Council of Thieves

Game Master Mug

"We did not fail Aroden—he failed us, though we Wiscrani held the faith! We embraced that adversity and replaced his betrayal with strength and order." —Alcini Vitaron of Alcini’s Apothecary

**Combat Map**
*Map of Westcrown*


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female Chelaxian ranger (skirmisher, urban ranger) 2

Like Hell! Jaiyana had to wade through sewage; somebody's getting a few lumps. :)


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

The wind and water must flow...and so must blood. ;)

I have to redo my gear, but I'm thinking I'll keep just the Elixir and get a smokestick...which I will give to the casters in the bushes to set off. Jaiyana, we lead with your thunderstone, right? Do you also want to smokestick the bridge?

Next time we have loot, though, Holy Ghost Touch Shuriken!


female Chelaxian ranger (skirmisher, urban ranger) 2

Yes, lead with my thunderstone. Smokestick couldn't hurt. Before we start, did we all want to take at least one potion for emergencies? No time for an IC post right now, but I'll have one up before 11 am GMT -6.


M Human Commoner/1, Expert/1

How many potions did we have? 10? 9? That sounds good to me, regardless.

Edit: Looking at that bridge, a 4x4 wall of braced spears or longspears could've been a cool idea. I wish I'd thought of it sooner! Would the riverbanks be difficult terrain? I wonder if I shouldnt get in a position to charge.

Edit 2: Okay, I'm confused. I thought Janiven's group was attacking first to draw off the mounted escort. Why are they behind us?


I have you at 10 potions, but I just took that from loot tally you provided earlier. :)

The riverbank would be difficult terrain, yes.

She is planning to draw the mounted escort after her, by painting herself as a weak target. Once the escort takes the bait, rides past you lot, and runs into the chain she laid down, the carriage should stop or begin to and turn around, giving you time to engage them. If/once the mounted Hellknights are down, her group intends to get the heck out of dodge. Do you have a different position to suggest to her?

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

learn spell rolls:

Learn obscuring mist 1d20 + 11 ⇒ (18) + 11 = 29 Dc is 16
Learn shocking grasp 1d20 + 9 ⇒ (18) + 9 = 27 Dc is 16
I believe I have time to add both to my spellbook, and memorize obscuring mist.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Jaiyana--shouldn't you drink a potion? :)


female Chelaxian ranger (skirmisher, urban ranger) 2

If the party doesn't mind me snaking one from the group coffers.

1d8 + 1 ⇒ (7) + 1 = 8


M Human Commoner/1, Expert/1

d'oh! I haven't worked out Lucon's current HP. How much do we heal overnight?


+1hp and +1 to ability damage (for each ability).


female Chelaxian ranger (skirmisher, urban ranger) 2

By how I'm rolling on ranged attacks vs. melee. Perhaps I should shift Jaiyana's focus to being more of a switch hitter in upcoming levels.


If you're basing this possible switch on the last few dice rolls, my stats teacher would be vehemently opposed.


female Chelaxian ranger (skirmisher, urban ranger) 2

That and my Dex is higher than my Str; though both are fairly average for a warrior. I haven't really planned much of the character out yet, though. I want to pick up the Vital Strike line when meeting the prerequisites since I started with less than amazing physical modifiers (I don't see my iterative attacks hitting often with Combat Expertise and/or Power Attack active) so other than that I have a lot of room to develop organically.


@Jaiyana, I got you, and I for one am excited to see what you decide :)

So two bits of news.
1) AC has a great new job but is now super strapped for time. He's still on the boards, which I'm grateful for since he's GM-ing another game I'm in. Yup I'm selfish, so sue me. We'll proceed with a 6 man group, which is more in line with the 'group-size' status quo. We can add another if that's what we want, but I think we'll see what kind of trouble we can get in with 6. Questions? Comments? Rude remarks?

2) I'll be AFK starting tomorrow morning (Friday) till Sunday evening. I'm going camping, Yeeeehaaa! So assuming I survive the 31 miles of hiking I plan to do in the canyon lands of Utah this weekend. I'll probably have a little connectivity on my phone... but I wouldn't count on it. So, feel free to flex-time chat, do whatever in the discussion thread, or go on an IRL despair induced drinking-binge because we're on a slight delay. Unless alcoholism runs in your family, then you must choose a different brain-numbing activity, like reading the Bible or joining a fight club. (I read the Bible, so I can say that.) Questions here?

Keep up the excellent posting my friends.


female Chelaxian ranger (skirmisher, urban ranger) 2

*insert derisive sneer*

...:P

Enjoy you trip.


M Human Commoner/1, Expert/1

Works for me, so long as the bloke's having fun. I think I like this group size better anyway. Also have a great trip, Mug, colour me jealous!


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

6 is fine by me. Will AC die a glorious death or will he stick around to man the base?

Enjoy the hiking!

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

I am traveling again today, so I won't post until evening. The Viscount is highly trained in linguistics, so he will be interested in the letter being opened and possibly recreating a forgery, so he'll want to examin it in detail at base. Could he open it along a seam without breaking the seal, so that he could remove and reuse, or duplicate, it later?


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Anyone have Mending?


He could open it that way, let me decide what skill that should be, sleight of hand keeps coming to mind. Delicate, careful hand-work.

Also I don't believe mending would create a perfect replication of the seal. If the wax is broken without marring the seal (the skill check to break the seal is high enough) then it could be mended while maintaining the original seal. If the DC is failed to break it carefully, then it's not salvageable, as a perfect replication that is.

To preserve the seal:
Sleight of Hand DC 15
Disable Device DC 15


female Chelaxian ranger (skirmisher, urban ranger) 2

If you all want, Jaiyana could hit the Disable Device DC taking 10.


1 person marked this as a favorite.
Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Corneleous---watch out for Explosive you know what!


Lets get meta! :) Until Tavi walked around and ended their lives, not a single one was deceased. They were all out cold in stabilized condition, which I thought was what you were trying to do since Jaiyana stabilized some one of them, and Janiven specifically requested it to avoid Citadel retribution on your group. The whole thing about it being an embarrassment to the Order of the Rack if you saved Arael and killed as few as possible, rather than stirring the hornets nest by killing them all.
For future reference, I can only interpret what you write, you said you walked over to the carriage to heal everyone, Amon wouldn't know if they were alive or dead without a successful heal check to determine that information. Or you could have moved to an area which wouldn't have reached any possibly alive Hellknights.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Well, ic Enko doesn't approve, but ooc, stuff happens. Hornets' nests tend to burn when exposed to torches.


lol, Nice reference.


female Chelaxian ranger (skirmisher, urban ranger) 2

Jaiyana stabilized the Hellknights partly because Janiven asked the group not to kill many but didn't want to pull punches (-4 to hit is a pain at this level), and partly because she is a bit mean concerning Hellknights and expected the punishment from their superiors for such an embarrassing failure to be worse than whatever she was willing to do. If Tavi went wound around slitting throats Jaiyana wouldn't be particularly happy with it, but would neither protest nor join in; choosing to abide by an ally's decision rather than defend the Hellknights.


Yeah, as GM I'm 100% ok with it, -despite being surprised and getting a few goosebumps when I read it :)- and excited to see what, if any, ramifications there are. Just wanted to clear up any confusion due to poor explanations on my part

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Corneleous is essentially cold hearted towards any devil worshipper, despite using summoned devils himself. The distinction is that he has not made bargains over his soul like they have.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Not to further gum up the discussion, but couldn't we say that the one over yonder, by the river, away from Amon's channelling, lived? Tavi could skip one and he could limp on home.


I'll leave that up to Tavi.


M Human Commoner/1, Expert/1

9 Hellknight Chainmail
9 crossbows, light
150 bolts
10 potions of cure light wounds
1d50 + 10 ⇒ (38) + 10 = 48 sp
9 Longswords
1 Heavy Mace
1 Large Heavy Crossbow
1 Full Plate armor
1 holy symbol
1 sealed letter
2 keys

So... Who wants dibs on what? At the very least we should stock up on the potions, and I'd like to take the time to strip them of that fullplate at least, because it isn't exactly dime a dozen. Otherwise... Will we just run off with the potions?

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

I'm traveling again tomorrow, so I might be slow to post until later in the evening (unless I can convince the wife to drive a shift!).

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Did we have Jaiyana open the letter? Corneleous would have handed it over.


Ah I never moved on it, didn't know who to bot, we can do it once everyone's at the shrine if that's ok?

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

You guys rock. I'm really enjoying the game. Thank you Mug for being an awesome DM, and the others for such great energy.


Well, we think you're pretty special too.


M Human Commoner/1, Expert/1

Some groups just click, I think. I'm glad to have found another of them, because it's sure as hell been a while. And we're going at a MUCH faster pace than my second darkness group (if not for posting speed than definately progress. It's taken us a year to get to level 2). I'm hoping to see my way through... well... at least the Sixfold trial. Let's keep it up!


Can I just ask, how in the world does it take a year to get to level 2? This isn't criticism, I'm just curious.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Best group ever, and a ton of that is owed to you, Mug. Seriously, I haven't seen a better GM.

I agree---this group has chemistry...or would that be alchemy? The characters are seriously inspiring.

I have been reading the Bodhicharyavatara and watching martial arts flicks...Corneleous, I expect you to read your Crowley! :D


M Human Commoner/1, Expert/1

There's been serious tension between a lot of the party. A long standing feud between me and the ranger, a mutual mistrust between nearly all of the party (because hey, Riddleport), and some serious butting of heads and alignments (my bard had been tasked with a hit to get us back in the Temple of Calistria's good books, and the rogue revealed it to the rest of the party not wanting to decieve them. THAT was a tense moment.)

All in all there's been a lot of banter, plenty of great roleplay apart from a few quiet spells, and of the whole game there have been like, four combats, and most of them clusterf%*+s. However our GM uses maptools, painstakingly giving us a map each round for each player that includes our vision and line of sight, so when those encounters DO roll around they're a treat.

However... of all the APs to play around in, the first half of Second Darkness wouldnt be my first pick. I want to get into the meat of things and fight some drow! I play a bitter, shamed elf deserter, and I wanted to play out the slow climb back to honour and heroics, and take my bard from ratty clothes and reeking of wine to a champion in mithril mail and a longsword. I doubt I'll get to see him far enough to do that which is a real shame. Still, it's been my longest running pbp ever, and I've never had a party that's been so fragmented and self-serving. I love it! :P

Anyway, I digress, I'm glad to see I'll get to take Lucon from zero to hero a lot faster than my bard.

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

@Enko: I've never heard of Crowley before; I'm reading the wikipedia entry right now. I am currently cheating on my work related reading with the Dresden Files series, so I've got a bit of influence of Harry.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Lucon's rise is going to be, for want of a better word, epic.

Ah, Corneleous, you can delve deep into thelema and all that stuff. Crowley was a funky dude.

Twigs--you know, there's 'tension' in this group--Lucon is going to want to spare lives, Enko's a little paladin-like as well, Tavi would prefer to slit throats, and Jai-ya-na (ahem, NOT Janiven) has her prejudices, but I think all that interplay adds to things. You know, like the X-Men (yeah yeah, the Fantastic Four pioneered intragroup arguing, but I love a good mutant bickerfest).


Many apologies for my absence of several days. I have a small mountain of schoolwork to finish and I've been swamped.


It's ok, thanks for letting us know. kick that schoolwork in the crotch!


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Mug:
Hey GM! Would you allow a homebrew, more 'real world correct' rope dart in the game? See this thread for the discussion of this awesome weapon. Rope Dart

Here is my logic: eventually the Torchies will run into flying things, things that can't be tripped, and Monk suckage will creep in for Enko. Monk's cannot flurry with slings, etc. However, the rope dart is a Monk weapon (even if you have to trick Hero Lab into accepting weapon proficiency).

The rope dart is listed as a 20' range weapon, but that's silly. It has a range of 20' max and it's not really a range weapon. I'm thinking a weapon with 10'-20' reach, 1d4 damage (maybe 1d3 at 10'? less momentum), flurryable as it is a monk weapon. The dart could be blunt or piercing depending on which one attaches. Two handed, blocking. No trip, entangle, or grapple, or if there is one, that's the last attack, and probably the last attack one will make with the darn thing as it's just a rope and will be sundered.

Whaddya think? Flurryable but low damage and enables a monk to strike at range.

Another alternative is to make it a ranged weapon, but then I am definitely gonna get a Seeking magic one at some point!


Enko:
I think it looks pretty awesome. You're thinking a blunt or sharp attachment? I agree with the damage change with range change, and the grapple, trip, and disarm, but if you disarm a slashing or piercing weapon there's a 50% chance it's sundered. I don't think it'd be sundered in a regular grapple or trip though. Also I think if you flurry at 20' it'd make sense to have the number of flurried blows - 2, with a minimum of 2, due to the extra time it takes to attack and retract the 20' vs 10' distance. Thoughts?


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Mug:
I think the point about flurrying a reduced number of times is a good one, although it spoils my dream of knocking at a zillion opponents in one round. I see monks as combat debuffers, and if I wasn't feat-starved to get all my Crane Style goodness in, I'd get Improved Disarm or something. My other dream was 'Flurry of Bags'; throw tanglefoot bags at multiple opponents. One can't flurry with bags though, and there's nothing like an Tangle Shuriken (or Tangle anything except a Tangle Bolt). Unless we get to craft those, and then that would be neato.

Regarding rope darts--I'd probably have a blunt one--something about Enko's character. I note that I haven't used the kama once, and probably won't save for very unusual circumstances. I may also get a tonfa at some point; something to strike at things I don't want to touch, and a tonfa isn't metal either (I am paranoid about rust monsters?). They should have made the meteor hammer a monk weapon...

Sorry, I'm babbling. Long day and night. So yeah, 1d3 at 10', 1d4 at 20', any attack at 20' reduces the flurry number by 2 (or maybe by 1, per 20' attack? complicated!), no CMB maneuvers, or at least none Enko is familiar with. Damn thing is so complicated, there should be a Feat for it. If I were to assign any CMB's to it, it would be disarm or grapple; makes sense it could wrap around an arm or torso.

What I really want is to get one, many levels from now, that has Bane (Outsiders). That makes a crummy damage weapon rather fearsome against devils and elementals and whatnot.

Can you tell I have been reading every thread in the world about monks? The fact that they don't do a lot of damage is fine; any aficionado of martial arts movies can note that it takes a while for one dude to kill the other dude. Improving their melee debuffing though, that's a Pathfinder area that requires finessing.


Enko:
Some pretty cool ideas there, I like the Bane feature you mentioned. Very cool. Trip makes more sense to me than grapple, and completely wrapping someone up to the point of being grappled would take more time and a lot of rope to do it successfully. But lets just decide on 2 CMB's max and we'll run with it.


Monk of the Upper Reach 4 | Separatist Cleric of Iomedae 1
Stats:
Init +4 Per +11 | AC 22/22/15 | HP 32/32 | F +6/R + 8/ W +9/+11 enchant| CMB +4/+7 trip CMD 25/27 trip | Redir 4/4

Mug:
Cool, I'll stat it up for final approval (and post it in Homebrew to see what people think. Not that I will get it anytime soon.

Dark Archive

M Human (Chelaxian) Wizard 5 (conjurer)
Stats:
Init +5 Per +4 | AC 15 (w mage armor) otherwise 11/11 | HP 35/35 | F +2/R +2/ W +5| CMB +3 CMD 15

Traveling again today.

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