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.


3,651 to 3,700 of 4,628 << first < prev | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | 77 | 78 | 79 | next > last >>

Roll20 Maps Loot

Hassan takes the hit like a champ and stays in the fight!

Fort: 1d20 + 9 ⇒ (5) + 9 = 14 Fail
Fort: 1d20 + 9 ⇒ (20) + 9 = 29

GM:

Traya - 39, dying
Posca - 40, dying
Tasker - 48, Pugwampi'd , dying
Hassan - 66, Pugwampi'd , staggered
Malleck - 28


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

"I see where this is going for you. Don't you?" Gertart...: 1d20 + 7 ⇒ (20) + 7 = 27 ...Chop: 2d4 + 5 ⇒ (2, 2) + 5 = 9


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

What?!? Whoa!

Unfamiliar with the sensation of striking a vital spot, Gertart nearly forgets to follow through.
confirm: 1d20 + 7 ⇒ (13) + 7 = 20. splort?: 2d4 + 5 ⇒ (4, 3) + 5 = 12
saw that second 20 & thought...


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'

"Hey there big fella, you don't need that falchion to deal with that old man. Just use your bare hands to wring his neck."

Cast suggestion on Hassan, DC19 Will negates.

When he moves to a position to check on the other fallen enemies, in case a throat needs cutting soon.


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

Gertart takes a critical threat to his suspense.


Roll20 Maps Loot

With Gertrart's critical hit against Hassan, the Ifrit drops to the ground and dies in a pool of blood.

Would you have taken any efforts to stabilize any of your opponents after the fight?

Traya self stabilizes, but both Posca and Tasker do eventually bleed out if no action is taken to save them, and for Tasker it happens like 12 seconds after the fight ends I believe.

I assume you guys will strip your opponents and identify their gear?

Traya - 2 vials of holy water, dagger
Posca - full plate, heavy mace, light crossbow, fine jewelry worth 225gp, golden bejeweled holy symbol of the god of merchants worth 500gp, potion of CLW, 20 crossbow bolts
Tasker - potion of CMW, +2 dagger, MW dagger, 11 daggers (of various styles), MW studded leather, MW thieves tools
Hassan - potion of CMW, +1 furious falchion, MW breastplate

Excellent fight, that first round assault screwed the NPCs!

Stabilize:

Traya: 1d20 + 1 - 1 ⇒ (15) + 1 - 1 = 15

Posca: 1d20 + 1 - 2 ⇒ (5) + 1 - 2 = 4
Posca: 1d20 + 1 - 3 ⇒ (3) + 1 - 3 = 1
Posca: 1d20 + 1 - 4 ⇒ (3) + 1 - 4 = 0
Posca: 1d20 + 1 - 5 ⇒ (13) + 1 - 5 = 9
Posca: 1d20 + 1 - 6 ⇒ (3) + 1 - 6 = -2
Posca: 1d20 + 1 - 7 ⇒ (3) + 1 - 7 = -3
Posca: 1d20 + 1 - 8 ⇒ (13) + 1 - 8 = 6
Posca: 1d20 + 1 - 9 ⇒ (11) + 1 - 9 = 3
Posca: 1d20 + 1 - 10 ⇒ (9) + 1 - 10 = 0
Posca: 1d20 + 1 - 11 ⇒ (18) + 1 - 11 = 8

Tasker: 1d20 + 2 - 10 ⇒ (9) + 2 - 10 = 1
Tasker: 1d20 + 2 - 11 ⇒ (14) + 2 - 11 = 5
Tasker: 1d20 + 2 - 12 ⇒ (4) + 2 - 12 = -6
Tasker: 1d20 + 2 - 13 ⇒ (1) + 2 - 13 = -10

GM:

Traya - 39, dying
Posca - 40, dying
Tasker - 48, Pugwampi'd , dying
Hassan - 87, Pugwampi'd , staggered , Dead
Malleck - 28


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

Hooray us baddies! :)

Xeram stands over the sorceress.
"While getting someone of her capability in our pocket, sort to speak, would be an advantage, she seemed to strong willed to be easily 'conditioned'.
I suppose we could use her as a sacrifice, or as a plaything for one of the higher ups."


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

Hooray, I beat an 8 and a good guy :)

"Keep one for questioning. Let me feed one to my forge. I have no interest in the rest, but the daemons might make appreciate them."


Roll20 Maps Loot

Some of your party might be interested in sacrificing them for their various nefarious rituals too.


Roll20 Maps Loot

Distribute loot? Dispose of prisoners? Add other loot to the spreadsheet? Are we ready to proceed?


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

Gertart adds a holy symbol of the god of merchant's to his collection and trades one of his daggers for the magical one. "Tally ho!"

If anyone else wants the magical dagger, its yours. I have added the recent take to the spreadsheet. If no one wants to claim anything from these victims, we should sell it off. Perhaps we can get a booth in the local market and sell weapons under the patriotic banner of 'defeat the Horn' as I am sure many people will soon want to be joining the crusade.


Roll20 Maps Loot

Week 10

Makes an executive decision and skips the week ten event.

But I don't want you guys to miss out on any loot, you never know what will be needed. Throw down an adamantine dagger onto the loot list, and whomever wants it can have it.

Week 11

You receive a note from the White Ravens:

Silver dragon seen over Farholde. Uncertain of whereabouts. Be ready. He may be on his way to the Horn.
-- Z

The warning turns out unfounded, as the dragon never does head your way, and there is no further word of it.

But hey, at least you know there's a silver dragon to be fought at some point!

Week 12

Before I throw down the Week 12 event, please make sure you've got all of your crafting done, and everyone has their updated stats for gear. you can have sold stuff from the earlier weeks and started new crafting projects as well.

You know, for no particular reason and all!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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 back. Want to add a few marks to my ritual if possible


Roll20 Maps Loot

That's what living prisoners are for!


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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 by your calculations, where am i now? 6,7 or 8?


Roll20 Maps Loot

How do you mean? I'm not keeping score.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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 was on 5 previously. Im just asking how many did i get out of the fight we just do?

-Posted with Wayfinder


Roll20 Maps Loot

Alright folks, here we go, week 12...

It is just after two in the morning, when you all are awakened. You hear sounds of screaming, and sounds of what is probably battle in the halls.

Keep in mind, that you were asleep, and thus not armored to start this scene.

Actions?

I'm guessing your various rooms are on the long hallway to the left on level 1, so like rooms 1-8, 1-9, 1-10, etc. With that in mind, the fighting can be clearly heard going on from the East (area 1-27)


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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 arm himself, then he will summon his companion to his side


Roll20 Maps Loot
Malleck of Alerion wrote:
Malleck will arm himself, then he will summon his companion to his side

As in grab his sword? Or as in put on your armor and such?


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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

Arm. not armor up ;) putiing on my plate will take 5min... but if GM thinks that is possible


Roll20 Maps Loot

50 rounds of armoring up seemed a bit excessive to me...


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

Up side, once you are undead, you can sleep in your armor, since you won't be fatigued. ;)

Xeram wakens to the sound of some fighting.

"Hmm, i say, what is going on?"
Xeram heads for his room's door and opens it, peering around the corner to get a bearing or sight of what is happening.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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:
Up side, once you are undead, you can sleep in your armor, since you won't be fatigued. ;)

i will also be immune to sleep =^^=

-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

That too, and poisons...and diseases....heck undeath is a villain's measure against ailments and mortal weaknesses. :)


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
Grymp wrote:
50 rounds of armoring up seemed a bit excessive to me...

'Tis better than running panicked for 24 50 rounds :) So AC & saves will be different. What about Str without belt? Right now the 'temporary for first 24 hours' is throwing me off.)

Gertart grabs his hat, falchion, & wand. He takes a moment more to take the silver holy symbol. A mitran priestess in her sleeping robes steps into the hall and stealthily approaches combat.


Roll20 Maps Loot

This FAQ clarifies there is no real difference between temp and perm ability bonuses from an item like that.

Looking down the hallway to the East, you spy a brutal fight going on in room 1-27.

Heavily armed and armored invaders have cut down quite a few members of your security guard, and more guardsman keep arriving to the fight, but being unarmored and disorganized, they continue to get slaughtered.

It appears there are at least 5 intruders, with their backs towards the dais and the throne, although you are viewing a large space through a small 10' opening, so who knows.

DC 24 Perception:
You can make out that there are, in fact, six intruders. They have formed a strong line across the room, with five of them holding the line, and one to the rear. All of them wear apparel that makes it clear they are some sort of holy warriors of Mitra. Two of them stand out from the rest as clearly being some sort of priest. The other four are more mundane warriors, but definitely not to be dismissed lightly.


Roll20 Maps Loot

A shorter man, dressed in studded leather kills the last remaining one of your guardsmen in the room and spots several of you down the hall, he points in your direction and says something to his companions.

Xeram is up!

Initiative:

Mordecai: 1d20 - 1 ⇒ (18) - 1 = 17
Gertrart: 1d20 - 1 ⇒ (18) - 1 = 17
Malleck: 1d20 + 1 ⇒ (6) + 1 = 7
Taeral: 1d20 + 4 ⇒ (10) + 4 = 14
Xeram: 1d20 + 2 ⇒ (20) + 2 = 22
Harkon: 1d20 + 10 ⇒ (7) + 10 = 17
Vyte: 1d20 + 2 ⇒ (15) + 2 = 17
Thomas: 1d20 + 5 ⇒ (18) + 5 = 23
Vet: 1d20 + 1 ⇒ (16) + 1 = 17


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

Ah...our security seems to have failed.

Speaking of security, why would they all be without armor?

"Alert, compatriots, intruders are in the halls!"

Xeram casts mage armor.


Roll20 Maps Loot
Xeram wrote:
Speaking of security, why would they all be without armor?

The armored ones are at the bottom of the pile, having died first. The unarmored ones are ones who were alerted to the fighting, and awoke just like you, and being good guardsman they rushed to the sound of the guns, and not away from it.


Roll20 Maps Loot

The two enemies that appear a bit priestly both cast spells. After which the five spread out a bit, leaving 5' of space between each of them

GM:

Thomas: Prot Evil, Bless
Harkon: Prot Evil, Bless
Vyte: Prot Evil, Bless
Vet1: Prot Evil, Bless
Vet2: Prot Evil, Bless
Vet3: Prot Evil, Bless


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

Boo, :P


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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

Remind me to tell you what happened to my group with this fight...

Malleck will cast Prot Good on himself, also, he will activate both Smites on the 2 priestly looking ones as he prepares for battle

so std is Prot Good. Swift = Smite, and i hope i can make my move also a Smite


Roll20 Maps Loot

Sorry Malleck, you can't downgrade a Move action to a Swift action. It messes up the action economy on a scale I don't want to deal with. You get one Smite up, which one is it against?

As for how another table handled this, yeah, tell us, AFTER the fight is done.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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

as i said, will do. as to the smite, the one that seems like he is calling the shots


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

Perception: 1d20 + 9 ⇒ (12) + 9 = 21

Gertart moves within distance and releases a blast of cold at one of the slower moving armored folks, assuming the shorter guy is a rogue. "Mitra take you cursed invaders!" shouts the Mitran priestess.

UMD: 1d20 + 11 ⇒ (17) + 11 = 28
Brrrr: 1d20 + 4 ⇒ (13) + 4 = 17 (v. touch), cold: 1d3 ⇒ 2 sneak: 4d6 ⇒ (4, 2, 4, 4) = 14

My initiative is no longer -1 (& hasn't been since level 4) so I should be able to catch one of them flatfooted. I'm assuming the shorter guy in studded leather, is a rogue like Gertart, so intentionally not attacking him.


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

Woken up from his slumber, Mordecai grabs only his holy symbol and metamagic rod, bebfore sprinting towards sounds of battle. He might be almost naked, but in truth his normal vestments would give very little additional protection towards any attack.

While he moves to intercept the intruders, he casts Magic Circle against Good, and decides to go slow enough for the more martially capable allies to reach the combat site first.

Magic Circle = In 10ft from Mordecai: +2 deflection bonus to AC and a +2 resistance bonus on saves vs attacks made by good creatures. Also immune to charms and compulsions (e.g. charm, dominate).

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
"There's six of them! Two of them have the look of a mitran priest!"

Is the guy/gal standing in the back one of the priests? Is s/he as heavily armored as the rest?


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'

What is the light level where we are at? Normal light or dim light? If normal light, Taeral will cast deeper darkness on Malleck's sword, reducing the light level to darkness (60' radius).
If the light level is dim light, Taeral will cast fear (Will DC19) on the intruders.

perception: 1d20 + 1 ⇒ (19) + 1 = 20


Roll20 Maps Loot

Change made Gertrart.

Gertrart hits Vet 1 and gets his sneak attack damage off.

Regarding Mordecai's spell - All, keep in mind that if you have a Ring of Protection, the +2 from his spell won't help you as much, as they are the same type of bonus.

@Mordecai - the one in the back is wearing a breastplate and is one of the priest-types. The ones in the front are wearing: breastplate, full plate, full plate, full plate, studded leather.

The one in the back is wielding a morning star and a heavy wooden shield.

The front row has the other priesty type on the left wielding a flaming longsword and a heavy steel shield, and then three carrying halberds, and the roguey one has a short sword and a buckler.

Taeral moves forward to get a good cone, and casts fear because the place is dim, due to it being the middle of the night.

Given where the bad guys were set up, Taeral would have to move way too far to get to them to cast the cone, but we're gonna roll with it!

Saves:

Harkon Will: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 Fail
Vyte Will: 1d20 + 9 + 2 ⇒ (3) + 9 + 2 = 14 Fail
Thomas Will: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 Fail
Vet 1 Will: 1d20 + 4 + 2 + 2 ⇒ (13) + 4 + 2 + 2 = 21 Success
Vet 2 Will: 1d20 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10 Fail
Vet 3 Will: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15 Fail

Oh my!

The roguey type drops his short sword as he moves to the throne, sits down on it, says a word, and disappears.

For Taeral, who is roughly 70 feet from the chair when he disappears, the DC is 22. For those behind Taeral, add 1 to the DC for each extra 10' you are away (probably into the 30s for a DC for the rest of the party).

It's a Perception check.

Perception DC varies per the previous description:
When the roguey guy sat down, you could hear him say "Vah" before he disappeared.

Xeram and Gertrart are up!

GM:

Thomas: Prot Evil, Bless
Harkon: Prot Evil, Bless
Vyte: Prot Evil, Bless
Vet1: 16, Prot Evil, Bless
Vet2: Prot Evil, Bless
Vet3: Prot Evil, Bless


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

Thanks :)

Dang I was going to use the throne to circle around them for surprise: 1d20 + 9 ⇒ (10) + 9 = 19

Gertart shoots again at the same target. "More Mitrans turned evil! What is this place doing to my people?"

They didn't move so I am assuming they are still flatfooted, but if it is obvious they are not (without metagaming), I will switch to the bow.
UMD: 1d20 + 11 ⇒ (12) + 11 = 23
vs touch: 1d20 + 4 ⇒ (10) + 4 = 14, (same number for bow)
brrr...: 1d3 ⇒ 3 plus
sneak attack: 4d6 ⇒ (2, 4, 1, 1) = 8


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 launches a blazing fireball at the group, with the main targets being the important honcho.

BURN: 7d6 ⇒ (2, 2, 6, 6, 3, 5, 3) = 27
Ref DC 19 for half.


Roll20 Maps Loot

@Gertrart - not flatfooted, but you hit, just no sneak attack damage

Saves:

Harkon Reflex: 1d20 + 3 ⇒ (11) + 3 = 14 Fail
Vyte Reflex: 1d20 + 3 ⇒ (4) + 3 = 7 Fail
Vet 1 Reflex: 1d20 + 3 ⇒ (9) + 3 = 12 Fail
Vet 2 Reflex: 1d20 + 3 ⇒ (7) + 3 = 10 Fail
Vet 3 Reflex: 1d20 + 3 ⇒ (16) + 3 = 19 Save

Each of the 5, except one of the unharmed vets drops their stuff and makes for the chair, disappearing in turn. The last vet follows.

You're up.

GM:

Thomas: Prot Evil, Bless
Harkon: 27, Prot Evil, Bless
Vyte: 27, Prot Evil, Bless
Vet1: 46, Prot Evil, Bless
Vet2: 27, Prot Evil, Bless
Vet3: 27, Prot Evil, Bless


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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 are they all gone? we will need to go to the throne and have to check it out


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 ⇒ (10) + 1 = 11

Sorry, had not seen any distances given, prior to my actions.


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

Gertart moves up to the throne. He gestures and grabs the dropped holy symbols with an arcane grip.

"This should keep them from healing. Now we need to make sure they do not escape. Was that you Taeral?"

Move action toward the throne, standard to mage hand equipment.


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 quickly moves to the throne, saying as he moves, "Yes it was. It was a fear spell that will only last a minute. They know the means to use the teleportation device, so we should each use one of the command words to follow them. If they are not at the location you arrive at, move to the other. Remember the commands words are 'Yah' for this throne, 'Rah' for the temple, and 'Nen' for the mediation room."

Upon reaching the device, he sits, "Rah."


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 46/46 (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 will wait here. First unknown that appears. Gets to feel my weapon" he states. As a warning. He looks at Gertrart

-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

"Can your hell hounds say 'rah'"? What about the imp twins? Can one of them watch the exits?


Imp | HP 32/32 | AC 21/16/16 | Saves F:+4 R: +6 W: +8 | CMB +3 CMD 14 | Init -1 | Perception +7 SM: +1 | Darkvision 60ft

"Hehe... the hounds can sure say ruff-ruff - I wonder if that's close enough for your throne. I'm fine watching whatever exit you'll want. Just let me know where's you'll be going, and I'll come in flying and screaming should I see a blink of those priests."

And to prove his valor and courage, Bapho the imp turns invisible.


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

"Shouldn't we go together - Malleck being the only one giving them trouble at arms length? My well-being is quite at risk without a meatshi... an armored ally between me and the enemy."

1 to 50 of 4,628 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Grymp's Way of the Wicked All Messageboards

Want to post a reply? Sign in.