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| Valeron Legis |
| Male Human Cleric 5 / Inheritor's Crusader 1 |
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"Good thing you found that mark", Valeron calls out, while unrolling the scroll he wrote just a few days earlier. Somehow he expected to be using it for something other than to mask a retreat from a band of Hellknights.
The cleric moves across the room nearer to the bridge. Seeing Kevorin has almost caught up, he begins to drone, "sive silentium caliga..." as the air in the room begins to swirl.
Once cast, Valeron will move along the right wall, taking the passage with the others. He, of course, won't strand Kevorin, so this all assumes the half-orc hussles to rejoin the group and run.
| Kevorin |
| HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1 |
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Kev, I need an action from you. Are standing and fighting or are you retreating (on Initiative 18)
Kev retreats, since that seems to be the consensus (which means he isn't dropping his crossbow).
DM Talomyr
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Kevorin quickly ducks back into the room where his companions wait. Only a few moments later, the area fills with a dense mist.
If you are still in the room, or need to cross the room after Valeron's Obscurring Mist goes up, Give me an Acrobatics DC5 if you move more than 1/4 speed through the room, DC 10 if you move full speed. Also, I would like stealth rolls from each of you with a +10 circumstance bonus due to the mist.
| Black Addie |
| Female Human (Varisian) Witch 5/Bard 1 |
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Addie was moving toward the marked passageway during her round, but if needed, here is the Acrobatics check to move more than 1/4 speed, but less than full speed: 1d20 + 1 ⇒ (4) + 1 = 5
EDIT: Whew! Good thing she didn't move any faster!
Also, here is her Stealth check: 1d20 + 4 + 10 ⇒ (7) + 4 + 10 = 21
| Morghrim Maestros |
| 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 |
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Having moved out of the room and into the corridor to block off the Hellknights before Valeron casts his spell, i'm assuming no check is required this round for Morghrim. He does eventually intend to vanish into the mist when he retreats, so i'll keep it in mind for when he does fall back.
| Wart |
| Male Halfling Alchemist : 4 |
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Acrobatics check if needed: 1d20 + 4 ⇒ (13) + 4 = 17
Stealth check with mist bonus: 1d20 + 20 ⇒ (11) + 20 = 31 Wart is working on starring in that new docu-drama, "Halflings in the Mist."
Are we in round four? Does the obscuring mist go off in round 3 or 4 on Valeron's turn?
I realize that my readied action prevents me from just following the others out right away, but I certainly sure would like to do so before the fog...either way, Wart follows after the group as soon as possible at whatever speed keeps him standing. I will use all available actions as move actions to catch up to the group until I have done so.
DM Talomyr
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After the rest of the party is into the mist, Morghrim falls back before the Hellknights arrive. Having successfully evaded the Hellknights for a second time today, the party travels on until it reaches a four way intersection.
Perception checks please
DC20:
DC25:
| Valeron Legis |
| Male Human Cleric 5 / Inheritor's Crusader 1 |
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"Another intersection? I hate blasted mazes, next thing you know we'll bump into a minotaur."
Seeing as Addie has the best base to Perception, I'd always be aiding her for the first round's search
Perception to aid Addie: 1d20 + 2 ⇒ (20) + 2 = 22
Bah, thats what I get for switching to aid versus look!
| Valeron Legis |
| Male Human Cleric 5 / Inheritor's Crusader 1 |
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"Looks like left wins again", Valeron points out, his mailed gauntlet gesturing at the Mark of Aroden.
The Iomedan suddenly goes silent, and whispers in a hushed voice to the others, "I hear something like a growl from the direction we'll be heading, so best we be prepared."
Refreshing the Light cantrip on the shield.
| Wart |
| Male Halfling Alchemist : 4 |
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Wart's ears perk up, listening to the high pitched growls coming from the passage on the left.
He says softly, "Goblins. Hold on, I got an idea."
He faces the passage, and says in a just-less-than-normal speaking tone.
DM Talomyr
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Wart's ears perk up, listening to the high pitched growls coming from the passage on the left.
He says softly, "Goblins. Hold on, I got an idea."
He faces the passage, and says in a just-less-than-normal speaking tone.
** spoiler omitted **Diplomacy Check: 1d20+2
In Goblin:
| Wart |
| Male Halfling Alchemist : 4 |
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May be too high-minded for goblin, but please do appropriate translation.
Whispering behind him, "Be ready if this doesn't go well...I am trying to get us passage through the Goblins..if that is what they are."
DM Talomyr
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** spoiler omitted **
May be too high-minded for goblin, but please do appropriate translation.
Whispering behind him, "Be ready if this doesn't go well...I am trying to get us passage through the Goblins..if that is what they are."
In Goblin:
Sense Motive DC17 For anyone who speaks Goblin:
| Wart |
| Male Halfling Alchemist : 4 |
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Sense Motive Check: 1d20 + 0 ⇒ (8) + 0 = 8
Knowledge(whatever applies)(untrained) Check: 1d20 + 3 ⇒ (7) + 3 = 10 Wondering if I get anything about creatures that speak Goblin
Turning to the rest of the group, "Well, seems like this might work! Follow me. Keep wary if those Hellknights sneak up on us from behind."
Wart steps forward, gold coins in one hand, ingredients and catalyst in the other.
Wart is well aware that these bombs won't work without him.
| Black Addie |
| Female Human (Varisian) Witch 5/Bard 1 |
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Addie's not too sure about all of this. Even though Wart's negotiations seem to be going well (Hey, the goblins haven't attacked yet!), the witch remains prepared to give any hostile goblins the Evil Eye or cast Daze on them.
Hope this is okay. Addie hasn't made a Sense Motive check (she doesn't speak Goblin), but having grown up in the tough neighborhoods of the Dead Sector, she's not going to be very trusting of anyone living down in the sewers.
DM Talomyr
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As you walk down the passage way you see two goblins leanig up against the far wall of a 15ft x 15ft room.
Perception DC21 I do apologize for the high DC
Wart, Addie, and Cadwyn (and anyone else following) give me the perception checks, individual only - no assists on this one, and then we'll move on
| Wart |
| Male Halfling Alchemist : 4 |
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Perception check: 1d20 + 6 ⇒ (3) + 6 = 9
"See guys...looks clear!"
Wart yammers on in high screeches, nods at his right and then at his left.
DM Talomyr
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The look on the goblin's face changes from confidence to apprehension when he sees the backup Wart is bringing with him, but not in enough time to stop his goblin allies lying in wait for the first person through the entry-way.
I assume that is you Wart. As you enter you are attacked by two goblins flanking the entrance, and thus you. I'll go ahead and show the rolls here for this. This could get ugly.
Goblin #1 Attack:1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7(flank and broken weapon)
Goblin #1 Damage:1d4 - 2 + 1d6 ⇒ (3) - 2 + (4) = 5(broken weapon and sneak atk)
Goblin #2 Attack:1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14(flank and broken weapon)
Goblin #3 Damage:1d4 - 2 + 1d6 ⇒ (4) - 2 + (3) = 5(broken weapon and sneak atk)
As Wart enters the room two makeshift weapons slash out at the halfling, one shot landing while Wart dodges the other. Wart take 5 damage
Initiative:
Cadwyn:1d20 + 4 ⇒ (19) + 4 = 23
Addie:1d20 + 2 ⇒ (3) + 2 = 5
Morghrim:1d20 + 2 ⇒ (13) + 2 = 15
Valeron:1d20 ⇒ 10
Wart:1d20 + 3 ⇒ (8) + 3 = 11
Kev:1d20 + 2 ⇒ (3) + 2 = 5
Goblins:1d20 + 1 ⇒ (16) + 1 = 17
So Initiative Order is:
Cadwyn 23
4 x Goblins 17
Morghrim 15
Wart 11
Valeron 10
Addie 5
Kev 5
I'm heading off to bed, feel free to post actions/attacks. For map purposes. This is a 15 x 15 room with 5 ft passage ways off to the left and right (center of wall), the hallway you came in from is 5 ft wide and enters to the center of the south wall.
| Wart |
| Male Halfling Alchemist : 4 |
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Immediate Action: Immediately after getting hit, Wart looks at his cuts and sighs, saying in Goblin, "YOU ARE GOING TO BURN!"
Wart's Actions, Round 1, Initiative 11
Wart shouts, "Moving out of the way!", and attempts to tumble into the room to the left, coming up and getting into a defensive position as he pockets his coin.
| Kevorin |
| HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1 |
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Perception: 1d20 + 2 ⇒ (12) + 2 = 14
Kevorin (once again last!!) will be moving into the room and start trying to find a flank to sneak attack the goblins with. If no flank, he just attacks:
Great ax attack: 1d20 + 4 ⇒ (1) + 4 = 5 +2 if flanking
Sigh...so far, THE most ineffective character ever!! :)
| Morghrim Maestros |
| 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 |
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Seeing as Addie has the best base to Perception, I'd always be aiding her for the first round's search
Perception to aid Addie: 1d20+2
Look again. Morghrim has +8. Can you make a roll for stuff like that on my behalf in future Talomyr? Past 1AM GMT I can't post and a lot tends to happen.
Too late to make the Perception roll to spot the ambush I guess.
Morghrim has his glaive out as usual, especially the moment he spotted filthy goblins. No way he would walk anywhere near them unarmed.
Round One Action
Almost regardless of what the Goblins do, Morghrim should either be able to get a charge OR use his reach weapon to strike past Cadwyn, so i'll make an attack roll.
NEVER trust a gobbo little one! I'll save ye!
1d20 + 6 ⇒ (20) + 6 = 26 Critical Threat
1d20 + 6 ⇒ (20) + 6 = 26 Critical Hit
3d10 + 12 ⇒ (6, 8, 2) + 12 = 28 Damage
Edit: Edited the +5 to +6 to account for Hatred; not that it matters with that roll!
| Cadwyn Tallis |
| Male Human Fighter 1 |
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"Little bastards!," Cadwyn growls. "Never, never trust a gob."
Cadwyn steps up to the closest vile creature and attacks probably ending up right smack in the middle of the gobbos at L5. Seeing several goblins surrounding him, he calls as quiet as he can so as to not attract undue attention, "There are four in here! To me!"
So if I'm carrying two weapons, but only attack with one, do I get my full attack bonus or do I take a penalty simply for carrying a weapon in my off hand?
Attack roll - 1d20 + 5 ⇒ (7) + 5 = 12
Damage roll - 1d6 + 3 ⇒ (5) + 3 = 8
If it is the latter, please subtract two from my attack roll. And what a crit! Holy crap, man!
| Morghrim Maestros |
| 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 |
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"Little bastards!," Cadwyn growls. "Never, never trust a gob."
Cadwyn steps up to the closest vile creature and attacks probably ending up right smack in the middle of the gobbos at L5. Seeing several goblins surrounding him, he calls as quiet as he can so as to not attract undue attention, "There are four in here! To me!"
So if I'm carrying two weapons, but only attack with one, do I get my full attack bonus or do I take a penalty simply for carrying a weapon in my off hand?
Attack roll - 1d20+5
Damage roll - 1d6+3If it is the latter, please subtract two from my attack roll. And what a crit! Holy crap, man!
Holding two weapons in itself does not constitute a penalty, only when making a full attack and using both. You get your full attack bonus on standard actions, charges etc.
And thankyou, its about time I was due a crit in some PBP :P
DM Talomyr
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Valeron Legis wrote:
Look again. Morghrim has +8. Can you make a roll for stuff like that on my behalf in future Talomyr? Past 1AM GMT I can't post and a lot tends to happen.
I will do so in the future.
Cadwyn steps into the room and takes a pierces the chest of one of the goblins on the far wall. I will assume the goblin in M4, as it was still flat-footed and eliminating it will take Cadwyn out of a flank. Removing his blade the vile little beast slumps to the ground.
Seeing Cadwyn as the bigger threat, the two ambushing goblins move to attack Cadwyn. Cadwyn is in L5, after 5 ft steps, the goblins are in K5 and M5, the Goblin in L4 will attack Cadwyn as well. The goblins lash out at Cadwyn, one of the strikes tears a gash into Cadwyn's thigh with a rusty blade. Cadwyn takes 5 damage.
Morghrim then steps into the room M6 and takes a mighty swing at the remaining goblin on the far wall, L4 cutting the goblin in half at the waist. Having seen two of their friends fall quickly, the remaining two goblins, look like they are about to run.
Valeron, Addie, and Kev are up, then the beginning of Round 2 with Cadwyn.
DM Talomyr
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Round One:
Addie steps to the opening into the room (square L7) and casts Daze on the goblin near Wart (K5).Daze: A dazed creature can take no actions, but has no penalty on AC. Duration 1 round. Will DC 14 negates.
Will Save:1d20 + 0 ⇒ (1) + 0 = 1
Failing it that bad, I'm tempted to leave him dazed for two rounds...in fact I think I will.
| Valeron Legis |
| Male Human Cleric 5 / Inheritor's Crusader 1 |
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Valeron, Round 1
Seeing matters well in hand, Valeron will walk into the room, longsword and shield in hand, positioning himself next to the goblin who isn't dazed.
"Hey, this goblin has no head..."
Double move to square M4. Both goblins should be out of AOOs.
| Morghrim Maestros |
| 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 |
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Valeron, Round 1
Seeing matters well in hand, Valeron will walk into the room, longsword and shield in hand, positioning himself next to the goblin who isn't dazed.
"Hey, this goblin has no head..."
Double move to square M4. Both goblins should be out of AOOs.
He has no upper body either! He was found wanting and I judged him to be unworthy to have an upper half, heh...
| Morghrim Maestros |
| 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 |
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Just a group tactics/dynamic thing; Morghrim is a skilled healer and generally can save spell slots and channels if you allow him the time to Treat Deadly Wounds; and he has a Healer's Kit to do so.
| Cadwyn Tallis |
| Male Human Fighter 1 |
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Cadwyn turns to the still mobile goblin (at M5) and snaps his rapier out in a quick thrust, gritting his teeth despite the pain in his thigh.
Attack roll - 1d20 + 3 ⇒ (20) + 3 = 23
Confirmation roll - 1d20 + 3 ⇒ (8) + 3 = 11
Damage roll - 1d6 + 3 ⇒ (6) + 3 = 9
Damage roll (crit) 1d6 + 3 ⇒ (5) + 3 = 8
If that drops the first one, the second attack is made on the dazed gobbo.
Attack roll - 1d20 + 2 ⇒ (15) + 2 = 17
Damage roll - 1d6 + 1 ⇒ (5) + 1 = 6
DM Talomyr
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Cadwyn's plunges his rapier deep into the goblin's chest, leaving only one target. Not content with depriving one goblin of its life, Cadwyn slashes his shortsword across the stomach of the remaining goblin, but somehow the dazed goblin yet lives.
Morghrim's up, followed by Wart, Valeron, Addie, and Kev.
DM Talomyr
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Morghrim Round 2:
Attack:1d20 + 5 ⇒ (20) + 5 = 25
Damage:1d10 + 4 ⇒ (6) + 4 = 10
Confirmation:1d20 + 5 ⇒ (1) + 5 = 6
Additional Damage:2d10 + 8 ⇒ (9, 1) + 8 = 18
As Morghrim wound up for his attack on the dazed goblin, it looked as if he was going to do something truely horrific to the near helpless creature, but instead changed the direction of his attack and ran the goblin through instead.
End of combat rounds, everyone gets 125 XP. Where to next? Perception DC 20:
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