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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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

Thanks DM. Which hallway on the map is currently being referred to?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Morghrim Maestros wrote:
Thanks DM. Which hallway on the map is currently being referred to?

Big long one

Grand Lodge

Morghrim Maestros wrote:
Thanks DM. Which hallway on the map is currently being referred to?

The hallway that runs between A29 (north) and A24 (south).


Male Human Cleric 5 / Inheritor's Crusader 1

"Shall we?"

Valeron looks to the others before they pass through the western hallway past the other revelers.

If we run into someone and need to pretend that we're just drunk and wandering, here's a Bluff

Bluff: 1d20 + 8 ⇒ (11) + 8 = 19


Male Halfling Alchemist : 4

MAP LINK for new page

Perform Act check to appear drunk: 1d20 + 6 ⇒ (12) + 6 = 18
Perception check: 1d20 + 9 ⇒ (19) + 9 = 28

Wart looks up, and whispers, "let me go scout..."

Wart, feeling bold, starts to stagger out the door, and staggers down the hallway, hiccupping at "appropriate" moments.

He staggers about, moving over towards the door at the bottom of the stairs. To A27 He stumbles against the wall, and seems to be trying to steady himself.

Attempting to notice any sounds through the door.

Grand Lodge

Listening at the door to A27, Wart hears the sounds of splashing water and laughter behind the door, much as was heard behind the northern door in the library.


Male Human Cleric 5 / Inheritor's Crusader 1

As Wart heads to the door leading to the splashing room, Valeron grows bolder and moves further down the hallway to listen at a door of his own.

To the door that opens into A-28

Perception (to listen at the door): 1d20 + 3 ⇒ (20) + 3 = 23

Grand Lodge

You hear nothing from beyond the door, checking the door you find it to be unlocked.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron opens the door to the room beyond, while gesturing towards Kevorin to examine the door on the left side further down the hallway.


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

Morghrim follows, acting as a lookout for trouble.

Grand Lodge

Listening at the doors along the remainder of the hallway, you hear what sounds like a drunken, though surprisingly quiet conversation coming from behind one of the doors. to A28. But nothing beyond the other two doors.

One of the other door is a distinctly different style, more plain than some of the ornate carvings that you have seen on some of the other doors. A very short leap of logic, tells you that the plain door goes to another storage area like the two you had found in the library.

The door at the end of the hallway to A29 is carved to depict a rather detailed hellscape and is locked.

Where to? Anything else in particular you would like to do in the hallway?


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

Kevorin gives the hellscape door a good examination, and will attempt to jimmy the lock if it looks safe.

Perception (taking 20): 24
Disable Device (taking 20): 25


Addie casts Detect Magic and scans the hellscape door for any magical auras.


Male Halfling Alchemist : 4

Assuming that Kevorin does in fact attempt to jimmy the lock...

Wart assists Kevorin in checking for any traps, and attempting to get through the door.

Rolls:

  • Perception check: Aid Another: 1d20 + 9 ⇒ (10) + 9 = 19
  • Disable Device Check: Aid Another: 1d20 + 7 ⇒ (16) + 7 = 23


Male Halfling Alchemist : 4

OOC chatter


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

Bump? Sorry i've been quiet, Morghrim doesnt have much to add except take 10 perception (21).


Male Human Cleric 5 / Inheritor's Crusader 1

I believe we are awaiting Kevorin's opening of the lock?

Grand Lodge

No problem what so ever. I've been busy as hell lately, and haven't been posting much anywhere lately.

Kevorin expertly pops the lock on the hellscape door and the door swings open. Beyond the door you see a room, lavishly decorated in marble, rare woods, and gold. In the northeast corner of the room you see a set of stairs leading up.


Male Human Cleric 5 / Inheritor's Crusader 1

"At last - stairs!" Valeron turns, looking to the others.

Of course, they are going up - perhaps looking for the entrance in the attic is as worthy a task as the basement?

The cleric will enter the room, and look around at it's contents.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


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

Please assume gives each room a once over (meets perception 21, 23 with regards to stone.

Grand Lodge

Other than the high quality and value of the decor and the stairs, there is nothing of note in the room.


DM Talomyr wrote:
No problem what so ever. I've been busy as hell lately, and haven't been posting much anywhere lately.

I totally understand. I've been right there myself recently.

Addie enters the room with her companions, His Lordship slipping in right behind her. She joins Morghrim in giving the room a thorough search (take 20 on Perception yields a total of 28).

"Well, gentlemen. Shall we ascend to the upper level?" she asks her friends after the room is searched.


Male Halfling Alchemist : 4

Wart pokes his head in, checking things out, looking for anything deadly or perhaps trapped...

Perception check: 1d20 + 9 ⇒ (10) + 9 = 19


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

"It seems like such a thing as we're looking for should be in the lower levels, but this room looks as promising as anything we've seen so far to lead to this Knot, so let's."

Grand Lodge

You ascend the marble stairwell, and the stairs end in a lavishly decorated room containing a well stocked bar, comfortable chairs and couches, and a highly polish ornately carved table. There is a distinct odor of burnt tobacco in the room. Briefly scanning the room you see a wooden chest just to the right of the bar.

There are two door out of the room, both in the southwest corner. One door to the west and one to the south.

Map of Level 2 - You are in Room A40.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron ascends the stairs, following Kevorin. He continues to nervously look at shadows, worried that any moment their exploration will be cut short, and he'll need to invent some reason for being upstairs.

Am I correct that A43 is a big open area down to where the main party is at? Were there revelers already up along the balconies that we saw from below?

Grand Lodge

Valeron Legis wrote:


Am I correct that A43 is a big open area down to where the main party is at? Were there revelers already up along the balconies that we saw from below?

Correct, A43 is a balcony area looking down into the area where the main party is at.


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

Morghrim will look through the chest, pausing to look at the bar longingly. Before he opens it he'll inspect it closely, and call kevorin over if it is locked.

1d20 + 12 ⇒ (13) + 12 = 25 Perception

Grand Lodge

Morghrim quickly studies the chest and finds no locking mechanism.

Opening the chest his nostrils are filled with moist, warm, slightly smokey and sweet air. Looking down into the chest he see's multiple trays of cigars. Each tray is marked with a different label, describing the flavor of the cigars on the shelf.


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

Mmm..... the Dwarf says, grinning. It would be a shame to let these go to waste on these spoilt, diabolist nobles. I'll, er, liberate them... he justifies in a mutter, scooping up the cigars into a sack.


While Morghrim 'liberates' several cigars, Addie listens at the western door.

Perception: 1d20 + 8 ⇒ (15) + 8 = 23

Grand Lodge

Addie carefull listens at the door, and hears the sounds of the occasionaly party-goer wandering around outside.

Given that you are also party-goers, you would not appear out of place out on the balcony.


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

"Somehow, I don't think this is the right way."


Male Human Cleric 5 / Inheritor's Crusader 1

"Since we assumed the entrance was either in the cellar or the attic, as we are headed upward, shall we focus our efforts on a ladder or stairs that continues upward?"

Valeron looks disinterested in continuing from bedroom to bedroom and relieving them of their contents.

"Perhaps if we head to the other side of the manor? It seemed the stairs were all over there.

Hopefully not too much meta-gaming there, but I assume we saw the stairs upward as we passed in the hallway under A-31, and it's usually safe to assume where there's a stairway from level 1 to 2, there's another from level 2 to 3.

The direction he's suggesting would be to take the balcony from A40 to A39.

Grand Lodge

Valeron Legis wrote:

"Since we assumed the entrance was either in the cellar or the attic, as we are headed upward, shall we focus our efforts on a ladder or stairs that continues upward?"

Valeron looks disinterested in continuing from bedroom to bedroom and relieving them of their contents.

"Perhaps if we head to the other side of the manor? It seemed the stairs were all over there.

Hopefully not too much meta-gaming there, but I assume we saw the stairs upward as we passed in the hallway under A-31, and it's usually safe to assume where there's a stairway from level 1 to 2, there's another from level 2 to 3.

The direction he's suggesting would be to take the balcony from A40 to A39.

No problem on the meta-gaming stuff...it's a reasonable assumption.


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

Lead on, Valeron.


Male Human Cleric 5 / Inheritor's Crusader 1

Feeling a rush of sudden bravery, Valeron throws open the door leading out to the catwalk about the dining hall and begins to cross to the far side of the house in search of ways up into the attic or down into the basement.

I hope I know what I'm doing.

Grand Lodge

As the group moves across the balconies, Valeron is stopped by a less than fully clad, fairly attractive, but very, very drunk woman...

"Oh hi...I know you...you're the paladin of the dead god right? Hmmm, not bad looking close up either...care to join me for a little trial of our own? At least I assume the paladin bit was just a roll you were playing, right?" the inebriated woman says running her fingers up and down the Iomedian's armored chest.

on the map you are at the point of the balcony where you can continue east towards A38 or turn south and cross the bridge over the main gallery.


Male Human Cleric 5 / Inheritor's Crusader 1

Oh my...

Valeron stops in horror at the stench of the drunk woman. In his youth, before he took the oath, he may have... No, maybe not even then.

Smiling at the woman, he lightly grabs her arm and works to lead her back towards the stairs down while nodding knowingly at the others.

"Yeah... you know, let's go get some drinks..."

Bluff (to distract and lose her back downstairs): 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

DM Only:

Sense Motive:1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0 (drunk)

Will wait to see if any of the other party members have anything to say about the situation before resolving...


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

Morghrim only looks on in sheer amusement.


Male Halfling Alchemist : 4

Seeing Valeron otherwise occupied, Wart sticks to the wall, moving quietly, and tries to slip behind the drunk woman.

As he moves, he keeps a lookout for anyone watching them, and tries to make sure no one is paying attention from below.

Actions & Rolls:

Stealth Check: 1d20 + 10 ⇒ (3) + 10 = 13
Perception check: 1d20 + 9 ⇒ (3) + 9 = 12

Map, level 2

Map, level 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

Work still kicking butt Talomyr?

Grand Lodge

Yes, but that's no excuse for letting this lag as badly as I have...

Valeron leads group toward the stairwell and expertly looses the intoxicated woman among a few other revelers heading down the stairs. Standing in the upper gallery you see a number of directions you can go. There seems to be semi-steady flow of traffic coming to and from the door to the guest bath to the west. Otherwise the only sounds of voices are coming from the door to the northwest.

You now stand in A31 with no currently visible stairs leading up. What you do have are a myriad of doorways you can check. Three on the north side of the room, one in the southeast corner, one to the west (guest bath) and one in the southwest corner of the room. Where to? (I will try to be better about updating the thread...thank you all for being overly-patient with me.)


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

Kevorin stands there looking impressed at Valeron's prowess. He leans over to Morghrim and whispers loudly enough for Valeron to hear, "It looks like Valeron has considerable practice at nor getting into bed with a woman."


Male Human Cleric 5 / Inheritor's Crusader 1

"Alright, I think that woman's off and distracted by someone else..." Valeron comments upon his return to the others.

Thank Iomedae for small favors.

"Did anyone find a way to the attic while I was, uh... distracting her?"


Keeping a wary eye on the people entering and leaving the guest bath, Addie casually wanders over to the middle of the three northern doors (the door to A36) and nonchalantly turns the knob to open the door.

Stealth check (?): 1d20 + 5 ⇒ (8) + 5 = 13


Male Halfling Alchemist : 4

Wart peeks over the railing as he moves along, trying to see if guests are returning to the feast table, or still milling about.

"Doors, eh?"

While Addy goes over to the door in the middle of the northern bank, Wart shrugs and follows, passing on to open the door on the right in the northern bank of doors. (A38)

As he steps up to the door, he begins to sway slightly as if drunk, and opens the door whilst hiccuping.

Rolls & Etc:

  • 1:A38
  • 2:A36
  • 3:A37
  • 4:A32
  • 5:SW Corner
  • 6:SE Corner
  • 1d6 ⇒ 1
  • Perception check: on guests, trying to get a rough estimate of how much time we have left. 1d20 + 9 ⇒ (16) + 9 = 25
  • Perform (Act): Roll: Drunken Party goer entering wrong door: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Addie tries her best look nonchalant, but soon discovers that the state of most of the guests is such that the attempt is meaningless.

Checking the middle door to the north she finds it locked.

Wart stumbles toward the northeastern door, turns the knob and looks in to see numerous animals in various positions, some majestic, some that look as if they are ready to attack.

Wart:
You'd guess you have 5-6 hours until sunrise/end of the party.


Addie catches Kevorin's eye and motions him over.

"This door is locked. Think you can open it?" she whispers in the half-orc's ear.

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