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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The veiled woman accepts one of the sunrods, dropping her cat to walk beside her. The cat gives her a decidedly disdainful look for bringing him down into a sewer. "Oh, get over it, your Lordship," she says to the cat. "You've been in worse places before of your own volition, and you know it."

"I'm Adalyn, by the way," she finally says to the others by way of introduction. She gives Wart a knowing glance before adding, "But most people know me as Black Addie."

Suggested Single File Party Order:
For single file, how about the following marching order:

Cadwyn
Mohgrim (with reach weapon)
Wart or Addie
Addie or Wart
Valeron (with light on shield)
Kevorin


Male Human Fighter 1
Black Addie wrote:

The veiled woman accepts one of the sunrods, dropping her cat to walk beside her. The cat gives her a decidedly disdainful look for bringing him down into a sewer. "Oh, get over it, your Lordship," she says to the cat. "You've been in worse places before of your own volition, and you know it."

"I'm Adalyn, by the way," she finally says to the others by way of introduction. She gives Wart a knowing glance before adding, "But most people know me as Black Addie."

** spoiler omitted **

The party order suggested looks great to me if we must go single file.

Grand Lodge

You travel along the primary spillway for a minute or two when you come upon a choice; you can continue down the main spill way or can go off into one of eight different secondary spillways. A bit farther down the primary spillway, you see a faint light from a surface grating. Back in the direction from whence you came you hear the sound of breaking wood.

Perception DC 20:

Spoiler:
The light from the sunrod illuminates the Eye of Aroden next to two secondary spillways on the left and one on the right.

Which way do you want to go? Unfortunately, I won't be able to update this thread tomorrow as often as I did today, I'm not able to bring the needed materials to work with me. I will update as I can, but any major updates will be after I get home from work.


Male Human Cleric 5 / Inheritor's Crusader 1

"So many choices, anyone want to help me look for the mark?"

Valeron will take an Aid action from anyone who wants to help look for a +2

Perception: 1d20 + 3 ⇒ (15) + 3 = 18

LOL, please?


Male Halfling Alchemist : 4

Piling together as Janiven hands out the sunrod to Cadywn. His face relaxes as the light brightens the area around them.

Knowledge(religion)(untrained) 1d20 + 3 ⇒ (15) + 3 = 18 10 it is!

Pointing to the symbol revealed by the sunrod, Wart laughs "Ha! Aroden still guides us!"

- / -
Looking up as Black Addie introduces herself, Wart looks around, "Ah yeah. I go by many names...not all of which are nice. My slave name is Wart, so I guess that works for now."

"Pardon a moment, but you sir," Wart says, being mindful of the echoes, pointing at Valeron Legis, "Ever work with the Probate Court? You look familiar."

"Seems like we need to sort ourselves quickly to move on, so may I suggest that I be somewhere in the middle? I do okay with attacking from range, but not so great with up-close and personal.

Wart looks down at the sludge up to his knees with disgust.

Perception check: 1d20 + 6 ⇒ (2) + 6 = 8 Ohhh...no dice Grandma! sorry.


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

Kevorin is content to stay at the back. He holds his great ax in one hand and his loaded crossbow in the other. He's going to assume that nobody would be down here for any innocent reason and will dump a crossbow bolt into anyone following them once they get within 30 feet.


Male Halfling Alchemist : 4

Here are a few rounds worth of acrobatics checks for Wart:

Acrobatics checks for Wart:

Acrobatics: Round 1: 1d20 + 4 ⇒ (1) + 4 = 5
Acrobatics: Round 2: 1d20 + 4 ⇒ (6) + 4 = 10
Acrobatics: Round 3: 1d20 + 4 ⇒ (1) + 4 = 5
Acrobatics: Round 4: 1d20 + 4 ⇒ (16) + 4 = 20
Acrobatics: Round 5: 1d20 + 4 ⇒ (16) + 4 = 20

I may still lag behind due to movement rate, but at least I don't fall into the sewage.


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

Here are a few rounds worth of acrobatics checks for Wart:

** spoiler omitted **

I may still lag behind due to movement rate, but at least I don't fall into the sewage.

Kev won't let him lag behind, they'll have to go his speed. Kev might have a few nervous harsh grunts for him though if he continues to be pokey.


Male Human Fighter 1

Perception check - 1d20 ⇒ 6

"I'm sorry, that blasted sunrod has half blinded me! Give me a few moments to let my eyes adjust," Cadwyn remarks.

Sorry! No help here unfortunately.


"Here, let me help you examine the passages," Addie says as she holds up the sunrod.

Perception (Aid Another): 1d20 + 4 ⇒ (9) + 4 = 13

EDIT: Woo-Hoo! There's our last +2!


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

Don't think I contributed yet to the perception: 1d20 + 2 ⇒ (11) + 2 = 13

Grand Lodge

Wart wrote:
Wart looks down at the sludge up to his knees with disgust.

Actually, unless you fail an acrobatics check for trying to move faster than half speed, even Wart is only in about ankle deep "water".

The acrobatics checks would be because the stone work is a little on the slimey side.

After stopping briefly, the group notices the Eye of Aroden marked on three secondary spillways. You now hear what sounds like someone or something splashing through water from a distance back behind you.


Male Human Fighter 1
DM Talomyr wrote:
Wart wrote:
Wart looks down at the sludge up to his knees with disgust.

Actually, unless you fail an acrobatics check for trying to move faster than half speed, even Wart is only in about ankle deep "water".

The acrobatics checks would be because the stone work is a little on the slimey side.

After stopping briefly, the group notices the Eye of Aroden marked on three secondary spillways. You now hear what sounds like someone or something splashing through water from a distance back behind you.

"Well, my new friends," Cadwyn says, "I believe speed may be our ally here. Let us move, and move quickly! Mind your step."

Acrobatics check - 1d20 + 2 ⇒ (11) + 2 = 13

"When I was young, my friends and I would draw complicated mazes on the ground in the garden, which angered Old Bert the gardener something fierce. However, when one of us would go to solve it, we figured that picking one direction and always turning that way would eventually lead to the exit. For example, if one keeps one's hand on the left wall, an exit will eventually present itself. That was the theory anyway. I say we go left."


Male Halfling Alchemist : 4

Nodding his head, Wart moves forward, "I agree with Cadwyn."

Looking up at all the others, Wart shakes his head, "I really hate to suggest it, but if I lag behind too much, I certainly don't weigh much, and could be carried. Not very heroic, but then we all move at your faster movement rates. Just a suggestion."

Great! The Great Wiscrani Alchemist carried about like a child!

Grand Lodge

Wart wrote:

Nodding his head, Wart moves forward, "I agree with Cadwyn."

Looking up at all the others, Wart shakes his head, "I really hate to suggest it, but if I lag behind too much, I certainly don't weigh much, and could be carried. Not very heroic, but then we all move at your faster movement rates. Just a suggestion."

Great! The Great Wiscrani Alchemist carried about like a child!

Whoever carries Wart will have a -2 penalty to their Acrobatics check to avoid slipping.


"So we have two choices to the left and one to the right. I don't have any preference, so long as we choose and move quickly."

Acrobatics Check: 1d20 + 1 ⇒ (14) + 1 = 15


Male Human Fighter 1
Black Addie wrote:

"So we have two choices to the left and one to the right. I don't have any preference, so long as we choose and move quickly."

"Good. Left it is, then," says Cadwyn, and unless he is stopped heads down the left passage marked with the Eye of Aroden.

Grand Lodge

Cadwyn Tallis wrote:
Black Addie wrote:

"So we have two choices to the left and one to the right. I don't have any preference, so long as we choose and move quickly."

"Good. Left it is, then," says Cadwyn, and unless he is stopped heads down the left passage marked with the Eye of Aroden.

There are two on the left. Which one? First or second?


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

"So we have two choices to the left and one to the right. I don't have any preference, so long as we choose and move quickly."

"Good. Left it is, then," says Cadwyn, and unless he is stopped heads down the left passage marked with the Eye of Aroden.
There are two on the left. Which one? First or second?

The one farthest to the left.


Male Human Cleric 5 / Inheritor's Crusader 1

"Let's get going and hope once we make this turn, we lose whatever might be following us."

Acrobatics: 1d20 ⇒ 16

Valeron nods at the halfling when he hears mention of the probate court, but quickly busies himself looking for additional marks of Aroden.


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

Acrobatics check: 1d20 + 4 ⇒ (5) + 4 = 9


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 moves at 20 feet does he not? So does Morghrim, and so does Valeron unless he has the travel domain. He's moving the same speed as half the group. Sorry all it's been a long day; the update rate is pretty fast for me.

Morghrim follows Cadwyn to the left, uncaring which direction they head in.

Without more information the direction we choose is moot anyway... he thinks to himself.

Grand Lodge

After traveling quickly for about ten minutes, you think that you may have lost your pursuers...at least for now.

The passage way you have been traveling opens into an odd shaped chamber, 25 ft. long at it's farthest reach and as wide as 20 ft.

There are two passages off to the right, and one to the left. A small makeshift bridge connects the room to the closest passage to the right. In the center of the room is a cesspit, fed by three streams of sewage.

Perception DC 20

Spoiler:
You see what appears to be movement in the sewage.

Perception DC 25

Spoiler:
You see what appears to be three humanoid forms moving in the sewage.


Perception Check: 1d20 + 4 ⇒ (13) + 4 = 17

"Well, gentlemen, which way now?" Addie asks, peering around the chamber.

Grand Lodge

Sorry should have been a bit clearer, the perception checks are for before you enter the room. There will be another check for finding the Eye of Aroden.


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

Perception: 1d20 + 2 ⇒ (10) + 2 = 12


Male Human Fighter 1

Cadwyn squints into the room. "This place is fouler than a brothel of goblins."

Perception check (like it's going to matter)- 1d20 ⇒ 3


Male Human Cleric 5 / Inheritor's Crusader 1

Perception:
1d20 + 2 ⇒ (18) + 2 = 20

"Wait up..." the Iomedan cautions the others. "Something stirs in the sewage". With that he holds his shield slightly higher, refreshing the light cantrip, which may be expiring soon.

Hope I'm not wasting good all my good rolls on Perception checks!

Checks:
I just noted, my Perception is +2 not +3, so the sheet was slightly off - I swapped Wisdom & Charisma around when I dropped the Holy Warrior variant and missed updating that one skill. We should probably all be aiding Addie, or taking 20 for future marks...

Grand Lodge

Valeron Legis wrote:
Hope I'm not wasting good all my good rolls on Perception checks!

There are worse things to waste good rolls on. :)


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

At Valeron's warning, Kev readies his greatax, looking for some place to move to so that he can contribute (he'll stick to his crossbow if he can't find a place).


Male Halfling Alchemist : 4

Perception check: 1d2 + 6 ⇒ (2) + 6 = 8

What a lovely pair of boots I have on!

Minding his step, avoiding the sewage as best he can, Wart almost bumps into Mohgrim.

He looks up alarmingly at Valeron's words. "Stirs? Eagads...you mean something chooses to be in that?!?"


Does the room look Something Like This?

Grand Lodge

Black Addie wrote:
Does the room look Something Like This?

That will work. :)

Initiative Rolls:
Cadwyn 1d20 + 4 ⇒ (15) + 4 = 19
Morghrim 1d20 + 2 ⇒ (16) + 2 = 18
Addie 1d20 + 2 ⇒ (19) + 2 = 21
Valeron 1d20 + 0 ⇒ (16) + 0 = 16
Wart 1d20 + 3 ⇒ (12) + 3 = 15
Kev 1d20 + 2 ⇒ (1) + 2 = 3
Creatures = 7

Initiative Order:
Addie 21
Cadwyn 19
Morghrim 18
Valeron 16
Wart 15
Creatures 7
Kev 3

Since Valeron warned the party, you may each attempt another Perception check (move action) with a +5 circumstance bonus.


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

Kev's Perception: 1d20 + 7 ⇒ (13) + 7 = 20
Chances are that Kev, at the back of the line, isn't going to be doing much in round 1.


Round One:
(Move Action) Perception Check: 1d20 + 4 + 5 ⇒ (15) + 4 + 5 = 24

(Standard Action) Addie mutters a few mystic syllables as she passes her hand before her body. A faint aura shimmers around her body for a moment before disappearing.

Addie casts mage armor on herself - she now has AC 15 for the next hour.


Posting for dot. Nothing to see here, please move along...


Male Human Fighter 1

Round 1 Action: Cadwyn steps forward and two the side, drawing his rapier and shortsword, allowing his dwarf companion to step forward and attack as well as freeing up the remainder of the party as best he can.

Cadwyn will ready an attack against any creature that approaches him.


Male Human Cleric 5 / Inheritor's Crusader 1

Round 1:

Valeron moves forward as far as he can into the room, shield up and further illuminating the water, and readies for whatever might emerge.

Move action to move up 20 ft. Standard action to ready a longsword swing to attack anything hostile that emerges and gets within melee range.


Male Halfling Alchemist : 4

Pre-posting so as not to hold things up.

Wart takes a moment and tries to really focus on what everyone else has been saying about creatures and such.

(Move Action) Perception check: 1d20 + 6 + 5 ⇒ (9) + 6 + 5 = 20

Wart's attention is drawn to the sewage.

(standard action) Wart is going to READY an action to throw a bomb at anything that attacks a party memeber. He begins to dig through his satchel mumbling, "Moving stuff down here...gotta get...bitumen...where did I put that dried dragon's breath?..."

Attack:

Attack: Bomb, Direct Hit: 1d20 + 4 ⇒ (8) + 4 = 12 (-1 if between 20 to 40 ft.)
Please bear in mind that this is a ranged touch attack
Damage: 1d6 + 3 ⇒ (1) + 3 = 4 fire damage
Splash Damage: 4 Fire. Reflex DC 13 for half damage.

If I miss, I may also add or subtract 1 from the roll for missing with a thrown weapon. Core, pg.202 I would like to do so to avoid damaging an ally.

Trying to aim so that I can directly hit the creatures, but will not target a creature such that an ally is included in the splash damage.

Grand Lodge

As soon as I get an action from Morghrim, I will make a post with all the actions up through the creature's. Just as a reminder, Kev, you have a standard action yet to be declared.


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

Initial Perception Check 1d20 + 8 ⇒ (4) + 8 = 12
Forewarned Perception Check 1d20 + 13 ⇒ (14) + 13 = 27

I see them moving! Morghrim yells Get behind me little one he roars at Wart.

Round One Action

Move Action= Perception Check ^
Free Action= 5 foot step forward
Standard Action= Readied Action to strike anything leaping out of the sewage adjacent to Cadwyn. Stepping forward five feet means I threaten the only sewage square adjacent to Cadwyn, and will get to make a readied action attack on anything coming out of it. I also threaten square K8 and I8, although there will be cover penalties.

Readied Action Strike
1d20 + 5 ⇒ (16) + 5 = 21
1d10 + 4 ⇒ (10) + 4 = 14

Attack of Opportunity
1d20 + 5 ⇒ (4) + 5 = 9
1d10 + 4 ⇒ (2) + 4 = 6

AC currently 18

Grand Lodge

Morghrim Maestros wrote:

Initial Perception Check 1d20+8

Forewarned Perception Check 1d20+13

Morghrim, having gotten to see the DC25 spoiler you can make a Knowledge(Religion) check for free if you wish.

Knowledge(Religion) DC 11:

Spoiler:
These filth covered creatures with emotionless expressions and dead eyes can only be zombies.


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:

Initial Perception Check 1d20+8

Forewarned Perception Check 1d20+13

Morghrim, having gotten to see the DC25 spoiler you can make a Knowledge(Religion) check for free if you wish.

Knowledge(Religion) DC 11:
** spoiler omitted **

1d20 + 5 ⇒ (15) + 5 = 20

Add 3 if concerning their weaknesses, abilities etc. due to Inquisitor monster lore.

Ah, the fleshy undead! My glaive's favourite plaything! Morghrim shouts with a grin.


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

Round 1...
If there's room, Kev will move forward with his ax and contribute in melee.

Grand Lodge

Three filth covered, decaying beings crawl out of the cesspit intent on feeding their unholy hunger on living flesh. Wart lobs a vial at one of the creatures as it crawls out of the sewage towards Cadwyn.

Morghrim howls with delight, as a quick but powerful slash from his glaive beheads one of the zombies as it rises from the muck.

The zombies end up in squares I8 and L7 Cadwyn's readied action will go off on the zombie in I8 (previously hit by Wart's bomb). Looking at the map it does not appear anyone else would be able to reach a zombie this round.

Round 2 begins, new initiative order is Addie, Valeron, Wart, Cadwyn, Morghrim, Zombies, and Kev.


Addie will hold her action until those standing before her enter the room, or until a zombie passes within her line of sight.


Male Human Fighter 1

Cadwyn thrusts his rapier at the creature with lightning speed...

Attack roll - 1d20 + 2 ⇒ (5) + 2 = 7
Damage roll - 1d6 + 3 ⇒ (4) + 3 = 7

...and instead nearly falls into the muck.

That was the readied action.


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

Since he's not able to get up there, Kev keeps his eyes trained on their rear, lest they find themselves surrounded.


Male Human Cleric 5 / Inheritor's Crusader 1

Round 2

Finally realizing the group is beset upon by the unliving, Valeron smiles the slightest of smiles at a chance to channel The Inheritor's divine energy and see just how effective it might be in a situation like this.

Stepping forward, into the room so that both creatures are within 30 feet, Valeron pulls out what was an obscured symbol of Iomedae hidden within his shirt. Holding it aloft, he quickly shouts out cryptic words at the creatures "Expello, voluntas Iomedae".

DC13 Will Save. Damage: 1d6 + 1 ⇒ (2) + 1 = 3 (+1 from Sun domain, already included)


Male Halfling Alchemist : 4

Wow! I am getting confused. Just sorting this out for my own information.

Round 2 Actions:

Addie - Acted - Held Actions waiting
Cadwyn - Not yet acted in Round 2
Morghrim - Not yet acted in Round 2
Valeron - Acted
Wart - Not yet acted in Round 2
Creatures - Not yet acted in Round 2
Kev - Not yet acted in Round 2, or readying an action to defend if attacked from behind.

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