DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


101 to 150 of 3,462 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

Wart wrote:

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

** spoiler omitted **

Looks like you have it right for the most part. Based on readied actions from Round 1, the Round 2 Initiative order looks like: Addie (delayed), Valeron (channeled), Wart (need an action), Cadwyn (need an action), Morghrim (need an action), Zombies, and Kev (delayed from previous round - could act at any time).


Male Human Fighter 1

Cadwyn strikes twice in rapid succession, doing his best to drop the foul undead creature as quickly as possible.

Attack roll with rapier - 1d20 + 3 ⇒ (12) + 3 = 15
Damage roll - 1d6 + 3 ⇒ (1) + 3 = 4

Attack roll with shortsword - 1d20 + 2 ⇒ (17) + 2 = 19
Damage roll - 1d6 + 1 ⇒ (4) + 1 = 5


Male Halfling Alchemist : 4

Wart is going to ready an action to attack any visible threat that harms an ally.

Grand Lodge

In the interest of moving along I will take Morghrim's action for him.

M's Attack:1d20 + 5 ⇒ (2) + 5 = 7
M's Damage:1d10 + 4 ⇒ (10) + 4 = 14

Valeron calls upon the light of Iomedae's justice to punish the foul undead creatures, causing a sizzling sound as the light seers the rotting flesh of the zombies, but not enough to stop them.

Cadwyn's quick strikes with his blades find home, but seem to do very little if anything against the beasts.

Having already dispatched one of the undead, Morghrim steps forward to J9 and slashes at a zombie with his glaive narrowly missing the creature.

The zombie in front of Cadwyn rears back and swings wildly at Cadwyn with an attack easily dodged by the young warrior.

The second zombie shuffles back into the cesspit 5ft step to K8 a takes an easily dodged swing at Morghrim.

Wart, give me that readied action. Kev your up...then the begining of Round 3


Just to have on the new page:

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

Plus the Map


Male Human Fighter 1

"Blast it and damn it, it had to be these soggy, soft bastards," growls Cadwyn. "At least I'll keep it occupied with me while you all bring it down."

Attack roll with rapier 1d20 + 3 ⇒ (1) + 3 = 4
Damage roll 1d6 + 3 ⇒ (2) + 3 = 5

Attack roll with shortsword 1d20 + 2 ⇒ (10) + 2 = 12
Damage roll 1d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Black Addie wrote:

Just to have on the new page:

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

Plus the Map

Actually the Initiative order changed due to all of the delayed and readied actions to:

Addie 21
Valeron 16
Cadwyn 8+
Morghrim 8
Zombies 7
Wart 6
Kev 3(delayed from previous round - could act at any time).


Round Three:

Feeling totally ineffective due to the tight confines of the passageway, Addie curses softly in several different languages.

Continuing to stay behind Wart (so as not to block his line of fire) and holding action until an enemy is visible so that she can give 'em the ol' whammy with the Evil Eye hex.

RE: Revised Initiative Order: Duly noted, Chief!


Male Human Cleric 5 / Inheritor's Crusader 1

Round 3

Valeron watches as the dwarf cleaves through the zombies like a baker slicing bread. Seeing that Iomedae's energy wasn't enough to destroy the creatures, he glances at the longsword in his hand. Let's give you a chance to get some practice in here next he thinks.

Will defer to Morg in initiative, hoping for a chance to go toe-to-toe after a 5ft step if he moves, and make The Inheritor proud.


Male Halfling Alchemist : 4

Round 2 Readied Actions Though this happens in Round 3 right?

Wart looks up suddenly, seeing aggressive enemy movement in the corridor ahead, and instinctively grabs a familiar looking vial and lobs it into the room, moving forward 5 ft from the momentum.{J11}

Attack Roll:

Bomb Attack: 1d20 + 4 ⇒ (15) + 4 = 19 vs. AC 5

Splash Damage: 4 fire Reflex DC 13 for (1/2) damage to {I8} and {K8}

Used 2 bombs of 4 today.

Assuming north is towards the "1 box = 5 ft" indicator on the map, Wart aims at the NW intersection of {I8}. Also, including the other guy at {K8} through the feat: Splash Weapon Mastery

Question regarding Ready an Action:

If you ready an action, don't you then go before the character/creature that triggered your preset condition for the rest of the fight? This is what I got out of that entry in the Core on page 203. Am I reading it wrong?

Tactics OOC:
If Valeron could move to {K9}, Mohgrim retreat 1x 5 ft step to {J10}, then Kevorin could move to {J9} and we would have all melee up to the front and able to attack. If anything attacks from behind, then Addie and I could run into the room. Just a suggestion from the peanut gallery.

EDIT: 5 ft step and tactics


Male Human Cleric 5 / Inheritor's Crusader 1

Tactics OOC:
Kev actually gets to still go in Round 2 - if he wants to get into melee, 6 squares and he could be at K9 or J8 before any of us move. The challenge at the moment is anyone moving through J9 (where Morg is) provokes 2 attacks of opportunity?

My round 3 action at the moment is just to defer to Morg, which means Kev and Morg get their full round actions before I need to worry about what Valeron might do next - its very possible both zombies will be dead to 12+ damage hits with these guys around.


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

Sorry all, I tend to run RL games Tuesdays and Wednesdays. As ive said before, if I don't post within an hour take my action for me generally.

Round Three Action

Seeing that the zombie has inadvertently made it hard for his long blade to strike it, the veteran Dwarf quick-steps to his right onto the bridge to square K9 and swings his blade towards the head of the zombie threatening Cadwyn, shouting at Valeron simultaneously-

Come Manling, this one in the sewage is all yours and the Inheritor's. muhaha!

If the Zombie threatening Cadwyn is down by the time I take my turn Morghrim 5 foot steps to I8 to attack instead.

1d20 + 5 ⇒ (3) + 5 = 8
1d10 + 4 ⇒ (7) + 4 = 11

2 followed by a bloody 3 lol


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

Kev is continuing to delay and keep watch. With all the jovial shouting from up ahead, things there can't be going too badly, and he'd prefer to not have a pile of Hellknights, attracted by the sound of combat, come up on them unawares.

Grand Lodge

Wart wrote:

Round 2 Readied Actions Though this happens in Round 3 right?

Wart looks up suddenly, seeing aggressive enemy movement in the corridor ahead, and instinctively grabs a familiar looking vial and lobs it into the room, moving forward 5 ft from the momentum.{J11}

** spoiler omitted **

** spoiler omitted **

** spoiler omitted **

EDIT: 5 ft step and tactics

True your readied action would go just before the zombies (and in round 2). Since you did not specify what the readied action was, rather than take it for you I changed it to a delayed action so that you could specify an action. We can do a simple retcon to turn it back into a readied action as it will not change the current state of the combat.


Male Halfling Alchemist : 4

Actually, this may work out better...delay is just fine.

But I would like one retcon. I keep forgetting to take my move actions. If you would allow it, Wart would like to draw out his sling.

Grand Lodge

Wart - not a problem, sling is in hand

Wart steps up and hurls a vial in between the zombies. The vial cracks on the stone edge of the cesspit, exploding and blowing small bits of fetid flesh off of the undead.

Morghrim step on to the bridge to get a better swing at the creature attacking Cadwyn, but did not account for how slippery the bridge would be as his swing goes wide missing the zombie as he tries to regain his footing. No roll needed, just narrative

Valeron steps into the fray sword in hand.

Cadwyn and Valeron are up, then the Zombies still in Round 3


Male Human Cleric 5 / Inheritor's Crusader 1

"So you've finally decided to share then, dwarf?" Valeron teases as he steps forward and swings his longsword at the zombie threatening Cadwyn.


Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Missing his swing, he grunts in disappointment.


Male Human Fighter 1

"Well, I've run out of witty banter," Cadwyn sighs, "so just please go ahead and die again."

Attack roll with rapier - 1d20 + 3 ⇒ (18) + 3 = 21
Confirmation roll - 1d20 + 3 ⇒ (2) + 3 = 5
Damage roll - 1d6 + 3 ⇒ (3) + 3 = 6

Attack roll with shortsword - 1d20 + 2 ⇒ (9) + 2 = 11
Damage roll - 1d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Both of Cadwyn's strikes land home as more chucks of rotting flesh fall off of the zombie, but yet the creature still stands.

The undead creature in front of Cadwyn tries to return the favor, and the zombie in the cess pit lashes out at Morghrim, but both creature's attacks bounce harmlessly off of their target's armor.

Wart you're up. Kev you too if you want to do something different, otherwise back to the top of order for Round 4 with Addie


DM Talomyr wrote:

Both of Cadwyn's strikes land home as more chucks of rotting flesh fall off of the zombie, but yet the creature still stands.

The undead creature in front of Cadwyn tries to return the favor, and the zombie in the cess pit lashes out at Morghrim, but both creature's attacks bounce harmlessly off of their target's armor.

Wart you're up. Kev you too if you want to do something different, otherwise back to the top of order for Round 4 with Addie

Kev still keeps an eye out on the back, rather than force his way in where people are handling things fine.

Grand Lodge

Ok folks, give me a perception check

Perception DC 15: for Kev and Addie, DC 18 for Wart, DC 22 for Cadwyn, Morghrim, and Valeron

Spoiler:
You hear the sound of clanking armor in the distance

The reasons for the different DCs are distance from the target and proximity to the noise of combat.


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

Perception: 1d20 + 2 ⇒ (19) + 2 = 21


Male Human Fighter 1

No possible way I can make it, but here goes!

Perception check - 1d20 ⇒ 11


Perception Check: 1d20 + 4 ⇒ (18) + 4 = 22

Round Four:
Addie steps up behind Wart (to square J12) and calls out to the warriors battling the zombies, "Gentlemen! We're about to have some company back here!"


Male Halfling Alchemist : 4

Perception check: 1d20 + 6 ⇒ (17) + 6 = 23

Hearing the clanking of the armor just moments after Black Addie calls out a warning, Wart looks up to the combat ahead, and then glances back in indecision. He loads his sling with a little metal bullet, and steps forward scanning the ceiling.

He speaks in a hushed tone, less than a full voice, but more than whispering.

"We need to get out of here! If we can find the exit, let's just charge right on by...leave these nasties for our friends in armor!"

5 ft step forward to J10
Move Action: Perception check to find the symbol of Aroden: Perception check: 1d20 + 6 ⇒ (11) + 6 = 17.
Move Action: Load sling with a sling bullet.

Grand Lodge

Wart wrote:

5 ft step forward to J10

Move Action: Perception check to find the symbol of Aroden: Perception check: 1d20+6.
Move Action: Load sling with a sling bullet.

You do not see an Eye of Aroden.


Male Human Cleric 5 / Inheritor's Crusader 1

While not one to back down from a fight, the halfling's suggestion to leave the zombies for the Hellknights sounds like a pretty good one, although Valeron considers the zombies would likely strike out at the others as they pushed past... and pushed past to go which of three ways?

The cleric glances around the room, desperately searching for the symbol of Aroden for guidance.

Perception: 1d20 + 2 ⇒ (15) + 2 = 17

Knowing at worst case, they had suggested always turning left, Valeron swings at the zombie engaged with Cadwyn before moving past it, using his shield to cover his advance as he moves.

Attack: 1d20 - 2 ⇒ (2) - 2 = 0 1d8 + 2 ⇒ (6) + 2 = 8

Fighting defensively, AC now 19, moving 20ft to H7.

OOC:
That should use up both AOOs, unless Cad or Morg use them up before me, or kill the zombies either! If someone ends up in H7 before me, I'll take whatever square makes sense

Grand Lodge

As Valeron moves into the cesspit to bypass the zombies, both zombies take swings an him with ragged arms with one missing completely and the other's swing bouncing off of Valeron's shield.

Valeron, since you had to go into the cesspit to complete your move, give me a fortitude save. Cadwyn and Morghrim are up yet before the zombies.


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

"Our position here is much better than up above, however," Kevorin suggests. "We might be able to ambush them ourselves."

Kev sneaks back slightly towards whichever passage the sound emanates and tries to peer around the corner for a look on how many Hellknights are coming.

Stealth: 1d20 + 4 ⇒ (10) + 4 = 14

He's been delaying, so he'll go on whatever initiative count the sound arrived on. He passed his perception check to, but the postmaster seems to have eaten my edit after passing the roll.


Male Human Fighter 1

"Not that I'm against a good fight, but do we really want to face a legion of Hellknights?" Cadwyn says breathlessly, desperately trying to destroy the creature in front of him. "No shame in fleeing if it's a fight you can't win."

Though Cadwyn says this, he continues attacking the zombie, doing his best to drop it while glancing around for the Eye of Aroden.

Perception check - 1d20 ⇒ 4

Attack roll with - 1d20 + 3 ⇒ (16) + 3 = 19
Damage roll - 1d6 + 3 ⇒ (3) + 3 = 6

Attack roll with - 1d20 + 2 ⇒ (17) + 2 = 19
Damage roll - 1d6 + 1 ⇒ (4) + 1 = 5

Grand Lodge

For Kevorin:

Spoiler:
I'm assuming a double move (30ft without taking a penalty to stealth)
You peer around the corner and by your best guess 75 ft down the spillway you see what appears to be four soldiers

Again for Kevorin, give me a Knowledge(Local) if you have it, DC12

Spoiler:
Based on their dress three of the four are Armigers (initiates that have not become full Hellknights yet), the fourth on the other hand is definitely a Hellknight.

Grand Lodge

Cadwyn Tallis wrote:

"Not that I'm against a good fight, but do we really want to face a legion of Hellknights?" Cadwyn says breathlessly, desperately trying to destroy the creature in front of him. "No shame in fleeing if it's a fight you can't win."

Though Cadwyn says this, he continues attacking the zombie, doing his best to drop it while glancing around for the Eye of Aroden.

Perception check - 1d20

Attack roll with - 1d20+3
Damage roll - 1d6+3

Attack roll with - 1d20+2
Damage roll - 1d6+1

Cadwyn's shortsword seems to do little if anything to the zombie, but his strike with his rapier is true, driving the blade through the creature's mouth as its arms go slack and its body falls back into the cesspit.


Male Human Cleric 5 / Inheritor's Crusader 1
Quote:
Valeron, since you had to go into the cesspit to complete your move, give me a fortitude save. Cadwyn and Morghrim are up yet before the zombies.

Since Cadwyn's killing blow was ahead of me in Initiative order, I could have avoided the cesspit completely by moving through him to the spot... (and an AOO as I hoped). Still need the Fort save?


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

Knowledge (Local): 1d20 + 5 ⇒ (6) + 5 = 11

"There are four of them," Kev rasps back at the rest. He will settle down in the darkness, peering just around the corner, ready to sneak attack with his crossbow as soon as the lead Hellknight is within 30'. Light crossbow: 1d20 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Valeron Legis wrote:
Quote:
Valeron, since you had to go into the cesspit to complete your move, give me a fortitude save. Cadwyn and Morghrim are up yet before the zombies.
Since Cadwyn's killing blow was ahead of me in Initiative order, I could have avoided the cesspit completely by moving through him to the spot... (and an AOO as I hoped). Still need the Fort save?

Nah, let it go.

In order to keep things moving I'll take Morghrim's attack.

5 ft. Step to be able to use the glaive, directly in front of Cadwyn, after Valeron moves through.

Attack:1d20 + 5 ⇒ (11) + 5 = 16
Damage:1d20 + 4 ⇒ (2) + 4 = 6

Morghrim rears back with his glaive and with a downward chop splits the remaining zombie in two.

That's 100XP each.

Grand Lodge

Kevorin wrote:

Knowledge (Local): 1d20+5

"There are four of them," Kev rasps back at the rest. He will settle down in the darkness, peering just around the corner, ready to sneak attack with his crossbow as soon as the lead Hellknight is within 30'. Light crossbow: 1d20+1

The bolt flies by the Hellknight's head, but misses. Having been attacked, the Hellknight shouts, "There they are...bring me the filthy dogs, dead or alive, it doesn't matter to me!"

All members of the party hear the Hellknight's orders. Let me know what you're wanting to do next.


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

Kev attempts to rehide himself sniping style: Stealth: 1d20 - 16 ⇒ (17) - 16 = 1

Kev will drop his crossbow and switch to great ax next round.


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

Can we get an updated map?

Morghrim will cast Shield of Faith once more and strap his buckler to his arm while moving towards the Hellknights. AC21

Grand Lodge

Fair warning about the terrain...if you choose to move to engage the Hellknights, you will meet up in a 5 ft. wide tunnel.


Addie moves into the chamber with the others, raising the sunrod high to aid in the search for the Eye of Aroden.

Perception Check: 1d20 + 4 ⇒ (15) + 4 = 19

Anyone want to aid Addie in searching for the Eye?


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron

"While squaring off with four hellknights sounds like a helluva party, you'll need to get a couple beers in me first before we try that", Valeron jibes.

Another standard action searching, this time an Aid action to Addie: Perception 1d20 + 2 ⇒ (7) + 2 = 9

"Ugh" the cleric grunts, "I'm not seeing any symbol in this room"

He then has a thought. "Hey if we can get out of here quick enough, I can see what Iomedae thinks about making it *really* foggy in this room - might give us enough of a lead to lose these fellas"

OOC:
If enough of the party agree before I get a chance to post next, I'll hang back and use Obscuring Mist centered on the room to cover a hasty retreat.


Here's my take on an updated Map

Grand Lodge

Black Addie wrote:
Here's my take on an updated Map

That looks right to me. Thanks for taking care of the maps again, by the way.


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

At the moment, with his trait, there's no penalty for Kev to use his Combat Expertise, so he has it going pretty much non-stop. Once he gets to a +4 BAB, then I'll have to decide each round if he's using it or not.

Grand Lodge

Kevorin wrote:
At the moment, with his trait, there's no penalty for Kev to use his Combat Expertise, so he has it going pretty much non-stop. Once he gets to a +4 BAB, then I'll have to decide each round if he's using it or not.

understood...I'm a big fan of that combo too.

Just in case...Initiative
Cadwyn = 1d20 + 4 ⇒ (4) + 4 = 8
Morghrim = 1d20 + 2 ⇒ (3) + 2 = 5
Addie = 1d20 + 2 ⇒ (12) + 2 = 14
Valeron = 1d20 + 0 ⇒ (3) + 0 = 3
Wart = 1d20 + 3 ⇒ (10) + 3 = 13
Kev = 1d20 + 2 ⇒ (16) + 2 = 18
Hellknight Armigers = 19
Hellknight Sgt. = 7

So the order is:
Hellknight Armigers 19
Kev 18
Addie 14
Wart 13
Cadwyn 8
Hellknight Sgt. 7
Morghrim 5
Valeron 3

The Hellknight Sgt. is the back Hellknight on the map.[ooc]

Following their commander's orders the Armigers move to engage their target. [ooc]Move the front 3 hellknights to F-H22, and they will be waiting to engage.


Male Halfling Alchemist : 4

Wart nods vigorously, "Iomedae is sure to like it REALLY REALLY foggy in this room!"

Free action to yammer.

Pre-posting so as not to hang up things whilst I sleep.

Move Action: Aiding Black Addie in search for Eye of Aroden: Perception check: 1d20 + 6 ⇒ (12) + 6 = 18 Woot! +2 for B.A.!

Move Action:Readying an action to move behind the front line melee allies if the Hellknights get within 20 ft of Wart.

Grand Lodge

Wart wrote:

Wart nods vigorously, "Iomedae is sure to like it REALLY REALLY foggy in this room!"

Free action to yammer.

Pre-posting so as not to hang up things whilst I sleep.

Move Action: Aiding Black Addie in search for Eye of Aroden: Perception check: 1d20+6 Woot! +2 for B.A.!

Move Action:Readying an action to move behind the front line melee allies if the Hellknights get within 20 ft of Wart.

With Wart's aid, Addie finds the Eye of Aroden in the room.

Second hallway on the right.


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

Heh... These Hellknights aren't going to move any faster than I do in their armour. Half-Orc, get back here!

Minor edit on Morghrim's actions; he still casts Shield of Faith but puts away his glaive and draws his Warhammer instead, while moving to J13 to block off the corridor.

The veteran Dwarf is still enjoying his battle lust, and decides to buy the group some time to retreat, moving to block the corridor once Kevorin is clear.

These filthy Hellknight's won't easily get past me! Get down the next corridor, i'll buy you some time and catch up. I'll retreat into this mist of Iomedae's and vanish like a ghost if ye catch it Valeron. But, eh, which way should I retreat when I do?

AC 20 this round, rising to 22 when he draws his heavy shield next round.


"Look! There!" Addie says, pointing to the second passage on the right. "The Eye of Aroden marks that passage!"

Addie makes her way across the bridge, stepping carefully on the slime-slickened surface.


Male Human Fighter 1

Seeing as how the other heavies are covering the door where the Armigers are approaching, Cadwyn elects to stay by Addie in case more dangers present themselves down the next passage. Moving slowly to avoid slipping, he stays by the black-veiled woman's side and stepping into the tunnel before her should she allow him.

101 to 150 of 3,462 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Talomyr's Council of Thieves All Messageboards

Want to post a reply? Sign in.