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
Gertrart aka Blood Desecrator wrote:
He then sees if he can track the villains* from the path the guard mentioned.
Xeram wrote:
those nature loving types like bows."

They also tend to be notoriously untrackable.

Alright, so I see how Gertrart's plan is intended, are we going to let time roll forward and spring the trap?


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

"I suppose the gnome is the caster of the spells. Best to prepare deal with him accordingly."

All right, let's spring the trap.


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

"A magic user? Could be useful. But yes. We deal with them as quick as possible." he adds

-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

"And let's try to keep them alive.
Bruised and battered is fine, but we need the sacrificial victims."


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

"Always fun. I feel im not too far from the final step in the ritual"

-Posted with Wayfinder


Roll20 Maps Loot

Errr, I guess I missed one detail from Gertrart's plan.

What room are you supposedly vacating? And then how are you arraying your ambush?


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 leaves the decision to his allies. "Feel free to choose." If it is one with multiple exits we can make a secret door out of one of them and hide behind it much easier than trying to hide in the room. Or we can make plan it in a room with a throne. We alarm the throne, and can move in nearly instantly from another throne.

Can a silenced item be put in a soundproof case to reduce the effect? Similar to covering a lightbulb or darkness-bulb?


Roll20 Maps Loot
Gertrart aka Blood Desecrator wrote:
Can a silenced item be put in a soundproof case to reduce the effect? Similar to covering a lightbulb or darkness-bulb?

Absolutely, as can a dark or light item. The case blocks line of effect.


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

A throne room sounds like a good place to ambush.


Roll20 Maps Loot

Ok, I'll kick this off Monday guys, sorry for the delay. Maybe I'll get it this weekend.


Roll20 Maps Loot

Alright then, so the five of you are probably getting a bit board. you've been waiting in room 2-20 for a long while. Having meals brought to you, etc. Finally, the Alarm spell goes off, telling you that your prey are in room 1-27, the throne room where you have decided to spring your trap.

I'm unsure which of you cast the alarm but I am confident that you went with the mental alarm, instead of the handbell ringing version, so whomever cast the spell knows the alarm has gone off.

Thus begins round 1 of this combat. Naturally, your opponents don't know that the alarm has gone off, but they do know that they didn't find a room with a clutch of dragons, wyverns, or anything else one might call a "clutch."

As your opponents picked the time of their assault, they likely have buffs up. If there were hours long buffs, you guys can have those up, but if you want to start buffing before you go through the portal, or whatever you choose to do, it will be done "on the clock" per se.

I've got a picture of your opponents ready for whenever someone goes through the portal.

Initiative:

Mordecai: 1d20 - 1 ⇒ (11) - 1 = 10
Gertrart: 1d20 + 0 ⇒ (13) + 0 = 13
Malleck: 1d20 + 1 ⇒ (18) + 1 = 19
Taeral: 1d20 + 4 ⇒ (11) + 4 = 15
Xeram: 1d20 + 2 ⇒ (18) + 2 = 20

Your initiative order is as follows.

Xeram: 20
Malleck: 19
Taeral: 15
Gertrart: 13
Mordecai: 10

So as to not influence any actions on your end, I will wait to roll initiative for the good guys until the first of you gets into contact with them.

Alright, Xeram, you're up! Anyone else is free to go as well, if you go through the portal, let me know at what point in the initiative you do that, Malleck could say, "I'll wait until Taeral and then go through on 13 with Gertrart" or some such thing, for example, and then at 13, the two teams will start the clash at the far end of the teleporter.

Make sense?


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

"Finally," the smith breaths a sigh of releif. Works for me & I will go in order, unless someone's actions give me reason to wait. Catching someone flatfooted is beneficial for my falchion & all that. >:)


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'

The alarm would have been cast by Faustus.

Finally told that the alarm has been tiggered, Taeral cast good hope on the Knot.

Then he begins plucking and strumming his lute in a very discordant manner.
Start bardic performance, Countersong (move action)
Perform(String): 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23

------------------------------------------------------
On Going Effects: good hope (the Knot), 8 min; Countersong (1st rnd), Check=23;


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 can have pre-encounter buffs, Xeram will have casted Mage Armor.
1 hour a/lvl, nice.

I wonder, how is our flesh eating plant doing?
Where did we install it?

"Alright, time for some cleaning up."

Xeram steps through the portal.
Once he could see the intruders, he smiles without a word.

Fireball!!!: 8d6 ⇒ (5, 6, 3, 6, 5, 4, 1, 6) = 36
DC 19 for half.


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 wait till all actions from his allies are resolved. Hes not yet as resistant to their magic as he plans to be
His companion will also wait.

-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

When Faustus informs about the alarm, Mordecai immediately casts Mirror Image. Where once stood one tiefling, there is now six of them. Then he draws his Rod of Selective Metamagic, and prepares to touch the throne. So teleporting in only on the next round

Mirror Image: 1d4 + 2 ⇒ (3) + 2 = 5


Roll20 Maps Loot

Inits:

Fineas: 1d20 + 6 ⇒ (20) + 6 = 26
Angus: 1d20 + 2 ⇒ (15) + 2 = 17
Velthia: 1d20 + 4 ⇒ (16) + 4 = 20
Brunhild: 1d20 + 3 ⇒ (3) + 3 = 6

Xeram teleports into the room and immediately turns to fireball. At the far end of the room 100'-130' feet or so, he spots 4 figures. They are arrayed as if expecting to have to fight towards the corridor to the east. On either side of the passageway are a dwarf wearing a breastplate with a greataxe and a half elf wearing hide armor and wielding a spear. Well back from them, and thus closer to Xeram stand a gnome caster type, and an elf archer type.

I'll go ahead and give names, so you can know who you want to attack:

Fineas: gnome caster
Angus: dwarf axe
Vethia: elf archer
Brunhild: half elf spear

Xeram makes a snap decision on which group to fireball...

Flip: 1d2 ⇒ 1

And he hammers down on the two melee guys at the door.

Angus Reflex: 1d20 + 4 + 6 ⇒ (12) + 4 + 6 = 22 Success
Brunhild Reflex: 1d20 + 5 ⇒ (16) + 5 = 21 Success

Malleck Delays

Angus says something to Brunhild

Taeral buffs

Mordecai casts mirror image

The world now waits for Gertrart's action, and maybe Malleck.

GM:

Angus: 18
Brunhild: 18
Fineas: Shield
Vethia: Gravity Bow


Roll20 Maps Loot

Oh, and the picture of The Banner Verdant


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 doesn't show any emotion....he's counting on his compatriots to show up and show these do-gooders he's not alone down here.


Roll20 Maps Loot
Xeram wrote:
Xeram doesn't show any emotion....he's counting on his compatriots to show up and show these do-gooders he's not alone down here.

How is that working out for you so far?


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

Get over here!!!! :D


Roll20 Maps Loot
Xeram wrote:
Get over here!!!! :D

Message is up, yes?


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

Yeah, should be, if i hadn't mentioned it.
Btw, a +10 ref for a dwarf....their racial is +2 vs spells.
They must be pretty buffed.


Roll20 Maps Loot
Xeram wrote:

Yeah, should be, if i hadn't mentioned it.

Btw, a +10 ref for a dwarf....their racial is +2 vs spells.
They must be pretty buffed.

That dwarf doesn't have a +10. He has a +4, and a +6. I try and break down the bonuses where appropriate. That +6 must be coming from something special. After he's dead, and the encounter is over, I'll be glad to explain where it comes from. His stat block breaks it down that way, but really, a more correct way might be +4+2+4.


aka Brother Gert A doughy & bloodied wandering worshiper of Mitra

Activating the throne is what action?

Gertart activates his disguise to give himself purple scales, a fanged maw and then his cloak into thin black wings. He then jumps through throne and moves up to the archer.

time allowing, I will also strike.


Roll20 Maps Loot

Free action to activate the throne.

Ok, so Gertrart moves to the throne and activates it, and then moves out into the room.

The archer and the caster are roughly 80' from Gertrart. 100' from Xeram and the throne.

Brunhild goes out the door and out of sight, Angus follows.

Round 2

People's distance from the throne:

Brunhild and Angus are outside the eastern door
Fineas and Vethia 100' and spread north and south a bit
Gertrart 20'
Xeram 0'

Fineas and Vethia look at each other and both hustle their way out the western door, Xeram can see them down the hall beyond.

Perception DC 24 (26 for Xeram):
You spy that Brunhild is peaking around the corner into the throne room.

People's distance from the throne:

The good guys are outside the eastern door (140' from the throne)
Gertrart 20'
Xeram 0'

Xeram and Malleck are up!

GM:

S: 1d20 + 8 ⇒ (4) + 8 = 12

Angus: 18
Brunhild: 18
Fineas: Shield
Vethia: Gravity Bow


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

Perception? I'll probably fail this anyway :P: 1d20 + 13 ⇒ (19) + 13 = 32
Amazingly not :o

Xeram's eye catches a glimpse of one of the intruders peeking around the corner.

"There! One is looking around the corner towards us, the other might be there too."

Have at you wench, i detest heroes meddling in my plans.

Xeram aims his hand at the door where Brunhilde and Angus are standing.
"Let your nosy eyes be cut from sight."

Casting blindness on Brunhilde, DC 17 fort.


Roll20 Maps Loot

As Xeram goes to cast his spell, a bolt of lightning strikes down the center of the room through Gertrart and Xeram.

Boom!: 3d6 ⇒ (4, 5, 4) = 13

Reflex Save DC 17 for half damage.

Xeram, please make a concentration check DC 12 + the damage you take and we'll discuss Brunhild making that Fort save you requested!

Spellcraft DC 18 for either Gertrart or Xeram (provided you spotted her):
She is using call lightning


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 would be 10 + dmg + lvl of spell, unless she boosted it.
I have +1 if it came from a divine source.

Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
6 dmg.

Concentration, DC 18/20: 1d20 + 14 ⇒ (8) + 14 = 22
"Enough!"


Roll20 Maps Loot

Right, the 12 was the 10+2 because your spell is a second level spell. And yes, it was a divine effect.

I guess I owe you a fortitude save now?

Fort: 1d20 + 7 ⇒ (18) + 7 = 25 BOOM! Success!


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

"Go and entertain our spell slinging guest" he instructs. His cerberi dashes off. And is now threatening the gnome

dont have access to map or anything. So my actions will be move etc

Malleck will move forward and he will use detect good to see which of their adversaries will be the target of his profane gifts

-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

Man...i call your luck cheat, after passing 2 saves. :D


Roll20 Maps Loot

Malleck and his minions will need to go through the portal first, so he and his minions can have either a move or a standard action inside the throne room.

When you get through the portal you are 140' away from any of your attackers. Detect good has only a 60' range, so probably need to move closer.

Hey! I was hoping you'd fail your concentration check and not even get the spell off!


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 moves through the teleportation device and can't help but smell the acrid residue of ozone.
He keeps moving toward the doorway and the intruders, trying to avoid a direct line with his knot and the door.
While moving he continues to play his lute, in case the intruders try something funny.

------------------------------------------------------
On Going Effects: good hope (the Knot), 8 min; Countersong (2nd rnd), Check=23;


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

They moved 100+ feet and readied an action! Ouch it's not just the GM saves we need to worry about. :)

Free action to activate the throne. Then can I charge to get sneak attack while they're flatfooted (in first round?)

Run to the wall adjacent to the entrance for R2.
Per: 1d20 + 9 ⇒ (4) + 9 = 13
Ref: 1d20 + 11 ⇒ (16) + 11 = 27


Roll20 Maps Loot

They didn't move 100', they started at the opposite end of the room from the throne. When Xeram teleported in, they were already over there expecting an attack from the hallway.

R2? We're fighting in room 1-27, although the good guys are just outside the West door there.

Are you running up to be along the wall by room 1-13 or 1-14?


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

double move all around then

-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

Mordecai utters the command word, and jumps into the throne room with a puff of smoke and a scent of brimstone. There, he is suppresses the urge to cackle maniacly - and instead surveys the room. The enemies are disappointedly far away, so the tiefling decides to call his liege to bolster his allies, and casts Blessing of Fervor If everyone is withing 30 of each other, all are affected

Blessing of Fervor:

Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.


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

While the other members of the Knot teleport into the throne room with quite a bravado, one small imp slips in unnoticed. Invisible, Bapho starts flying towards the enemies along the northern wall.


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:

They didn't move 100', they started at the opposite end of the room from the throne. When Xeram teleported in, they were already over there expecting an attack from the hallway.

R2? We're fighting in room 1-27, although the good guys are just outside the West door there.

Are you running up to be along the wall by room 1-13 or 1-14?

I figured out where my math went wrong (90 feet from door, not 90 feet from throne, my bad. :( R2 meaning the second round. Moving next to the door the archer dipped into.


Roll20 Maps Loot

People's distance from the throne:

The good guys are outside the eastern door (140' from the throne)

Bapho 50'
Taeral 30'
Malleck 20' (I don't know Malleck's minions speeds, but they'd be 1 move away from the throne)
Gertrart 140' (at the far wall, just inside the room)
Xeram 0'
Mordecai 0'

Ok, I think Gertrart missed the blessing of fervor

Angus, possibly foolishly, moves back into your room and engages Gertrart. He will attempt to sunder Gertrart's falchion...

Greataxe: 1d20 + 18 ⇒ (18) + 18 = 361d12 + 19 ⇒ (8) + 19 = 27

I believe that as a two-handed blade, Gertrart's Falchion has 10+4 hardness, and 10 hp.

Gertrart's weapon is destroyed.

Additionally, as Angus has Greater Sunder, the 3 hp that are left over from destroying the falchion transfer as damage to Gertrart.

My apologies Gertrart, but when an NPC has Improved and Greater Sunder, I figure I gotta use them!

Round 3

Fineas casts a spell, Xeram, make a will save DC 22.

Xeram:
It's hold person so act accordingly if you fail the save

Vethia steps into view and unleashes a volley of arrows at Mordecai. She screams, "Casters die first!"

Many shot: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 292d6 + 2 + 2d6 + 2 ⇒ (2, 3) + 2 + (6, 4) + 2 = 19
Rapid shot: 1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 202d6 + 2 ⇒ (3, 6) + 2 = 11
Iterative attack: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 252d6 + 2 ⇒ (2, 5) + 2 = 9

Mordecai, I notice things say your AC is a 9? I'm hoping that's not the case, otherwise that volley is really going to hurt!

The party is up!

GM:

S: 1d20 + 8 ⇒ (4) + 8 = 12

Angus: 18
Brunhild: 18 CL(7)
Fineas: Shield
Vethia: Gravity Bow


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

Spellcraft, what did you cast?: 1d20 + 13 ⇒ (6) + 13 = 19

Will: 1d20 + 8 ⇒ (14) + 8 = 22
+1 if vs divine source.

Xeram narrowly resists something not befitting his temper.
"You have no hold on me!"

Edit:
Mordecai is betting on his mirror image, of which he has 5.
1 in 6 chance to hit him. Though personally, i'd have used the scroll of mage armor as well, just in case.

Xeram's fireball seems a bit more fiery, matching his hatred for the intruders.

Fire ball!!: 8d6 ⇒ (4, 3, 6, 6, 2, 6, 2, 5) = 34
Right at Brunhilde, annoying caster :)


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

Yes, AC is 9 :P That's why mirror image...

[dice=Mirror image, Mordecai is "1", shot#1]1d6[/dice]
[dice=Mirror image, Mordecai is "1", shot#2]1d5[/dice]
[dice=Mirror image, Mordecai is "1", shot#3]1d4[/dice]

Each of the arrows hits a Mordecai, but none of them hits the Mordecai. But where once stood six thieflings, are now only three.

I'll try to muster an action before evening. How far are the enemies (especially the archer)? Still at 140 from the throne?


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

Yeah, I could have used a Mage armor scroll and Shield - if someone wasn't so eager to jump in and start casting fireballs :D But even with the +8AC from those spells, Vethia would have hit with all the arrows...

The mirror image spell protected Mordecai well so far, but another such volley will make short work of his defences. So the elf must be dealt with, and quick. Using the Blessing of Fervor to bolster his spellcasting, the tiefling opens a small portal to Hell, and calls for a cerberi to step forth. Then Mordecai slips behind the throne to gain some cover form the arrows.

Cast Summon monster IV, Enlarge spell from Blessing of Fervor, Augment summoning, Sacred summons to reduce cast to standard action, evolved summon monster to give the cerberi claws

The summoned cerberi starts immediately running and charges Vethia.
Bite, charge: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17
Damage: 1d6 + 5 ⇒ (3) + 5 = 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

Btw, from the fervor options i choose +2 to AC.


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

Bapho flies closer to the enemies, and casts a suggestion at Vethia. "Hey, those cerberi are strange beasts. You won't be getting away, so you best put your bow away and fight in melee"

DC 15 will save if the suggestion sounds reasonable


Roll20 Maps Loot

The archer (Vethia) is actually 160', he is 20' down the hall! Which means I screwed up, that is outside of one range increment, so all of the archer's shots are at -2. That still splashes 3 images!

Angus is now 140' and inside the room next to Gertrart.

Fineas and Brunhild are basically at 145', they're on either side of the door at the end of the room and peering around the corner, doing their caster thing. I'll be giving them Improved Cover against ranged attacks, should that become important.

As an aside, what idiot gives me an antagonist NPC Ranger whose favored enemies don't include ANY of the standard PC races!

I was skeptical about sundering being an effective tool, but damn! Destroying weapons is brutal, since my guys aren't worried about getting loot!


Roll20 Maps Loot

Xeram, it was hold person

Xeram, as you cast your fireball, you and Mordecai make a reflex save DC 17 for half damage, Mordecai doesn't yet have cover when this happens. That is Brunhilde's ready, to nail you with lightning again when you cast

Boom!: 3d6 ⇒ (6, 3, 6) = 15

Reflex Save DC 17 for half damage.

And then Xeram a concentration check please.

If Xeram succeeds at concentration... My reflex saves vs the fireball...

Angus Reflex: 1d20 + 4 + 2 + 4 ⇒ (12) + 4 + 2 + 4 = 22 Success
Brunhild Reflex: 1d20 + 5 ⇒ (12) + 5 = 17 Fail
Vethia Reflex: 1d20 + 7 ⇒ (17) + 7 = 24 Success
Fineas Reflex: 1d20 + 4 ⇒ (8) + 4 = 12 Fail

I believe Gertrart will also need to make save...

As the Cerberi passes Brunhild, she takes an AOO...

spear: 1d20 + 9 ⇒ (5) + 9 = 141d8 + 4 ⇒ (2) + 4 = 6

A 17 misses Vethia, but your beast is right up in her face.

Vethia Will: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16 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

Wait, didn't she ready her action last time to interrupt?
I'm before her in initiative.


Roll20 Maps Loot

Her ready goes off before your action, so she stays ahead of you.

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