Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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

I still remember the r-uh -roh, from the old animated series, do you mean that one?

Of course Xeram picked Gertrart, they are on the investigation together after all.

What would we do.
Sensing magic around the 'guards', Xeram discreetly pokes Gertrart.
"This is abnormal, these two radiate magic."

Xeram observes the aura with a spellcraft.
Take 10 for 22, if able.

I'll wait for the outcome of the spell.


Roll20 Maps Loot

alter self


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

Cast message to Gertrart, and any guards/fellow villains within sight.

To the 'loyal' guards: The two guards near myself an Gertrart, are imposters. Subdue them to your heart's content, but leave them alive.
I want them alive, NO disintegration.

To my fellow villains, just the note that the guards are imposters.

Speaking in gnomish, Xeram casts shield on himself, followed by DC 16 sleep on the two.

Taking some safe distance of course.


Roll20 Maps Loot

Alrighty then, so we're going 50-50 on this. Low is group Malleck encounters them, and high is group Xeram.

Random: 1d100 ⇒ 46

Malleck and Nubis roll your attacks.


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

Hmmm... sounds like a good chance to study these targets, before initiative is rolled. :)

EDIT: or a teleport. (ninja'ed :)


Roll20 Maps Loot

Initiative:

Mordecai: 1d20 - 1 ⇒ (3) - 1 = 2
Gertrart: 1d20 - 1 ⇒ (19) - 1 = 18
Malleck: 1d20 + 1 ⇒ (10) + 1 = 11
Taeral: 1d20 + 4 ⇒ (14) + 4 = 18
Xeram: 1d20 + 2 ⇒ (7) + 2 = 9
Gerion Joth: 1d20 + 0 ⇒ (14) + 0 = 14
Beth: 1d20 + 6 ⇒ (6) + 6 = 12
Darus: 1d20 + 6 ⇒ (10) + 6 = 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

Nubis Charge: 1d20 + 7 ⇒ (4) + 7 = 11
Malleck Charge Smite: 1d20 + 19 ⇒ (13) + 19 = 32

Smite: 1d8 + 5 + 2d6 + 7 ⇒ (4) + 5 + (6, 2) + 7 = 24Good outsider= extra +8


Roll20 Maps Loot

Nubis misses, but Malleck gets a solid hit against his opponent.

The one that Nubis attacked lets out a loud baying sound at Nubis...

Nubis Will: 1d20 + 5 ⇒ (4) + 5 = 9

Nubis disappears with a -POP-

The one Malleck attacked makes spell casting motions...

Concentration Check: 1d20 + 18 ⇒ (13) + 18 = 31

And disappears.

The rest of the party has not been informed that Malleck has found them, but I'll permit you a DC 15 Perception to have heard the baying noise of the one combatant. If you succeed, you can start moving towards the combat and be there in 3 rounds.

Malleck is up.

GM:

Beth - 32, Invisible (12)
Darus -


Roll20 Maps Loot

Gertrart and Xeram are paired up

We'll assume Gerion and Mordecai are too.

Only one in a pair need make the Perception check for both to start moving to the fight.


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

Malleck will step up to the other creature, and do a full attack on it, while shouting out an alarm that there are intruders
too bad i can't have 2 smites active... edit: yey for multi-smite

Attack 1: 1d20 + 12 + 5 ⇒ (9) + 12 + 5 = 26
Attack 2: 1d20 + 7 + 5 ⇒ (12) + 7 + 5 = 24

Damage 1: 1d8 + 5 + 1 + 10 ⇒ (3) + 5 + 1 + 10 = 19
Damage 2: 1d8 + 5 + 1 + 5 ⇒ (2) + 5 + 1 + 5 = 13

K.Planes: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25

-Posted with Wayfinder


Roll20 Maps Loot

You can absolutely have 2 active, nothing stops 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

Hmm, what's that noise?: 1d20 + 12 ⇒ (12) + 12 = 24

"Gertrart, something is amiss, i hear Malleck yelling."

If we, instead of double move, just run. Do we get there in less turns? Running allows for 4 times movement in light or medium. 5 times for no armor, i think?


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

x4 light load. X5 only if you have the feat run

-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

"Wait a minute," Gertart holds a fist up for silence. "did you hear...?" 1d20 + 9 ⇒ (7) + 9 = 16 "I hear it too. Let's move.


Roll20 Maps Loot

Running requires a straight line, you need to go around corners and up stairs 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

Run is straight line only. Even if we have a straight line (of which the horn doesn't have many) I assume Grymp already assumed we do.ninja'ed!

"He is going to kill it before we get there isn't he?"


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 per sé, but he is allowed to weaken them to severe degree."


Roll20 Maps Loot

With them glamered as they are, I'm going to rule that Malleck can't tell what they are with his knowledge check.

Both of Malleck's attacks hit the second guard, who steps back, does some magic and disappears.

As Malleck notified everyone this round, your 3 rounds starts and, assuming you step out smartly towards the fight, you can act in round 4. Stopping to buff will slow you down.

So, the good guys acted, back to Malleck.

I intend to let Malleck fight his own battle here and not bot him.

GM:

stuff: 1d8 + 5 ⇒ (2) + 5 = 7

Beth - 25, Invisible (11)
Darus - 32, Invisible (12)


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 will cast shield on himself the round he arrives.

Meanwhile, smite them to the lowest layer of hell, Malleck :D


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 uses the teleportation chairs to get to Malleck as quickly as possible.


Roll20 Maps Loot

Taeral can act on round 3!


Roll20 Maps Loot

Fixing the damage Malleck did.

GM:

Beth - 25, Invisible (11)
Darus - 38, Invisible (12)


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 i have more than 2 rounds... and Nubis was just banished, not killed, 1st round. Summon him back. 2nd round Prot Good on self. 3rd round prot good on Nubis and have him track them

-Posted with Wayfinder


Roll20 Maps Loot

What's your Round 2 action? Summoning Nubis?


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

1st round. Summon back. 2nd round. Prot good on self. 3rd round prot good on nubis and instruct him to try and find the intruders

-Posted with Wayfinder


Roll20 Maps Loot

Ok, so in round 2, you start to resummon Nubis. This provokes an AOO.

Bite: 1d20 + 14 + 2 ⇒ (16) + 14 + 2 = 321d8 + 4 ⇒ (7) + 4 = 11 Hit

Trip: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28 Success, Malleck falls prone

Malleck will need to make a concentration check.

Malleck's AC against them should be 30 right, no Dex because they are invisible.

Ok, then both of them attack Malleck while flanking and he is prone.

Bite: 1d20 + 14 + 2 + 2 + 4 ⇒ (17) + 14 + 2 + 2 + 4 = 391d8 + 4 ⇒ (4) + 4 = 8

Bite: 1d20 + 14 + 2 + 2 + 4 ⇒ (17) + 14 + 2 + 2 + 4 = 391d8 + 4 ⇒ (1) + 4 = 5

Two more hits. If Malleck succeeded on his first concentration check, he needs to make two more.

Ok, third 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

He could summon defensive, right? To avoid those aoo, unless it's not a spell/SLA.


Roll20 Maps Loot

He could, but he didn't say he was. I stated that Beth did so in the first round, and made her concentration check.


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

Malleck, you're a smart villain, don't forget your plan of domination, you can't let them finish you off too soon. :D


Roll20 Maps Loot

Those concentration checks should be DC 25, 22, and 19 respectively.

If any of you cast against them, go ahead and make your SR rolls please.

GM:

Beth - 25, Invisible (10)
Darus - 38, Invisible (11)


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

Concentration: 1d20 + 9 ⇒ (8) + 9 = 17

Malleck is surprised that they even dare to try and attack him like cowards, he forgoes to summon his planar ally...

IF possible, since there are more rounds i guess, and i still cant see them... channel it is. Excluding allies that he knows are present


Roll20 Maps Loot

Sure, channel away.


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

LoH: 3d6 ⇒ (6, 5, 3) = 14 Swift. I do not have selective. so not channel. just heal
DG Defense: 1d20 + 9 ⇒ (16) + 9 = 25 move
Get up Standard

HP 52/62


Roll20 Maps Loot

What is DG Drfense?

You know if you stand I'll get AOOs from each, right?


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
Grymp wrote:

What is DG Drfense?

You know if you stand I'll get AOOs from each, right?

Defence vs Good Defensivly, atleast i'll have an idea where they are, so i can try to attack


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 comes into the area to find Malleck on the ground, bleeding from a few wounds, but not seeing any opponents. He takes a moment to watch where Malleck attacks next and then casts a spell to take away his enemies advantage.

Cast Faerie Fire, 5' radius burst, centered on 1 of Malleck's corners so it will get Malleck and 3 other squares. 3/9 squares effected, 33% chance, but may increase chance once Malleck attacks.

Vs SR: 1d20 + 7 ⇒ (13) + 7 = 20
As I don't know what we are encountering, doing an SR check just in case.


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

Backup! =^^= of the arcane kind!


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'

Yep, Taeral is here. Had to slightly adjust action to go after your attack, to increase chance of catching at least one of them in the effect.


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
Malleck of Alerion wrote:
Grymp wrote:

What is DG Drfense?

You know if you stand I'll get AOOs from each, right?

Defence vs Good Defensivly, atleast i'll have an idea where they are, so i can try to attack

I'm not familiar with 'good defensive'. Do you mean Total Defense, or is it something else? Just curious :)


Roll20 Maps Loot

Ok, the two AOOs as Malleck rises, flanking and he is prone.

Bite: 1d20 + 14 + 2 + 2 + 4 ⇒ (1) + 14 + 2 + 2 + 4 = 231d8 + 4 ⇒ (6) + 4 = 10

Bite: 1d20 + 14 + 2 + 2 + 4 ⇒ (6) + 14 + 2 + 2 + 4 = 281d8 + 4 ⇒ (3) + 4 = 7

Two misses.

As the two critters are flanking Malleck, one of them is hit with faerie fire, we'll say Beth!

Ok, each of the two creatures howls loudly. All evil creatures within 80' must make a DC 18 Will save, or be affected as if by the fear spell.

Make the save twice, since the two creatures both howl.

Beth then moves past Malleck, who if he made the saves can take an AOO. This has Beth moving away from Taeral's end of the hallway.

Ok, fourth round!

Gertrart's group comes into the same end Taeral did, and Gerion's group comes into the hallway from the other end.

You can see Malleck, and an invisible guard that has faerie fire on it.

Be sure you made both of the Will saves!

GM:

Beth - 25, Invisible (9), Faerie Fire
Darus - 38, Invisible (10)


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

Will vs Fear: 1d20 + 11 + 2 + 2 ⇒ (5) + 11 + 2 + 2 = 20
Will vs Fear: 1d20 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18

Felling the effect poke at his mind, he quickly shakes it off before he takes his chance and attacks the now visible creature as it tries to move away

AoO: 1d20 + 12 + 5 ⇒ (7) + 12 + 5 = 24
Smite Damage: 1d8 + 5 + 2d6 + 7 + 1 ⇒ (5) + 5 + (2, 6) + 7 + 1 = 26


Roll20 Maps Loot

Malleck's AOO hits Beth.

GM:

Beth - 50, Invisible (9), Faerie Fire
Darus - 38, Invisible (10)


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

Will: 1d20 + 7 ⇒ (19) + 7 = 26
Will: 1d20 + 7 ⇒ (7) + 7 = 14

Xeram outright ignores the first howl, but the second gives him an uneasy feeling in the gut.

"By the arcane, what was that?"
What lvl are they? I'm out for as many rounds as the 2nd one has HD.


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
Xeram wrote:

[dice=Will]1d20+7

[dice=Will]1d20+7

Xeram outright ignores the first howl, but the second gives him an uneasy feeling in the gut.

"By the arcane, what was that?"
What lvl are they? I'm out for as many rounds as the 2nd one has HD.

I think you may get a bonus, since you were far away when it happened, you arrive after they howled... i hope. you know stone, earth, etc


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

"Not even for a Gerty snack!" the dane-faced half-orc screams and runs back upstairs.

1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (7) + 3 = 10 Oh c'mon, you knew that was coming didn't you. I think I can return on R22, depending on caster level.


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'm assuming that, if each is CR 9, they are both lvl 10, if they have class levels.


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 was making a lot of assumptions as well, but not class levels (They chewed the faces of the guards like a dog...) Hmmm... can I get a Kn check based on the howl & previous evidence? (KN (planes): 1d20 + 6 + 1d6 ⇒ (14) + 6 + (3) = 23) Oh well, I guess I can count Malleck's unholy rolls as my contribution to combat :o


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

Erm...even without checking the d20, now that you recall the 'chewed off', we might be dealing with Hound Archons.
Imagine say...Anubis, with a big sword and a blind hate, BIG HATE, towards everything evil.


Roll20 Maps Loot

Their effects are done at caster level 12!

These are "moon dogs" being CR 9, it takes a DC 24 planes check to know cool stuff about them.

Once they are finally defeated, I will share their full stats with you guys.


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 when i do see them, my previous 25 will be okay then? also, night folks. long day in the morning

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