DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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Male Why's it always got to be that way? DM 14

DM Talomyr, please execute my previous plan in accordance with the "Battle Plan" as laid out by Morghrim. Thanks.

Grand Lodge

Sorry for the lack of posting today. With the long weekend, entirely too much food and drink have been consumed to think real clearly. I will try to do better tomorrow.

Grand Lodge

I need a little clarification before we start this battle. Morghrim has stated waiting until the carriage is on the bridge, but by that point the front two cavalry will have crossed the caltrops and know something is up. Do you still want to wait until the carriage is on the bridge or trigger when the cavalry hits the caltrops?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
DM Talomyr wrote:
I need a little clarification before we start this battle. Morghrim has stated waiting until the carriage is on the bridge, but by that point the front two cavalry will have crossed the caltrops and know something is up. Do you still want to wait until the carriage is on the bridge or trigger when the cavalry hits the caltrops?

Kevorin will whisper to the little group on his side of the bridge that once the cavalry notice there's a problem, they'll need to get around behind the wagon to ensure that it doesn't simply turn around and scoot back to Westcrown. He'll be attempting to sneak through the undergrowth along the roadside as far as he can before he has to break cover.

Stealth moving full speed: 1d20 + 4 - 10 ⇒ (10) + 4 - 10 = 4


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Kevorin wrote:
DM Talomyr wrote:
I need a little clarification before we start this battle. Morghrim has stated waiting until the carriage is on the bridge, but by that point the front two cavalry will have crossed the caltrops and know something is up. Do you still want to wait until the carriage is on the bridge or trigger when the cavalry hits the caltrops?

Kevorin will whisper to the little group on his side of the bridge that once the cavalry notice there's a problem, they'll need to get around behind the wagon to ensure that it doesn't simply turn around and scoot back to Westcrown. He'll be attempting to sneak through the undergrowth along the roadside as far as he can before he has to break cover.

Stealth moving full speed: 1d20+4-10

Turning a carriage around on a narrow bridge will be incredibly difficult, and will take plenty of time. Trigger when they hit the caltrop's, their purpose is really to make it difficult for the cavalry to engage the rebels. If we can't get the carriage onto the bridge, we should just get it as close as possible. If they are at the very start of the bridge they are still going to have to charge across onto caltrops or turn around.

Grand Lodge

Just as the horse steps onto the caltrops, Crossbow bolt fly from the nearby woods, striking the lead rider once, but not causing the Hellknight to fall from his mount.

Kevorin starts move to circle around behind the carriage as the lead horse just reaches the north side of the bridge, but is noticed by a heavily armored man riding on the carriage.

Initiative Rolls

Cadwyn:1d20 + 4 ⇒ (3) + 4 = 7
Morghrim:1d20 + 2 ⇒ (11) + 2 = 13
Kevorin:1d20 + 2 ⇒ (13) + 2 = 15
Wart:1d20 + 3 ⇒ (19) + 3 = 22
Addie:1d20 + 2 ⇒ (19) + 2 = 21
Valeron:1d20 + 0 ⇒ (16) + 0 = 16
Rebels:1d20 + 0 ⇒ (8) + 0 = 8
Janiven:1d20 + 3 ⇒ (19) + 3 = 22
Shanwen = 13
HK Cavalry = 16
HK Armigers = 14

Initiative Order is:

Janiven = 22+
Wart = 22
Addie = 21
HK Cavalry = 16+
Valeron = 16
Kevorin = 15
HK Armigers = 14
Morghrim = 13+
Shanwen = 13
Rebels = 8
Cadwyn = 7

Everyone gets a standard action in the surprise round, Shanwen is not surprised, and will act in the surprise round too.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Am I able to rear up and take a crossbow shot at the HA in J21?

If so, Morghrim rears up, activates his Protection judgement as a swift action, proclaiming out loud-

You Hellknight fools! Three of your fellows have died on my blade, and now i'm sending you straight to hell to join them!

DM Talomyr:

+1 sacred bonus to AC this surprise round, +2 in round one, and +3 in round two. I'll keep tabs on it on a per round basis, as I tend to switch weapons and shields a lot. Current AC= 23, Touch= 16, as I have my crossbow/buckler combo with SoF at the moment. Let me know If I can make an attack roll this round, as if not Morghrim would have switched to his Glaive as the carriage approached if there was no way he could get LOS.

Hoping to draw a lot of their focus, I have the AC specced out for it,

Grand Lodge

Morghrim Maestros wrote:

Am I able to rear up and take a crossbow shot at the HA in J21?

Take your shot.

Janiven steps back and sinks an arrow deep into the chest of the lead cavalryman, causing the Hellknight to slump and fall from his horse dead.

Wart steps back and lobs a bomb at the Hellknights driving the carriage.

Attack:1d20 + 4 ⇒ (4) + 4 = 8
Damage:1d6 + 3 ⇒ (6) + 3 = 9, 4 splash

but the shot doesn't seem to do too terriblly much to his targets.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Expending Guidance

1d20 + 3 ⇒ (16) + 3 = 19
1d8 ⇒ 4

After taking the shot, Morghrim drops his crossbow, ready to draw his Glaive or Warhammer next round.


Seeing the Hellknight spot him, Kevorin decides tries to take the fight to the man before he can react (or use that scorpion). He charges to H22 and attacks Shanwen.
Attack: 1d20 + 4 + 2 + 1 ⇒ (15) + 4 + 2 + 1 = 22; damage 1d12 + 6 + 1d6 ⇒ (7) + 6 + (6) = 19

His AC is now 13 until his next action.


Addie was planning to cast Mage Armor on herself as soon as the lookout gave the signal, so is it safe to assume that she has it up before the surprise round? If not, then she will cast Mage Armor on herself during the surprise round (AC 15). If she was able to cast it earlier, then here is her surprise round action:

Trying to remain hidden as best she can, Addie peeks over the end of the bridge and begins to cast her Sleep spell as quietly as possible.

Sleep takes a full round action to cast, so it will take effect at the beginning of Addie's next turn. She will target the 10-ft radius burst to try to catch as many Hellknights as possible without catching any of her companions. The spell affect up to 4 HD of creatures; creatures with the fewest HD are affected first. Will DC 15 to negate.

Grand Lodge

Black Addie wrote:

Addie was planning to cast Mage Armor on herself as soon as the lookout gave the signal, so is it safe to assume that she has it up before the surprise round? If not, then she will cast Mage Armor on herself during the surprise round (AC 15). If she was able to cast it earlier, then here is her surprise round action:

Trying to remain hidden as best she can, Addie peeks over the end of the bridge and begins to cast her Sleep spell as quietly as possible.

Sleep takes a full round action to cast, so it will take effect at the beginning of Addie's next turn. She will target the 10-ft radius burst to try to catch as many Hellknights as possible without catching any of her companions. The spell affect up to 4 HD of creatures; creatures with the fewest HD are affected first. Will DC 15 to negate.

I will assume that Mage Armor is already up. Addie begins casting her Sleep spell.

Grand Lodge

As the ambush is sprung, Morghrim fires a crossbow bolt into the shoulder of one of the Hellknights driving the carriage.

Kev jumps up from his "hiding" place along side the road and brings down his greataxe into the side of the most heavily armored Hellknight with a strike that would have slain many, but not this one.

After being cut so deeply by Kev, Shanwen slides behind the scorpion for cover and casts a spell upon himself.

Spellcraft DC17:

Spoiler:
Cure Moderate Wounds

Waiting for actions from Valeron and Cadwyn before moving on to Round 1.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:

Spellcraft DC17:
** spoiler omitted **

One of these days, Morghrim might actually put a rank in there lol. Nice hit Kevorin :)


Spellcraft Check: 1d20 + 8 ⇒ (14) + 8 = 22


"Oh, crap! Another priest!" Addie thinks to herself, unable to warn her companions without interrupting her spell.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"He's a spellcaster!!" Kevorin cries out.

Round 1:[spoiler]Kevorin will attack the Hellknight apprentice in I21. Attack: 1d20 + 4 ⇒ (2) + 4 = 6 Then he makes tracks back for the company of his companions, to D20. He attempts to hide in the undergrowth 1d20 + 4 - 10 ⇒ (6) + 4 - 10 = 0


Male Human Fighter 1

Cadwyn grits his teeth and adjust the bandanna across his mouth, securing it for the tenth time, though it was perfectly in place. As he draws his blades with a practiced effort, every muscle is tense for a spring.

Cadwyn is effectively not doing anything in the surprise round save draw his weapons. I can't open the map where I currently am, so place me near some of the other fighters within easy reach of a target in the first round.

Stealth check (if needed) - 1d20 ⇒ 5


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Kevorin wrote:

"He's a spellcaster!!" Kevorin cries out.

Round 1:[spoiler]Kevorin will attack the Hellknight apprentice in I21. Attack: 1d20+4 Then he makes tracks back for the company of his companions, to D20. He attempts to hide in the undergrowth 1d20+4-10

You know the moment you leave cover or concealment, your no longer considered hidden and don't get sneak attack yeah? Once surprise rounds are over your best bet is flanking.

Holding off on posting my round 1 for now, want to see what the state of the battle is like on my initiative count.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Morghrim Maestros wrote:
Kevorin wrote:

"He's a spellcaster!!" Kevorin cries out.

Round 1:[spoiler]Kevorin will attack the Hellknight apprentice in I21. Attack: 1d20+4 Then he makes tracks back for the company of his companions, to D20. He attempts to hide in the undergrowth 1d20+4-10

You know the moment you leave cover or concealment, your no longer considered hidden and don't get sneak attack yeah? Once surprise rounds are over your best bet is flanking.

Holding off on posting my round 1 for now, want to see what the state of the battle is like on my initiative count.

Yes, flanking is better, but not being surrounded 8 to 1 is best. Kev's just waiting until everybody else can get in on the action. If tons of people come out and start helping him, I'll ret-con it, but I didn't want him standing around looking dumb in case I wasn't online when things really started heating up.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Nazard wrote:
Morghrim Maestros wrote:
Kevorin wrote:

"He's a spellcaster!!" Kevorin cries out.

Round 1:[spoiler]Kevorin will attack the Hellknight apprentice in I21. Attack: 1d20+4 Then he makes tracks back for the company of his companions, to D20. He attempts to hide in the undergrowth 1d20+4-10

You know the moment you leave cover or concealment, your no longer considered hidden and don't get sneak attack yeah? Once surprise rounds are over your best bet is flanking.

Holding off on posting my round 1 for now, want to see what the state of the battle is like on my initiative count.

Yes, flanking is better, but not being surrounded 8 to 1 is best. Kev's just waiting until everybody else can get in on the action...

Lol fair enough on not being surrounded. Personally, i'm going to try and get as surrounded as possible... And give you flankzorpower from every angle.


Male Halfling Alchemist : 4

Yes, please draw their attention to you...what?...me?...what am I doing?..oh, uhhhh, nothing!?


Male Human Cleric 5 / Inheritor's Crusader 1

Events begin to unfold in slow motion as Valeron watches the last Hellknight reach the end of the bridge, and the other rebels begin the attack.

Having readied his crossbow for use during the surprise, he aims and fires his bolt while shouting out "For Westcrown!"

Rolls:

Attacking either the caster before he withdrew, or the armiger piloting the carriage. Standard action only during surprise:

Attack: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d8 ⇒ 4

Spellcraft: 1d20 ⇒ 7

Question - how was the leader armed before he withdrew? Weapon/armor/shield?

Kev: Don't forget you have both Bless AND Magic Weapon (for +2 total)


Male Halfling Alchemist : 4

Noticing that his throw wasn't true, Wart starts to reach down for an acid flask when the familiar chant of a spell comes to his ear. His eyes go wide as he calls out, "He's casting a Cure spell!"

Rolls:
Spellcraft Check: 1d20 + 7 ⇒ (10) + 7 = 17


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Valeron Legis wrote:


Kev: Don't forget you have both Bless AND Magic Weapon (for +2 total)

We had bless and magic weapon on? I only saw the guidance. Oops. Add another point of damage to the cleric Hellknight then.

Grand Lodge

Valeron:
The lead hellknight is wearing fullplate and has a heavy mace at his hip.

Kev:
Got it.

Valeron pops out from behind the bridge and takes aim at one of the Hellknights driving the carriage, figuring the leader was too well armored. The bolt sinks into the Hellknight's leg, wounding but not killing.

Round 1

Janiven moves quickly and then plunges an arrow into the other Hellknight cavalryman.

Wart and Addie are up before the cavalryman


Male Halfling Alchemist : 4

Wart reaches down, picks up one of the flasks of acid, and clears his mind of the chaos around him. He takes aim, and hurls the flask with all his body weight, aiming for priest atop the carriage. Aiming at a point between the caster and the ballista such that the splash of acid would hit both.

Aiming at the NE corner of I22, such that the splash radius is I21, I22, J21, J22, and adding J23 through the magic of Splash Weapon Mastery.

Rolls & Actions:
  • Attack roll with Acid Flask: 1d20 + 4 - 2 + 1 ⇒ (10) + 4 - 2 + 1 = 13 {Ranged Touch Attack}{-2 For range of 20 feet from me to the target.}{vs. AC 5 for the grid point}; Damage: Every creature affected by the splash takes 4 points of Acid Damage.
  • Move Action: Pick up flask. Standard Action: Attack targets.

EDIT:Wart shouts,"Get away from the wheel! I am going to hit it!"

EDIT 2:Forgot to add +1 from Bless.

EDIT 3:Adding INT bonus to splash damage.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:


Wart and Addie are up before the cavalryman

Can Addie get the results of her sleep spell before her turn, or do you rule it all happens simultaneously? Just curious

Grand Lodge

Addie's sleep spell finishes up, with two of the Hellknight Armigers falling.

Wart lobs a flask of acid into the carriage, severly damaging the two drivers and slightly effecting Shanwen. All are still alive, but none are feeling real well.

The riderless horse heads off away from the scene, while the one remaining cavalryman heads off after the rebels, slashing at and cutting Rizzardo.

Valeron and Kev are up. Addie has a standard action left, and then the Armigers are up.


Male Human Cleric 5 / Inheritor's Crusader 1

Discarding his crossbow into the dirt by the river, Valeron grabs his longsword and shield and moves closer to the battle.

Actions:

Free action to drop the crossbow.
Move action to bring out the longsword/shield.
Move action moving closer to battle (to F21).

Darn, if only I could change weapons out as part of movement!

Grand Lodge

Valeron Legis wrote:

Discarding his crossbow into the dirt by the river, Valeron grabs his longsword and shield and moves closer to the battle.

** spoiler omitted **

Valeron:
I never liked the rule that you needed a +1 BAB to pull a weapon as part of a move action either...it only effects characters at 1st level anyway.

From her vantage point hiding behind the end of the bridge, Addie calls on the power of The Gentleman to cloud the mind of the Hellknight next to Kevorin.

Cast Daze on the Hellknight in I-21. Affects creature of 4 or fewer HD; creature takes no actions for 1 round. Will DC 14 negates.

Stealth Check (if needed): 1d20 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Black Addie wrote:

From her vantage point hiding behind the end of the bridge, Addie calls on the power of The Gentleman to cloud the mind of the Hellknight next to Kevorin.

Cast Daze on the Hellknight in I-21. Affects creature of 4 or fewer HD; creature takes no actions for 1 round. Will DC 14 negates.

Stealth Check (if needed): 1d20 + 4

The Hellknight arms go slack at his side. He failed his save

Kev's up.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:
Valeron Legis wrote:

Discarding his crossbow into the dirt by the river, Valeron grabs his longsword and shield and moves closer to the battle.

** spoiler omitted **

** spoiler omitted **

Is not liking the rule meaning your ignoring it? It affects my next action pretty heavily, as its the difference between moving and attacking, or just moving and drawing a weapon. Valeron i'm having the same problem :P

Grand Lodge

Morghrim Maestros wrote:
Is not liking the rule meaning your ignoring it? It affects my next action pretty heavily, as its the difference between moving and attacking, or just moving and drawing a weapon. Valeron i'm having the same problem :P

Ok, well forget about that rule...Valeron you have a standard action left.


Male Human Cleric 5 / Inheritor's Crusader 1

Seeing the Hellknight leading the cart not paying him much attention, Valeron realizes he has an opening and with his longsword out, charges to attack the man.

Rolls and Actions:

Well I'll pull my weapons as part of a charge to H21 then!

Attack:1d20 + 6 ⇒ (10) + 6 = 16 (+1 bless, +2 charge)
Damage:1d8 + 2 ⇒ (8) + 2 = 10

Grand Lodge

Valeron Legis wrote:

Seeing the Hellknight leading the cart not paying him much attention, Valeron realizes he has an opening and with his longsword out, charges to attack the man.

** spoiler omitted **

Valeron charges the dazed Hellknight, striking him down with a mighty swing of the sword.

Grand Lodge

Kevorin moves to flank Shanwen with Cadwyn, taking a swing with his greataxe, chopping the priest in half at the waist.

Attack:1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage:1d12 + 6 + 1d6 ⇒ (6) + 6 + (5) = 17

Well crap....took out my own BBEG...

The remaining driver hurries the horse and tries to escape, Cadwyn swings at the driver as he leaves but misses.

The Hellknight infantry move up to engage their ambushers, focusing on the one who took down their leader, but all of their swings were ineffective.

Morghrim is up. Followed by the Rebels and Cadwyn, then the begining of Round 2.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Seeing that the carriage is in danger of getting away, Morghrim reloads his crossbow quickly and takes a shot at the carriage driver in J13, switching his judgement to Justice (+1, then +2 and then +3 to attack rolls).

Reload crossbow, then fire at the armiger in J13.
1d20 + 3 ⇒ (20) + 3 = 23
1d8 ⇒ 4

Crit threat

1d20 + 3 ⇒ (6) + 3 = 9
1d8 ⇒ 8

Shame.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Round 2: Kevorin is going to try to tumble clear of the Hellknights, tumbling 10 feet north.
Acrobatics: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 (-4 for two extra Hellknights he's evading)

Ouch, looks like some AoO's are coming.

He'll then keep hustling up the road and attempt to leap onto the back of the wagon.

Acrobatics to jump: 1d20 + 4 ⇒ (18) + 4 = 22

Edit: If the wagon still isn't getting away by Kev's turn in Round 2, he'll instead attack the HA in J24. 1d20 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Morghrim's crossbow bolt sinks into the back of the driver's head. The carriage is still moving forward, but now without a driver.

The rebels that drew off the cavalry hurry back into the woods. (full withdraw action)

Cadwyn's up, then the top of Round 2 (Janiven and Wart)


Male Human Cleric 5 / Inheritor's Crusader 1
Kevorin wrote:
...he'll instead attack the HA in J24. 1d20+4

Psst. Magic Weapon and Bless


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Valeron Legis wrote:
Kevorin wrote:
...he'll instead attack the HA in J24. 1d20+4
Psst. Magic Weapon and Bless

Right. I still don't see where or when those went on, but sure. He hits AC 12 then (probably still a miss).


Male Halfling Alchemist : 4

Wart's Actions, Round 2

Wart looks up to see Cadwyn and Kevorin surrounded by Armigers, and sighs. He shakes a vial and throws it out at the Armigers, it glows in the air, building in intensity as it does, before it explodes. Not even looking if it hits the target, and expecting that it would, Wart turn's and scoops up the acid flask as he begins moving towards the cart.

He calls out while he moves, "I got the wagon!"

OOC, Rolls, & Etc:
  • Attacking NE corner of J24, splash damage to J23, K23, J24, K24, & J25 from Splash Weapon Mastery.
  • Attack Roll: 1d20 + 4 - 1 ⇒ (8) + 4 - 1 = 11 vs. AC 5 -1 for range, 15ft to target
  • Damage: 4 Fire Damage, Reflex CD 13 for half damage.
  • Standard Action: Attack Armigers; Move Action: Move 20 ft towards wagon {J18, straight diagonal}, while picking up last acid flask.

Grand Lodge

Cadwyn lashes out with his rapier and shortsword at the Hellknight in front of him.

Attack(Rapier):1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage:1d6 + 3 ⇒ (3) + 3 = 6
Attack(Shortsword):1d20 + 2 + 1 ⇒ (14) + 2 + 1 = 17
Damage:1d6 + 1 ⇒ (4) + 1 = 5

Crit confirm?
Attack(Rapier):1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Damage:1d6 + 3 ⇒ (5) + 3 = 8

Janiven fires an arrow into the back of the last cavalryman, dropping him from his horse.

Wart tosses a bomb in the general direction of three Hellknights, injuring them all, but not stopping any of them.

Kevorin attempts to tumble away from the Hellknight around him but fails to do so. All three take swings at the half-orc but only one lands. Nursing his wound, Kevorin continues to the wagon, and with a desparate leap, lands on the back of the run away carriage.

Kev takes 6 damage from the AoO, Addie and Valeron are up.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron, round 2

Valeron watches as Kevorin is injured dancing away from the Hellknights. Glancing back, he feels the wagon is now safe, and the half-orc shouldn't be in urgent need of care.

Seeing three Hellknights still engaged around Cadwyn, he rushes forward.

Actions and Rolls:

Charge attack to H25.

Attack: 1d20 + 6 ⇒ (14) + 6 = 20 (1 bless, 2 charge)
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Addie steps out from her hiding place and approaches the battle (moves to G20), calling on the power of The Gentleman to cloud the mind of the Hellknight next to Cadwyn.

Cast Daze on the Hellknight in J24. Will DC 14 negates.

Grand Lodge

Addie's spell stuns its target, while the remaining Armiger steps up to attack Cadwyn, cutting a gash into the warrior's right shoulder.

Cadwyn takes 3 damage. Morghrim and Cadwyn are up, then back to the top for round 3.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Drawing his Glaive as he moves, Morghrim runs to K26, hoping to cut off the retreat of the remaining Hellknights.

Threatening both Hellknights and every square 2 squares away from me with Glaive. AC is back to 22 due to my judgement change, but is 18 this round due to my run action I believe. Justice judgement bonus increases to +2. I'll roll an AOO in case one is provoked.

1d20 + 5 ⇒ (16) + 5 = 21 +3 base, -1 buckler, +1 bless, +2 justice
1d10 + 4 ⇒ (10) + 4 = 14


Male Human Fighter 1

"Ack!" Cadwyn gasps as the Armiger's attack connects. With no hesitation, Cadwyn instantly attacks. Unfortunately for the warrior, the pain slows his movements dramatically, making his sluggish attacks easy to block or dodge altogether.

Attack roll with rapier - 1d20 + 3 ⇒ (8) + 3 = 11
Damage roll - 1d6 + 3 ⇒ (6) + 3 = 9

Attack roll with shortsword - 1d20 + 2 ⇒ (6) + 2 = 8
Damage roll - 1d6 + 1 ⇒ (2) + 1 = 3

EDIT: Even with the bless modifier, it is only a 12. Forgot to add that in there.

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