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 Human Fighter 1
Valeron Legis wrote:


"Alright, Cadwyn, let me take a look at that" With a few words to Iomedae, Cadwyn looks much healthier.


Eye of Aroden - Perception: 1d20+2

Cure Lt on Cadwyn (lose Magic Weapon): 1d8+1

"Much obliged, my friend," Cadwyn says, patting the man on the shoulder. He examines the wound quickly as the group keeps moving, and is surprised to see it mostly closed, and just tender to the touch.


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 ⇒ (13) + 8 = 21 Perception Roll

Bah, ye manlings don't look at what's right in front of ye! Morghrim states, pointing at the Eye of Aroden with a bloodstained glaive, goblin blood still dripping down it.

Nice roll Talomyr :). Am off for the night, will check in tomorrow.


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

Kev will check the bodies of the goblins. At least he can do something useful.

Grand Lodge

Kevorin wrote:
Kev will check the bodies of the goblins. At least he can do something useful.

On the goblin bodies you find four rusty dog-slicers, four sets of small leather armor, and a grand total of 6 gp, 10 sp, and 12 cp.


Male Halfling Alchemist : 4

Sorry. Just got off a 13 hour shift. I will post in the morning.


"Well, gentlemen. Shall we be off down the next passage before those Hellknights catch up with us again?" Addie asks, moving over to the marked passageway.


Male Human Fighter 1

"I'm right next to you, my Lady," Cadwyn replies, adjusting his grip on his weapons and heading down the passage indicated.


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

I'm a-thinking we should give these Hellknights a taste of our steel and set up an ambush for the four of them, personally. I suppose I wouldn't feel right if one of ye little ones died if we botched it though. Onwards tis.


Male Halfling Alchemist : 4

"Well," Wart mumbles as he looks at his feet, "I am so sorry about this. I thought for sure we could get them to attack our enemy."

As Kevorin goes about checking the goblin bodies, Wart draws a hidden dagger and goes around coup-de-grace-ing those that still had heads or upper bodies. "Filthy little egg-sucking Goblins...this what you get for lying."

As the dirty work is done, Wart glances up to assist for the inevitable search for the eye. Perception Check (Aid Another): 1d20 + 6 ⇒ (8) + 6 = 14 Woot! +2 for whomever needs it.

Wart moves to follow Addie, "Let's continue on before we are caught."

Stealth check: 1d20 + 10 ⇒ (11) + 10 = 21


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
Wart wrote:

"Well," Wart mumbles as he looks at his feet, "I am so sorry about this. I thought for sure we could get them to attack our enemy."

As Kevorin goes about checking the goblin bodies, Wart draws a hidden dagger and goes around coup-de-grace-ing those that still had heads or upper bodies. "Filthy little egg-sucking Goblins...this what you get for lying."

As the dirty work is done, Wart glances up to assist for the inevitable search for the eye. Perception Check (Aid Another): 1d20+6 Woot! +2 for whomever needs it.

Wart moves to follow Addie, "Let's continue on before we are caught."

Stealth check: 1d20+10

Morghrim already found the eye without aid checks, don't worry :)

Morghrim looks on approvingly as the halfling purges his guilt in the killing of evil creatures.

Aye, he is learning that this world be a dangerous place, and ye can trust few in it. Morghrim thinks to himself.

Grand Lodge

The passage way twists and turns, along the way the party finds the sign of Aroden more than once. Eventually the passage way empties in to a large chamber with a 10 ft wide stream of sewage flowing freely through the middle. There are five other ways out of this chamber, one along the same wall that you entered through, two on the opposite wall, and the large pipes that the sewage enters the chamber through on the north and south walls.

For map purposes, the room is 60ft N to S, 30 ft E to W. The doorways are in the NE, NW, SE, and SW corners along the east and west walls. You have entered from the SE.

Perception Checks Please:
DC 12:

Spoiler:
You hear the sound of clanking armor coming from one the passageways across the stream of sewage.

DC 15:

Spoiler:
As the DC 12 spoiler plus, you've pinpointed the sounds of marching soldiers to be coming from the SW passage.

DC 18::

Spoiler:
As the two above plus, you'd swear you hear a similar sound coming from the NE corner passage.

DC 22::

Spoiler:
As above, you would guess that the group comming from the SW will be in the room very soon and the group from the NE will be along a shortly there after


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

Perception check: 1d20 + 6 ⇒ (1) + 6 = 7 SHOES! I HAZ THEM!


Perception: 1d20 + 4 ⇒ (19) + 4 = 23

"Hsst! Do you hear?" Addie warns with a loud whisper. "Armored soldiers coming from the passage there across the sewage, and the one up there on the same side of the sewage as us. It sounds like the ones from there," she points to the SW passage, "will be in here very soon, and the ones from up there, "she points to the NE passage, "will be along shortly thereafter!"

Grand Lodge

For anyone wanting to jump across the sewage, it is a DC 12 Acrobatics check to jump across and remain standing, DC 10 gets you across, but you slip on the other side and are prone. Any one who fails the check owes me a Fortitude save.


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

Perception- 1d20 + 8 ⇒ (10) + 8 = 18


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

I hear them Addie. Let's head northwest, quickly.

Talomyr i'm not great at mental imagery; can we get to the northwest exit without jumping across the sewage? If not... here goes. Assume the below happens if a jump is necessary to get to the NW exit.

Stowing his shield and warhammer quickly, Morghrim leaps across the sewage...

1d20 - 2 ⇒ (14) - 2 = 12 (Includes armour check penalty)

Assuming Morghrim makes it across successfully, he drops to a crouch and pulls out his crossbow and buckler, loading the crossbow and readying an action to shoot the first adversary that enters the room, intending to cover the party. AC= 21 versus ranged attacks currently.

Crossbow Shot- 1d20 + 2 ⇒ (16) + 2 = 18 hopefully versus flat-footed AC
Damage- 1d8 ⇒ 6

Grand Lodge

Morghrim Maestros wrote:
Talomyr i'm not great at mental imagery; can we get to the northwest exit without jumping across the sewage? If not... here goes. Assume the below happens if a jump is necessary to get to the NW exit.

That is correct, getting to the NW exit will require the jump or slogging through the muck.

Morghrim - Setup and readied action noted.

Everyone else, you have two rounds before it sounds like the armored folks will be here. For instance Morghrim took a move to jump across, a move to ready a buckler, another move to load the crossbow, and readied a standard (two rounds total, and readied for a surprise round)


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:
Morghrim Maestros wrote:
Talomyr i'm not great at mental imagery; can we get to the northwest exit without jumping across the sewage? If not... here goes. Assume the below happens if a jump is necessary to get to the NW exit.

That is correct, getting to the NW exit will require the jump or slogging through the muck.

Morghrim - Setup and readied action noted.

Thanks buddy. And... eeeeexcellent... muhahahahaha....


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

Kev moves to be within 30 feet of the northeast entrance, right against a wall and tires to hide in some shadows. Stealth: 1d20 + 4 ⇒ (9) + 4 = 13 He trains his crossbow on the southwest passage.

Grand Lodge

Kevorin wrote:
Kev moves to be within 30 feet of the northeast entrance, right against a wall and tires to hide in some shadows. Stealth: 1d20+4 He trains his crossbow on the southwest passage.

Kev, you have another round worth of actions should you so choose, before the bad guys show up.


Apologies, internet connection has been spotty this afternoon.

MAP


Move Action 1

Addie scoops up His Lordship, and - following Morghrim's example - takes a running jump across the sewage channel.

Acrobatics check: 1d20 + 1 ⇒ (20) + 1 = 21

WOW! Addie should have been a gymnast!


Landing nimbly on the far side of the channel, Addie hurries up to the NW passage, searching for the Eye of Aroden (and praying that it marks the NW passage!).

Perception: 1d20 + 4 ⇒ (3) + 4 = 7

Yeah, knew that dice rolling luck couldn't last!

I figure that moving to the NW passage and searching for the Eye takes up the rest of Addie's actions.


Male Halfling Alchemist : 4

OOC Rants & Dice rolling:

Curse you, you post-eating board! I was almost done and was previewing for editing...and you ATE IT! I knew I should have copied the text before I hit that stupid button!

First, a check to get across the sewage...
Acrobatics check: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11 Is there a penalty on Acrobatics(Jump) checks for having a speed less than 30? The Core seems to indicate that there is, but it is confusing.

Next, a check to get be quiet whilst doing so...
Stealth check: 1d20 + 10 - 5 ⇒ (1) + 10 - 5 = 6 Penalty for moving faster than half but slower than total movement rate.

Wart watches as Morghrim and Black Addie jump effortlessly across the flowing river of...well...sewage. He visually checks himself to make sure all of his gear is in order, and then attempts to mimic the graceful jump of Addie, and the no-nonsense combat jump of Morghrim. His small legs pump something fierce as he moves up to the chasm of horridness, and looks down suddenly at something floating by. His attention distracted, he continues on with his jump, arms flailing wildly as he clears the sewage to land next to where Morghrim did, with a loud gasp as the air is forced from his lungs.
Move Action:Jump the sewage; Move action: Other movement to account for stealth attempt.

Looking everywhere but at any of his companions as he blushes, Wart pulls himself off the ground, and moves to follow Addie to assist in looking for the Eye.
Move Action: Stand up from a prone position; Move action:Move toward NW exit, 20ft

Grand Lodge

Wart, it appears that you are right, I should have applied a -4 penalty to the check for anyone who does not move at 30ft or greater. That being said, I missed it, so it would not be fair for me to penalize you and Morghrim after the fact, so we'll let it slide for this jump. In future, I will enforce the penalty should it be needed.
Thanks for the heads up Wart.


Male Human Cleric 5 / Inheritor's Crusader 1

"Ugh you'd think we'd be out of here by now", Valeron laments.

Hearing Addie's warning about the armored soldiers, the Iomedan moves his shield to his back and attempts to jump across the sewage.

Jump: 1d20 - 4 ⇒ (5) - 4 = 1

"Son of a...", with that the cleric splashes into the water.

Fortitude: 1d20 + 2 ⇒ (8) + 2 = 10

He continues across the slush, climbing up on the far side next to Morghrim, pulling his shield back out, longsword dripping with the greenish waters.

Move to attempt to jump, landing prone in M14. Move to get up. Move to get J12. Use my standard to cast Shield of Faith.


Male Human Fighter 1

Cadwyn takes two steps back and takes a running leap across the sewage...

Acrobatics check - 1d20 ⇒ 7

...and promptly slips on the muck before he evens starts the jump, landing in the disgusting filth flowing through the sewer.

Fortitude save - 1d20 + 3 ⇒ (5) + 3 = 8

He then makes his way across, climbs up the other side and shakes the nasty sewer water from his blades.

Well now he's wet, dirty, AND sick. Nice.


Male Human Cleric 5 / Inheritor's Crusader 1

"When we get out of here, we're going to need to practice jumping in armor", Valeron comments off-handedly to Cadwyn. He nods at the dwarf and halfling - "doesn't seem fair we let the wee folks out-jump us..."

The Iomedan cuts his own words off, remaining silent as he waits for the sound of the armor to draw nearer.


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

Seeing as how everybody has elected to make their stand on the other side of the sewage, Kevorin will also make the leap across to join them near the NW entrance. 1d20 + 4 ⇒ (6) + 4 = 10 He slips on the other side and falls, cursing, and using his second move action to stand up.


UPDATED MAP


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:
Seeing as how everybody has elected to make their stand on the other side of the sewage, Kevorin will also make the leap across to join them near the NW entrance. 1d20+4 He slips on the other side and falls, cursing, and using his second move action to stand up.

I was surprised you didn't, it made the most tactical sense :).

Thanks Addie, these maps really help me :)

Sovereign Court

Posting for dot; forgot to post with default alias


Male Halfling Alchemist : 4

ooc question for Alexander Kilcoyne:
What is this "posting for dot." ?? I have seen this several times on various threads, and I am wondering what this is.

Sovereign Court

Wart wrote:
** spoiler omitted **

Spoiler:

The little dot you get by a post when you have made a post in it. It basically makes it easier to find these topics when trawling through the PBP section.

Grand Lodge

The sounds of clanking armor get louder as the Hellknights approach. The sounds suddenly stop as the lead Hellknight catches a crossbow bolt in the shoulder, letting out a howl, as he enters the chamber.

Ok, that covers Morghrim's surprise round action, everyone else has a standard action that they can use in the surprise round. For map purposes, the Hellknight that was shot is in J14, there are three others behind him in G, H, & I14.

Initiative Rolls:
Cadwyn:1d20 + 4 ⇒ (15) + 4 = 19
Morghrim:1d20 + 2 ⇒ (20) + 2 = 22
Addie:1d20 + 2 ⇒ (16) + 2 = 18
Kev:1d20 + 2 ⇒ (12) + 2 = 14
Wart:1d20 + 3 ⇒ (10) + 3 = 13
Valeron:1d20 + 0 ⇒ (17) + 0 = 17
Hellknights (Group 1) = 16

Wow! Quick group.

Initiative Order:
Morghrim = 22
Cadwyn = 19
Addie = 18
Valeron = 17
Hellknights (Group 1) = 16
Kev = 14
Wart = 13

Ok let's see those surprise round actions.


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

Crossbow sneak attack 1d20 + 1 ⇒ (5) + 1 = 6; damage 1d8 + 1d6 ⇒ (8) + (5) = 13


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:


Wow! Quick group.

Just wait till I get to add my Wisdom modifier to initiative as well ;)

I should be around for the next five or six hours, eagerly awaiting my Round 1 action :)

Grand Lodge

Kevorin wrote:
Crossbow sneak attack 1d20+1; damage 1d8+1d6

Naz, it just seems like the dice-gods don't like this character...


Surprise Round Action:
Hoping that her companions have the advantage of numbers against the Hellknights to the south, Addie steps just into the northwest passsage (square I3) and covers her sunrod. The young witch keeps an eye out for the Hellknights approaching from the northeast passage.

Stealth check to hide in shadows: 1d20 + 4 ⇒ (10) + 4 = 14

Can Addie ready an action to cast Sleep in the midst of the Hellknights approaching from the NE passage as soon as they appear?

Grand Lodge

Black Addie wrote:

Surprise Round Action:

Hoping that her companions have the advantage of numbers against the Hellknights to the south, Addie steps just into the northwest passsage (square I3) and covers her sunrod. The young witch keeps an eye out for the Hellknights approaching from the northeast passage.

Stealth check to hide in shadows: 1d20 + 4

Can Addie ready an action to cast Sleep in the midst of the Hellknights approaching from the NE passage as soon as they appear?

You sure can...you might be waiting a while though...


Male Human Fighter 1

Cadwyn positions himself to attack any that try to approach within range. I think you can ready an attack versus approach as a standard action, can't you?

"Nice of you to join us!" Cadwyn says between gritted teeth.

Attack roll (if I'm able to and it comes up) - 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation roll 1d20 + 5 ⇒ (2) + 5 = 7

Damage roll - 1d6 + 3 ⇒ (3) + 3 = 6
Extra damage roll - 1d6 + 3 ⇒ (4) + 3 = 7

Aww...too bad! That would have been impressive!


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:

Cadwyn positions himself to attack any that try to approach within range. I think you can ready an attack versus approach as a standard action, can't you?

"Nice of you to join us!" Cadwyn says between gritted teeth.

Attack roll (if I'm able to and it comes up) - 1d20+5
Confirmation roll 1d20+5

Damage roll - 1d6+3
Extra damage roll - 1d6+3

Aww...too bad! That would have been impressive!

You can do that, although your effectively wasting the surprise round we have, as they still wont have attacked you by the time your action comes up. You could always charge with the surprise round.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron, Surprise Round

Valeron, nods at Cadwyn. "Lets keep these guys bottled up in this corridor."

With that the cleric takes a step forward, and swings at the first Hellknight with his longsword.


Attack: 1d20 + 2 ⇒ (13) + 2 = 15 (enemy is flat footed)
Damage: 1d8 + 2 ⇒ (1) + 2 = 3


Ending 5ft step in J13. I did double check, you can 5ft step with your standard action in surprise rounds. Hellknights - at least this "group" - are evil, right?


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, Surprise Round

Valeron, nods at Cadwyn. "Lets keep these guys bottled up in this corridor."

With that the cleric takes a step forward, and swings at the first Hellknight with his longsword.


Attack: 1d20+2 (enemy is flat footed)
Damage: 1d8+2

Hellknights - at least this "group" - are evil, right?

Your limited to a single standard action or a charge in a surprise round; so you can charge, or move into melee carefully, but not both.

Morghrim knows nothing about Hellknights, other than they vex him greatly :)

Edit: Just saw your edit, yup 5 foot step and a standard is viable.

Grand Lodge

Cadwyn Tallis wrote:

Cadwyn positions himself to attack any that try to approach within range. I think you can ready an attack versus approach as a standard action, can't you?

"Nice of you to join us!" Cadwyn says between gritted teeth.

Attack roll (if I'm able to and it comes up) - 1d20+5
Confirmation roll 1d20+5

Damage roll - 1d6+3
Extra damage roll - 1d6+3

Aww...too bad! That would have been impressive!

You can ready vs. approach, but you won't be approach until round 1. You could 5 ft step (as a free action to K13) and attack, which is what I will assume you have done, unless you say otherwise.


Male Halfling Alchemist : 4

Ratburger....can't see the map from work <-Wart the Sad Panda

Wart looks up as the Hellknight's enter the area, and he almost drops his sling bullet as the clanking armor and fearsome sight scare him. He cowers back into the shadows created by Addie killing the light, crouching behind Morghrim, attempting to hide from the sight of those Hellknights.

Move action:loading sling bullet, attempting stealth check while doing so.

Stealth Check: 1d20 + 10 ⇒ (12) + 10 = 22

EDIT: Do they have a light source with them [NE baddies]? Now that the sunrod is covered, is there light spilling out of anywhere? Does the other group have light sources, possibly spilling down the hallway[SW]?


Male Human Fighter 1
DM Talomyr wrote:
Cadwyn Tallis wrote:

Cadwyn positions himself to attack any that try to approach within range. I think you can ready an attack versus approach as a standard action, can't you?

"Nice of you to join us!" Cadwyn says between gritted teeth.

Attack roll (if I'm able to and it comes up) - 1d20+5
Confirmation roll 1d20+5

Damage roll - 1d6+3
Extra damage roll - 1d6+3

Aww...too bad! That would have been impressive!

You can ready vs. approach, but you won't be approach until round 1. You could 5 ft step (as a free action to K13) and attack, which is what I will assume you have done, unless you say otherwise.

Got it, thanks! Can I keep the attack and instead charge or take a 5-foot-step to the closest? It looks like I can take one step and attack based on the map.

Grand Lodge

Cadwyn Tallis wrote:
Got it, thanks! Can I keep the attack and instead charge or take a 5-foot-step to the closest? It looks like I can take one step and attack based on the map.

Certainly.

Valeron asked: Hellknights - at least this "group" - are evil, right? Answer, Hellknights do not have to be evil, the only requirement is Lawful, so theoretically you could have a paladin/hellknight.

Wart - Yes they do have a light source (sunrod strapped to the lead hellknight's shield.


Male Halfling Alchemist : 4

Perhaps with a Shield Sconce?

My interest may be keen, but I plan on using this information tactically here, so the mental exercise on figuring out how many hp it has, or what kind of a roll it would take to knock the light souce out of it would not be wasted. *HINT* *HINT*

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