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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Grand Lodge

Morghrim Maestros wrote:

Morghrim doesn't stop grinning.

If all yer going to do is stand there lad, you should know I have plenty of crossbow bolts ye infernal bastard...

Reload and fire crossbow, still from a kneeling position.

1d20+3
1d8+1

Edit: Is that my first miss in the campaign? :O my lucky streak is over...

You don't really have line of sight to shoot at him, do you want to change your action?


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:

Morghrim doesn't stop grinning.

If all yer going to do is stand there lad, you should know I have plenty of crossbow bolts ye infernal bastard...

Reload and fire crossbow, still from a kneeling position.

1d20+3
1d8+1

Edit: Is that my first miss in the campaign? :O my lucky streak is over...

You don't really have line of sight to shoot at him, do you want to change your action?

Ah sorry, I thought from your post that he had just gone further back into the corridor.

Morghrim will move forward, stowing his crossbow and pulling out his heavy mace, and then cast Guidance on himself.


Male Halfling Alchemist : 4

Begin to shiver slightly, Wart moves closer to Addie, and is whipping his loaded sling cautiously, at the ready. He scans the passageways for any hint of movement.

Nobody knows what hurts this thing? A One word answer is fine...

Actions & Rolls:

  • Move action: move to AQ18
  • Perception check: 1d20 + 6 ⇒ (6) + 6 = 12
  • Held action to attack the IMP: 1d20 + 4 ⇒ (10) + 4 = 14
  • Damage with regular sling bullet if applicable: 1d3 ⇒ 3
  • EDIT: Annnndd....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
    Berwick wrote:

    Begin to shiver slightly, Wart moves closer to Addie, and is whipping his loaded sling cautiously, at the ready. He scans the passageways for any hint of movement.

    Nobody knows what hurts this thing? A One word answer is fine...

    ** spoiler omitted **

    Silver! Morghrim bellows.

    Kev theres a silver battleaxe strapped to my back, if the Imp comes a-calling...


    Male Halfling Alchemist : 4

    Wart mutters, Silver...silver...what do I have that's silver....

    He begins checking pockets with his free hand as whips the sling around.

    Grand Lodge

    Kevorin moves up behind Morghrim and readies to fire his crossbow should the tiefling return to view.

    Addie, Valeron, and Bron are up.


    Male Human Cleric 5 / Inheritor's Crusader 1

    Seeing the others begin to disappear around the corner, Valeron hustles to catch up with the others.

    Double-move to AO-18


    Glaive in hand, Addie hurries up the passageway toward Morghrim and Kevorin, mentally directing her Dancing Lights to follow along with her.

    Double-move action to square AS-10. Move Dancing Lights to squares AS-9, 10, and 11.


    Male Human Fighter

    Waiting a split second to cover the group's back, Bron then hustles to catch up with the rest of the group.


    Male Halfling Alchemist : 4

    Is the initiative order the same from earlier?

    Initiative:
    IMP
    Addie
    Bron
    Tieflings #1
    Morghrim
    Wart
    Tieflings #2
    Kevorin
    Valeron

    I will go ahead a pre-post my actions since mine have little to do with the Tieflings.

    Wart searches through a pocket, and pulls out a vial filled with a clear liquid. He drinks it and coughs,

    Tastes like...coconuts...and metal?

    Actions:
    Wart is using a move action to draw an extract out, and a standard action to drink it. It is Expeditious Retreat.

    Grand Lodge

    Current Initiative Order (as of the end of this post)

    Addie
    Valeron
    Bron
    Morghrim
    Kevorin
    Tiefling
    Wart

    Hearing that his persuers are not going away the tiefling come back out from around the corner.

    Kevorin fires his crossbow at the tiefling, narrowly missing the creature.

    Attack:1d20 + 2 ⇒ (14) + 2 = 16
    Damage:1d8 ⇒ 6

    Morghrim take your readied action, then I will post the rest of the tiefling's action.


    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:

    Current Initiative Order (as of the end of this post)

    Addie
    Valeron
    Bron
    Morghrim
    Kevorin
    Tiefling
    Wart

    Hearing that his persuers are not going away the tiefling come back out from around the corner.

    Kevorin fires his crossbow at the tiefling, narrowly missing the creature.

    Attack:1d20 + 2
    Damage:1d8

    Morghrim take your readied action, then I will post the rest of the tiefling's action.

    I don't have a readied action, I cast Guidance and have a melee weapon out.

    Grand Lodge

    Sorry about that Morghrim. In light of that here's the initiative order.
    Addie
    Valeron
    Bron
    Kevorin
    Tiefling
    Morghrim
    Wart

    The Tiefling reaches for a symbol on a chain around his neck and mutters a few words as burst reddish black energy washes over Morghrim, Kevorin, and Addie.

    Morghrim, Kevorin, and Addie need to make a DC15 Will Save.

    3d6 ⇒ (2, 2, 6) = 10

    Take 10 damage if you fail, 5 if you make it.


    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 + 7 ⇒ (14) + 7 = 21

    Gritting his teeth against the negative energy, Morghrim hefts his mace in both hands as he readies himself to charge and smash the Tiefling.


    Fortitude save: 1d20 + 2 ⇒ (1) + 2 = 3

    Hissing in pain from the unholy energies, Addie focuses her will and glares at the tiefling priest, attempting to instill a sense of dread and doubt into its mind. (Evil Eye Hex: tiefling takes a -2 penalty to AC for duration of 7 rounds; Will DC 15 reduces duration to 1 round.)

    Addie then backs away, trying to move out of range before the tiefling priest can channel more negative energy. (Move to square AS-14)

    EDIT: Holy cow! Addie is down to 3 hp! Guess she'll be breaking out the ol' healing wand next round.


    Male Human Cleric 5 / Inheritor's Crusader 1

    I think we're on Morghrim and Wart again? Then Addie, Bron and Valeron?

    Grand Lodge

    Valeron Legis wrote:
    I think we're on Morghrim and Wart again? Then Addie, Bron and Valeron?

    Actually Morghrim, Wart, Addie, Valeron, Bron, and the Kevorin. Kevorin still needs to make a saving throw for me. Since you all go before the tiefling does, go ahead and post your actions. If Kev has not posted a save for by morning, I'll roll it for him.


    Male Halfling Alchemist : 4

    Confused again, does my previous post still count, or did it happen?


    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 on the map the Tiefling is still around the corner, and Addie is miles away? Did we change map document or something? I'm very confused...

    Assuming he can, Morghrim will charge the Tiefling with his mace in both hands. Expending Guidance on the attack roll.

    1d20 + 8 ⇒ (10) + 8 = 18 VS AC-2
    1d8 + 6 ⇒ (2) + 6 = 8 (Includes Destruction + Whetstone)

    Grand Lodge

    MAP should be the same map as before, Morghrim. Either try that link or refresh the page you have up.

    Wart chugs his extract last round. Morghrim and Wart are at the bottom of the round. Valeron delayed earlier and thus his initiative was moved (effectively skipping a round), Kevorin readied an action.

    Kevorin's Will Save:1d20 - 2 ⇒ (20) - 2 = 18

    Morghrim charges the Tiefling landing a thunderous blow on the tiefling, but the creature still stands...in fact you're not entirely sure the he's not laughing.

    Wart is up, followed by the top of the round with Addie, Valeron, Bron, Kevorin, and then the tiefling.


    Male Halfling Alchemist : 4

    Scrambling down the hall, quick like a monkey, Wart comes to a stop in the center of the light, and using his momentum to attack the Tiefling with his sling.

    Actions & OOC:
    • Move to AS10
    • Attack on Boss Tiefling: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 [-4 for firing into melee]
    • Damage if applicable: 1d3 ⇒ 2


    Addie draws out her wand of healing, and uses it to heal some of the damage caused by the tiefling's unholy energies.

    Standard action to use CLW wand: 1d8 + 1 ⇒ (6) + 1 = 7

    Grand Lodge

    Wart's shot with his sling hit the tiefling priest in the forhead, which while not doing a tremendous amount of damage, at least makes the bastard stop laughing.

    Addie falls back and heals herself with the wand.


    HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

    Morghrim paces back and forth in front of the Tiefling, crouched low in a battle stance with the slightly unfamiliar mace held in front of him with both hands, making the occasional feint to keep the Tiefling on his toes.

    Even if I fall, ye won't defeat all me friends... Morghrim whispers tauntingly. Yer going to die, ye infernal hellspawn... Yer going to die here in these sewers, and no one will remember ye or yer deeds...


    Male Human Fighter

    Not liking the advantage the Tiefling had in these narrow halls, Bron will leave the result of the melee ahead to Morghrim as he simply sticks close to the intersection, providing a buffer in case of a rear assault.

    Ready action to attack tieflings that might be coming from behind the group.


    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

    if anyone's at a loss for what to do for their actions, i'd appreciate aid another actions ;)


    Male Human Cleric 5 / Inheritor's Crusader 1

    Valeron continues down the hall, no longer hearing the same intense sounds of battle that were present seconds earlier.

    As he reaches the corner, and turns into the next hallway, he sees his companions along the next sixty feet of corridor, barely making out glimpses of Morghrim engaged in combat in the dim light in the distance.

    Single move to AS-18, will ready my standard action to attack anything - i.e. an imp - that appears

    Don't think anyone can aid Morghrim with aid another actions - doesn't that require melee range with the tiefling? At any rate, I'm 2 rounds of double-moves away still!


    Male Halfling Alchemist : 4

    updated the map for you Valeron.


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

    Hi folks, I'm back now for good. Thank you for your patience. I'm trying to get caught up on what's been going on, so if this isn't quite in keeping with the current situation let me know...

    Kev calls out, "Somebody get me Morghrim's glaive, so I can gut the Bastard!".
    While waiting for the glaive to be delivered, he holsters his axe and uses his standard action to attempt to demoralize the priest.

    Intimidate check: 1d20 + 9 ⇒ (20) + 9 = 29 Oh yeah! back with a vengeance!

    Grand Lodge

    The tiefling's hand is consumed with a blue-black energy reaches out and touches Morghrim, then takes a step back.

    Morghrim give me a Will Save DC16, if you fail the save take 23 damage, if you make it take 11 from Inflict Serious Wounds.


    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

    No AOO? Normally spells like that are cast from 5 foot away, then stepped in to deliver. The melee touch attack doesn't provoke because its considered lethal but he'd have to have defensive casted to do that.

    And assuming hes shaken like I hope he is, hes on a -2 penalty to that concentration check too :).

    Assuming thats all been taken into account and he made a DC21 Concentration check with a -2 penalty, heres M's will save-

    1d20 + 11 ⇒ (15) + 11 = 26

    Hey team, less faffing about an invisible Imp and more helping the beleaugered Dwarf aye ;)


    Kevorin wrote:
    Kev calls out, "Somebody get me Morghrim's glaive, so I can gut the Bastard!".

    Addie moves forward toward Kevorin and passes the glaive to him over Wart's head. As she does so, she mentally directs her Dancing Lights to advance forward to better illuminate the tiefling priest.

    Move to square AS-11; pass glaive to Kevorin. Move Dancing Lights to squares AS-6, 7, and 8.

    Hey Nazard! Check out the thread for Sully's Kingmaker game - I'm offering to run it from the point where it left off if folks are interested - so far Karthas, Euron, and Tyr are on board.


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

    "Morg, either hit him with that thing, or get out of there."

    Not sure what round number it is anymore, so Kev's next action:
    Kev hopes Morghrim can pull off a dirty trick on the guy to let Kev get a sneak attack in with the glaive, or else just inflict some damage. Then he'll enter a new rage and attack.
    Raging glaive attack: 1d20 + 8 ⇒ (12) + 8 = 20
    Glaive damage: 1d10 + 9 ⇒ (9) + 9 = 18

    Edit: realised that what Kev first asked was really not very effective and put Morghrim in too much danger


    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

    Is it my action? I've been waiting for some clarity from Talomyr- maybe the guy cast inflict serious round the corner last round? And is it my action?

    Grand Lodge

    Yes, Morghrim you are up, The tiefling is a 5 ft step away from you. Morghrim, Wart, Addie, Valeron, Bron, and the Kevorin.


    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

    Shuddering from the vile energy flowing through him, Morghrim whispers a quick prayer to Shelyn as his wounds heal a little.

    I have Morghrim on 9HP now, AC and Touch AC are still two higher than normal due to SoF.

    You take care of my glaive Kev! Morghrim shouts as he glances over his shoulder, before stepping in and swinging to crush the Tiefling's head with his mace.

    1d20 + 6 ⇒ (19) + 6 = 25
    1d8 + 4 ⇒ (7) + 4 = 11

    Grand Lodge

    Morghrim's mace connects with the tiefling priest again, only this time the hellspawned creature winces in pain rather than smiles.


    Male Halfling Alchemist : 4

    Watching the dwarf getting bashed up front, Wart hoots like a monkey as he dashes forward, over the dwarf and attempting to roll up between the tieflings legs.

    OOC & Dice & Actions:
    • Wart uses a double move action to move to AS2
    • Acrobatics check to get around/avoid AoO from the baddie: 1d20 + 5 ⇒ (6) + 5 = 11

    EDIT: This is going to hurt

    Grand Lodge

    Wart moves forward, attempting to bypass the priest but pays an awful price as the tiefling's mace comes crashing down on the halfling's head.

    Wart takes 14 from a critical hit.


    Addie steps up past Kevorin into the illumination of her Dancing Lights and glares at the tiefling, attempting to instill a sense of doubt and dread into the evil priest's mind.

    Move action to step forward to square AS-8; Standard action to use Evil Eye Hex: tiefling takes a -2 penalty to AC for duration of 7 rounds; Will DC 15 reduces duration to 1 round.

    Grand Lodge

    In the interest of finishing this damned combat...

    Addie glares at the priest, completely catching him off-guard and visiblly shaking the tiefling. Valeron and Bron move in closer to the combat as Kevorin steps into the combat, practically foaming at the mouth with rage, and drives Morghrim's glaive into the tiefling priest's throat. The last protests of the priest are nothing more than a sickening gurgle as he chokes on his own blood.

    That's combat folks, and with that welcome to 3rd level. If you wish to continue forward onward into the sewers, do not adjust your characters yet. If you choose to fall back and regroup, go ahead and advance your characters.


    I vote we tend to Wart, loot the bodies of the tieflings we killed, check out these nearby rooms, and then go back to the surface to re-group and level up. That way we can go after the rest of the Bastards of Erebus when Alex gets back.


    HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

    Morghrim slumps against the wall, gasping in pain.

    About time... he grumbles. Although there is not a clear source of his wounds, the Dwarf looks pale and seems to be shaking and blood is seeping out through the gaps in his breastplate armour.

    Any healing? he croaks as he pulls out his waterskin and takes a long swig from it. He then notices Wart.

    Aargh crap, not the little one... he mutters. I'll be fine, see to him quickly!

    ^^ My votes regroup. Also remember we have a prisoner, because Morghrim probably won't...


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

    Kev ends his rage and collapses against the wall next to Morghrim, panting. He still has the blade of the glaive embedded in the priest's throat.

    "Morghrim...would you...like your...weapon back with...a side of tiefling...or...without?"

    Also vote for regroup. Me wants my second barbarian level with a side of intimidating glare.

    Grand Lodge

    The looting part is easy.

    11 maces, one of which glows when magic is detected
    9 sets of studded leather
    2 chain shirts, one of which glows when magic is detected
    150 gp
    200 sp
    2 divine scrolls (contagion and undetectable alignment)
    1 ring, which glows when magic is detected


    Under the effects of her Detect Magic spell, Addie studies the mace, chain shirt, and ring in an attempt to discern their mystical properties.

    Spellcraft Checks:
    Mace: 1d20 + 9 ⇒ (17) + 9 = 26
    Chain Shirt: 1d20 + 9 ⇒ (9) + 9 = 18
    Ring: 1d20 + 9 ⇒ (1) + 9 = 10

    Grand Lodge

    Black Addie wrote:

    Under the effects of her Detect Magic spell, Addie studies the mace, chain shirt, and ring in an attempt to discern their mystical properties.

    Spellcraft Checks:
    Mace: 1d20 + 9
    Chain Shirt: 1d20 + 9
    Ring: 1d20 + 9

    The mace and chain shirt are each +1. The ring you were not able to definitively identify, but the magic is abjuration.


    DM Talomyr wrote:
    The mace and chain shirt are each +1. The ring you were not able to definitively identify, but the magic is abjuration.

    If I had to gamble, I'd guess that the ring is a ring of protection - might be good for Wart to have.


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

    Kev would love that +1 chain shirt, but since he already got a ring of protection, I understand if somebody else would prefer it.

    Of course, he'd be willing to give up the ring to somebody else in exchange for the chain shirt.

    Talomyr, is it okay for him to go Invulnerable Rager, giving up Uncanny Dodge for DR 1/--?

    Also, can we have the Diplomacy check to see what sort of percentage they get for the other stuff they don't want to keep?

    Grand Lodge

    Kevorin wrote:
    Talomyr, is it okay for him to go Invulnerable Rager, giving up Uncanny Dodge for DR 1/--?

    Not a problem.

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