in.


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 hastily puts on one of the captured chain shirts, and collects all of their keys. He eyes the longswords but, lacking skill at arms, decides it's more trouble than it's worth.

The fetchling smiles as the others efficiently drag off and question the guard - for a minute, it's almost like his old job; minions interrogating captives under his supervision... Vosil frowns slightly as the others suggest turning the guard into a follower. They have an ogre already, why on earth would they want a pathetic human guardsman?!

Aklo:
"Shade, my darling, when they're done questioning our captive, would you dispatch him please? It sounds like our new friends may have scruples."


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

Shade pauses in licking the blood from her limbs and fur, and turns to wink at Vosil, before resuming her watch.


Roll20 Maps Loot

Mordecai immediately recognizes room 20 as the room where he met with Thiadora.

This room is plain and featureless save for a single stout wooden table and four chairs.

Perception DC 20:

There are blood- stains in the corners and the faint odor of burning flesh, tell-tale signs that terrible things have happened in this 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

"Im going to hit you a couple of times, then lock you up, that should give you some protection i assume, then maybe one day, when we have need of you, we will contact you "


Roll20 Maps Loot

"That sounds like a great plan sir"


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

So mallecks knocks him out and locks him in their cell


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 turns to Malleck after the beating and locking up.

"A convenient approach, yet we'd best find out who his family is....as well as any relatives. Chances are he might send them out of the city with intent of keeping them out of our reach.

Still....the outcome of this might be interesting."


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

"For now it works, who knows. In future we might have use for him"
Looking about
"Lets get moving"

-Posted with Wayfinder


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'

Perception: 1d20 + 1 ⇒ (3) + 1 = 4

Taeral looks hastily around the room, ready to continue with the escape.


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 quicly observes the room.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

He carefully takes in the smells.
Ah....nostalgic. Burnt flesh and bloodstains. Signs of violent events.

"Well, it seems we have come too late to see a spectacle.
Seems poker night has been....canceled."


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
Xeram wrote:

Xeram turns to Malleck after the beating and locking up.

"A convenient approach, yet we'd best find out who his family is....as well as any relatives. Chances are he might send them out of the city with intent of keeping them out of our reach.

Still....the outcome of this might be interesting."

Vosil permits an edge of exasperation to show. "Our aim, right now, is to escape and locate our ... mystery friend. Can we stay focused? Besides, if I know the Mitran Inquisitors - which I do - they'll interrogate him to an inch of his life, and then burn him the rest of the way." He chuckles. "And to think I was going to have Shade kill him... I actually prefer this. Well done, gentlemen. I couldn't have done better. "


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

"Oh that is of no immediate concern.
It's a topic of consideration in the future, we have other priorities now."


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

"Agreed. Do we want to leave out the front gate then? Malleck, Shade if you would take the lead? Or do we want Solomon to scout ahead? We can ask Grumplejack to follow behind, maybe with a little bit of space," Gertrart pauses as twinkle comes into his eye. "You will be a wicked surprise my giant friend."


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 say we go out and find a few things first. Not just walk out. Id like it if we leave every other person here in a pool of their own blood"

-Posted with Wayfinder


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

Shade purrs "I LIKE this one, Vosil! Try to hang on to these friends, OK?"


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

"Please then, lead the way."
but please, let's keep moving.


2 people marked this as a favorite.
Roll20 Maps Loot

Cedric’s notes on the prison map he drew:

1 – Guard House – Guards and a dog, and a horn, portcullis
2 – Stoney bridge
3 – Gate house
3A – Stout doors, swing bars and braces. Murder hole from above. Arrow slits facing East and West.
3B – Mostly unused room. Arrow slits into 3A
3C – Tough to reach. Poker game often happening here in evenings. Arrow slits into 3A
3D – Arrow slits to bridge, courtyard, walls.
3E – Guards, horn, signal fire. Strong defensive positon.
4 – Fountain
5 – Garden
6 – Guard towers and battlements – 3 stories tall, spiral staircase, empty store rooms
6A – bottom of this tower is now the castle privy
7 – Kennel – Dogs
8 – Great Hall entry way – reinforced double doors, guards, signal horn
9 – Barracks – Guards, gear?
10 – Mess hall
11 – Kitchen – Servants, Food?
12 – Armory – weapons, gear. Blackerly has the key.
13 – Storeroom – gear, food. Blackerly has the key.
14 – Blackerly’s office
15 – Blackerly’s quarters
16 – Stairwell
17 – Guardroom
18 – Cell block
18A – PC’s cell
18B-E – Empty cells
19 – Grumplejack’s cell
20 – Interrogation Room

Warden’s Tower
21 – Hall of History – plaques, tapestries, historical crap
22 – Warden’s Library – books and scrolls
23 – Landing – nothing special
24 – Warden’s Office – Warden’s name is “Mathias Richter.” Cedric says ”The warden is a wizard or alkee-mist.”
25 – Warden’s Private Chambers


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 we do this right, we get the weapons, then the barracks, then the warden then we mop up what's left"

-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

"If we're lucky we'll find even more."

Any item of magical significance would be welcome.


Roll20 Maps Loot

There may be questions you have on the map, feel free to ask. I think I hit on what you would most likely have queried Cedric on prior to thumping him out.


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Solomon emerges from the shadows with a wide grin on his face and flashing eyes. {b]"We did good there! You are quick and efficient, yes-yes!"[/b] His whiskers twitch and he squeezes himself between some of you to get a look at the crude map Cedric has drawn out.

"Yes, yes, the Warden!" He pipes up quickly after Malleck's proposal. "If he is a...," Solomon shudders for a moment as he mimics the man's words, "alkee-mist, then we must see his library and chambers!"


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

"Blackerly first, then? We'd need the key to get to the armoury. Unless Solomon here can get through the locks?


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 nods. "Yes, cut off the head and the rest of the rabble are ours. You!" he points at the luckless guard. "Where would we find Blackerly at this time?"


Roll20 Maps Loot

Cedric would have responded, "umm, sir I don't know, I can only guess, but maybe his office, or the poker game, or maybe doing rounds. I don't know exactly."


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

"I can try any locks we come across, but they would have to be simple I think. Let's avoid the Poker game for now... perhaps let them drink longer and try to find Blackerly at his office?"


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'

After looking at the map and listening to the descriptions, Taeral adds, "I have the means to put weak will creatures to sleep for a short period of time. This may be a solution to crossing the yard and avoiding the dogs."

Taeral will continue casting Message on Solomon when it expires, both as a means to keep in contact with the alchemist and as a means to tell how long they have taken on the escape.

-------------------------------------------------
On Going Effects: Message (Solomon), 10 min;

Silver Crusade RPG Superstar 2014 Top 16

Taeral wrote:

Taeral will continue casting Message on Solomon when it expires, both as a means to keep in contact with the alchemist and as a means to tell how long they have taken on the escape.

Let's call it 30 minutes so far. He drew the map, there was some interrogation, etc.


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'

Ok, great. Thank you.


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 follows the rest to Blackerly's office.


Roll20 Maps Loot

The plan is to go down the steps, up the hall, and to his office then?


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

sounds like it...

-Posted with Wayfinder


Roll20 Maps Loot

You come down the steps from room 17 to room 16. The door into room 8 is closed, but unlocked.

When opened, you spot two guards about 30' away inside room 8. The guards were talking with one another, and are surprised. The guard on the right is carrying a horn.

Round 1

Taeral <----
Mordecai
Xeram
Vosil
Solomon
Gertrart

Guards - Surprised
Malleck

Remember, you get either a move, or a standard. I can't imagine the guards have a chance here, since they rolled poorly on initiative and everyone but Malleck gets to go twice before they can act. Fortune favors evil today it seems.

GM:

Mordecai: 1d20 - 1 ⇒ (14) - 1 = 13
Gertrart: 1d20 - 1 ⇒ (5) - 1 = 4
Malleck: 1d20 + 1 ⇒ (1) + 1 = 2
Solomon: 1d20 + 3 ⇒ (3) + 3 = 6
Taeral: 1d20 + 4 ⇒ (13) + 4 = 17
Vosil: 1d20 + 3 ⇒ (6) + 3 = 9
Xeram: 1d20 + 2 ⇒ (10) + 2 = 12
Guards: 1d20 + 1 ⇒ (2) + 1 = 3


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

to speed it up.. just make em dead? ;) =^^=

-Posted with Wayfinder


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

Delighted in seeing the astonishment in guards' faces, Mordecai smiles and greets the with Asmodeus' fires.

Fire bolt on horn-bearing guard, ranged touch attack
Fire bolt: 1d20 - 1 ⇒ (14) - 1 = 13
Damage: 1d6 + 1 ⇒ (5) + 1 = 6


Roll20 Maps Loot

Mordecai's attack hits G2!

G1 - 0 DMG
G2 - 6 DMG

Chain shirts are expensive, and by the time this prison break is over you guys will have a stack of them. Unfortunately they are heavy too, hahaha.

I have little doubt they will die, but they method could be important, as it may cost spells and such to make it happen.


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

we have a ogre that can carry stuff ;)

At this distance Malleck cant do anything except move up to the guards, sword in hand

-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

Good thing we have an ogre to carry it all for us, huh? ;). Where is he, BTW? And I assume you're putting Vosil and Shade on the same initiative pairing, yes?

On the principle of death by a thousand cuts, Vosil draws on his innate magical gifts and lances a bolt of acid at the guard with the horn.

Ranged Touch Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 ⇒ 3


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 points his finger at the guard carrying the horn.
"You there, cease your actions!"

Daze


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

Shade pads casually over to the two guards (40 ft move, delayed action so as not to break line of sight). "Hello, what's your name? Not that it matters, I guess, you'll be dead soon. Now hold still, this will just sting a bit and then it will all be over..."

The above is said in a soft, motherly tone of interested concern.


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'

Surprise

If possible Taeral will rush one of the guards, if not he will move as close to the side of a guardsman, so he can step to a flank with Malleck. He does not issue a yell or challenge as he rushes forward.

Longsword, Charge, Subdual: 1d20 + 1 + 2 - 4 ⇒ (11) + 1 + 2 - 4 = 10
Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Sorry, Taeral is guilty of Sedition, not Murder.

-------------------------------------------------
On Going Effects: Message (Solomon), 10 min;


Roll20 Maps Loot

G2 Will Save: 1d20 - 1 ⇒ (11) - 1 = 10 Fail

Yes, I have Shade/Vosil on the same initiative.

Grumplejack is sitting exactly where he was told to wait. Upstairs I believe in a cell.

GM:

G1 - 0 DMG
G2 - 9 DMG - Dazed

G3P: 1d20 + 2 - 5 ⇒ (16) + 2 - 5 = 13
G4P: 1d20 + 2 - 5 ⇒ (8) + 2 - 5 = 5
G5P: 1d20 + 2 - 5 ⇒ (12) + 2 - 5 = 9


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

Can't charge in a surprise round...


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'
Special Attack, Charge wrote:
Charge: If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.


Roll20 Maps Loot

While I wasn't sure who was up front, I was pretty sure it wasn't the Taeral leading the way. Thus with there being PCs in the way, he couldn't charge, so I was assuming he would move in. Still awaiting actions from Solomon and Gertrart.


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

then mind if i too take a charge action? And thanks for the ruling :P

Charge: 1d20 + 7 ⇒ (5) + 7 = 12
Slash: 1d8 + 4 ⇒ (4) + 4 = 8

-Posted with Wayfinder


Roll20 Maps Loot

I'm fine with the status being that Malleck opened the door and has charged. I would have expected it to be either Malleck or Gertrart, maybe Solomon who opened the door.

Still waiting on two round 1 actions (no pressure).

Round 1:

Taeral - Moves forward
Mordecai – Firebolt on G2 for 6 DMG
Xeram – Daze on G2
Vosil – Acid bolt on G2 for 3 DMG
Shade – Moves forward
Solomon -
Gertrart –

Guards - Surprised
Malleck – Charged G2 and missed

GM:

G1 - 0 DMG
G2 - 9 DMG - Dazed


Ratfolk Alchemist(Grenadier) 4 **Grave Robbery** HP: 27/27 | AC: 18, T: 14, FF: 15 | Fort +5, Ref +7, Will +1 | CMB 2, CMD 15 | Init. +5 | Perception +9 | Darkvision 60ft.
Skills:
Craft(Alchemy) +18, Disable Device +10, Heal +5, K.(Arcana) +9, K.(Nat) +11, K.(Hist) +6, K.(Dung) +6, Perception +9, Slight of Hand +7, Spellcraft +12, UMD +14, Acrobatics +4, Escape Artist +4, Stealth +11

Solomon moves into the room as well, assuming there's space to pass by the guards without opening himself up to AoOs. If that assumption is true, then he takes full movement to get as far as he can down the hallway and try to cut off any escape route.

He has short legs though... so 20ft movement speed. How is a rat slower than a goblin?! Mysteries!


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 pass the guards.
move of thirty, so I will probably have 10 or 15 ft. to go

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