DM RichD's Council Of Thieves Campaign

Game Master Briccone

Council of Thieves Book 5: The Mother Of Flies
Part 1: A Mother Scorned

The PC's are troublesome to the Council of Thieves. Could the Mother of Flies be an ally?


351 to 400 of 2,772 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Naberius Belthrune wrote:
I think that Raveen is the only one here who is truly capable of being 'subtle,' what with all the ghosts, opera singers, talking birds, and heavily armored giants running around.

Subtle is as subtle does.

Tal wrote:
Also what happened to Janiven's bandits luring the mounted armigers away? I thought all of 'the plan' happened after they were lead away to limit their numbers.

Incorporated into our plan. We don't have more numbers: Janiven asked us to disguise ourselves as bandits.

Naberius wrote:
I have a feeling this is one of those scenes that would be far easier if we were just sitting around a table. :D

I agree. I had hoped by being excessively verbose in detailing my plan that we could understand it without confusion.

A self-defeating idea, really. The more information you give, the more confusing an idea may become.

Quote:
I might invest in one as well. Not having access to illusions is not ideal for our current situation, though that was something of an intentional choice on my part.

An in-character choice?

Anyway, Tal's comment reminded me of something: We have almost no resources.

This stunt to be talked about throughout Westcrown for exactly that reason: we need recruits.
We will also money to fund them--to buy and renovate other buildings, bribe the right people to look the other way, and build up this organization so that we will always have the resources we need for every action we do.

/sigh

We have our work cut out for us. But to be honest, I'm looking forward to this. The more difficult the challenge, the more rewarding is the success.

Edit: Lol. Mera is creeped out.


Male Phantom Init +2 | Perception +5 | AC16/T12/FF14 | HP 22/22 | DR/Slashing 5 | Fort +4 / Ref +5 / Will +0 | CMB +3 / CMD 15

Regarding Tuesday:

His clothes are a part of him since they're with him when he forms but he can take them off/dissolve/absorb so he could wear other things, it just wouldnt transfer with him when he returned to Monday's subconscious.

And while he's in Ectoplasmic form he can wear equipment and magic items, for Incorporeal form he would need ghost touch stuff.


Unknown (Probable Male) Unknown Race ???
GM wrote:
Dust rises in the distance and if you listen closely, you can hear the sounds of horses galloping and the wheels of a large, heavy carriage.

So it begins.


m Human Ftr 10 HP:122/122 AC*:33,23,30 Saves:11/8*/9* CMB: +20 CMD: 39 Init: +3 Perc: +15 Link to the spreadsheet

Raveen I don't want to step on your toes but giving you a heads up in case you didn't know. In a surprise round you are limited to a single action. It looks like you posted 3 with an attack, a move, and a demoralize. Didn't know which one you actually wanted.


Unknown (Probable Male) Unknown Race ???
Tal Bernard Mainz wrote:
Raveen I don't want to step on your toes but giving you a heads up in case you didn't know. In a surprise round you are limited to a single action. It looks like you posted 3 with an attack, a move, and a demoralize. Didn't know which one you actually wanted.

The horse's move, which would reasonably be moving in the surprise round. Ride (guide with knees) is a free action.

And that's not a real demoralize check: It's to incite them.

Edit: Double-checked. You're right. I'll edit appropriately.


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12

Okay, I want to clear a few things up before I post my surprise round action and whatever.

Firstly, I thought we were going to be on the other side of the bridge. As Tal points out, Naberius would not put himself that close to the Hellknights. That's why he was so opposed to the Face Plan originally. If you'll allow, Naberius will begin on the other side, in square AS19. He can cast the spell from there just as well as from the other side, with less chance of getting fatally stabbed.

Secondly, how much time do we have to react after we hear the carriage and before the surprise round (Raveen and Mera initating combat by shooting their crossbows)? Six seconds or more? If so, Naberius would have cast enlarge person before the battle begins, as it has a casting time of 1 round and lasts for 2 minutes. There is really no reason not to do so, as I would rather spend my actions in combat doing something else.

Are these okay, Mr. GM? Coordinating these things through PbP can be a pain in the ass... :P

Edit:

Masked Conspirator wrote:
Not an impressive first hit, but that's good! The more they underestimate us, the more the chance they don't take us seriously.

Won't you get Sneak Attack on that hit? They are technically flat-footed, aren't they?


NARRATOR Skirgaard GS Map / SS MAP/
Naberius wrote:
If you'll allow, Naberius will begin on the other side, in square AS19. He can cast the spell from there just as well as from the other side, with less chance of getting fatally stabbed.

I have moved you.

Naberius wrote:
Secondly, how much time do we have to react after we hear the carriage and before the surprise round (Raveen and Mera initating combat by shooting their crossbows)? Six seconds or more? If so, Naberius would have cast enlarge person before the battle begins, as it has a casting time of 1 round and lasts for 2 minutes. There is really no reason not to do so, as I would rather spend my actions in combat doing something else.

You have a minute from the time that you hear the wagon to the surprise round.

Naberius wrote:
Are these okay, Mr. GM? Coordinating these things through PbP can be a pain in the ass... :P

Yes, These are OK. Yes it can be but I love the dynamics of the plan!


Male Raven Familiar | HP 12/12 | AC 16 | Fort +1, Ref +4, Will +5 | CMB +1, CMD 7 | Init +2 | Perception +10

"Caw! Thanks boss!"

I didn't know where to put this in his actual post, but Vasco will be flying as high as he possibly can while still being able to drop his thunderstone and have it reach the ground in one round.

I'm not exactly sure how high that would be...


Unknown (Probable Male) Unknown Race ???
Naberius wrote:
Firstly, I thought we were going to be on the other side of the bridge

You're right. I've made the point before that coming from the north meant you guys should be stationed at the south.

Naberius wrote:
Won't you get Sneak Attack on that hit? They are technically flat-footed, aren't they?

I would, but point-blank range is only 30 ft.

DM wrote:
I would prefer you and Tuesday push the boom cart instead of the NPC's. BTW...What kind of roll would you make to align the boom cart with the wagon? Range attack?

I'd classify it under a 'Drive' skill if we needed a check (which I don't think is necessary). Rogues (Janiven) usually get that skill as a class skill, which is why I assigned that duty to her.

Naberius wrote:
Are these okay, Mr. GM? Coordinating these things through PbP can be a pain in the ass... :P

Right.

My original post (and shooting) was supposed to wait until the Hellknights triggered the first trap on AM16 to break the carriage's wheel, so to overwhelm the knights and inflict the deafened penalty on the knights (-4 to initiative and lack of coordination being the prime reason), so quick response in round 1 won't work.
@GM: Could you please shift the Hellknights to the spot before my post (and subsequently) the rest? The trap & Vasco-explosion would ensure that the Hellknights can't coordinate their response.

Edit:by the way, my initative modifier is +4, not +3. If the knights are deafened, he will go first with Mera to lure them to the trap.


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12
Masked Conspirator wrote:
I would, but point-blank range is only 30 ft.

Ah, of course. I hate that! :P

Naberius wrote:

My original post (and shooting) was supposed to wait until the Hellknights triggered the first trap on AM16 to break the carriage's wheel, so to overwhelm the knights and inflict the deafened penalty on the knights (-4 to initiative and lack of coordination being the prime reason), so quick response in round 1 won't work.

@GM: Could you please shift the Hellknights to the spot before my post (and subsequently) the rest? The trap & Vasco-explosion would ensure that the Hellknights can't coordinate their response.

I got the impression that you were just standing there, right? As a distraction? I don't think the Hellknights would necessarily keep moving seeing Raveen and Mera. The trap in AM16 is probably not going to work if you're out in the open, but they stopped nonetheless. The others still have the time to drop the cart (and one of them might trigger the bear trap anyway).

It would be nice to get a new initiative after the surprise round, if we manage to deafen some of them.


NARRATOR Skirgaard GS Map / SS MAP/
Raveen wrote:
I'd classify it under a 'Drive' skill if we needed a check (which I don't think is necessary). Rogues (Janiven) usually get that skill as a class skill, which is why I assigned that duty to her.

That is assuming that she is a rogue...

Janiven wrote:
Sure! I will be there. I can be a part of the decoys with Vitti here. We are both very familiar with the woods and those Rackers will be hard-pressed to keep up with us or find our trail. Janiven says.


Female Human Spiritualist Init +3 | Perception +11 | AC17/T12/FF14 | HP 20/20 | Fort +5 / Ref +2 / Will +8 | CMB +3 / CMD 15

So she's a bard? No! Cleric? Monk?


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12
Aiming a Siege Engine wrote:
Ranged siege engines must be aimed in order to attack a desired target (in the case of direct-fire siege engines) or square (in the case of indirect-fire siege engines). Aiming takes a number of full-round actions (or move actions if the crew leader has the Master Siege Engineer feat), with the number depending on the specific siege engine. Aiming a siege engine with a diminished crew doubles the amount of time it takes to aim the siege engine. Each time a new target or square is chosen as the target of a siege engine’s attack, that engine must be aimed anew.
Firing an Indirect-Fire Ranged Siege Engine wrote:

To fire an indirect-fire ranged siege engine, the crew leader makes a targeting check against the DC of the siege engine. This check uses his base attack bonus, his Intelligence modifier (if not trained in Knowledge [engineering]) or Knowledge (engineering) skill modifier (if trained in that skill), any penalty for not being proficient in the siege engine, and the appropriate modifiers from Table: Indirect Attack Check Modifiers. If the check succeeds, the ammunition of the indirect attack hits the square the siege engine was aimed at, dealing the indicated damage or effect to any object or creature within the area of its attack. Creatures may get a saving throw to limit the effect of the attack; this is typically based on the type of ammunition used.

If the attack misses the intended square, roll 1d8 to determine in what direction the shot veers. A roll of 1 indicates the ammunition falls short (toward the siege engine), with rolls of 2 through 8 counting squares clockwise around the target square. Roll 1d4 for every range increment at which the attack was made (1d4 if the target square is within the engine’s first range increment, 2d4 if the target square is within the second range increment, and so on). The total is the number of squares by which the attack misses, with the direction in which the squares are counted determined by the d8 roll. The ammunition deals its damage and any other effects in the square it lands on.

Would this be fitting? For reference, a light ballista has an aiming time of 0 full-round actions and requires a crew of 1. A cannon has an aiming time of 1 round, and requires a crew of 3. Those are Large-sized siege engines.


Unknown (Probable Male) Unknown Race ???
Naberius Belthrune wrote:
I got the impression that you were just standing there, right? As a distraction? I don't think the Hellknights would necessarily keep moving seeing Raveen and Mera. The trap in AM16 is probably not going to work if you're out in the open, but they stopped nonetheless. The others still have the time to drop the cart (and one of them might trigger the bear trap anyway).

I'm counting on the fact that they might opt to chase down Team Bandits (seeing no opposition and suffering from deafness), and not leaving the carriage behind unprotected.

If they did, however, they will trigger the trap on AM16 and be hit with the alchemical cart for more collateral damage before being flanked.
If they didn't, and moved as a collective, they will still trigger the trap, and will divide their forces and then suffer the alchemical cart.
Win-win.

Quote:
It would be nice to get a new initiative after the surprise round, if we manage to deafen some of them.

I've usually ruled that the Deafened penalty applied retroactively if combat was in the first round, as they are still considering reacting, but not yet doing so.

GM wrote:
That is assuming that she is a rogue...

Ranger, then? Urban as favored terrain? It has proficiency with light armor, but we didn't see any casting so far...good perception, too.

I discourage metagaming myself, but the game's focus on combat sort of pushes me to adopt that line of thinking.

@Cart Dilemma:
I'll advise against using Siege Weaponry rules, and keep this as a skill check as a standard action. Profession (Driving) has precedent.

Carts (according to UC) have a base damage of 1d8 bludgeoning, plus 1d6 for each flask Janiven fixed it with (hopefully 3d6). Since it is moving in a line, I'd fix it with a Reflex half damage at point of impact at 10 ft, with the average Strength modifiers of those who pushed it downhill.
I'd advise Janiven to do it, since Monday does not also seem downhill--from AJ26 to AF16 to catch all they could in a fiery blaze. Don't also forget the Thunderstone involved, that will target those who Vasco didn't.

The DC would probably follow average ability DCs, (10 + Average Strength Modifier + Average BAB) to half damage to about...if centered on AF16, will catch about 12 creatures (4 knights, 4 horses, the carriage, and angry guy on AG16 and his steed, as well as the horses who are pulling the cart.
This assault at both sides could waste several turns, since they'll try to communicate while Deafened, or their horses may bolt (requiring several Ride checks).

But regarding finances...I have the feeling that we've dug deep into Janiven's pockets for this. 4 Thunderstones, 3 Alchemical Fire, and 2 Tanglefoot bags, as well as a cart?

Now I really wish I had downtime to work on gunpowder. Naberius, do you have a good Craft (Alchemy) check?


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12
Masked Conspirator wrote:
@Cart Dilemma: I'll advise against using Siege Weaponry rules, and keep this as a skill check as a standard action. Profession (Driving) has precedent.

It's up to the GM of course, but using the rules I posted above makes more sense to me. Unless someone is planning to ride the cart down the hill... :D

Masked Conspirator wrote:
Now I really wish I had downtime to work on gunpowder. Naberius, do you have a good Craft (Alchemy) check?

He's not trained, but I see no reason why I couldn't invest a skill point on that in the future. Untrained score is +5, so one rank would get me up to a total score of +9.

Edit: I could also learn to cast crafter's fortune, to make things easier.


Unknown (Probable Male) Unknown Race ???
Naberius Belthrune wrote:
Masked Conspirator wrote:
@Cart Dilemma: I'll advise against using Siege Weaponry rules, and keep this as a skill check as a standard action. Profession (Driving) has precedent.
It's up to the GM of course, but using the rules I posted above makes more sense to me. Unless someone is planning to ride the cart down the hill... :D

THAT WILL BE WILD.


1 person marked this as a favorite.
Female Human Rogue/7 Init +5 | Perception +10 | AC19/T15/FF14 | HP 63/63 | Fort +5* / Ref +11* / Will +4* | CMB +6 / CMD 219 Reference Image

Note: Why didnt we bring a canon? Was that an option.

BOOM!

/CLW prisoner, mission compete.


NARRATOR Skirgaard GS Map / SS MAP/

Here is how I’m going to rule to simplify things:

PRD wrote:
Uncontrolled (no action): When the driver does nothing or there is no driver, the vehicle is uncontrolled. An uncontrolled vehicle moves forward only (it cannot move forward diagonally). If a vehicle has muscle propulsion, it decelerates a rate equal to its acceleration. If a vehicle is powered by an air current, water current, or some form of weird current, it slows by 10 feet. These decelerations are cumulative. If a vehicle does nothing, it cannot perform vehicular bull rushes, but can still perform a vehicular overrun or a ramming maneuver.

The cart would move forward without a check.

PRD wrote:
Ramming: Any time any part of a vehicle (including any creatures used as propulsion) enters the space of a creature or vehicle of its size or larger, or the space of a solid sturdy object (like a wall or a building) no matter the size of that object, it makes a ramming maneuver against that creature or object. There is no maneuver check for a ramming maneuver; its effects happen automatically. When a vehicle makes a ramming maneuver against a creature or an object, the vehicle deals its ramming damage to the creature or object, and the vehicle takes half that damage. The base amount of damage that a ramming vehicle does and takes is determined by its size.

The cart ramming the carriage will do 1d8 ramming damage in addition to the 3 d6 alchemical fire damage. Everyone and creature within five feet of the impact of the cart would take 1 point of fire damage per alchemical fire for 3 points of damage. Arael will initially take some non-lethal damage from being jostled by the impact.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
DM RichD wrote:


The cart would move forward without a check.

The cart ramming the carriage will do 1d8 ramming damage in addition to the 3 d6 alchemical fire damage. Everyone and creature within five feet of the impact of the cart would take 1 point of fire damage per alchemical fire for 3 points of damage. Arael will initially take some non-lethal damage from being jostled by the impact.

You may keep it as lethal damage, but count hardness of wood against the total damage to reduce it.

But I like it. How about the burning? Will the carriage possibly topple to its side from the impact?


m Human Ftr 10 HP:122/122 AC*:33,23,30 Saves:11/8*/9* CMB: +20 CMD: 39 Init: +3 Perc: +15 Link to the spreadsheet

In agreement with Naberius that since the cart is not being driven it would be a knowledge engineering check. I agree with Raveen though that the rest of the ruleset should be avoided in this case for simplicity sake. A simple skill check to see if it is aimed appropriately or not and let the cart roll.

I am thinking that Jenaven is an urban ranger myself.

Financially all that is being used is the cart, 1 thunderstone and the alchemist fire thus far. It is possible we get out of this with less expense depending on how this all works out. If the armigers do not trip the traps then we can save those items for later. Also depending on how long the armigers are out we cantake thier horses and sell them before they wake up. Horses have a decent value to them with saddle and gear. I just hope they aren't branded as the Hellknights as then we would not be able to sell them unless Naberius has an erase spell on him.

Ninjaed but like the ruling.


NARRATOR Skirgaard GS Map / SS MAP/

I will also allow a Knowledge Nature since it seems resonable that you would know how the natural ground would affect a rolling object. Vitti should have this covered if he can stop being so in awe of Vasco dropping a thunderstone! :)


Unknown (Probable Male) Unknown Race ???

That's great, then. We'll be awaiting the end of the surprise round with all its ramifications.

I sure regret not hiding behind a bush and dropping hidden caltrops at AU17 & AU 16.

But I'm getting the feeling I'm overthinking this.
Let's get back to action.


NARRATOR Skirgaard GS Map / SS MAP/
Raveen wrote:
But I like it. How about the burning? Will the carriage possibly topple to its side from the impact?

The carriage will start to catch fire, but I do not think a cart is big enough to knock a carriage over. Per the PRD, A cart is 5ft by 10ft; 4ft high and a carriage is 10ft by 16ft; 6ft high. (Of course physics wasn't my best subject in school much to my engineering father's chagrin!)


NARRATOR Skirgaard GS Map / SS MAP/

Before we move on, I just want to confirm what happens during the pre-surprise & surprise round.

1. Naberius, hearing the Hellknights get closer casts Enlarge Person on Tal and then Mage Armor on himself.

2. The Hellknights see the 'bandits' and stop.

3. The 'bandits' fire crossbow bolts at the Hellknights felling one.

4. Tal, now enlarged, waits to see if any hellknights move to persue the 'bandits' before moving out from the bridge.

5. Janiven & Vitti wait with the cart to roll into the carriage when it moves in range either to go forward or to start to turn around.

6. Monday & Tuesday are waiting to swoop in and provide 'muscle' (Tuesday) and 'healing' (Monday) after the cart rams the carriage.

7. Vasco drops a thunderstone in the midst of the Hellknights stunning them and giving the 'bandits' time to make their 'escape'.

Does that cover everything and if so then I think we are ready for Round 1.


Female Human Spiritualist Init +3 | Perception +11 | AC17/T12/FF14 | HP 20/20 | Fort +5 / Ref +2 / Will +8 | CMB +3 / CMD 15

I believe so.


Female Human Rogue/7 Init +5 | Perception +10 | AC19/T15/FF14 | HP 63/63 | Fort +5* / Ref +11* / Will +4* | CMB +6 / CMD 219 Reference Image

Round 1, FIGHT!


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12

Sounds good, let's rock!


Unknown (Probable Male) Unknown Race ???
DM RichD wrote:

Before we move on, I just want to confirm what happens during the pre-surprise & surprise round.

1. Naberius, hearing the Hellknights get closer casts Enlarge Person on Tal and then Mage Armor on himself.

2. The Hellknights see the 'bandits' and stop.

3. The 'bandits' fire crossbow bolts at the Hellknights felling one.

4. Tal, now enlarged, waits to see if any hellknights move to persue the 'bandits' before moving out from the bridge.

5. Janiven & Vitti wait with the cart to roll into the carriage when it moves in range either to go forward or to start to turn around.

6. Monday & Tuesday are waiting to swoop in and provide 'muscle' (Tuesday) and 'healing' (Monday) after the cart rams the carriage.

7. Vasco drops a thunderstone in the midst of the Hellknights stunning them and giving the 'bandits' time to make their 'escape'.

Does that cover everything and if so then I think we are ready for Round 1.

1: According to plan, yes.

Lions' Surprise Round action is Moving to (maybe) AU16 for Tal, and I'm not sure of Naberius's surprise action, but Tal's movement be unneeded if Point 2 goes according to plan.

2: Team Bandits prefer to allow them to approach to AM16, (by staying hidden) as the trap is rigged to wheels, not horse-steps, before appearing and making their claim when the trap is triggered. Please count Vasco as part of Team Bandit, under the Cathas's temporary leadership. He will drop a thunderstone at their initiative to those who escaped the initial blast at AM16, with a free action while flying above them.
Bandits' Surprise Round action is shooting crossbows at the Hellknights. If the Hellknighs are deaf, they will still certainly recognize a threat even if they do not hear them. Considering Mera's good initiative, Cathas's +4, their horses' scattered states, and the Hellknights' collective penalties, they have a fair shot of shooting again before moving to AZ28, dragging some Hellknights past Tal and Naberius. These should not be intercepted, and should be led to the traps. Perhaps Tal can hold his surprise round action to move once the Hellknights zoomed past him to stand on the bridge (or considering his size, climb), so he might charge the next round.

3: Team Link shove down the cart at the frozen carriage at AM16 when a segment of Hellknights break off to chase off the bandits.
When the cart goes down, Team Lions and Link take to the field, and pick off the overwhelmed enemies. Monday and Tuesday, Janiven and Vitti (and Morosimo) approach from the flank, and Tal can take the rest head-on with increased reach and power.

Future Rounds:
If Hellknights follow Team Bandits, they would be taken by the traps at the south-east edge of the map.


Unknown (Probable Male) Unknown Race ???
Tal Bernard Mainz wrote:
Financially all that is being used is the cart, 1 thunderstone and the alchemist fire thus far. It is possible we get out of this with less expense depending on how this all works out. If the armigers do not trip the traps then we can save those items for later. Also depending on how long the armigers are out we can take thier horses and sell them before they wake up. Horses have a decent value to them with saddle and gear. I just hope they aren't branded as the Hellknights as then we would not be able to sell them unless Naberius has an erase spell on him.

I'm sure we'll figure something out once they're out for the count. There is the armor, weapons, and maybe even the armigers themselves.

I'd say 10 gp per hit dice is a good starting price.
That'll be humiliating, won't it? Funny; we might see a profit from this.

...What? Who'll object to that?


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12

We'll just have to see if they take the bait and split up. I suppose Naberius should stay under the bridge then? I assume Raveen will wave at him to back down if the Hellknights start advancing...

Being caught selling Hellknight property would probably be pretty bad, unless Janiven knows someone who'll take it off our hands.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Naberius Belthrune wrote:
We'll just have to see if they take the bait and split up. I suppose Naberius should stay under the bridge then? I assume Raveen will wave at him to back down if the Hellknights start advancing...

You assume correctly.

Naberius does have his school abilities and/or cantrips to fall back on, as well as whisking up a guardian creature.

Naberius Belthrune wrote:
Being caught selling Hellknight property would probably be pretty bad, unless Janiven knows someone who'll take it off our hands.

Heh...and if Hellknights are the property?

But in all seriousness, I think in Westcrown, a major port city, we can find a fence.


m Human Ftr 10 HP:122/122 AC*:33,23,30 Saves:11/8*/9* CMB: +20 CMD: 39 Init: +3 Perc: +15 Link to the spreadsheet

Frankly at this point it doesn't really matter to me what is going on when as it seems a lot of assumptions are taking place as to what they are going to do and exactly where they will end up. Based on what was told to us the armigers stopped where they were with the cart and then were shot thus starting the combat.

Go ahead and move me RichD whenever it seems appropriate on whichever side of the bridge you deem correct.


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12

Well, Mera is certainly pulling her weight. Nice shots! :D


Female Human Rogue/7 Init +5 | Perception +10 | AC19/T15/FF14 | HP 63/63 | Fort +5* / Ref +11* / Will +4* | CMB +6 / CMD 219 Reference Image

:D

I am hesitant to stop shooting and start singing at this point.


Female Human Spiritualist Init +3 | Perception +11 | AC17/T12/FF14 | HP 20/20 | Fort +5 / Ref +2 / Will +8 | CMB +3 / CMD 15

And now I'm thinking her family took her on safari.


m Human Ftr 10 HP:122/122 AC*:33,23,30 Saves:11/8*/9* CMB: +20 CMD: 39 Init: +3 Perc: +15 Link to the spreadsheet

Just need rapid reload and 7th level to sing as a move action and Mera will take everyone on by herself. Keep up the nice rolls Mera.


m Human Ftr 10 HP:122/122 AC*:33,23,30 Saves:11/8*/9* CMB: +20 CMD: 39 Init: +3 Perc: +15 Link to the spreadsheet

Btw I know that Raveen has a small loot list on his character profile but I was looking at making it a bit more detailed if that is ok with everyone. Basically looking at keeping a running total for RichD and posting each encounters wealth along with who took what and what the split of the share is.

IT would keep everything in one place for RichD and it would also allow each of us to look at how much we have as a party if we wanted to pool money together to purchase a wand of clw for example. I am hoping to show you what I men after this ambush on how it works.

If this is ok with everyone all I would need is for you to tell me if you are spending gp at all on something so I can add that to your line


Female Human Spiritualist Init +3 | Perception +11 | AC17/T12/FF14 | HP 20/20 | Fort +5 / Ref +2 / Will +8 | CMB +3 / CMD 15

Works for me!

Note to Monday: Find way to thank Tal for taking on the heavy responsibility of Party Treasurer.


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12

Sounds good to me.


Female Human Rogue/7 Init +5 | Perception +10 | AC19/T15/FF14 | HP 63/63 | Fort +5* / Ref +11* / Will +4* | CMB +6 / CMD 219 Reference Image

Woot! Thanks Tal for stepping up!

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Tal Bernard Mainz wrote:

Btw I know that Raveen has a small loot list on his character profile but I was looking at making it a bit more detailed if that is ok with everyone. Basically looking at keeping a running total for RichD and posting each encounters wealth along with who took what and what the split of the share is.

IT would keep everything in one place for RichD and it would also allow each of us to look at how much we have as a party if we wanted to pool money together to purchase a wand of clw for example. I am hoping to show you what I men after this ambush on how it works.

If this is ok with everyone all I would need is for you to tell me if you are spending gp at all on something so I can add that to your line

Would you prefer to access the google docs entry or count it on a separate document? If you wish access, I can add you to the editor's list under the google docs file.

But really, everyone: Why be opposed to simply keeping our loot as a floating resource if we won't bother tracking it before now?
For the purposes of immersion, a character can simply state that they had the item as a contingency. It sure saves time.


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12
Raveen Liquean wrote:
But really, everyone: Why be opposed to simply keeping our loot as a floating resource if we won't bother tracking it before now?

We haven't really had anything to track. I do think there are a few potions that were left unpicked, Tal should probably have some of those...

Raveen Liquean wrote:
For the purposes of immersion, a character can simply state that they had the item as a contingency. It sure saves time.

I've already explained my reasons. Sorry, but I really don't like that method. It causes me anxiety just thinking about it... :P

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Naberius Belthrune wrote:
I've already explained my reasons. Sorry, but I really don't like that method. It causes me anxiety just thinking about it... :P

Hah!

Well, I'd hate to cause you anxiety, so I'll drop it.

Naberius Belthrune wrote:
Even if the armigers could not hear them, they might still see the rogue looking in his direction and shouting...

That's what I love about masks and hoods. How much could they really see in the thick of battle when an enlarged Tal waves his oversized sword around?

But really, take your time. That shout was only in-character.


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12
Raveen Liquean wrote:
That's what I love about masks and hoods. How much could they really see in the thick of battle when an enlarged Tal waves his oversized sword around?

You can never be too sure! :)

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Quote:
"To me, sister!" He calls to Mera, drawing a dagger and throwing it at the nearest unwounded Hellknight, before retreating behind the south-eastern tree.

As in the actual roll, he targets not the unwounded Hellknight, but the glued one. I missed the 1-hour edit window.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)

Edit: Mera's movement (AY20-AZ22) is probably not legal without an opportunity attack (or three).
@Mera: Did you mean from AY20 to AY21 as a 5-ft step?


Female Human Rogue/7 Init +5 | Perception +10 | AC19/T15/FF14 | HP 63/63 | Fort +5* / Ref +11* / Will +4* | CMB +6 / CMD 219 Reference Image
Raveen wrote:
@Mera: Did you mean from AY20 to AY21 as a 5-ft step?

She's in AY21 moving to AZ22, a 5' step SE. The whole point was to avoid any AoO's.

Raveen wrote:
@GM: For the purposes of initiative, don't we get our actions on a first-to-post-is-first-to-act basis?

He said everyone post and he would unwind it in order of initiative if I'm not mistaken.

Grand Lodge

Male Humanoid (Human) Rogue 3, Wizard 2, HP 47/47 (AC15, t14, f11; +5R,+8R,+6W, Perception +9 (+10 danger sense), Sense Motive +8, Stealth +14)
Mera Wist-Thrune wrote:
Raveen wrote:
@Mera: Did you mean from AY20 to AY21 as a 5-ft step?
She's in AY21 moving to AZ22, a 5' step SE. The whole point was to avoid any AoO's.

I stand corrected. I thought that one cannot move diagonally past an opponent with a 5-ft. step (just as they cannot move past a corner), but I am mistaken.

I think I was ruling it by 4E rules--or cover rules.
Regardless, that's a rule I learned.

In that case, my character will move instead to AZ19, counting the flank from there. The Hellknights would probably be distracted between Mera, the eagle, and my dude.

Mera Wist-Thrune wrote:
He said everyone post and he would unwind it in order of initiative if I'm not mistaken.

Aye, you're correct again. How embarrassing.

In my defense, it's quite counter-intuitive--and involves players crafting contingencies to not accidentally step in each other's ways.

@Naberius:
That was a cool verbal component! To be honest, I thought you were away.


Male Human (Chelaxian) Infernal Binder 4 | AC 12 | HP 32/32 | Fort +2, Ref +3, Will +6 | CMB +1, CMD 13 | Init +2 | Perception +2 (+4 with familiar), Spellcraft +12
Raveen Liquean wrote:
That was a cool verbal component!

Thanks! I can't take full credit, since I paraphrased this awesome sourcebook for the beginning bit.

Raveen Liquean wrote:
To be honest, I thought you were away.

Only as long as it took me to get a good night's sleep! :)

Naberius Belthrune wrote:
1/4 rounds of eagle left..

Uh, by that I meant that he will be around for three more rounds. Typed that last bit in a hurry, since I had to run to the bus! :P

351 to 400 of 2,772 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM RichD's Council Of Thieves Campaign Discussion All Messageboards

Want to post a reply? Sign in.