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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Kevorin wrote:

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.

Well, other than the party CLW wand and the scrolls that she scribed, Addie doesn't have any other magic items, and wouldn't mind a ring of protection if Kev takes the chain shirt.


Kevorin wrote:

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.

Well, other than the party CLW wand and the scrolls she scribed, Addie doesn't have any other magic items, so she wouldn't mind taking Kev's ring of protection if he takes the chain shirt.


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

Are these heavy maces or light maces?

Grand Lodge

Kevorin wrote:
Are these heavy maces or light maces?

heavy


Male Human Cleric 5 / Inheritor's Crusader 1

Pass on the mace, since Valeron's still mulling over the sword oath someday. I'd take the shirt if Kev didn't end up with it, just to move 30ft again and get back in the front line, but can just toss on a mundane one...

Valeron quickly channels Iomedae's healing energies over the group several times, once far enough away from any fallen foes.

Here's 4 channels which should hopefully get folks close enough to full.

1d6 ⇒ 1
1d6 ⇒ 6
1d6 ⇒ 5
1d6 ⇒ 4

And here's the Diplomacy to eventually sell anything mundane or magical.

Diplomacy (for selling): 1d20 + 12 ⇒ (5) + 12 = 17

On continuing or falling back, it might be worth ensuring that there's not just 1-2 more rooms? I mean, we did just face a level 5 cleric... how many level 5 guys can there be in the lair? :)


"Thank you - and Iomedae - for the healing, Valeron," Addie thanks the priest.

I'm willing to check out the nearest rooms to see if there are any remaining tieflings and/or treasure.


Male Halfling Alchemist : 4

Wart coughs and sputters as his skull is knit back together,

That's twice now dwarf that I have come close to death near you. <*cough cough*> I think that you might be the end of me.

Wart winks as he stands, and offers a hand to help the grizzled dwarf stand...not that it would help much.

Ohh...let's not forget that we have a prisoner down that other hallway?

Wart looks about the carnage around them,

These folks don't offer much of an endearing welcome, but I say we peek behind those doors back there, and then perhaps head back to the HQ, and regroup.

Also, I am sure some of this stuff could be magical, I have got a new formula to try on such things that may help me be of a better service to y'all.

Wart nods slightly and cracks his back as he turns to the rest of the group

What say you?


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

Aye, we shouldn't leave a job half finished. Lets see what these Mammon worshippers were up to before we leave.

RE loot, the only thing that interests Morghrim is that mace. If I get that theres a masterwork mace going for someone else.


Male Human Fighter

"If we are to continue on, we should be wary. I am sure that that creature which can vanish into thin air is still around here somewhere. Bron says as he helps to strip the tieflings of their gear.

Bron is more of a flail and heavier armor user so the only thing he would be interested in is the ring. However, if it would help one of the others to take the ring, then he will wait.


Hey Wart, I sent you an e-mail to your lemonaderancher address.


Male Halfling Alchemist : 4

Okay, looking at the map, the areas that I would like to check out are: AL11, AG21, X9, AB16, and possibly Z30 but that last one may be the map equivalent of a typo.

Also, lets stock up on some alchemical items when we come back...smoke sticks and what not, lets do a little of our own shock and awe.

Grand Lodge

Where to first?


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

Kev, you after that mace or can Morghrim take it? Don't think there are any other takers and I figured you were more of a beefy two handed weapon rogue.

The order wart outlined works for me.


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

Kevorin has no interest in the mace. He's interested in the +1 chain shirt. I'll assume that he gives up the +1 ring in exchange for the shirt. Once it's clear that people are planning on exploring the last few rooms, he sighs tiredly, groaning as he gets back up, and returns Morghrim his glaive.


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

Naz, please add masterwork heavy mace to the loot list then.


Male Human Cleric 5 / Inheritor's Crusader 1

Ok let's go with +1 shirt to Kev, +1 ring to Addie, +1 mace to Morghrim, unidentified ring (likely +1?) to Wart.

To party pool: MW Heavy Mace (Morg), MW Studded (Kev)

To AL-11!

Grand Lodge

The party regroups and heads for one of the closed doors. AL11 Upon arriving, you see what appears to be an unremarkable, but solidly constructed wooden door. Based on the apparent age of the door you would assume that it was install sometime well after the original Westcrown sewer's construction.


Male Human Cleric 5 / Inheritor's Crusader 1

I took the liberty of arranging the party at the door to keep things moving, with the assumption Bron, as our beefiest member, is the one who opens doors after Kev inspects them for a trap.


Male Human Fighter

After Kevorin checks out the door, Bron will ready his shield as he grips the door handle and opens the door.


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

Perception check: 1d20 + 3 ⇒ (11) + 3 = 14

What do you mean, after Kevorin checks out the door? Kev's not that kind of rogue...oh wait, he sort of is.

Grand Lodge

Kevorin searches the door and finds it to be neither trapped nor locked.

Bron opens the door, which leads into a 15 ft by 15 ft room with a pit and a rope ladder in the center of the room.


"Do we want to go down even deeper into the sewers? Or shall we save this for future exploration?" Addie asks her companions.


Male Halfling Alchemist : 4

Valeron wrote wrote:
unidentified ring (likely +1?) to Wart

Either Addie or me, we can work together to identify it the next game day.

Wart eyes the pit in the room and nods at Addie, "Let's draw up the rope so that nothing can come up, and then perhaps save this for another day."

EDIT: Grammar'd myself

And yes, it's a verb now.


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

"We aren't in any condition to go exploring even deeper at the moment. Let's rig this door somehow so that we'll be able to tell if someone has passed through in our absence and retreat and regroup. We dealt them a nasty blow today, but we shouldn't push our luck and risk getting cut off."


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 grunts his agreement at Kevorin's words.

Aye, rig the door- but for now lets at least take a peek at the other rooms, it would be a shame to miss depriving Mammon-worshippers of some equipment and resources.


Male Human Cleric 5 / Inheritor's Crusader 1

How deep is the pit? I'm unclear if it leads to another level, or if it's just a pit with say prisoners in it.

Also everyone was healed for 16HP, are folks still hurt?

For party resources, am I correct that Wart hasn't used an extract today? Valeron hasn't used a 1st level spell? And Addie only cast a single 1st level spell (Mage Armor) which is still active? We actually consumed almost no resources yet today on that single big fight...

I just know if we leave and come back, my bet's that Talomyr will level up and better prepare the bad guys too :)

Grand Lodge

Would I do that to you guys? :)

The pit is dark and goes down longer than your vision can see. Yes, this includes folks with darkvision.


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

If people wish to outvote and overrule Kev and Morg, that's fine. Onwards and...downwards.


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


For party resources, am I correct that Wart hasn't used an extract today? Valeron hasn't used a 1st level spell? And Addie only cast a single 1st level spell (Mage Armor) which is still active? We actually consumed almost no resources yet today on that single big fight...

Speak for yourself lol, although I do now have full HP again.


I think Wart used one extract and a few bombs. Addie's used one 1st level spell and one scroll. I'm up for more exploration, but let's check out these other nearby rooms before we go down the pit.


Male Human Cleric 5 / Inheritor's Crusader 1

Oh absolutely, at least the rooms the tieflings poured out of. Otherwise their buddies will find they're dead, take their belongings and relocate to a new lair while we rest up!


Male Halfling Alchemist : 4

Let's pull the rope bridge out of the room, and spike the door so no one can come out. Save this down route for later, and go see some of the other rooms.

Also, I have used an extract, 3 of my 5 bombs, and my mutagen.


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 will scatter caltrops at the top of the ladder leading down, so some poor sod may put his hands on them while finishing the climb and fall back down.

Grand Lodge

Moving on to the next area (AG21), you enter a room containing multiple cots, scattered mundane possessions, and a table. On the table are playing cards, scattered across the table, obviously discarded in a hurry when the tieflings heard your arrival.

There is a door on the opposite side of the room that Kevorin went through during the battle.


Male Human Fighter

Ready to continue exploring, Bron offers to take take point, with his flail and shield ready.

Moving into the room, Bron will wait for a signal from the rest of the group before testing and opening the door.


Male Halfling Alchemist : 4

Perception (search) check: 1d20 + 6 ⇒ (20) + 6 = 26

Wart starts poking around, looking at the cots, the table, the cards, and slowly walking about and trying to be as observant as possible.

Hmm, looks like these were the reinforcements...and is that the door Kevorin went through as we were fighting? Looks like a barracks almost...

Grand Lodge

Wart finds nothing of any particular value other than a pile of 12sp and 3gp underneath the cards.


On to the room at AB-16?

MAP

Grand Lodge

You enter the next room to find four tables and plates of half eaten, simple food. (bread, cheeses, and dried meats)


On to the room at X-9? And are we dragging our prisoner along with us?


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
Black Addie wrote:
On to the room at X-9? And are we dragging our prisoner along with us?

I think Morghrim is amusing himself while you search, beating him back into unconciousness whenever he wakes up. Hes still seething about his cut braid...


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

Since hair is technically dead, doesn't that qualify it as an object and subject to a mending spell?


Male Human Fighter

Moving through the room, Bron follows the routine of the last room, not moving on until the group decides where to move on to.

Doesn't matter if it can be mended, its the fact that the teifling had the gall to even think of cutting his braid. For a dwarf, it would be better to get cut yourself than to have a braid cut. :P


Male Halfling Alchemist : 4

Perception (search) check for Chow Hall (AB16):
1d20 + 6 ⇒ (7) + 6 = 13

Perception (search) check for X-9:
1d20 + 6 ⇒ (6) + 6 = 12

spoiler'd so that I do not see the results.

In each room, Wart shows similar behavior, bracing as the door is opened, and caution until no enemies are spotted. This is followed by a steady and thorough search of the room, laying anything out that he sees for easy identification.


Male Human Cleric 5 / Inheritor's Crusader 1

Next time the prisoner wakes up, we should ask it what's down the pit, and/or how many Bastards lair here.

Grand Lodge

The party moves along to the last door, to find it barred from the outside and a vile stench coming from behind the door.

Perception DC12:
You hear a low growl, and the sound of something lumbering around behind the door.


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 + 9 ⇒ (16) + 9 = 25

It sounds hungry. Maybe we should feed it... Morghrim says with a grin, dragging the Tiefling along.


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

"I think it's time to wake him up and ask him if he wants to tell us what's in there or show us."

Kev shares a grin with Morbid Morghrim.

Grand Lodge

The tiefling that has repeatedly been beaten into unconsciousness, gives Morghrim and Kevorin a glassy eyed glare and says, "Fine by me, at list this will all be over then...go ahead and feed me to the damned thing."


Male Halfling Alchemist : 4

Knowledge (Untrained) check:1d20 + 3 ⇒ (6) + 3 = 9

Given the clues provided, Wart leans up against the wall in the hallway and tries to think if he knows what could be inside this door.

You know, he says looking at the Tiefling if I were you, I wouldn't be giving these two and ideas. Listen, here's the deal. We spared your life so we could talk. Please talk. Otherwise, they are going to justify doing something gruesome, and I really don't want to see that...and I don't think you do either.

Diplomacy roll: 1d20 + 2 ⇒ (14) + 2 = 16 Good Cop

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