Council of Thieves

Game Master Mug

"We did not fail Aroden—he failed us, though we Wiscrani held the faith! We embraced that adversity and replaced his betrayal with strength and order." —Alcini Vitaron of Alcini’s Apothecary

**Combat Map**
*Map of Westcrown*


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"Get in the room and douse the lights. Stay quiet and let them blunder into the shrieker."


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

"and stop up your ears," says Enko with a smile.


With seconds to spare Lucon and several others pivot the heavy slab back into position, casting the room into near darkness. Jaiyana (I believe the only light source) puts her sunrod into her pack, covering the top and blocking any light. The stomping feet of the approaching Hellknights becomes louder and louder, the Hellknights are obviously moving with great haste, like a pack of dogs after a fox. (Presumably) You all still your movements and quiet your breathing as the Hellknights approach the slab and the shrieker in the corner.

GM Rolls - Mechanics:

Moving in haste - 3
Hellknights 1d20 - 3 ⇒ (18) - 3 = 15

With prep and darkness bonus
Lucon 1d20 + 0 + 5 ⇒ (1) + 0 + 5 = 6
Enko 1d20 + 8 + 5 ⇒ (18) + 8 + 5 = 31
Corneleous 1d20 + 1 + 5 ⇒ (4) + 1 + 5 = 10
Jaiyana 1d20 + 5 + 5 ⇒ (10) + 5 + 5 = 20
AC 1d20 - 3 + 5 ⇒ (14) - 3 + 5 = 16
Tavi 1d20 + 11 + 5 ⇒ (7) + 11 + 5 = 23
Amon 1d20 + 11 + 5 ⇒ (16) + 11 + 5 = 32


The second to last Hellknight, presumably the leader slows down as he passes the wooden slab, hearing a scrap of a sword (probably Lucon's longsword, or maybe a poorly muffled sneeze from Corneleous), shouting to the others, "Check around the corner, I could have sworn I saw a light!" You hear, right outside the room, one knight say to the other, "Help me check behind this-" All sounds are suddenly drowned out as a piercing, shockingly loud scream erupts out in the tunnel for (1d3 ⇒ 1 rounds) six full seconds. The noise is all consuming and all you can hear, in the darkness is the sound of your own breathing, heavy in your ears. Lucon, near the slab, does not feel or see any attempted moving of the slab quiet yet.

The shrieking ends, as suddenly as it started, and all creatures take a second to orient themselves. If you heeded Enko's advice to plug your ears, you avoid this slight recovery time. As hearing returns you hear a Hellknight, maybe two, yelling expletives and grunting in effort a short distance from your door. There is some muffled conversation, from a handful of voices, and then a few other voices drawing near to the slab. Then, a chorus of small cries ring out farther down the tunnel, followed by the shouting of the Hellknights.

What follows for the next thirty seconds or couple minutes, it's difficult to tell, is the sound of a pitched battle outside your room. Steel on steel, battlecries, and the screams of the wounded or dying. As this battle rages the ringing in your ears fade and you can again pick up all sounds with normal clarity. The sound of battle has faded, but there are still sounds in the tunnel, the clicking of metal on stone, some muffled, harsh voices, and that's it.


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)

rolls:

Perception to peeks around the corner and see whats left to deal with -
1d20 + 8 ⇒ (1) + 8 = 9


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Enko looks at his bullseye lantern and thinks. Flint and steel will make noise, he muses. He taps Jaiyana and mimes putting the sunrod into the bullseye lantern. He carefulliy removes the oil reservoir. He also mimes shielding the 'rod with a cloak so that no light hits the slab opening, and then points to the little smuggler stow-hole, shrugging with his arms to indicate curiosity.

After this display, Enko puts the lantern down for a few seconds and listens at the slab to see if the voices are moving and if so, in which direction.

Rolls:

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21
Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Anyone have a good set of languages to id the harsh voices? I doubt they are humans. I'll refrain from guessing. We could wait for them to leave and try a different way out of here.


Tavi listens but is unable to make out the words and therefore the language, the voices are speaking in. The shriekers scream must have affected her worse than it did some of the others. Enko is able to determine the voices are closer to the sharp turn of the tunnel, or perhaps a little farther, and are not close (not within 20 feet) of the slab.
The slab is still in place and Tavi can't see much down the tunnel, plus the doorway is in a recessed section of tunnel, further impeding vision till the slab is moved... Perhaps if someone else, who knows some languages... were to give it a listen. They might have more luck than Tavi with the right roll.

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

The Viscount, seeing a brief flash of light, finally unplugs his ears. He strains attention to hear the voices.

crunch:

He has +8 with linguistics, and has infernal, celestial, goblin, and draconic as learned languages.

perception 1d20 + 1 ⇒ (7) + 1 = 8
linguistics if he hears the voices1d20 + 8 ⇒ (16) + 8 = 24

Edit: Linguistic checks only work for written language. Can I scribble down what they are saying, then translate it? - Joking


The Viscount is likewise unable to hear the voices well enough to pick out any words, making it impossible for him to correctly identify the language, at least from his current location. Must be getting old


I'd like to throw my hat into the proverbial ring, AC says.

Perception 1d20 + 9 ⇒ (15) + 9 = 24

knowledge nature 1d20 + 12 ⇒ (7) + 12 = 19

gm:
he speaks azlanti, elven, common, celestial, and undercommon, and is trained in linguistics (+ 4)


GM Only:

Perception: 1-1d20 + 5 ⇒ (8) + 5 = 13
2-1d20 + 5 ⇒ (4) + 5 = 9
3-1d20 + 5 ⇒ (15) + 5 = 20
4-1d20 + 5 ⇒ (11) + 5 = 16
5-1d20 + 5 ⇒ (6) + 5 = 11
6-1d20 + 5 ⇒ (12) + 5 = 17

Stealth: 1-1d20 + 5 ⇒ (4) + 5 = 9
2-1d20 + 4 ⇒ (6) + 4 = 10
3-1d20 + 4 ⇒ (8) + 4 = 12
4-1d20 + 4 ⇒ (13) + 4 = 17
5-1d20 + 4 ⇒ (2) + 4 = 6
6-1d20 + 4 ⇒ (10) + 4 = 14

AC hears the voices well, but can't quite place the tongue being used. He can tell that their method of speech has similarities to Undercommon.

However, as AC speaks, the muttering in the hall continues for a second, then one voice overrides the others with a sharp word, then there is dead quiet. After a moment you hear faint scuffling sounds coming down the tunnel towards the slab.


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)

Tavi makes herself ready for combat goes into overwatch


female Chelaxian ranger (skirmisher, urban ranger) 2

Jaiyana readily complies with Enko's wishes with an understanding nod, and hands him the sunrod for the lantern. She keeps a tight grip on her flail and an ear out for any changes in the noise outside, silently steeling herself for another battle.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Enko quickly drops the sunrod into the bullseye lantern, then shuts the lid and turns resolutely to face the slab.

Is everyone in favor of more combat, or does anyone want to try a little Diplomacy?


female Chelaxian ranger (skirmisher, urban ranger) 2

I could go either way, but Jaiyana's skills favor the former.

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

The Viscount quietly loads a crossbow bolt into his sidearm, and briefly practices the somatic gestures for his mage armor spell. He debates whether he should cast it now, risking drawing the ire of his companions with the noise.


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)

Tavi always stand up for combat as combat means loot! Which after all is at the heart of all rogues and halflings. It depends on whats out there . . .


Magnificent bull-rushing train of justice and smack-downs | Init +1 Per +2 | AC 25/12/23 or AC 21/12/19| HP 45/45 | F +6/R + 2/ W +3| +3 bravery, +1 trait bonus vs. devils CMB +8 CMD 19 | Conditions: None
Attacks:
pick one-handed power attack w/shield +8 (1d6+9) | pick two-handed power attack +10 (1d6+13/x4) | pick one handed w/shield +10 (1d6+5/x4) or two handed +12 (1d6+7/x4) | bardiche +10 (1d10+13/19-20; reach, brace) |

Lucon seems hesitant but won't put up much of a fight.


As the group debates via otherwordly means in the pure darkness of the stinky sewers, the scuffling grows closer, ending up right outside their little hidey-hole. The light in the sewer is fitful and shadowed at best, from what little can be seen through the sliver at the bottom of the slab. The light is cut off as a shadow, or shadows cover the sliver with their body, or bodies. The shadows remain for a moment, and then a thin, glint of wet metal appears in the gap at the bottom of the slab, sliding in about a foot, probing around slightly as if testing it's reach before withdrawing. Next several sets of small grey fingers with long, dirty, and bloody nails reach through the small gap, pulling ineffectually at the heavy slab of wood. The language is foreign to almost all of you, but they continue to jabber in soft, but hard tones.

Tavi & Corneleous:
The language is Goblin
#1 "Me swear me hear bigman voice Boss!"
#2 "Then where bigman voice go, Verk? Me see no voices anywhere's! Cept dead bigmen we sticksies! hehehehe"
#1 "Must be hiding behind too-heavy-door Boss, must be!"
#2 "You ears too big, Shlek, hear too much micey-mice and sluggy-slugs!"
#1 "Sluggy-slugs no have bigman voice Boss! Don't hit me please boss!"
#2 "We go finish poking metal bigmen Shlek, you lucky! Sticky bigmen put me in good mood!"
#1 "Yes Boss! Just want get in too heavy wood, what if more metal bigmen in there??"
#2 "Mmm, you steal my idea stupid!! We must kills all bigmen, they kill poor Bessy!"
#1 "Oooooohhhohh!! Poor Bessy!"
and so on...


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)

I forget how heavy the slab was? Too heavy to tip over?


Magnificent bull-rushing train of justice and smack-downs | Init +1 Per +2 | AC 25/12/23 or AC 21/12/19| HP 45/45 | F +6/R + 2/ W +3| +3 bravery, +1 trait bonus vs. devils CMB +8 CMD 19 | Conditions: None
Attacks:
pick one-handed power attack w/shield +8 (1d6+9) | pick two-handed power attack +10 (1d6+13/x4) | pick one handed w/shield +10 (1d6+5/x4) or two handed +12 (1d6+7/x4) | bardiche +10 (1d10+13/19-20; reach, brace) |

Lucon lets out a shuddering breath as he draws his blade, the ring of steel sounding louder than it's ever been. He'll press himself against the wall, blade raised. If possible I'll ready an attack. Have we rolled our stealth checks already? I've forgotten.


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)

just drop the slab on them


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Excellent idea, but my character's ethics will prevent him from assisting in the slab push. Such is the way of a Lawful Good Flowing Monk...

Enko continues to wait, wishing someone in the group was capable of intelligible parley.


The slab is push-overable


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)

Push the slab over onto the goblins. Then step back to allow the more meaty wade in first


Octavia 'Tavi' Delphina wrote:
Push the slab over onto the goblins. Then step back to allow the more meaty wade in first

To clarify, someone could push it over, but Tavi is not strong enough nor does she have the appropriate leverage. Anyone care to assist?


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

poor wittul guys. I got all tearful when all those goblins died in the Goblins webcomic. Ok, just do it and we'll fight 'em. ...But Enko still won't push the slab. ;P


female Chelaxian ranger (skirmisher, urban ranger) 2

Jaiyana will assist in pushing the slab with a well placed boot. Strength check: 1d20 + 2 ⇒ (9) + 2 = 11


Hmm, gonna need more than that. Anyone helping give me a strength check.


Magnificent bull-rushing train of justice and smack-downs | Init +1 Per +2 | AC 25/12/23 or AC 21/12/19| HP 45/45 | F +6/R + 2/ W +3| +3 bravery, +1 trait bonus vs. devils CMB +8 CMD 19 | Conditions: None
Attacks:
pick one-handed power attack w/shield +8 (1d6+9) | pick two-handed power attack +10 (1d6+13/x4) | pick one handed w/shield +10 (1d6+5/x4) or two handed +12 (1d6+7/x4) | bardiche +10 (1d10+13/19-20; reach, brace) |

"Allow me, little one." the man says, putting his shoulder against the slab and giving a mighty shove.

1d20 + 4 ⇒ (19) + 4 = 23


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)
Quote:
Allow me, little one.

With that said Tavi slips back and lets the larger members take the lead while readying her daggers.

Stealth Although what is the point with this tactic lol
1d20 + 11 ⇒ (16) + 11 = 27

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

You know, talking really ruins any chance of surprise against these little goblins. The Viscount scolds Lucon, but throws his ample frame at the slab to help push.

Strength check, assist 1d20 + 1 ⇒ (4) + 1 = 5
I'm afraid the flesh is willing, but the flesh is weak.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Enko frowns in disapproval at the tactic but does nothing and says nothing. He does, however, point at Corneleous and crudely mime casting a spell.

Stealth helps as it conceals just how many of us are in here. Or something.


As Lucon and Jaiyana both both the heavy wood, there are several yelps of surprise from the other side of the slab.

GM Only:
Reflex: #1-1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13, #2-1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15, #3-1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14. Damage: #1-1d6 + 1 ⇒ (5) + 1 = 6, #2, dodged, #3-1d6 + 1 ⇒ (4) + 1 = 5
As the wood is thrown backward to land on the ground with a crash and a crunch, two of those yelps turn into high cries of pain, and the door comes to rest at an slight incline, rather than lying flat. You see one goblin escaped the door, and there are several others farther down the sewer. They are sewer Goblins. They are in various stages of looting/mutilating several Hellknight bodies (that you can see) lying on the floor, and their heads turn slowly towards you at the crash and as more humans spill into the tunnel. They are dressed in garbage and rags, and are wielding one or two long knives (dogslicers). You might also notice the mushroom has been hacked to pieces, with a Hellknight longsword still embedded in it, and there are also several goblin bodies lying amongst the Hellknights.

Initiative Rolls:

Lucon 1d20 + 1 ⇒ (3) + 1 = 4
Enko 1d20 + 4 ⇒ (3) + 4 = 7
Corneleous 1d20 + 1 ⇒ (13) + 1 = 14
Jaiyana 1d20 + 3 ⇒ (15) + 3 = 18
AC 1d20 + 0 ⇒ (1) + 0 = 1
Tavi 1d20 + 3 ⇒ (5) + 3 = 8
Amon 1d20 + 2 ⇒ (18) + 2 = 20

Goblin 1 1d20 + 1 ⇒ (4) + 1 = 5 (pinned)
Goblin 2 1d20 + 1 ⇒ (1) + 1 = 2 (pinned)
Goblin 3 1d20 + 1 ⇒ (14) + 1 = 15 (dodged)
Goblin 4 1d20 + 1 ⇒ (4) + 1 = 5
Goblin 5 1d20 + 1 ⇒ (5) + 1 = 6
Goblin 6 1d20 + 1 ⇒ (9) + 1 = 10

INIT:
Amon
Jaiyana
Corneleous
Goblin 3
Goblin 6
Tavi
Enko
Goblin 5
Goblin 4
Goblin 1 (pinned)
Lucon
Goblin 2 (pinned)
AC

You are now in the surprise round, I'm counting Jaiyana's, Lucon's, and Corneleous's pushing as their action. You'll note their momentum from the push carried them into the sewer. Everyone, except the three pushers, post a surprise round (1 move or 1 standard), and a Round 1 for me please.
For simplicity, on the map the farthest Goblin is #6 (around the corner), the next closest is #5 (at the corner/visible) and so on. #1 and #2 are underneath the door right outside the room, are prone and helpless at the moment.
**MAP**


Surprise Round::

Identify (free), and

AC hits the crossbow lever putting a bolt in the chamber (2 left). He narrows his eyes (knowledge nature 1d20 + 12 ⇒ (14) + 12 = 26 ) and says These are Goblins. Goblins are fast, but weak, and very dodgey. Goblins can see in the dark, and they have a fascination for magic, especially fire.

If I know anything else, I would say it, and include that as my surprise round action. If I can see anything, I would fire at it. I would prefer not to fire into melee, as that will give me a minus 4. I have low light vision. If AC cannot see anything clear enough to hazard a shot, I will move and position near the entrance behind a fighter for his movement.

1d20 + 1 ⇒ (16) + 1 = 17 to hit
1d10 ⇒ 9 damage

Round 1 action:
Shooting goblins. AC pulls the reload lever of Mycroft, and fires (again, or not)

1d20 + 1 ⇒ (16) + 1 = 17 to hit
1d10 ⇒ 2 damage

If I shot in the surprise and the 1st round (2 times), I would be all out of bolts in the chamber, and need to spend a full round to reload a 5 pack, so that would be my round 3, assuming we get that far. If not, then I would reload after combat. I would also want to study the bodies after combat.

I've got some more job stuff to do today (pee in a cup etc etc), so bot me "thusly" as you need to.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Surprise Round:

Enko slips from the room, dodging around Jaiyana. He approaches the nearest goblin. "We thank you for attacking the Hellknights, but I regret that you mean us harm as well," he says quietly.

Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15
Trip: 1d20 + 2 ⇒ (12) + 2 = 14

Round 1:

If that trips the first goblin, he will move to the next one and let the others finish the first one off. This is also assuming the next goblin charges him. If not, this attack is for the first goblin.

Enko passes the fallen goblin and stands in a defensive posture. As the next goblin approaches him, he lashes out with a foot, keeping his body otherwise protected.

Unarmed Attack: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
AC is currently 20.

Mug:

Can I see from here that ALL mushrooms are destroyed? I thought there was more than one. I'll roll for fun. I believe it's a 'reactive' action if I'm within obvious line of sight of the thing.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11


As I reread that it might be confusing. Corneleous, Jaiyana, and Lucon, I do need Round 1 spoilers, but not a surprise round, everyone else I need both. Thanks!

Enko:
Yes you can see they were all destroyed, there were only two and both were hacked apart, probably both from Hellknight blades. Also you're surprise round can have either a move OR a standard, but not both. I think you have move and trip. Thanks!


Magnificent bull-rushing train of justice and smack-downs | Init +1 Per +2 | AC 25/12/23 or AC 21/12/19| HP 45/45 | F +6/R + 2/ W +3| +3 bravery, +1 trait bonus vs. devils CMB +8 CMD 19 | Conditions: None
Attacks:
pick one-handed power attack w/shield +8 (1d6+9) | pick two-handed power attack +10 (1d6+13/x4) | pick one handed w/shield +10 (1d6+5/x4) or two handed +12 (1d6+7/x4) | bardiche +10 (1d10+13/19-20; reach, brace) |

Round 1:
Lucon bowls out of the side-passage, taking a moment to re-orient himself. He makes to gently push past Cornelius, but appears hesitant. Waiting for the man to take his action before he pushes past, eyes cast downwards. "Please excuse me, milord."

[ooc]Seeing I'm so low on the initiative order, my action may need some revising, but if there's room for Lucon by that late stage, he'll make for the nearest Goblin and run him through.

1d20 + 4 ⇒ (8) + 4 = 12
1d8 + 9 ⇒ (1) + 9 = 10


AC has some identification that he yells out during his surprise round. You would all know it for round 1. Posting it here, just in case it influences your actions. (Nothing too revealing here, but I want to get in the habit of posting what I know, for when it is actually helpful with DR and stuff, and the difference between life and death.)

AC's Surprise round findings - click if you are on round 1 actions:

These are Goblins. Goblins are fast, but weak, and very dodgey. Goblins can see in the dark, and they have a fascination for magic, especially fire.


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)

Suprise:

Make sure those under the door are finished off. Can I see which goblin is the 'boss'?

Round 1:

Whip my dagger at the 'boss' goblin.

Dagger Throw -
1d20 + 4 ⇒ (2) + 4 = 6
1d3 + 1 ⇒ (3) + 1 = 4
Sneak attack? If yes add a d8

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

surprise:

Although his action was taken by the feeble attempt to move the slab, he does manage to call out to the goblins, in an attempt to intimidate them.

In goblin: Greenbloods! You puny, sniveling creatures! Throw down your arms and surrender, or we'll not only kill and eat you, but we'll write your names on your tombstones.

Round 1:

Move: Retreat
Standard action: cast mage armor


Surprise Round:

With a brief whispered prayer, Amon spread his arms wide and a silver string of energy flows from his chest, wraps around the corner, and strikes [WHOEVER IS IN FRONT] in the back.

Use a standard action to activate Life Link. "Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage."

Round 1:

Amon moves with the group as they proceed up the tunnel, readying himself to heal as necessary.

Move action, stay in the middle of the group as necessary. Use a standard action to ready an action. Amon will channel energy if anyone in the group (besides his Life Link) is brought below half their hit points. Channel Energy 1d6 + 1 ⇒ (2) + 1 = 3


female Chelaxian ranger (skirmisher, urban ranger) 2

Round 1:
hp 10/13; AC 18

"Disgusting, sewer-dwelling vermin," Jaiyana snarls as she sets her heavy flail into a spin aiming to crush the skull of the nearest goblin.

Attack, with Combat Expertise: 1d20 + 3 ⇒ (4) + 3 = 7; Damage 1d10 + 3 ⇒ (3) + 3 = 6


Surprise

With a brief whispered prayer, Amon spreads his arms wide and a silver string of energy flows from his chest, wraps around the corner, and touches Jaiyana in the back. Life Link. "Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage."
Jaiyana also orients herself in the tunnel, holding her flail tightly and turns to find more foes.
Corneleous stumbles out into the tunnel, but manages to yell out, in Goblin,

Goblin:
"Greenbloods! You puny, sniveling creatures! Throw down your arms and surrender, or we'll not only kill and eat you, but we'll write your names on your tombstones!"
I'm ok if you read this, but remember to rp your characters based on whether they would understand Goblin or not, obviously.
Goblin 3 stares in shock as the great immovable door suddenly topples over, crushing the chief and Verk, too surprised to move, clearly taken aback at the tasty-looking human shouting blasphemy in his own Goblin tongue!
Goblin 6 stares, wide-eyed at his friends in the corner, wondering what is happening in their normally quiet stretch of sewer, confused at the shouted Goblin threats. This one is around the corner and out of sight of you all
Tavi peers through the press of bodies and is able to identify the Goblin leader as one of the Goblins under the door, but is not yet close enough to finish him off, and so just notifies the others. "The leader is under the door!"
Enko slips from the room, dodging around Jaiyana and Corneleous, who both shift aside as he passes. He approaches the nearest goblin. "We thank you for attacking the Hellknights, but I regret that you mean us harm as well," he says quietly, and prepares himself to attack.
Goblin 5 This Goblin looks up from stabbing the very-dead body of the hellknight, who's face more resembles a hunk of meat at this point, as the Goblin was having some fun rearranging features, cutting down nose and ears, etc... It's huge, toothy face and small green/grey body are covered in blood.
Goblin 4 stops it's lamenting over the hacked body of the mushrooms, previously sobbing into the fleshy fungi, and turns to stare insanely at the group, malice in it's eyes.
Goblin 1 (pinned) gives a gasp for air.
Lucon orients himself after his tumble through the door, sword at the ready.
Goblin 2 (pinned) moans quietly.
AC hits the crossbow lever putting a bolt in the chamber. He narrows his eyes at the goblins he can see under the door and says, "These are Goblins. Goblins are fast, but weak, and very dodgey. Goblins can see in the dark, and they have a fascination for magic, especially fire." Taking swift aim at one of the goblins under the door, he shoots his crossbow through the legs and around the bodies of the others, striking the injured Leader through it's thigh, and the Goblin leader falls silent. 1d2 ⇒ 1

Round 1 coming up


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Mug:
sorry about that! You can use the Trip for Round 1 then, or as you see fit, as others may have killed the bloke by then..


Round 1

Amon moves with the group as they proceed up the tunnel, readying himself to heal should anyone take severe damage.

"Disgusting, sewer-dwelling vermin," Jaiyana snarls as she sets her heavy flail into a spin aiming to crush the skull of the still-living goblin under her feet. Despite it's predicament, the wheezing goblin manages to duck it's head under the wood slab enough that the mighty swing smashes instead into wood, rather than goblin brains.

Corneleous moves back out of the way weaving around Lucon to give himself some distance and clear a path for the others. Drawing some materials and with a quick mutter casts a spell upon himself Mage Armor

Goblin 3 stares daggers at the now available Enko, who is standing right in front of him, shrieking, "Bigman must DIIEEIEEEIEIE!" and attacks with both his dogslicers. The first strike flies wide, the goblin spinning in place, but the second is much better aimed, or lucky, but fails to be a truly devastating blow. Crits, but failed to confirm. -2hp from Enko.

Goblin 6 runs around the corner, waving it's dogslicers high, "For Bessy!!" but then see's the fresh batch of bigmen, and looks around at his dead or dying kin, and turns and runs back the other way, around the corner.

Tavi steps into the tunnel, seeing the Boss ended by AC's crossbow bolt, and slashes down at the goblin still under the door, but strikes empty air as the goblin once again manages to duck under the door, narrowly avoiding his death. That is one wily prone goblin!

Enko lashes out with a foot, trying to trip the goblin #3 before him, and it falls into a heap at his feet. Enko passes the fallen goblin and stands in a defensive posture, waiting for the next foe and keeps his body protected.

Goblin 5 stands from the body of the Hellknight, and licks the blade before throwing himself at Enko, however it can't seem to land a strike, and so it yells, bloody droplets flying everywhere, "Me want your nose Bigman! Aiieeeiiii.".

Goblin 4 sniffs once, before screaming, "Bessy was my love! RaaaaAAaar!" attempting to run past his companions, and tumble past Enko. It's tumble is actually quite impressive, running up the wall to the side of Enko, and leaping into a twist over the monks punching fist to land behind him, providing a flank for himself and his friend. It strikes with both blades, one drawing a thin line of red on the back of Enko's leg, it's love apparently driving it to greater ferocity. -3hp from Enko. There are now two goblins between Jaiyana and Enko, one prone (tripped), the other standing over it.

Amon's readied channel bursts out of him, washing over friend and foe alike. 3hp healed

Goblin 1 (pinned) bleeds quietly under the door, motionless.

Lucon see's there are just too many bodies on the very narrow walkway to get into a position to help Enko, and instead thrusts under the door, running the remaining Goblin through the chest. It falls silent and ceases to struggle.

Goblin 2 (pinned) gurgles and lies still, pierced by Lucon's longsword.

AC his the reloader again, and once more takes careful aim under the slab, but sees both goblin are now dead and moves out into the narrow tunnel to try and contribute, and goes for a daring shot at the tripped goblin, barely visible through the press of bodies. The shot passes under Corneleous's chin, past Lucon's thrusting arm, narrowly avoids hitting Tavi's hip, between Jaiyana's legs, and into the tripped goblins #3 shoulder, causing a howl of pain.

Enko was hit for 5hp damage this round and was healed for 3hp. The two goblins under the wooden slab are unmoving and pinned. Between Jaiyana and Enko are two goblins, one prone and one standing over the prone one. There is another goblin on the other side of Enko, and one more around the corner, somewhere...

Active Effects: Life Link: Amon & Jaiyana. (If a spell or effect only affects one person I'd ask that person to track it on their own. Thanks!)

NEW INITIATIVE - double check as your order may have changed:

Jaiyana
Corneleous
Goblin 3
Goblin 6
Tavi
Enko
Goblin 5
Amon
Goblin 4
Goblin 1 (pinned)
Lucon
Goblin 2 (pinned)
AC

Round 2 actions please!


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Round 2:

not sure if you had the goblin AoO at me during the trip--it looked like you did from the narrative. Just wanted to let you know that my Trip attacks do not provoke AoO's. Unless you knew this already!

"Take the one between us, Jaiyana," says Enko, and spins like falling water to face the goblin further down the hallway.

Unarmed Strike: 1d20 ⇒ 2
damage: 1d6 + 4 ⇒ (1) + 4 = 5

Fighting Defensively, since I said I was going to before. AC at 20. ...and that's a miss. At least I'm helping Jaiyana flank.

Oh...if the prone goblin tries to rise, I should get an attack of opportunity. If it happens:

Enko releases an arm like a whip at the rising goblin.
Unarmed Strike: 1d20 + 3 ⇒ (17) + 3 = 20
+4, +2 to flank, +1 Bullied, -4 Defensively
Damage: 1d6 + 4 ⇒ (3) + 4 = 7


Enko:
I did forget! Thanks for the reminder and it missed anyways so we'll just sweep that under the rug! ha! I honestly appreciate you keeping me on my toes. Round 1 has been edited, thank goodness for that button.


Don't worry folks, my first priority is to take Selective Channeling at 3rd-level.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

As the dude out front who didn't take Toughness, I appreciate the heal! We will just have to kill them all over again. Uh, Enko didn't say any of this.

Mug:
no worries! Game mastering is hard stuff! I think I forgot damage bonuses in the first fight, and I guess I totally didn't know the rules for Surprise Round, so we are more than even. :)


Female Halfling Rogue (Knife Fighter) or Soulknife (If allowed)

Round 2:

Move to attack the goblin flanking Enko, while gaining flanking myself.
1d20 + 2 ⇒ (16) + 2 = 18
1d3 + 2 + 1d8 ⇒ (1) + 2 + (8) = 11

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