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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Male Halfling Alchemist : 4

Map Link for ease of use.


Male Human Cleric 5 / Inheritor's Crusader 1

With longsword in hand, Valeron moves forward to attack the fleeing hellhound.

Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Valeron's action would have occured, first. Fortunately, Morghrim is still able to reach his target if he moves and "sqeezes" with Bron.

Valeron gives chase the the hellhound moving north, swinging wide and missing the creature.

Morghrim stands his ground and drives the blade of his glaive deep into the other hellhound's shoulder.

Kevorin yells out to Wart, hoping to flank the injured hellhound, moving into positon and holding his attack until Wart is in position as well.

Wart is up, then I will resolve Wart and Kev's actions. After that back to the top of the order.

Initiative Order:

Remainder of Round 2:
Kevorin: 4+ (readied action)
Wart: 4

ROUND 3
Bron 17
Addie 10
Hellhound(s): 8+
Valeron: 8
Morghrim: 6
Kevorin: 4+
Wart: 4


Male Halfling Alchemist : 4

Following Kevorin's lead, Wart steps in behind the beast, dropping his sling, and drawing his dagger as he goes.

Once behind the beast, he slices out at it in an attempt to distract it.

Actions & Rolls:

  • 5 ft. step to L18
  • Free Action: Drop sling
  • Move Action: Draw Weapon from hidden sheath.
  • Standard action: Aid Another Attack hh in K18: 1d20 + 3 ⇒ (3) + 3 = 6 vs. AC 10 to give Kevorin a +2 to his attack roll. FAILED!
  • Kev: made the flank, failed the aid another check. Sorry dude!

    Grand Lodge

    Wart steps in behind the hellhound providing just enough of a distraction for Kevorin to lop the beast's head off in one masive chop of his greataxe.

    Top of Round 3 with Bron and Addie


    Male Human Fighter

    Not sure if squeezing into the hall would be smart, Bron simply holds his ground, determined to attack the hound should it somehow get past Valeron.


    Addie steps up to the end of the hallway (to square H-19) and peers around the corner. Fixing the last remaining hellhound with a piercing stare, she calls on the power granted to her by The Gentleman to place a hex on the creature, compelling it to fall asleep.

    Slumber Hex: Will save DC 15; if the save fails, the hellhound falls asleep for 3 rounds.

    Grand Lodge

    Hellhound Will Save:1d20 + 1 ⇒ (2) + 1 = 3

    Addie looks around the corner, fixing her gaze on the remaining hellhound. The beast tries to resist, but eventual surrenders to the hex.

    Valeron and Morghrim are up, all you have left on the board is a sleeping hellhound. I will assume Valeron performs a coup de grace, and if that is not sufficient to kill the beast, Morghrim will do the same.

    Damage (Valeron):2d8 + 2 ⇒ (1, 6) + 2 = 9
    Damage (Morghrim):3d10 + 21 ⇒ (2, 6, 7) + 21 = 36
    -
    Valeron's strike lands, but only serves to rous the beast, Morghrim's strike dives into the hellhound's heart, ending the fiendish creature's life.

    That's 600 XP each. Where to next.


    As the group decides on their next course of action, Addie uses the healing wand to mend Bron and Kevorin's wounds.

    Kevorin - Cure Light Wounds (Wand): 1d8 + 1 ⇒ (3) + 1 = 4
    Kevorin - Cure Light Wounds (Wand): 1d8 + 1 ⇒ (3) + 1 = 4
    Bron - Cure Light Wounds (Wand): 1d8 + 1 ⇒ (4) + 1 = 5
    Bron - Cure Light Wounds (Wand): 1d8 + 1 ⇒ (6) + 1 = 7
    Bron - Cure Light Wounds (Wand): 1d8 + 1 ⇒ (8) + 1 = 9

    "So, where to, gentlemen?" Addie asks her companions. "Does anyone have a feel for where we might be in relation to the Bastards' hideout on the surface? Should we follow this passageway north, or check out the other end of this room there to the east?"

    Grand Lodge

    Even after that, Bron's wounds are fairly significant...he had taken 24 points of damage that combat.


    DM Talomyr wrote:
    Even after that, Bron's wounds are fairly significant...he had taken 24 points of damage that combat.

    Addie healed Bron of 21 points, and Kevorin of 8. Do either of you want another hit with the wand? Or could a channel energy from Valeron make up the difference?


    Male Human Cleric 5 / Inheritor's Crusader 1

    He's only down 3HP now right? If Bron is OK with it, we can probably hold additional heals until the next fight.

    As the hell hound slumps to the ground, Valeron looks back at the grinning inquisitor. "I knew you'd take care of that one..."

    He looks to the others, "let us move quickly, Iomedae's blessing will only last a couple minutes..."

    Let's book it to another room while we still have Bless?

    How about we head through the southern door?


    Male Halfling Alchemist : 4

    Wart pauses, looking down the hallway to the north.

    "Let's move these bodies out of view, and then I have some marbles to sprinkle on the ground liberally here...should give us warning if anyone tries to sneak up behind us."

    If everyone is agreeable, he will spread the marbles to cover I-16.


    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:


    As the hell hound slumps to the ground, Valeron looks back at the grinning inquisitor. "I knew you'd take care of that one..."

    The Dwarf bows solemnly. May Shelyn and Iomedae forever hold their sacred peace. he intones.

    Wart wrote:


    "Let's move these bodies out of view, and then I have some marbles to sprinkle on the ground liberally here...should give us warning if anyone tries to sneak up behind us."

    If everyone is agreeable, he will spread the marbles to cover I-16.

    A fine idea- allow me to assist lad... Morghrim says approvingly as he scatters caltrops just beyond the marbles.


    "A good idea," Addie thinks to herself as she watches Wart and Morghrim place their marbles and caltrops just within the passageway to the north. "I just hope nothing forces us to flee down that hallway in a hurry!"

    As the companions prepare to approach the southern door, Addie casts her Dancing Lights cantrip, and calls upon the favor of The Gentleman to cast Guidance on herself and on Wart, recommending that Morghrim and Valeron do the same for themselves and for Kevorin and Bron.


    Male Human Fighter

    Following behind Kevorin and Morghrim, Bron keeps a serious face and silent as the group moves down the corridor in the direction of the Bastards' hideout.


    Male Human Cleric 5 / Inheritor's Crusader 1

    Valeron will cover himself and Bron with Guidance, assuming Morghrim gets Kevorin - prior to opening any doors, or entering new areas.

    So, south door while there's still some rounds left on Bless? Go! Go!


    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:


    Valeron will cover himself and Bron with Guidance, assuming Morghrim gets Kevorin - prior to opening any doors, or entering new areas.

    Sure.

    Grand Lodge

    The party moves toward the door on the southern wall of the room. After Kevorin examines the door and is satisfied there are no traps, and that the door is not locked, Morghrim opens the door to the next chamber.

    Six brick-lined crypts take up most of wall space in this room, yet strangely, a number of large cushions are strew about the floor.

    Perception DC12:
    You hear the voices of unseen people in this room.

    Perception DC17:
    You would guess that it is 4-5 people talking.


    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 + 10 ⇒ (3) + 10 = 13+2 if stonework related.

    Voices... Morghrim whispers.

    DM I need some clarity here please, can we see the entire room? Basically are there voices from unseen sources (AKA Invisible) in here or further into the room where my darkvision doesn't discern yet, or round the corner?

    Grand Lodge

    Morghrim Maestros wrote:

    1d20+10+2 if stonework related.

    Voices... Morghrim whispers.

    DM I need some clarity here please, can we see the entire room? Basically are there voices from unseen sources (AKA Invisible) in here or further into the room where my darkvision doesn't discern yet, or round the corner?

    You seem to believe the voices are coming from around the corner.


    Perception: 1d20 + 2 ⇒ (18) + 2 = 20

    Morghrim Maestros wrote:
    Voices... Morghrim whispers.

    "Four or five people talking..." Addie whispers in clarification.


    Since the post monster appears to have eaten my first post...

    Perception: 1d20 + 2 ⇒ (20) + 2 = 22

    Morghrim Maestros wrote:
    Voices... Morghrim whispers.

    "Four or five people talking..." Addie whispers in clarification.


    Male Halfling Alchemist : 4

    Wart crouches near the back of the group, keeping a watch out for anything coming up behind them, and trying to listen to what Addie was talking about. He seams distracted by his divided attention, and cannot hear anything this far from the door.

    Perception check: 1d20 + 6 ⇒ (2) + 6 = 8

    "Four or five voices? What language?


    Male Human Cleric 5 / Inheritor's Crusader 1

    "Surprised they didn't come running after us when the heard the battle..."

    Valeron nods his willingness to proceed into the room, unable to hear much of anything.

    Perception: 1d20 + 2 ⇒ (6) + 2 = 8


    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

    Try and stay quiet and follow our lead... Morghrim mutters, moving into an all too familiar scouting role with Kevorin.

    Intending to try and sneak up on them and rush them. Taking 10 on Stealth for a 15.


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

    Take 10 on stealth for 17. Kev scurries ahead to sneak in front of Morg and peers around the corner.

    Keep meaning to have him get one of those periscopes from the APG for just this sort of thing.

    Grand Lodge

    Kevorin peaks around the corner and sees five tieflings, beginning to ready weapons.

    Initiative Rolls:

    Morghrim:1d20 + 5 ⇒ (16) + 5 = 21
    Wart:1d20 + 3 ⇒ (3) + 3 = 6
    Bron:1d20 + 3 ⇒ (20) + 3 = 23
    Addie:1d20 + 2 ⇒ (20) + 2 = 22
    Kevorin:1d20 + 2 ⇒ (3) + 2 = 5
    Valeron:1d20 + 0 ⇒ (17) + 0 = 17
    Tiefling Rogues:1d20 + 3 ⇒ (5) + 3 = 8
    Ostengo:1d20 + 1 ⇒ (18) + 1 = 19

    Initiative Order:
    Bron 23
    Addie 22
    Morghrim 21
    Ostengo 19
    Valeron 17
    Tielfling Rogues 8
    Wart 6
    Kevorin 5

    Bron, Addie, and Morghrim are up.


    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 I know your keen to get into melee but whenever someone steps ahead of Morghrim they end up blocking the square he needs to attack from, and he tends to have higher init rolls than Kev, and a reach weapon for if they come to us.

    Durn half-orc... Morghrim mutters as Kevorin pushes in front.

    Round 1 Action-

    Assuming nothing changes drastically, Morghrim will move forward before the Tieflings react, readying his buckler (still holding Glaive, -1 to attack rolls) and whispering a quick prayer to Shelyn to bolster his defences, assuming a defensive posture and ready to parry any attacks with his blade and buckler.

    Move to O28 while readying buckler, use total defence as standard action. Total AC 26 (19 Base, +2 SoF, +1 Sacred (Judgement), +4 Total Defence.


    Male Human Fighter

    Steadying himself so his armor wouldn't give the group away, Bron remains quiet until he hears steel being drawn. His training kicking in, Bron draws his flail as he rounds the corner, and moves into the room, stopping next to Morghrim with his weapon and shield ready.

    Double move action to ready weapon and move to N,25.


    Addie steps into the room and to the side of the doorway, mentally directing her Dancing Lights to illuminate the far end of the room, and ready to call upon the powers granted by The Gentleman to place a slumber hex on the first enemy to appear, .

    Move action to square N-23. Free action to direct Dancing Lights to move to squares N-26, O-26, N-27, and O-27. Ready standard action to use Slumber Hex on first enemy visible: Will save DC 15; if the save fails, the tiefling falls asleep for 3 rounds.


    You hear what sounds like hurried footsteps going up a set of stairs.

    Valeron is up.


    Male Human Cleric 5 / Inheritor's Crusader 1

    Valeron steps into the room, longsword and shield in hand, pausing for a moment to rest his shield hand on Bron's shoulder.

    Single move to N-24 and use the Virtue cantrip to grant Bron +1 temporary HP.

    Say we took 10-13 rounds to get into this room after the last battle, we should still be good for 5-6 rounds of the Bless (it was 30 rounds)...


    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
    Talomyr wrote:

    You hear what sounds like hurried footsteps going up a set of stairs.

    Valeron is up.

    I don't have editing rights on the map, can you move me please?


    Male Halfling Alchemist : 4

    Not wanting to be left by himself out in the other chamber, Wart rushes in, to stand near Black Addie.

    I am at work, and I cannot see the map, so please move me somewhere appropriate.


    HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
    Morghrim Maestros wrote:
    Kev I know your keen to get into melee but whenever someone steps ahead of Morghrim they end up blocking the square he needs to attack from, and he tends to have higher init rolls than Kev, and a reach weapon for if they come to us.

    Option 1: Kev is behind Morghrim. Bad guy comes up to Morghrim, he gets one AoO as the guy steps close. Nobody else can attack, though as Morghrim and the bad guy block the way and Morhgrim can't attack anymore because the bad guy is too close to him and Morghrim has to wait for everybody to back up so that he can take a step back to attack. Option 2: Kev is in front of Morghrim. Bad guy comes up to Kev, no AoOs but now both Kev and Morghrim can attack. Kev can step aside allowing Bron or Valeron to step into his old square. Morghrim can still attack because of reach. Repeat as necessary. Yes, the means that Morghrim can't get a charge in because Kev is usually in the way, but it's a small price to pay.


    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
    Kevorin wrote:
    Morghrim Maestros wrote:
    Kev I know your keen to get into melee but whenever someone steps ahead of Morghrim they end up blocking the square he needs to attack from, and he tends to have higher init rolls than Kev, and a reach weapon for if they come to us.
    Option 1: Kev is behind Morghrim. Bad guy comes up to Morghrim, he gets one AoO as the guy steps close. Nobody else can attack, though as Morghrim and the bad guy block the way and Morhgrim can't attack anymore because the bad guy is too close to him and Morghrim has to wait for everybody to back up so that he can take a step back to attack. Option 2: Kev is in front of Morghrim. Bad guy comes up to Kev, no AoOs but now both Kev and Morghrim can attack. Kev can step aside allowing Bron or Valeron to step into his old square. Morghrim can still attack because of reach. Repeat as necessary. Yes, the means that Morghrim can't get a charge in because Kev is usually in the way, but it's a small price to pay.

    Only true in a bottleneck- and assuming Morghrim doesn't gank the guy approaching. And the flipside even then is that Kevorin's more likely to lose initiative and has a much lower AC. Morghrim's likely to do well on initiative.


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

    Kev steps into O27 and attempts a feint on N27, then loses his temper at Morghrim's muttered insult and takes it out on the tieflings..
    Bluff: 1d20 + 8 ⇒ (19) + 8 = 27
    Attack: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
    Damage: 1d12 + 9 + 1d6 ⇒ (10) + 9 + (3) = 22


    HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
    Morghrim Maestros wrote:
    Kevorin wrote:
    Morghrim Maestros wrote:
    Kev I know your keen to get into melee but whenever someone steps ahead of Morghrim they end up blocking the square he needs to attack from, and he tends to have higher init rolls than Kev, and a reach weapon for if they come to us.
    Option 1: Kev is behind Morghrim. Bad guy comes up to Morghrim, he gets one AoO as the guy steps close. Nobody else can attack, though as Morghrim and the bad guy block the way and Morhgrim can't attack anymore because the bad guy is too close to him and Morghrim has to wait for everybody to back up so that he can take a step back to attack. Option 2: Kev is in front of Morghrim. Bad guy comes up to Kev, no AoOs but now both Kev and Morghrim can attack. Kev can step aside allowing Bron or Valeron to step into his old square. Morghrim can still attack because of reach. Repeat as necessary. Yes, the means that Morghrim can't get a charge in because Kev is usually in the way, but it's a small price to pay.
    Only true in a bottleneck. And the flipside even then is that Kevorin's more likely to lose initiative and has a much lower AC. Morghrim's likely to do well on initiative.

    Even without a bottleneck, I fail to see where it really hurts Morghrim. He suffers no penalties for attacking over Kev's shoulder, it allows Kev easier access to find flanks, and his initiative bonus is only two higher than Kev. The problem isn't Kev's lower initiative bonus, but that Talomyr seems incapable of rolling higher than a 5 or 6 for his initiative rolls! If you really want Morghrim in front and blocking everybody else, that's fine, just get that healing judgement ready.

    Grand Lodge

    I moved Kevorin back to where he was, as his turn had not come up before the tiefling rogues.

    The tieflings see the agressive dwarf enter the room, and move into to position to attack. Three of the tieflings take swings at Morghrim, and one makes an attack on Kevorin. nothing more than a 5ft step from any tiefling, no AoO

    Attack Rolls:

    On Morghrim:

    Tiefling #1 w/Flank Attack:1d20 + 5 ⇒ (3) + 5 = 8
    Damage:1d6 + 1d6 + 1 ⇒ (5) + (5) + 1 = 11

    Tiefling #2 w/Flank Attack:1d20 + 5 ⇒ (10) + 5 = 15
    Damage:1d6 + 1d6 + 1 ⇒ (3) + (2) + 1 = 6

    Tiefling #3:1d20 + 3 ⇒ (12) + 3 = 15
    Damage:1d6 + 1 ⇒ (5) + 1 = 6

    On Kevorin:

    Tiefling #4:1d20 + 3 ⇒ (2) + 3 = 5
    Damage:1d6 + 1 ⇒ (6) + 1 = 7

    You are not sure if it because of shock or ineptitude, but all of the tieflings miss their targets.

    Wart moves into the room to stand next to Black Addie.

    Kevorin, frustrated by Morghrim's continual grumbling and insults, vents his anger on the tiefling that dared attack him, planting his axe deep into the tiefling's chest. Kevorin extracts the axe from the tiefling's corpse with an awful wet sucking sound, and steps onto the fallen rogue.

    That brings us to the top of Round 2. Bron, Addie, and Morghrim are up.


    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 grins as the Tieflings fail to get past his swift Glaive parries, and maintains his defence.

    AC26


    Trying to get a better view of the battle while still maintaining a modicum of safety, Addie steps up to the wall separating her and the rest of her companions from the battle between Morghrim, Kevorin, and the tieflings. Positioning herself so that she can see one of the tieflings threatening the dwarf inquisitor, Addie calls on the power granted to her by The Gentleman to place a hex on the creature, compelling it to fall asleep.

    Move action to step to square N-26. Standard action to use Slumber Hex on tiefling in square P-28: Will save DC 15; if the save fails, the tiefling falls asleep for 3 rounds.

    Grand Lodge

    Given that Ostengo has "left" the area, Valeron can post his action too. If I haven't seen an action soon from Bron, I will take his action for him.


    Male Human Cleric 5 / Inheritor's Crusader 1

    Valeron watches as again Kevorin and Morghrim take the fight to a group of tieflings ahead of the others. Those two might get themselves killed someday like that he thinks to himself, as he moves forward to strike around at one of their opponents.

    That's a wall right? Not a door? Move to O-26

    Attack: 1d20 + 7 ⇒ (6) + 7 = 13
    Damage: 1d8 + 2 ⇒ (4) + 2 = 6

    * Need to apply -4 for cover around that corner, so most certainly a miss.

    Grand Lodge

    Valeron Legis wrote:

    That's a wall right? Not a door? Move to O-26

    That is correct, that is a wall.

    Grand Lodge

    Bron steps forward and attempts to attack a tiefling around the corner.

    Attack:1d20 + 7 ⇒ (13) + 7 = 20
    Damage:1d8 + 3 ⇒ (3) + 3 = 6

    The former Hellknight's attack lands solidly on the shoulder of one of the tieflings, but was not sufficient to incapacitate him.

    Two tieflings attempt to get through Morghrim's defenses, while another attacks Kevorin.

    Attacks:

    On Morghrim:

    Tiefling #1 w/Flank Attack:1d20 + 5 ⇒ (15) + 5 = 20
    Damage:1d6 + 1d6 + 1 ⇒ (4) + (1) + 1 = 6

    Tiefling #2 w/Flank Attack:1d20 + 5 ⇒ (19) + 5 = 24
    Damage:1d6 + 1d6 + 1 ⇒ (2) + (4) + 1 = 7

    On Kevorin:

    Tiefling #3:1d20 + 3 ⇒ (15) + 3 = 18
    Damage:1d6 + 1 ⇒ (6) + 1 = 7

    Morghrim narrowly dodges two attacks, but Kevorin is not as lucky as the tiefling's blade finds an opening under the half-orc's arm.

    Kevorin takes 7 points of damage. Wart and Kevorin are up, then back to the top of the order.


    What about Addie's Slumber Hex on the tiefling in P-28?

    Grand Lodge

    Black Addie wrote:
    What about Addie's Slumber Hex on the tiefling in P-28?

    Sorry about that...[Will Save:1d20 + 1 ⇒ (11) + 1 = 12

    Grand Lodge

    Black Addie wrote:
    What about Addie's Slumber Hex on the tiefling in P-28?

    Sorry about that...[Will Save:1d20 + 1 ⇒ (4) + 1 = 5

    Grand Lodge

    Black Addie wrote:
    What about Addie's Slumber Hex on the tiefling in P-28?

    Sorry about that...[Will Save:1d20 + 1 ⇒ (7) + 1 = 8

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