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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Grand Lodge

Janiven fires an arrow at one of the Armigers, sinking an arrow into the Hellknight's chest, killing him instantly. Janiven then moves to help Kevorin slow down/stop the wagon.

Wart, Addie, Valeron, and Kevorin are up.


Addie glares at the last Hellknight threatening Cadwyn, causing a sense of doubt and despair to creep into the warrior's mind.

Addie uses her Evil Eye hex on the Hellknight in square J24. The hex causes the target to take a -2 penalty to AC for 7 rounds unless he makes a DC 14 Will save; a successful save reduces the hex duration to 1 round.

Grand Lodge

Black Addie wrote:

Addie glares at the last Hellknight threatening Cadwyn, causing a sense of doubt and despair to creep into the warrior's mind.

Addie uses her Evil Eye hex on the Hellknight in square J24. The hex causes the target to take a -2 penalty to AC for 7 rounds unless he makes a DC 14 Will save; a successful save reduces the hex duration to 1 round.

Will Save:1d20 - 1 ⇒ (14) - 1 = 13


Male Human Cleric 5 / Inheritor's Crusader 1

Seeing just a lone Hellknight awake, Valeron moves towards the man, taking up a flanking position with Cadwyn.

Actions and Rolls:

Move Action: Through H25, I26, J26 then to J25 to flank.
Std Action: Attack with Longsword

Attack: 1d20 + 6 ⇒ (5) + 6 = 11 (1 bless, 2 flank)
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


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

Kevorin moves up towards the driver's seat and attempts to grab some reins.

"Whoa! Whoa!!" he calls to the horses and tries a Handle Animal check to stop them 1d20 + 2 ⇒ (14) + 2 = 16

He also has a look around for the person they're supposed to be rescuing.

Grand Lodge

The wagon begins to slow down, eventuallty to a stop.

There is a middle section of the Carriage that is fully enclosed and covered in metal plates. You can safely assume that if Arael is here, he is inside.

Grand Lodge

Well seeing as Addie dazed the poor bastard, he doesn't get to act. Morghrim and Cadwyn, you're up. I don't suspect that there will be a round 4.


Male Human Fighter 1

If Morghrim doesn't skewer the unlucky Armiger...

Feeling the blood run down his back from his wound, Cadwyn snarls behind his masked face and furiously presses the attack.

Attack roll with rapier - 1d20 + 3 ⇒ (2) + 3 = 5
Damage roll with rapier - 1d6 + 3 ⇒ (6) + 3 = 9

Attack roll with shortsword - 1d20 + 2 ⇒ (20) + 2 = 22
Confirmation roll - 1d20 + 2 ⇒ (4) + 2 = 6
Damage roll with shortsword - 1d6 + 1 ⇒ (3) + 1 = 4
Extra damage roll with shortsword - 1d6 + 1 ⇒ (4) + 1 = 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

Attempt at killsteal from Cadwyn...

1d20 + 8 ⇒ (20) + 8 = 28 Includes +3 justice, +1 bless, +2 flanking, -1 buckler)
1d10 + 4 ⇒ (4) + 4 = 8

Hehhehheh :D

Confirmation Roll

1d20 + 8 ⇒ (6) + 8 = 14
2d10 + 8 ⇒ (5, 10) + 8 = 23

Grand Lodge

Morghrim swings his glaive in a quick cresent shaped arc, beheading the last Armiger just before cutting off both of his legs at the knees.

Battle over. 275 XP each for the combat. I see I'm going to step up my "game" a bit to provide a challege for you guys. My RL group did not fare so well with that battle.


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... Cadwyn! Valeron, can you see to their wounds or shall I get out the sewing needle... Morghrim grins as he pulls out a large looking needle and thread from his healer's kit.

Cadwyn, your the only one who can wear full plate at this stage... And I don't want to ever wear heavy armour really. You taking it?


Male Human Fighter 1

"It's just a scratch, my friend," Cadwyn replies, adjusting his armor, and wincing as the gash dribbles more blood down his inner tunic. "but perhaps someone should take a look at it all the same." After his wound is tended to, or if it takes too long for Valeron to aid him, Cadwyn makes his way to the carriage to help free the target of the rescue attempt.

As far as the armor goes, we should take it and Cadwyn will consider using it. He doesn't have to decide immediately. :) It is possible, if it can be defaced enough - in fact it may make for some interesting symbolism for the resistance.


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

Kevorin shushes the horses and pulls them to a stop.
"Arael? Are you in there? We are friends and allies here to rescue you."

Kev looks for a means of freeing Arael from the wagon.


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
Cadwyn Tallis wrote:

"It's just a scratch, my friend," Cadwyn replies, adjusting his armor, and wincing as the gash dribbles more blood down his inner tunic. "but perhaps someone should take a look at it all the same." After his wound is tended to, or if it takes too long for Valeron to aid him, Cadwyn makes his way to the carriage to help free the target of the rescue attempt.

I've used all the magic the Beautiful Goddess has granted me today... But i'm well trained in mundane medicine too. Morghrim glances at Valeron, hesitating.

Yeah it's worth taking definitely. Although we'd have to get it resized for you and in the process could get the markings off.


Male Human Cleric 5 / Inheritor's Crusader 1

"I'll spare you the dwarf's embroidery", Valeron quickly offers, seeing the glint of eagerness in Morghrim's eye to apply a needle and thread to Cadwyn and Kevorin.

With everyone gathered near, he whispers a prayer to Iomedae, thanking The Inheritor for blessing them with courage and valor in their battle, and everyone feels a cool, calming sensation wash over them.

"You all were really impressive, again. I count myself lucky to be surrounded with such valiant comrades - now let's see to freeing Arael." Valeron inspects the fallen Hellknight captain for a key or other means of opening the wagon.

Rolls:

Channel Energy: 1d6 ⇒ 3
Channel Energy #2 1d6 ⇒ 5

That's 8HP for anyone who is injured. I'll include Arael if he's injured, too.


Male Halfling Alchemist : 4

Wart finally catches up to the wagon...breathless.

"Well, let me try to open the carriage while you search...<*pant pant*> Then at least one way we will be successful!"

DM Talomyr:
Disable Device check 1d20 + 6 ⇒ (19) + 6 = 25

I have not looked at the check, though it kills me so.

Grand Lodge

Just about the time Valeron gets to the wagon with a key that he found on Shanwen's body, Wart finishes picking the lock to the carriage door.

Inside of the carriage is a badly beaten, manacled half-elf. The half-elf groggily looks at the party suspiciously for a few seconds before he sees Janiven, when his look becomes more of one of relief.

Heal Check DC15:

Spoiler:
Prior to Valeron's use of channel energy, Arael is in very rough shape, likely just this side of unconscious.

The key that Valeron has unlocks the manacles.

After being unlocked, Arael thanks you all, and mentions that his gear should be in a chest attached to the wagon.

Looking around at the bodies of the slain Hellknights, Arael says, "We must be moving soon, we don't want to be associated with the deaths of these Hellknights for fear of what they may do the people of Westcrown."

After searching the bodies of the fallen Hellknights you find: 8 x Scalemail, 2 x Chainmail, 1 suit of Full Platemail, 8 x heavy wooden shields, 2 x heavy steel shields, 10 x longswords, 3 potions, a masterwork heavy mace, and a total of 110 gp.

Nearby if you wish to try and catch them are the cavalrymen's horses (2), along with the horse that was pulling the prison carriage. The carriage itself has a scorpion mounted to the roof. You find the chest containing Arael's gear. (Breastplate, masterwork longsword, dagger, light crossbow, 20 bolts, two potions, and 60gp.)


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

1d20 + 8 ⇒ (3) + 8 = 11 Guidance heal check

Who was doing loot again? Even split on the gold certainly. I think Valeron should probably have the Heavy Mace, or maybe kevorin? I'll certainly take it as a replacement to my warhammer if there are no takers...

We shouldn't waste much time tarrying here. Grab the potions and anything else we can quickly stow and lets move out!


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron nods at Arael's words of urgency.

"We should make this look like the work of common bandits, rather than bring more attention to the resistance at this time. Let's make sure we fully loot all the bodies like a bandit would."

I'd pass the mace to someone else. Let's definitely grab the horses if it's not too much trouble.


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
Valeron Legis wrote:

Valeron nods at Arael's words of urgency.

I'd pass the mace to someone else.

Yoink.

Grand Lodge

Valeron Legis wrote:
Let's definitely grab the horses if it's not too much trouble.

As long as someone has Handle Animal as a trained skill (DC15), you can try to get the horses that way.


DM Talomyr wrote:
Valeron Legis wrote:
Let's definitely grab the horses if it's not too much trouble.
As long as someone has Handle Animal as a trained skill (DC15), you can try to get the horses that way.

Unless Janiven or Arael have Handle Animal, it looks like we'll have to let the horses go.

Grand Lodge

Black Addie wrote:
DM Talomyr wrote:
Valeron Legis wrote:
Let's definitely grab the horses if it's not too much trouble.
As long as someone has Handle Animal as a trained skill (DC15), you can try to get the horses that way.
Unless Janiven or Arael have Handle Animal, it looks like we'll have to let the horses go.

Janiven will attempt to reign in the horses

Horse #1:1d20 + 6 ⇒ (20) + 6 = 26
Horse #2:1d20 + 6 ⇒ (16) + 6 = 22

Looks like you have a couple of horses...


Do the horses have any distinctive markings or brands? Anything that would make it difficult for us to sell them?

Grand Lodge

Black Addie wrote:
Do the horses have any distinctive markings or brands? Anything that would make it difficult for us to sell them?

Once you remove their tack and harness, no.


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

1d20+8 Guidance heal check

Who was doing loot again? Even split on the gold certainly. I think Valeron should probably have the Heavy Mace, or maybe kevorin? I'll certainly take it as a replacement to my warhammer if there are no takers...

We shouldn't waste much time tarrying here. Grab the potions and anything else we can quickly stow and lets move out!

Loot linky.

Not sure if you can see the site though. People will have to send me e-mail addresses, then I can set it up so that only we can see and edit this google doc.

Kevorin is up for some looting, and starts stripping bodies down to smallclothes.


Male Halfling Alchemist : 4

May I take 10 on a Disable Device {16} to disconnect the scorpion from the roof of the carriage? If we can just disconnect it, maybe we can take it and put it to good use later.

EDIT: I also would like to identify the potions when we have a spare moment.

  • Potion 1: Craft (Alchemy) Check: 1d20 + 8 ⇒ (1) + 8 = 9
  • Potion 2: Craft (Alchemy) Check: 1d20 + 8 ⇒ (8) + 8 = 16
  • Potion 3: Craft (Alchemy) Check: 1d20 + 8 ⇒ (9) + 8 = 17

Grand Lodge

Wart wrote:

May I take 10 on a Disable Device {16} to disconnect the scorpion from the roof of the carriage? If we can just disconnect it, maybe we can take it and put it to good use later.

EDIT: I also would like to identify the potions when we have a spare moment.

  • Potion 1: Craft (Alchemy) Check: 1d20+8
  • Potion 2: Craft (Alchemy) Check: 1d20+8
  • Potion 3: Craft (Alchemy) Check: 1d20+8

I suppose you could take down the scorpion and take it with you. How are you guys getting everything back? What are you taking?

Wart - As far as the potions, you are able to identify two of them as cure light wounds and shield of faith. You are not able to identify the third.


Male Human Cleric 5 / Inheritor's Crusader 1

"Alright, lets at least get the bodies over to those woods there", Valeron gestures to the woods where the rebel archers were hidden.

"We don't want some merchant and his child discovering our bloody work this day."

Spoils of War:

Is the wagon an obvious Hellknight wagon? If it's not, we could just ride it to town. Might make sense to take a different "gate" into Westcrown than the Hellknights were ordinarily supposed to take.

How does Westcrown work? Are the gates guarded by more Hellknights?

Grand Lodge

The carriage has obvious insignias on it, marking it as belonging to the Order of the Rack. The gates of Westcrown are more times than not guarded by the Dottari rather than Hellknights, but it is not unheard of for Hellknights to be at the gates as well.


Male Halfling Alchemist : 4

"Agreed Valeron. Perhaps we could use the manacles to chain the leader's body to a tree. Make it look like it was bandit's looking for information or something?"

Wart concentrates on the potions one by one.

"Here we have another Cure Light Wounds potion, and a Shield of Faith. Interesting...I cannot seem to identify the third here. This warrants further study when the opportunity presents itself."

Looking about for a moment, Wart taps his chin.

"Also, as far as these other things, like the scorpion and what not, perhaps we could hide them in a cache of sorts out here in the woods or something. Then smuggle them in later? Is this even a possibility?"


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

Stash it in the woods if you must, but we're wasting time here! the Dwarf mutters angrily. Someone could travel along this road at any moment; stash whatever you don't want to carry in the woods and dump the bodies in the water...

Grand Lodge

As you are removing the armor from Shanwen's body a document of some sort falls to the ground. Upon further examination you find that it is a letter from Lord Mayor Aberian Arvanxi to Paravicar Darcyne Wrens requesting a response regarding a previous request for aid from the Hellknights of Citadel Rivad in dealing with increased bandit activity, in particular a group called the Bastards of Erebus.

After you have hidden the items that you are going to hide, and gathered the things you are taking with you, Janiven and Arael lead you back to Westcrown, and the safehouse in particular, through Rego Cader.

Once you have arrived at the Shrine of Aroden, Arael formally introduces himself to the group and relays his story of being imprisoned by the Dottari and the Hellknights. All of the "rebels", or "people's heroes" as Arael prefers to call them, are quite relieved to find that Arael's resolve was strong enough that he did not reveal the location of the safehouse or the names of any of the other members of the resistance.

A short while after arriving back at the Shrine, Arael's experiences of the past couple days are getting the better of him and he excuses himself to rest for the remainder of the evening.

What all did you bring? What all is still in the cache? Beyond that you all gain a 200 XP Story reward for Arael's safe return.


Not sure of the value of our shares after selling the loot, but Addie would like to use her share to buy supplies for scribing scrolls. Could she buy one of those nifty bandoliers that make scroll retrieval easier?

Hmmm, would we know anything about these 'Bastards of Erebus'? Any particular Knowledge skills that would be applicable (besides Local)?


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

Loot shares depends on how much we can get for the various things we've found. Most of it are armour and weapons, which should be fairly easy to unload at 50% market value (save for the distinctive armours), although some of it could be used to outfit this new resistance they've joined (I know that goes against the standard mantra of sell the loot for cash, but it might make sense given the situation at present). I never did record what those two potions from the Hellknights in the sewers were.

As for coinage, that's easy to split. Everybody gets 18GP, 9SP, and 16CP. I'm removing these amounts from the online spreadsheet.

Grand Lodge

Black Addie wrote:

Not sure of the value of our shares after selling the loot, but Addie would like to use her share to buy supplies for scribing scrolls. Could she buy one of those nifty bandoliers that make scroll retrieval easier?

Hmmm, would we know anything about these 'Bastards of Erebus'? Any particular Knowledge skills that would be applicable (besides Local)?

Finding one of those "nifty bandoliers" shouldn't be a problem. Unfortunately, knowledge(local) is the only skill check that would be applicable.

Knowledge(Local) DC15:

Spoiler:
The Bastards of Erebus are a band of bandits and thieves comprised solely of Tieflings, that leave behind wooden tokens baring a devil's head at the scene of their crimes. Recently, they have become more brazen increasing their activity, and even doing so at night. One of their most recent crimes beyond the normal theft, resulted in a double murder.


Kevorin wrote:
As for coinage, that's easy to split. Everybody gets 18GP, 9SP, and 16CP. I'm removing these amounts from the online spreadsheet.

Cool! Thanks! (And I agree that we may want to use the gear to outfit the resistance.)


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

Knowledge (Local): 1d20 + 5 ⇒ (14) + 5 = 19

I usually end up playing characters that are from "away", not local to the campaign location, so this is the first character of mine EVER to have Knowledge (Local). Glad to see I get to use it too.

"They're a pack of tiefling thieves and bandits that like causing trouble for the Hellknights and decent folk too. They've been attacking at night lately, and I think I heard something about them killin' a couple of folks on their last raid."


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron's morale seems to have improved dramatically over the past day, as he's found himself a bit of a niche. This one felt better than chasing down demon dretch for the Asmodeans. The Westcrown Resistance he mused. Restoring the glory days of Aroden to the city. Thoughts he could get behind.

After watching Arael retire, Valeron seeks out Janiven.

"I don't think we asked, but how was Arael captured? If we're to be part of the resistance, it would be good to learn what the Order of the Rack knows about us, and how they came to imprison him."

Grand Lodge

Valeron Legis wrote:

Valeron's morale seems to have improved dramatically over the past day, as he's found himself a bit of a niche. This one felt better than chasing down demon dretch for the Asmodeans. The Westcrown Resistance he mused. Restoring the glory days of Aroden to the city. Thoughts he could get behind.

After watching Arael retire, Valeron seeks out Janiven.

"I don't think we asked, but how was Arael captured? If we're to be part of the resistance, it would be good to learn what the Order of the Rack knows about us, and how they came to imprison him."

Janiven smiles at the priest, "Arael has always been a bit out-spoken, particularly when it comes to Westcrown trying to better itself. Apparently, he was 'preaching' to some locals and the Dottari drug him in for disturbing the peace. Arael says that he did not tell the Dottari or the Hellknights about us, and I've never know him to keep the truth from us, and especially from me."


Male Human Cleric 5 / Inheritor's Crusader 1

Cache d'La Resistance:

I assumed the weapons from the Hellknights might be used to outfit The Resistance. I'm for selling anything that the Resistance doesn't need. The "cache" probably has anything that we couldn't bring into the city, if we distributed the spoils across our party, and the resistance members who helped us. If every person brought back 1 longsword and 1 shield, that wouldn't be too conspicuous. Most of the distinctive Hellknight armor is probably out in the woods, since that would raise an eyebrow upon our return.

Assorted Actions:

Ooh, I want a spiffy bandolier, too! What time of day is it? If its early and there's metagame-time, I'll volunteer to hit the city and sell our leftover spoils with some of the group. We probably don't want to sell too much in one place.

If so, here's a Diplomacy roll for bartering up the sale price an inch above 50%: 1d20 + 11 ⇒ (17) + 11 = 28

Huzzah, make that a few inches above 50%!

Grand Lodge

Valeron Legis wrote:

** spoiler omitted **

** spoiler omitted **

There is not much time before sunset by time you make it back to the Shrine, but seeing as it would be wise for the resistance (and it's allies) to lay low for a while, there is no reason you couldn't go out in the morning and sell off your loot. You can sell the items at 60% as opposed to 50% due to a very nice diplomacy roll


DM Talomyr wrote:
Valeron Legis wrote:

** spoiler omitted **

** spoiler omitted **

There is not much time before sunset by time you make it back to the Shrine, but seeing as it would be wise for the resistance (and it's allies) to lay low for a while, there is no reason you couldn't go out in the morning and sell off your loot. You can sell the items at 60% as opposed to 50% due to a very nice diplomacy roll

So what stuff are we selling?

Rusty dogslicers, goblin armour, breastplate, chain mail...? I have added a second sheet to the finances page called the Liquidation Centre, where I can copy and paste things from the Party Finances page to calculate how much we net.
Linky


Male Human Cleric 5 / Inheritor's Crusader 1
DM Talomyr wrote:
...Arael says that he did not tell the Dottari or the Hellknights about us, and I've never know him to keep the truth from us, and especially from me."

With a smile and a curt bow, the Iomedan thanks Janiven. "I'd suggest we be extra careful, a resistance that sticks to one spot is not unlike a fly sitting on a leaf to be snatched by a toad."

Valeron quietly walks over to Morghrim. The cleric truly believes Morghrim is the easiest to put trust into a day after meeting so many new faces. It's pretty obvious with his combat zeal, he's no friend of the Order of the Rack. In a hushed voice, he proposes to the dwarf that perhaps they should get to know the other members of the resistance better - make sure they are all committed to the cause, so to speak.

OOC:

There was a big laundry list of NPC names earlier. The idea would be to go around and ask them why they joined the resistance, applying our Sense Motive to ferret out anyone who we should distrust. And also get to know what kind of resources each person could contribute.

Stuff to Sell:

+1 vote to sell everything not tacked onto a PC character sheet that is (a) not incriminating and (b) not immediately valuable to a member of the resistance.

Edit: Looking at the sheet, sell most of the longswords & crossbows. Sell the shields too, as long as they don't have a big Order of the Rack emblem on them. The armor we'll probably need a discrete buyer. I believe Morghrim has the Breastplate and Mace, so those aren't on the sellable list.

On one last note, we should probably pool together for the standard party CLW wand (linked) at some point.


Male Halfling Alchemist : 4

OOC:
I really can't utilize most of the stuff brought back from the sewers or the raid. I totally think we should move that ballista sometime and use it...nothing says awesome like a ballista to the face of invading Hellknights...

+1 vote for group CLW wand. ALWAYS a good idea. Just let me know how much we a each putting in as an equal share and I will be glad to donate.

Those other two potions were CLW also, i.e. both of them.

EDIT: Wart takes a moment and returns the 2 potions of Cure Light Wounds to Janiven, and the flask of Acid to the "rebels of the woods."

Watching the interplay between Arael and Valeron, as well as the hushed and private tones that Valeron and Morghrim speak, Wart yawns a bit and looks about for the other halfling, Fiosa.

This is unrelated to the plan of Valeron and Morghrim.

"Hi Fiosa! Have somewhere...not so big, that we can talk? I have some questions and I don't feel comfortable asking the bigg'uns."

EDIT: Returned some borrowed equipment.

Grand Lodge

Wart wrote:
"Hi Fiosa! Have somewhere...not so big, that we can talk? I have some questions and I don't feel comfortable asking the bigg'uns."

Fiosa grins, having the company of another halfling, "I'm sure I could think of some place. Follow me."

Fiosa leads Wart to a small room behind the altar.

"So, what is it you want to talk about that you didn't feel comfortable talking about in front of the others?"


Male Halfling Alchemist : 4

"What are the others feelings on us?"

Wart nervously hops from one foot to the next.

"I have noticed the way they glance at me, and before I join them and fight for them, I want to know that they won't use me as a convenient fall-guy. Also, how do they feel generally about the issue of Halflings rights?"


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

Yes I have the masterwork heavy mace and breastplate. In addition I have two potions of CLW total. Can we please distribute the spare potions asap, I don't care who has them its just never good to not know whos carrying. Give the SoF to Cadwyn, he needs it most I feel.

Valeron & DM:

I am glad you proposed this Valeron... It has been weighing on my mind heavily; but it is a necessary step for the survival and secrecy of the Resistance. Do you want to do this via Janiven and Arael, or conduct our interviews a little more quietly?

Morghrim has purposefully mostly ignored members of the resistance for this very reason; he doesn't want to get too friendly so his judgement is clouded. (Charisma 5 doesn't lend itself to making friends.)

Also, can the witch make a spellcraft check on the one remaining unidentified potion?

Grand Lodge

Wart wrote:

"What are the others feelings on us?"

Wart nervously hops from one foot to the next.

"I have noticed the way they glance at me, and before I join them and fight for them, I want to know that they won't use me as a convenient fall-guy. Also, how do they feel generally about the issue of Halflings rights?"

"I can't speak for all of the members of our little group, but Janiven and Arael have both done quite a bit to help get a number of our people be free, particularly when dealing with abusive 'masters'. In fact I can think of at least a dozen fellow halflings that owe their freedom to Jani and Arael, granted not many of these halflings are still in Cheliax, Jani and Arael usually get our newly freed brethern to Andoran."

Grand Lodge

Valeron & Morghrim:
Who do you want to speak with first?

Chelish Human male - Ermolos

Halfling girl - Fiosa (Currently speaking with Wart)

Chelish human male - Gorvio

Garundi male - Larko

Chelish woman - Mathalen

Varisian man - Rizzardo (This is the guy that got hurt by the Hellknight Cavalryman)

Tian woman - Amaya

Garundi male - Sclavo

Chelish human woman - Tarvi

Chelish human male - Vitti

Gnome Female - Yakopulio

Chelish Human Female - Janiven, fairly obvious that she's 2nd in command, if there is a command structure.

Half-Elf male - Arael, Cleric of Iomedae and defacto leader of the group.

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