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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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 had taken his bullseye lantern with sunrod.

Enko signals Tavi and Jaiyana to halt and points down the hall, miming talking and then counting to three or four on his hand. He then raises a finger to his lips.

dice:

Stealth
1d20 + 8 ⇒ (18) + 8 = 26


Night brings a deadly stillness to Westcrown, and the faint but odd sounds of the tunnels even seem hushed, as though not wanting to attract the attention of the unknown terrors that lurk in the night. Our small group of heroes struggle on, splitting now into two groups. One group faces a virtual wall of near-mindless oozes, hungry for anything they can find. The other, the first stirrings of an angry goblins nest, grieving over the loss of so many, wanting vengeance for the dead, and bringing reinforcements. Behind it all, the Hellknights continue to wander the already-dangerous sewers, eager to prove their mettle against a ragtag bunch of rebels.

Barricaders:
The Viscount tries to amplify his earlier success, lifting another rock after causing it to shine with light. This does in fact add to the methods effectiveness, the light and floating stone causing the entire swarm to converge slowly, but excitedly towards the object. The lit stone floating ahead illuminates more of the tunnel, showing the entire swarm - hundred and hundreds of oozes - occupies about a 40' section of tunnel, most of the swarm bunched near the barricade. However the glowing, floating stone is causing them to climb and crawl over each other, the ground directly beneath the stone a small mound of shifting, squirming oozes, the mound almost two feet in height. This causes the swarm to occupy only about 25' - 30' instead of the 40' they were covering. Some fall or roll off the mound to either side, some into the sewage, which causes them to travel a bit farther downstream, faster than the ooze-mound, but then they climb out and crawl right back towards the light.

Corneleous keeps the stone at the very edge of the spells range to ensure the near edge of oozes doesn't see you. Even so, several of the slower oozes sense your movement and begin crawling your way. Too soon to have you declare initiative, but how you handle the stragglers will determine will affect how things develop. There are three of them.

The others have been gone for three and a half minutes at this point.

Very cool idea btw, I hadn't even considered this as a possible solution. The oozes have 10' movement speed, but the congestion caused by the slow-moving stone is slowing the mass to a crawl of 5' speed.

Body Snatchers:
After the last words of the female goblin you hear a faint plop of liquid, some running footfalls in the other direction but after that the tunnels go completely, deadly silent.
Tavi just BARELY hears some soft padded footfalls, as well as some faint sloshing, headed quietly in your direction. You've been gone from the others approximately three and a half minutes.

Enko, you rolled another stealth, what's the intent behind it? To remain quiet in the tunnel, to sneak away, to hide in the sewage? My understanding is you're remaining quiet in the tunnel (very very quiet), and your bulls-eye lantern still shines. Correct?

GM Rolls:
Sn G: 1d20 + 15 ⇒ (2) + 15 = 17

Enko: 1d20 + 7 ⇒ (7) + 7 = 14
Tavi: 1d20 + 8 ⇒ (9) + 8 = 17
Jaiyana: 1d20 + 5 ⇒ (19) + 5 = 24


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

Staying still for the moment


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

Tavi loosens the tie of her bag of caltrops and quietly sprinkles them on the floor in front of her, then backs away and readies for an attack once something comes in range.


AC whips out his book and looks something up.

Know Nature: 1d20 + 12 ⇒ (17) + 12 = 29

So I know their resistances and everything, but I would like to know if there is anything that could hint to me about their behavior to handle a situation like this.


AC:
Nope, there's nothing about clearing out a tunnel full of oozes ;). You'd perhaps know a bit more about the telepathic aspect of the oozes.

Telepathic Sensitivity: Torbles are receptive to the thought-energy of telepathic minds. A creature with the telepathy special ability can use a swift action to mentally command one torble per point of Charisma bonus for one round, twice that many by using a move action, or four times that many by using a standard action. The creature’s control of the vermin is limited to simple commands (“attack,” “defend,” “stop,” and so forth); orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Torbles that leave the range of the creature’s telepathy immediately revert to their standard behavior.


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) |

Barricaders:
Lucon lifts a sturdy boot, ready to tread one of the creatures into the ground.


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

Bodysnatchers:

Enko shutters the bullseye lantern to prevent light from escaping and waits for the goblins to run into the caltrops, taking a flanking position on the opposite side of Tavi (i.e. if she's on the left hand side of the passage, he'll take the right.)

Readied action: when the first goblin hits the caltrops he will open the lantern and attack.


female Chelaxian ranger (skirmisher, urban ranger) 2

Body-Snatchers:
Jaiyana once again dons her armored coat as quickly and quietly as possible in anticipation of the upcoming ambush, and tightly grips her flail, her knuckles whitening around the haft.

If you want a new Stealth roll for the action to put on the coat since it does add an ACP...1d20 + 5 ⇒ (12) + 5 = 17

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

Barricaders:

My friends, if you could attend to the stragglers, I would appreciate it. I cannot act- I must maintain this spell, and it taxes me fully. I have nearly exhausted myself. Having used his allotment of spells for the day has made the Viscount weary. You can see him strain to hold the spell, as if it were heavy than a mighty weight. Yet through his grimace, you can see a strange light in his eye- as if the energy flowing through his frame is also a strong narcotic.


GM Mug:
In that barricade of garbage and miscellaneous objects, would there happen to be a push-broom? Amon is willing to take 20 on a Perception check to find one.

Edit:
Or a shovel.


Bodysnatchers Surprise:

After Tavi heard the initial sounds of stealthy goblins, there had been no further sounds for several moments. The lantern gets completely shuttered by Enko, plunging the tunnel into total darkness. Each of you ready yourselves a few feet behind the caltrops. The sewer channel runs along against the right side of the tunnel. Tavi stands behind the spilled contents of her last caltrops bag (Covering the 5' square in front of Tavi. Please update Char sheet) and waits for the goblins to run into them. Enko stands to her right, the space in front of him not covered in caltrops, and readies himself to attack. Jaiyana, standing just behind Enko, quietly dons her armored coat and stands holding her flail in the darkness, waiting.

Suddenly three attackers erupt from the sewage to Enko's right, two swinging at Enko, and the third hacking at Jaiyana. Out in front of Enko a fourth thing charges in past the caltrops, dogslicers swinging. Suprise Round for the Goblins, a 33 stealth roll.

The attacks are quick and vicious, but Jaiyana manage to avoid the strike against her, the blow glancing off her armored coat. Enko, despite being effectively blind, manages to dodge three of the four blades swung at him. But one does slip through and slices through his side. 3hp damage Enko, that's including sneak attack damage!

There are four 'attackers', making an L shape to the side of, and in front of Enko. Tavi threatens the attacker in front of Enko, it's a 5' diagonal from her. Behind Tavi, Jaiyana waits, hearing the battle starting around her. To her right is an empty square (directly behind Enko), with two attackers reachable from that square.

Darkness (blind) Conditions: No Dex Bonus, -2 AC, 50% Miss Chance.
Enko: AC 11
Tavi: AC 13
Jaiyana: AC 12

**MAP**

Go ahead and give me your spoilered combat actions.

INIT:
Jaiyana
Tavi
Enko
'Attackers'

GM Only:

Perception
G: 1d20 + 5 ⇒ (9) + 5 = 14
Enko:1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Tavi:1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5
Jaiyana:1d20 + 5 - 4 ⇒ (10) + 5 - 4 = 11

Sn G: 1d20 + 15 ⇒ (18) + 15 = 33

Attacks
Goblin 1:1d20 - 6 ⇒ (8) - 6 = 2,1d20 - 6 ⇒ (12) - 6 = 6. Dam 1d4 - 1 ⇒ (3) - 1 = 2+1d6 ⇒ 4
Goblin 2:1d20 - 6 ⇒ (8) - 6 = 2,1d20 - 6 ⇒ (20) - 6 = 14. Dam 1d4 - 1 ⇒ (1) - 1 = 0+1d6 ⇒ 3. Crit Conf. 1d20 - 6 ⇒ (9) - 6 = 3 Miss
Goblin 3:1d20 - 6 ⇒ (7) - 6 = 1,1d20 - 6 ⇒ (10) - 6 = 4. Dam 1d4 - 1 ⇒ (3) - 1 = 2+1d6 ⇒ 3
Goblin 4: Moves to Enko, no attack. //1d20 - 6 + 2 ⇒ (16) - 6 + 2 = 12,1d20 - 6 ⇒ (12) - 6 = 6

Darkness (blind) Conditions: No Dex Bonus, -2 AC, 50% Miss Chance.
Enko: AC 11
Tavi: AC 13
Jaiyana: AC 12

Init
Goblin s:1d20 + 1 ⇒ (2) + 1 = 3
Enko: 1d20 + 4 ⇒ (2) + 4 = 6
Tavi: 1d20 + 3 ⇒ (11) + 3 = 14
Jaiyana: 1d20 + 3 ⇒ (2) + 3 = 5


female Chelaxian ranger (skirmisher, urban ranger) 2

GM Mug:
Map isn't shared with me; actual post coming soon.


Amon:
The situation is too... uncertain to take 20, or 10 for that matter. Plus taking twenty would take far too long for the situation. All that aside mechanical stuff aside, from your excavation efforts you'd know that there was no push-broom to be found. EDIT: Or tools of any kind really, just rubble and busted furniture and broken beams, etc..

Jaiyana and the Bodysnatchers:
Sounds like a heavy metal band!

Fixed the map link... I believe :).

**MAP**


female Chelaxian ranger (skirmisher, urban ranger) 2

Body-Snatchers:
Round 1 (hp 13/13; AC 18 if able to see, terrible if not): Jaiyana hesitates for moment after feeling a blade skip across her armored jacket, startled by the sudden and unexpected attack, and unsure how to best retaliate in the darkness. She waits, hoping Enko will open the lantern.

Delay until after Enko. Whether he opens the lantern or not, at that point she will wait no longer and strike back at the direction she was attacked from. Attack (with Combat Expertise): 1d20 + 3 ⇒ (1) + 3 = 4; Damage: 1d10 + 3 ⇒ (8) + 3 = 11

Looks like I used up all of my good rolls last night; also, I can see the map now, thanks.


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

Bodysnatchers:

Enko flips the lantern open and hooks a foot at the leg of the goblin directly west of him.
1d20 + 2 ⇒ (15) + 2 = 17
Trip, Fighting Defensively. AC back up to 20 as we are not flat footed anymore, and now sighted.


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

And Now a Drum Solo:

Hold for Enko to open the light -
Attack the goblin I can without moving -
1d20 + 3 ⇒ (8) + 3 = 11
edit - Sheet updated to reflect my dagger and caltrop losses


Should we stay here, or go back? They have been gone for a while. I have no wish to fight these things. They do have a telepathic mind, that they use to communicate with each other. It is very, very, basic.

Can anyone charm animals such as these? or use a telepathic link?


Things are happening in the dark sewers, both groups far from each other and unable to communicate, but each dealing with their own unique problems. One group is having some success with a veritable wall of mindless ooze. The others, hiding in the dark from native denizens of the sewers. Things certainly are happening...

It's been about four minutes since the group separated. Time is 'slowing down' a bit as the action heats up. Barricaders you wouldn't expect the Bodysnatchers back for at least another 2 - 3 minutes.

Barricaders:
If it hasn't been clear, you are all entitled to read all the other Barricader spoilers unless I say not to (for combat purposes or something). And lets be honest, you're all probably reading them all anyways ;), just wanted to make it clear that it's cool by me. Also I'm fine with you reading the Bodysnatcher spoilers, because I laughed at their predicament, just make sure your characters only react to what they know, not what you know... blahblahblah. Ok!
As Corneleous continues to maintain his spell, the bright stone floating slowly above the oozes, the conjurer visibly straining at the effort of mind and will. He is making progress however, the swarm is moving back down the tunnel and it's only a matter of time before a side tunnel becomes available to divert them too. AC contributes his extensive knowledge to the dilema, giving some helpful insights to the oozes, and Amon happily emerges from the rubble pile with a light, wide board with the intent to brush the oozes back and away. Lucon waits with raised foot for the nearest of the few oozes coming back towards them.

As the three oozes sense you, they come after you, movements speeding up a little at the prospect of something edible. Amon uses his board to great effect, knocking the ooze confronting him into the sewage channel, where it drift downstream a ways, emerging much closer to the bright floating stone, where it gets distracted by it and joins the bulk of it's fellows. Corneleous is forced to quick step it to the side to avoid the one coming after him, dodging it easily, but unable to continue his forward motion, thus stalling the entire swarm as the stone above them also stops it's forward motion. Lucon's method is a bit more direct, stomping down with a heavy boot onto the tiny ooze. As with the others, the ooze expolodes violently under the boot, but some of it's internal liquid does spash onto Lucons shin, causing the skin to bubble and smoke briefly but painfully. 1hp damage Lucon

Something else happens as the ooze is destroyed. The entire swarm of hundred and hundred of oozes stops almost immediately, a dull red hue coming over their until-now transluscent bodies. They seem to be... waiting, or possibly listening for something, quivering in silence for the space of several heartbeats, before their skin returns back to their colorless state and they continue to crawl after the floating stone. There is still an ooze near Corneleous's feet, continuing after him.

Bodysnatchers:
Round 1:
Jaiyana hesitates for moment after feeling a blade skip across her armored jacket, startled by the sudden and unexpected attack, and unsure how to best retaliate in the darkness. She waits, hoping Enko will open the lantern. Tavi, hearing the battle, but seeing nothing, waits as well.
Enko flips the lantern open and light floods the area. The monk then hooks a foot at the leg of the goblin directly west of him, causing it to sprawl into a heap on the ground, almost falling back into the sewage channel.
Jaiyana, seeing the light from the lantern, moves 5' and swings at the goblin to the side of her, the flail passing harmlessly past the small creature.
Tavi also swings at the goblin in front of Enko with her dagger, but it dodges her attack with ease, grinning evily.
Thanks for updating that Tavi
Goblin 1 - The goblin in front of Enko swings wildy with both blades, easily dodged by Enko.
Goblin 2 - After a maniacle scream about vengence, this goblin also attacks the monk, blades whistling harmlessly through the air.
Goblin 3 (tripped) Saliva drips from this goblins mouth as it rises quickly to it's feet. Enko's fist catches it right under the chin, snapping it's head violently back before it catches its balance.
Goblin 4 (1 blade, next to Jaiyana) Swings hard at the Ranger, but her armor is more than enough, and the knife glances off once again.

New Init:
Enko
Jaiyana
Tavi
Goblins!

Why don't you roll me like up to Round 5 worth of rolls? Unless you plan on withdrawing etc... It's looking like a regular slugfest and I'll move you as advantageously as I can. Thanks!

GM Only:

'Attackers'
Goblin 1 Attack:1d20 - 6 ⇒ (10) - 6 = 4, 1d20 - 6 ⇒ (11) - 6 = 5. Dam: 1d4 - 1 ⇒ (3) - 1 = 2,1d4 - 1 ⇒ (4) - 1 = 3
Goblin 2 Attack:1d20 - 6 ⇒ (13) - 6 = 7, 1d20 - 6 ⇒ (12) - 6 = 6. Dam: 1d4 - 1 ⇒ (1) - 1 = 0,1d4 - 1 ⇒ (3) - 1 = 2
Goblin 3 Attack:1d20 - 6 ⇒ (2) - 6 = -4, 1d20 - 6 ⇒ (16) - 6 = 10. Dam: 1d4 - 1 ⇒ (1) - 1 = 0,1d4 - 1 ⇒ (3) - 1 = 2
Goblin 4 Attack:1d20 - 4 ⇒ (11) - 4 = 7. Dam: 1d4 - 1 ⇒ (4) - 1 = 3

AoO: att.1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 dam.1d6 ⇒ 3


I would suggest that we not kill any more. As I mentioned previously, they share a basic telepathic link, that can sense when one is in pain or dying.

I'm only guessing on that last part, based on their reaction... but it sounds good! :)

AC readies to "golf" the bug into the sewage "river" using a nearby board, hoping that will carry the curious little creature away to threaten something else.


Good guess :)

Bodysnatchers:
Would you please include AoO rolls as well? Just in case? It makes it much easier for me, not having to look up your info while writing the post. Gracias.


female Chelaxian ranger (skirmisher, urban ranger) 2

Body-Snatchers:
hp 13/13; AC 18

Relentless attack!
Round 2: Attack with Combat Expertise: 1d20 + 3 ⇒ (18) + 3 = 21; Damage: 1d10 + 3 ⇒ (5) + 3 = 8
Round 3: Attack with Combat Expertise: 1d20 + 3 ⇒ (10) + 3 = 13; Damage: 1d10 + 3 ⇒ (10) + 3 = 13
Round 4: Attack with Combat Expertise: 1d20 + 3 ⇒ (7) + 3 = 10; Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Round 5: Attack with Combat Expertise: 1d20 + 3 ⇒ (20) + 3 = 23; Damage: 1d10 + 3 ⇒ (9) + 3 = 12
Critical confirmation: Attack with Combat Expertise: 1d20 + 3 ⇒ (19) + 3 = 22; Damage: 1d10 + 3 ⇒ (8) + 3 = 11

Attacks of opportunity, if needed:
Attack with Combat Expertise: 1d20 + 3 ⇒ (18) + 3 = 21; Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Attack with Combat Expertise: 1d20 + 3 ⇒ (1) + 3 = 4; Damage: 1d10 + 3 ⇒ (6) + 3 = 9
Attack with Combat Expertise: 1d20 + 3 ⇒ (10) + 3 = 13; Damage: 1d10 + 3 ⇒ (3) + 3 = 6


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

Bodysnatchers:

AoO: 1d20 + 1 ⇒ (12) + 1 = 13
damage: 1d6 ⇒ 1


Barricaders:
AC quickly goes back and retries a board like Amon's, swatting the last ooze back into the sewer channel. It is carried down to it's hundreds of fellows. Using this method AC and Amon are able to fend off the dozen or so oozes which fail to keep after the floating rock. You four move at a slow but steady pace, Corneleous continuing to lead the oozes on their merry way. At this pace it takes you about a minute and a half to reach the next 'T' in the tunnel, each of you getting quite efficient in your roles as ooze-movers.

Stopping at the intersection you need to decide which way to go, and which tunnel to dump the oozes. The oozes, for their part, happily crawl over each other to get to the floating stone, Corneleous perhaps having some fun by allowing the stack of ooze to get high and then lead a whole bunch of them into the sewage. Each of you can roll me a perception check to find the correct path, the DC is 20. You've now been separated from the others for about 5 and a half minutes and wouldn't expect them back for another minute or two.
(Since you've gone farther than the barricade, they'd have to catch up)

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

Strategery:

The Viscount does his best to move the stone in lazy circles, collecting the strays and driving the pile to higher peaks. Just when it reaches maximum altitude (and perched at the edge of the flowing sludgy water), he twirls the stone over the edge, hoping that the top ones will slide into the water, and the furthest edge will lemming their brothers in.

Read spoilers? That's HERSEY!!! Oh, and lemming is now a verb.

Perception1d20 + 1 ⇒ (3) + 1 = 4
I'm glad I'm getting all my pathetic rolls out of the way on checks.


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

15 min Guitar Solo:

Attack (with flanking if possible)

Round 1 -
Hit - 1d20 + 3 ⇒ (16) + 3 = 19
Dam - 1d3 + 1 ⇒ (3) + 1 = 4
Round 2 -
Hit - 1d20 + 3 ⇒ (4) + 3 = 7
Dam - 1d3 + 1 ⇒ (2) + 1 = 3

Round 3 -
Hit - 1d20 + 3 ⇒ (12) + 3 = 15
Dam - 1d3 + 1 ⇒ (3) + 1 = 4

Round 4 -
Hit - 1d20 + 3 ⇒ (3) + 3 = 6
Dam - 1d3 + 1 ⇒ (2) + 1 = 3

Round 5 -
Hit - 1d20 + 3 ⇒ (8) + 3 = 11
Dam - 1d3 + 1 ⇒ (1) + 1 = 2

If flanking add + 1d8


More Strategery:

I approve of Corneleous' plan. Lead them over the brink!


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) |

Barricaders:
Lucon winces as the acid splashes his legs, nodding meekly as AC chides him not to kill any more. He'll help his companions push the oozes back until they reach the fork, peering down each of the tunnels and scratching his beard with thick, calloused fingers, deep in thought.

Perception 1d20 + 2 ⇒ (13) + 2 = 15

"Which way?" the man asks. "Can anyone help me spot it?" There are... four of us, correct? Two aid anothers (given that Cornelius rolled so low) and a guidance spell might just get me there! Otherwise we can treat Lucon's roll as an aid another. Wh... Metagaming? Who, me? :P


The better group:
Perception 1d20 + 9 ⇒ (20) + 9 = 29

EDIT: I TOTALLY SAW THAT STUFF!!!


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) |

The Sophisticates:
DAAAAYUM, DATS SOME NICE ROLLING.


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

More like The Aristocrats.


Sophisticated Barricader Strategery-ers:
With astounding powers of perception AC notices the nearly smudged out marker. The dilemma you now face is what to do with the oozes, because the marker is pointing to the tunnel which both other sewer channels feed into, meaning that if you lead them a little ways down the wrong tunnel, if any fall into the sewage, they'll now be carried back towards your group and towards the tunnel you which to take, instead of away from you. This is not yet a problem, as you still and at the 'T' intersection, and any oozes which fall in, climb out fairly quickly before traveling down the side tunnel you need to take. It's now been 6 and a half minutes and some of you may be looking over your shoulders, hoping or expecting the others to be joining you at any moment. [ooc]Feel free to discuss 'the dilemma' while the others resolve any potential hangups they may have experienced...
Jaiyana and the Bodysnatcher's Lonely Hearts Club Band:

Coming soon!
GM Only:

'Attackers'
Goblin 1 Attack:1d20 - 6 ⇒ (7) - 6 = 1, 1d20 - 6 ⇒ (1) - 6 = -5. Dam: 1d4 - 1 ⇒ (1) - 1 = 0,1d4 - 1 ⇒ (1) - 1 = 0
Goblin 2 Attack:1d20 - 6 ⇒ (5) - 6 = -1, 1d20 - 6 ⇒ (7) - 6 = 1. Dam: 1d4 - 1 ⇒ (4) - 1 = 3,1d4 - 1 ⇒ (2) - 1 = 1
Goblin 3 Attack:1d20 - 6 ⇒ (7) - 6 = 1, 1d20 - 6 ⇒ (17) - 6 = 11. Dam: 1d4 - 1 ⇒ (2) - 1 = 1,1d4 - 1 ⇒ (4) - 1 = 3
Goblin 4 Attack:1d20 - 4 ⇒ (17) - 4 = 13. Dam: 1d4 - 1 ⇒ (3) - 1 = 2

Enko Attack2:1d20 + 4 ⇒ (4) + 4 = 8. Dam: 1d6 ⇒ 5
Enko Attack3:1d20 + 4 ⇒ (20) + 4 = 24. Dam: 1d6 ⇒ 3 Confirm: 1d20 + 4 ⇒ (4) + 4 = 8
Enko Attack4:1d20 + 4 ⇒ (20) + 4 = 24. Dam: 1d6 ⇒ 2
Enko Attack5:1d20 + 4 ⇒ (4) + 4 = 8. Dam: 1d6 ⇒ 1 Confirm: 1d20 + 4 ⇒ (2) + 4 = 6
Enko Attack6:1d20 + 4 ⇒ (4) + 4 = 8. Dam: 1d6 ⇒ 5

AoO1: att.1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 dam.1d6 ⇒ 3
AoO2: att.1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 dam.1d6 ⇒ 5
AoO3: att.1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21 dam.1d6 ⇒ 4

Enko
Jaiyana
Tavi
Goblin 1
Goblin 2
Goblin 3 6/9hp
Goblin 4


Sheesh, took me too long to resolve it! Had to put it in a new post!

Jaiyana and the Bodysnatcher's Lonely Hearts Club Band:

Enko I'm not giving you flurries because you're holding the lantern in one hand, and this is throwing your balance off just enough that flurries are too difficult.
Round 2:
Enko 5/8hp Attacks but misses.
Jaiyana blasts #4 in the shoulder with her flail, bones breaking, but the goblin still stands.
Tavi Swings hard with her knife, cutting #1 visciously across it's chest.
Goblin 1 5/9hp misses
Goblin 2 misses
Goblin 3 6/9hp misses
Goblin 4 screams in fear and tries desparately to get away from the powerful Ranger. But Jaiyana is too quick to allow this one to get away, and takes a might swing at it's retreating back before it can jump into the sewer. The flail smashes the other shoulder, to the sound of more breaking bones, and the goblin crumples and lies still.

Round 3:
Enko 5/8hp Attacks #3, who is still reeling from being tripped and punched in the chin, the time he drops the little goblins for good, a kick to it's heads cartwheeling it head over heals before it lands in an awkward heap.
Jaiyana swings at #4 but it manages to leap out of the way at the last moment.
Tavi tries to follow up on her earlier success on #1, but misses the wounded beast.
Goblin 1 5/9hp is angry at Tavi, and swings both dogslicers at her, cutting a long shallow cut down her arm.
Goblin 2 swings a manages to get a glancing blow on Enkos abdomen, leaving a small trail of red blood. -1hp Enko.
Goblin 3 lies still.
Goblin 4 lies still.

Round 4:
Enko 4/8hp cooly wipes some of the blood trails from his hip and abdomen, before launching a snap kick at the goblins leg. The creatures leg twists a little awkwardly, and it turns frightened, pained eyes at the monk.
Jaiyana steps up towards #2, but is unable to hit the creature.
Tavi swings once again, this time cutting the goblin deeply in its neck, blood spraying across the tunnel. She then moves to flank the last goblin with Jaiyana, drawing an attack from the now surrounded goblin, which misses easily.
Goblin 1 -1/9hp goes down in a spray of blood.
Goblin 2 Surrounded on three sides, flanked between Tavi and Jaiyana, Enko to the side. The sewage channel is behind it, but it wants to get one parting shot before it flees, missing both swings at Enko.
Goblin 3 lies still.
Goblin 4 lies still.

Round 5:
Enko 4/8hp rocks the goblins head with a spin kick, the goblins ears bleeding from the force of the blow.
Jaiyana strikes the goblin with such force below it's right armpit, the creatures arms and head separate from the rest of the torso. The goblins eyes blink once, staring at it's ruined body as the light fades from it's eyes. Messy!

Combat is now over. You've been away from the others for about 5 minutes. It'll take about two minutes to get back if you hurry. What now?


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

Team Mega Destructo Awesome:

Enko grabs the arm of the bisected goblin and hefts the bleeding section. "An offering to the bugs," he says. "Let's take more goblins or fractions thereof and make haste."

Fair enough, Mug, as I would be not only holding the lantern but aiming the light to shine on whatever is needed. Complicated!

I'm gonna need an I.V. of CLW at this rate...


female Chelaxian ranger (skirmisher, urban ranger) 2

[spoiler=Team "Does All o'the Work 'round Here!"]"Enko," Jaiyana says, breathing heavily from the half a minute of intense combat, "You are wounded. Do you need a potion, or will you be fine until I or another can tend to your wounds later?" She asks, her voice still steeled with determination, but with obvious concern as she moves to lift the largest goblin corpse she can carry.[/spoiler]


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

Team Supa Flexx:

"I will take one if there is one to spare," says Enko.


female Chelaxian ranger (skirmisher, urban ranger) 2

Team Goblin Stomp:
"I've two, and one remaining will do more for us with you alive than two will with you dead," she responds, drawing one of the two potions given to her earlier that evening and uncorking it, offering it to the injured monk.


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

Goblin Exterminators, Ltd.:

Enko takes the proffered potion and pauses a moment to drink the contents, then continues along the path, carrying his bloody goblin gobbet.

CLW potion: 1d8 + 1 ⇒ (8) + 1 = 9
All healed up and ready for more goblin thumping. Er, Enko regrets the bloodshed but recognizes the greater good that must be served and the prudence in staying alive in order to further serve it. Plus thumping of goblins.


The Barricaders hear noises coming up the tunnels behind them, as if many feet are moving quickly. A beam of light shines around one of the corners just behind them, moments later revealing a hearty Enko, Tavi, and Jaiyana, even though they do sport a few more slices in their clothes than last you saw them. The Bodysnatchers carry with them half a goblin, and a whole goblin, both dead. :)

The scene before the three absentees shows a focused Cornelous maneuvering a glowing stone block above the horde of tiny oozes at a tunnel 'T' junction. AC has found the marker and determined that it directs the group to the left. The sewage flow is moving that direction as well, and Corneleous is having some trouble containing the oozes, as some slip into the sewage and are carried towards the very tunnel you wish to take. Amon, AC, and Lucon are using boards from the barricade to push and swat the tiny nuisances away. Anyone looking might notice a burned patch of skin on Lucons shin, through equally burned and melted clothes.

You can hug later, please continue from this point. ;)

Enko:
You feel a hot, itching, burning feeling starting to gather around the slice you took to your hip. No damage yet, just a constant, small, burning feeling.
Roll one Heal Check, not two, as always. Lucon you get a +2 to the Heal Checks if needed/wanted
Heal Check DC 10:
The sewer 'water' will cause Filth Fever if ingested, or touches eyes, mouth, or an open wound. Enko appears to have some of the early symptoms of this, probably gained during the last battle.
Heal DC 15:
Filth Fever
Type disease, injury; Save Fortitude DC 12
Onset 1d3 days; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage; Cure 2 consecutive saves


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) |

Heal (Untrained) 1d20 + 4 ⇒ (12) + 4 = 16

Lucon peers into the bright light, board raised threateningly, but a grin splits his features as he greets you warmly. "Goblin meat?" he grunts, as he sends an ooze soaring back toward the swarm. "Let us hope it's enough. I think we can outrun the flow with the virtue of a distraction..." he says with a grimace. "Though I'm not sure I want to see them in another feeding frenzy."


female Chelaxian ranger (skirmisher, urban ranger) 2

Heal:
1d20 + 5 ⇒ (9) + 5 = 14

"Enko, once we leave these sewers you will need your wound properly tended. The potion healed the immediate damage, but the filth of the sewer may have coated the little runt's blade. I have seen people on the streets suffer from such ailments; it is not pleasent."


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

Flex-time - Loot the goblins we could from our last fight

Quickly, toss them in. I've had my fill with this place, and its smells.

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

Well met there! We were beginning to fear for your safe return. I believe you've brought us la horse devours? says the Viscount with a laugh. He contemplates, briefly, becoming a bard and specializing in puns.


On the goblins you find; 4 leather armors, 7 dogslicers (broken condition), 1d100 ⇒ 93sp, and several human noses. You left in a hurry, so did not have time to remove the armors. Anything else you had time to quickly loot.


"Yay for problem solving! Ha ha... ha..." His smile disappears. "Let's feed them the goblin bodies and split."


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

Heal:

1d20 + 3 ⇒ (15) + 3 = 18

"Between Lucon and me, we have the beginnings of an infirmary," says Enko. "I remember the signs myself--those dear to me have been taken by it." He looks down briefly, then looks at the industrious scene of the barricaders.

"If we throw the goblins to the right, will the bugs go that way? It seems some will still flow to the left. Can we divert the flow of sewage?"

He considers the bisected goblin swinging from his hand. "Thank you for reminding us you can see in the dark."


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 leans on his plank, gritting his teeth and thinking. I'd like to make a Profession "Knowledge" Check here (DC 10 or 15), I believe it's part of the skill's usages. With the few planks we have and the basic carpentry tools is there a way to divert the flow? I think we should just bolt down the passageway, myself, but it'd be good to know our options. Cornelius' ingenuity has gotten us this far, but I don't think we really have the tools or time to take the perfectly safe option here. "I... don't think so, Enko. Not with the tools and time we have. The flow is not too strong. If we are swift, we should be able to find a side passage."

Profession (carpenter) check1d20 + 6 ⇒ (12) + 6 = 18

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

I shall move them to the far side of the channel; as long as we stay on the opposite side and out of the flowing schmud. We should be safe- I don't think the creatures can cross the stream. To get to us, they'd have to climb over the ceiling. It's likely they'll focus on their non-moving dinner first!

Does that make sense? They can climb, but I'm sure they'd eat the food first. How fast do they go?


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) |

No faster than us, I'd imagine. Especially if we take run actions. Hopefully the floors aren't slippery. Is it a free action to cancel your spell? Otherwise we'll probably be stuck taking a single move after we arrange the bodies and cancel the mage hand. We can run after that however, so no skin off of our back. (Well, maybe a little...)

"Okay. Set them down slowly as close as you dare, and get ready to move." he says to the others, mopping his brow. "Whenever you're ready, milord." he says to the Viscount, with something halfway between a bow and a nod.


You'd know from your experiences with them so far that they have a movement speed of 15'. Also, with AC's high knowledge roll earlier, he'd confirm your thought that they're much more interested in stationary dinner than most anything else, especially with the telepathic link they have. Even if the flow does bring some your direction, they'd likely climb out and head back to the bodies, much as they did with the floating stone. Also, Lucon you're right that diverting the sewage in the brilliantly engineered, millennia old sewer system seems out of your ability, especially with the time constraints you have.

When everyone is in position and ready to flee, the bodies are dropped and the stone is allowed to fall. As you suspected, once the goblin bodies are discovered the entire swarm responds, moving and squirming to get a bite of the easy pickings. Anyone seen piranha? Of course you don't stick around to watch the show, hustling down the left fork towards the safe house and freedom from these dangerous sewers.

You pass several other junctions, but no markers appear to alter your current direction. You continue to hear the shouts and calls of more Hellknights, but they seem distant and directionless. You proceed at a fair pace, feeling the end of your tunnel experience may be drawing close. Some question may still remain, from doors guarded by skeletons to rooms unexplored, but these questions are likely in the distant recesses of your mind. Turning a corner you think you might have heard something...

Perception DC 20:
It sounds like many male voices, and a female voice, shouting in the tunnels ahead.
Perception DC 22:
The female voice sounds extremely similar to Janivens, and she sounds to be in distress.

Everyone has a chance at this check before I move things along.

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