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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Malleck of Alerion wrote:
Vosil Comarenza wrote:

Vosil notes the casualty, and stays prudently clear. "Anyone got healing powers?" he mutters nervously.

Wait, what?! The guard gets +7 to hit????

same as malleck. base +5 and +2 for charge

2nd level warriors, so +2 BAB. 15 STR, so +2 for STR. Weapon Focus (Longsword), so +1. And then the charge for +2.


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 rushes to where Gertrart fell to the blade. He can't actually mend flesh yet, but he can stop bleeding if the cut isn't fatal.

He can't get too close however, without risking the blade himself.

If he can safely try to stabilize Gertrart, he'll do so. Otherwise, he'll try to pull Gertrart free of immediate danger where he can attempt to stabilize him.

Heal Check (DC 15): 1d20 + 4 ⇒ (17) + 4 = 21


As Shade destroyed G6, Solomon is safe to come forward and stabilize Gertrart.


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
Malleck of Alerion wrote:
Vosil Comarenza wrote:

Vosil notes the casualty, and stays prudently clear. "Anyone got healing powers?" he mutters nervously.

Wait, what?! The guard gets +7 to hit????

same as malleck. base +5 and +2 for charge

Sure - but you are (no offence) an inhuman terror of the night, an abomination with which mothers frighten their young; he's just a mook...

Vosil will loot yet another corpse, keeping the others between him and any trouble. "Building up a nice collection of keys here, wonder where the locks are?" he muses out loud.


Vosil Comarenza wrote:
Malleck of Alerion wrote:
Vosil Comarenza wrote:

Vosil notes the casualty, and stays prudently clear. "Anyone got healing powers?" he mutters nervously.

Wait, what?! The guard gets +7 to hit????

same as malleck. base +5 and +2 for charge
Sure - but you are (no offence) an inhuman terror of the night, an abomination with which mothers frighten their young; he's just a mook...

Every guard in the place is (at least) +5 to hit with those longswords, you guys just haven't given me too many opportunities to attack. They are slightly less proficient (+4) with the leather clubs and (+2) with the bows, but they were only to use those to subdue you in the cell. Once this became a genuine escape situation, well, most of you were condemned to death already, right?


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'

Sorry, been in meetings most of the day.

Round 4

Taeral will move into the guards room, does a quick assesment of the room and moves to be next to a lone guardsman with a look of shock on his face.

I am assuming a double move to get to G5, ending in a postions to hinder him charging one of my allies.

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


Neither G4 nor G5 are even armed yet, so no problem getting up in G5's face.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

Attack/Charge G5: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Slash: 1d8 + 4 ⇒ (2) + 4 = 6

Malleck moves in and attacks the guard. Same as before

-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 moves closer to Gertrart and starts channeling power from The Pit. He spreads his arms, his eyes glow deep red, with a wicked smile on his lips. "The Archfiend blesses you all!", he whispers ecstatic, and a force of pure evil bursts out from the tiefling.

Channel Evil, healing: 1d4 ⇒ 3
If the guards are good, DC 12 will save or be sickened


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

no damage. But thanks :P

-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

Xeram looks amused as the group's washing over the guards.

It's been quite a while since last time i had a fight with guards, though even those fools had resisted more than these prison guards.


G4 Will: 1d20 - 1 ⇒ (4) - 1 = 3 Fail
G5 Will: 1d20 - 1 ⇒ (12) - 1 = 11 Fail
G6 Will: 1d20 - 1 ⇒ (8) - 1 = 7 Fail

G4 Sickened: 1d4 ⇒ 3
G5 Sickened: 1d4 ⇒ 1
G6 Sickened: 1d4 ⇒ 3

In case you missed it in the house rules I had posted, I want to play it that when your wave of channeling energy (in your case PURE EVIL) sweeps out, it affects everyone based on what they are. Thus, you heal all Evil, and all Good has a chance of being injured. In this case, G4, G5, and G6 will all take the 3 DMG and be sickened. As an aside, sickened is a pretty bad condition to have!


Round 4 Summary:

Xeram – Moves into room 10, towards room 9. Casts daze on G4. G4 fails the Will save!
Gertrart – Moves into room 10, and into room 9.
Guards – G6 strikes Gertrart for 11 DMG (which drops him)
Vosil – Staying clear and looting up
Shade – Pounces on G6 for 14 DMG
Solomon – Stabilizes Gertrart
Malleck – Moves and attacks G5 for 6 DMG
Taeral – Double moves to get up into G5’s face!
Mordecai – Channels pure evil. Heals Gertrart, and deals 3 DMG to G4-G6 and sickens them

Round 5

Xeram –
Gertrart –

Guards –
Vosil –
Shade –
Solomon –
Malleck –
Taeral –
Mordecai –

GM:

G1 - 23 DMG
G2 - 23 DMG
G3 – 32 DMG
G4 – 3 DMG Sickened for 3 Rds
G5 – 9 DMG Sickened for 1 Rd
G6 – 17 DMG Sickened for 3 Rds


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

Whichever guard hasn't got the daze spell aimed at them before will get it.

Man i love the cantrip :)


Xeram moves to the door between rooms 9 and 10 and casts Daze on G5, who cleverly fails his saving throw.

G5 Will: 1d20 - 1 - 2 ⇒ (9) - 1 - 2 = 6


G4, who was just dazed last round, is now sickened, and is still sitting on his bed throws up his hands and screams, "No please, don't kill me, I surrender."

Round 5

Xeram – Moves to the door between rooms 9 and 10. Casts daze on G5. G5 fails the Will save!
Gertrart –
Guards – G4 tries to surrender. G5 is dazed.
Vosil –
Shade –
Solomon –
Malleck –
Taeral –
Mordecai –


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 looks at the bloody fabric staunching Gertrart's wounds. If they stay there too long they might infect the cut, but for the moment they seem to be helping. The bloodflow has stopped and there's still some color in the face, assuming the greyish tone is how he's supposed to look.

Hearing the sickened guard's plea for surrender, Solomon jumps up from beside the fallen half-orc and presses a grimy finger to his snout to indicate silence. "Then you stop talking and I take your stickers!" He squeaks, then approaches the man carefully in order to remove his longsword, club and longbow (plus ammunition). Should they be able to clear the immediate vicinity, then the others can strip the guard to their heart's content. But for the moment, the pointy and blunt objects are the main priority.


The guard shuts his yap and makes no effort to keep you from grabbing his things (which includes yet another key).

At this point, Solomon (and maybe the others) notices there are a number of footlockers in this room, which could quite possibly be opened by the keys you have been accumulating.

GM:

G6S: 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7
Chests: 12d20 ⇒ (12, 12, 5, 16, 1, 12, 18, 4, 12, 11, 10, 17) = 130
Repeats: 3d20 ⇒ (16, 9, 18) = 43
Repeats2: 2d20 ⇒ (5, 1) = 6

Screw it, just gonna do all 20, because there is some good, and funny, crap in there. I know some of you are reading this, so enjoy!

G1 - 24 DMG
G2 - 24 DMG
G3 – 32 DMG
G4 – 3 DMG Sickened for 3 Rds
G5 – 9 DMG Sickened for 1 Rd
G6 – 18 DMG Sickened for 3 Rds


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

"Footlockers, let's see if there is anything of use in them."


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Ok, so you're still in combat, albeit not for long. Keys or not, since these locks suck, you'll have no trouble getting into them, so once this combat is over, you can get into the footlockers and find:

20 Footlockers:

1. Empty; this newly hired guard hasn’t stocked his chest yet.
2. A change of peasant clothes.
3. Ink, quill and a personal journal that reveals this week’s password “Hesterfield” – and the details of Blackerly’s illicit gambling sessions including exactly when the next game will be (tonight!).
4. A small coin pouch with 1d6 gold in miscellaneous coinage.
5. A bottle of fine whiskey (smoky, peaty with just a hint of sweetness) without label worth 25 gp.
6. A bottle of absolute rot gut without label worth 5 gp.
7. A silver holy symbol of Mitra (worth 25 gp) and a Mitran holy book (worth 5 gp).
8. Hidden under peasant garb are two decks of cards (one regular, one marked) and a bag of 12 gp worth of mixed coinage.
9. A surprisingly well written love letter ending in a proposal of marriage from Cedric to someone named ‘Michelle’ and a sapphire engagement ring worth 100 gp.
10. A large collection of letters from home. Perhaps they are poignant but they are also worthless.
11. A masterwork lute (worth 100 gp).
12. A small supply of absolutely delicious cookies carefully wrapped in wax paper labeled ‘From Lil.’
13. A whetstone, cleaning supplies for chain shirt, extra bowstring, and a small book of military regulations.
14. A collection of cheap, tawdry, crudely printed books (the so-called “penny dreadfuls”) about dashing heroes, daring do and amply bosomed damsels prone to fainting and outdoor bathing (no resale value).
15. A set of peasant clothes and a short sword.
16. A small coin pouch with 3 gp in miscellaneous coinage.
17. A small bag of doggy treats.
18. A map of the nearby town of Varyston including the Old Moor road.
19. A traveller’s outfit, a finely made pipe (5 gp) with a good supply (1 lb.) of high quality shag tobacco (2 gp).
20. A small bottle with a hand written note “In case of trouble – Love, Mom!” (a potion of cure light wounds).


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 uses the cover of melee to open the locks using the keys, looking gleefully at what they've found.


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 pouts "Vosil, none of these are putting up a fight! BORING!"

She lopes over to the remaining guard (who hasn't surrendered) and casually eviscerates him, before cleaning herself up with her long, pink tongue.

Claw: 1d20 + 1 + 2 - 1 ⇒ (17) + 1 + 2 - 1 = 19
Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5


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 the guard next to him and with a smirk, "You might want to follow you friend over there, the one yet living not the dead one, and surrender now. My friend looks like he is ready to gut you if you do not." Taeral nods to Malleck's bloody sword for emphasis.

Intimidate: 1d20 + 9 ⇒ (12) + 9 = 21

Edit:
"Or maybe you won't have time to express your desires," Taeral adds after seeing Shade's removal of part of an arm, "You had best be quick about it. Choices, choices, so many choices."

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


Ok, Shade drops the final guard.

Round 5 Summary:

Round 5
Xeram – Moves to the door between rooms 9 and 10. Casts daze on G5. G5 fails the Will save!
Gertrart –
Guards – G4 tries to surrender. G5 is dazed.
Solomon – Moves up to G4 and takes his stuff
Vosil – Opening footlockers
Shade – Attacks G5 for 5 DMG. G5 slumps over.
Malleck –
Taeral – missed the boat, as it appears Shade “eviscerated” G5 about 7 minutes before Taeral posted, hahaha.
Mordecai –

We have:


  • G4 surrendered, do with that what you will.
  • Gertrart has received a small amount of healing and is like conscious
  • Footlockers, which I guess you guys are going through.

GM:

G1 - 24 DMG
G2 - 24 DMG
G3 – 32 DMG
G4 – 3 DMG Sickened for 3 Rds
G5 – 14 DMG Sickened for 1 Rd
G6 – 18 DMG Sickened for 3 Rds


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 wakened by the blessings of Asmodeus and Solomon's quick ministrations, sits up. "Dang, I forgot what one of those can really do." He stands if it is safe, and retreives the dagger he just dropped (if it is also safe).
1/9 hp


@Gertrart, there are no visible threats, so you can collect your entrails and stand up.


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

will try to work on a sheet this weekend to track our ill gotten gains

Malleck waits at the door, while the looted the room, eyeing the people that could be seen from the kitchen. They were next after all


Probably at least a couple immediately useful things in the footlockers. Figure out who has them and such. Let me know what's going on with G4.

@Malleck, by which door?

You can hear sounds from the kitchen. Banging pots and such.


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 triumphantly locates the potion of Cure Light Wounds stashed in someone's locker. "The Lord does indeed provide for those worthy to serve him!" He's in a good mood, so he doesn't attempt to extract a price from Gertrart before handing it to him. "You probably owe me for this, though," he says with a wink and a disarming grin.


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 is fascinated by the penny-dreadfuls. He flips through them quickly: reading a single page, or part of one, then flipping further into the book for another section. After reading a couple pages from one, he drops it at his feet then begins to flip through the next after examining the cover.

"These are some of the least sophisticated things I have ever perused in my life." he remarks, with that hint of madness and inspiration once again. "I must acquire them. I have little interest in the rest, personally. Although the canine victuals, currency, and map are most useful collectively. Also, it seems Gertrart's mom has left him a gift. You should probably drink up." he jokes as he makes a motion toward the last footlocker in the bunch.

"I also believe the armory is... there?" he points to the door to the north, after spinning around for a moment to get his bearings. He piles the guard's equipment on one of the tables, though he tries to keep an eye on the man while doing so even while stepping too far away to apprehend him should he make any foolish decisions.

As a small humanoid, I'm realizing that it's unlikely Solomon is able to use any of the recently acquired equipment. Correct? Or are there ways to make them useable for smaller figures?


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 examines Gertart's wounds. "We need you better condition, if we are to escape this place", he says borrowing the dagger. The tiefling cuts his palm open, and starts chanting. Again, unholy glow emanates from the hand, and blood starts pouring out from the wound. Still chanting, Mordecai smears the blood all over Gertart, letting it work it's regenerative magic. "That should do it", the tiefling smirks.

Full-round action: Cast Infernal healing; Gertart has fast healing / 1 for 10 rounds

After combat, Mordecai puts on one of the chain shirts, and takes one club

edit: Ninja'd by Vosil. We could save the potion for later, though?


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

After observing Mordecai's ritual with blatant fascination, Solomon revises his earlier comment. "I take it back. Maybe that gift was left by someone else's mom. I doubt it's mine though, her penmanship is atrocious."


Yes, we can retcon and let Mordecai use his spell on Gertrart. Just make sure you know who has the potion now. You have 2 of them actually right? The one from the veil? Fast healing 1 for 10 rounds is pretty awesome, that's a guaranteed 10 HP of healing, much better than CLW for out of combat healing!

Ohhh, Solomon, correct, they are all medium sized things. I'm also glad you like the smut books!


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 stashes the potion for future use. "Before we do anything else, I'm going to fetch the ogre."


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 don't care for them much myself, but Solomon is equally appalled and fascinated by them!

Vosil: wonderful choice!


Vosil is able to safely go up the steps, and inform Grumplejack that his services are required downstairs.


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

"Actually, Vosil. Maybe a couple of us should escort the newest turncoat up there. There are two cells up there we can lock right, so that we may keep them separated, assuming we use Grumplejack's cell?" (I know there's more, but those two are enclosed with actual walls and already open.)


Male Ogre

Grumplejack comes into the Mess Hall announcing, "Boy, you guys been busy. Grumplejack smell food through that door." He points at the door to the kitchen.

It occurs to you that it has been some time that you've had a decent meal yourselves.


If you query G4, he is unable to provide any information beyond what you already got from Cedric. Let me know if you stash him upstairs then. No problem if you do, no problem if you don't.


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 don't like the idea of keeping him with us. And I do believe that stashing all of our prisoners in one cell is on that list of super-villain no-nos. It certainly aided our own 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's eye falls on the letter from Cedric.

"Well, well. Gentlemen, we have some extra leverage against Cedric, a letter ending in a marriage proposal to one "Michelle". I'll keep it on me till that time comes that we either see little Cedric or his girl again."


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 will gather up the lute and dog treats, "These may be useful later."

I did't think G5 had taken that much damage... oh well.

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


6 from Malleck. 3 from Mordecai. 5 from Shade.

@Taeral - I want you to know I checked your perform skills, and would have made the instrument something else for you, but with oratory, I was stuck, as a MW podium wouldn't fit in the footlocker.


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'

No worries... Taeral will be taking other perform skills later as not all the performances can be done with Oratory. And I may as well as this now, an Ode can be a lyrical poem/poetry, so can Taeral use that performance skill for countersong. I have had it ruled both way, and I am ok with either, just need to know how to divide up skill points.


The CRBis specific as to which skills are required for Countersong and Distraction. None of the other abilities require a specific performance.


So what's the plan you rascally villains? Is G4 stowed away in a prison cell upstairs? Have we looted up and distributed all of the gains from the chests? In addition to what was in the chests, the guards here, while they weren't wearing it, did have the usual pile of gear:chain shirt, longsword, etc. If relegated to "porter," Grumplejack could probably haul 2-3 of the footlockers filled with stuff. I'll leave it to you guys to determine how much could fit. Chain shirts and arrows, sure, longswords might be too long, etc.


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 listens at the door to what should be the kitchen. "I don't suppose the kitchen would have an exit of its own would it?"
perception: 1d20 + 3 ⇒ (1) + 3 = 4
Hearing nothing he readies to open the door when everyone says they are ready.
"We might need a couple days rations, once we get out of here. Either because we have to hold up somewhere or the trek to our benefactor takes some time."


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

Longbows and chain shirts are the most valuable, so let's take them - arrows, not so much... And let's just feed the guard to the ogre, keep him happy! EDIT: Agree with Gertrart, need rations. Good thinking, that man. Orc. Thing.


Be sure and go through the footlockers and catalog everything you want to take with you. Especially those penny dreadfuls! There's a weapon or two in there, clothes, tobacco, liquor, etc.

My apologies, but pouch number four has 1d6 gp in it:

Pouch contents: 1d6 ⇒ 4


Male
VITALS:
AC: 25(27), T: 11, FF: 24; HP: 150/150; F:24, R:15, W19; SR:20; CMD 28; CMB +13; Init: +6 ; Perc: +15
Anti-Paladin 8
SKILLS:
Bluff +19, Disguise +18, Handle Animal +16, Intimidate +29 (+33 against living creatures),Knowledge (planes) +13(+15 vs G Celestials), Knowledge (religion) +13, Perception +15, Ride +14, SM +10

updated some of the loot. please add the gear we have so far. bows, swords, shirts etc. thanks :)

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