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 Human Cleric 5 / Inheritor's Crusader 1

Talomyr:

I cheated and peeked at the DM only note.

Figured it's worth mentioning that Valeron is AC23 when he's not fighting defensively:

10 Base
+7 Magic Breastplate +1
+3 Heavy Steel Shield +1
+1 Ring of Protection +1
+2 Protection from Evil
--
23

I misstated AC24 in a prior round from fighting defensively (should've been AC25).

I'm OK with the -4HP damage (especially after making both saves). Just wanted to clarify his AC.


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

+2 to my attack roll as Valeron moves to flank before my init then.

Grand Lodge

Valeron:
The ring of protection and the Protection from Evil both provide a deflection bonus, and thus do not stack. You are getting the +2 from Prot. Evil, but it overlaps the +1 from the ring. AC 22 is correct, fighting defensively you are AC 24 against evil.

Unless Morghrim tells me differently, I will assume that he stepped forward to form a flank as well.

Valeron steps forward to attack the ghast but fails to connect with the creature. Morghrim on the other hand is bit more succesful as he bellows out his complaint of being ignored by the ghast, practically caving in the creature's chest with a very solid strike. Despite the inquisitor's best efforts, the ghast still stands.

Addie is up.

Grand Lodge

Morghrim Maestros wrote:
+2 to my attack roll as Valeron moves to flank before my init then.

Extra Damage from Morghrim:1d6 ⇒ 5 (Precise Strike)


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

Its been so long since i've used Precise Strike I forgot I had it... Thanks Tal.


Round Four:

Addie continues to offer words of encouragement to her allies as she steps back around Kevorin and points one of her wands at the lacedon ghast. Giving the ornate stick a good shake, she attempts to coax it to fire a bolt of mystical force at the creature - unfortunately to no effect.

Free action to continue Bardic Performance (Inspire Courage). Move action 20 ft to square AD-16 (His Lordship moves to saure AD-15). Standard action to attempt to fire Wand of Magic Missile at the lacedon ghast with Use Magic Device.

DC 20 UMD Check: 1d20 + 10 ⇒ (8) + 10 = 18 - fail, must have shaken it too hard...

"Useless piece of #$%@!" she mutters to herself.

Rounds of Bardic Performance used today: 2/6

Does failure to activate the wand terminate Addie's invisibility?

Grand Lodge

Black Addie wrote:
Does failure to activate the wand terminate Addie's invisibility?

I am going to say no. No activation = no charge expended and no creature targeted. By my thoughts, Addie just ineffectually shook a stick at the ghast.

Grand Lodge

Round 5

Sensing that it has lost any hopes of defeating you in a fair fight, the creature withdraws back into the murky water.

Currently, Addie is invisible, Kevorin is paralyzed until Round 7 and there are no targets in sight.


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 it was flanked, theres no physical way it can withdraw without someone getting an AOO unless i'm missing something about the terrain.

T T T
M G V
T T T

Its first movement doesn't provoke due to withdraw but it can only move to threatened squares so the second square of movement provokes.

Grand Lodge

This is what happens when the DM has had too many margaritas before posting. Valeron will get an AoO. It sure as hell doesn't want Morghrim to get another shot at it.


Male Human Cleric 5 / Inheritor's Crusader 1

"Whoa there, buddy. Not so fast." Valeron quips at the lacedon's leader, suspecting it could be a problem if it's allowed to flee.

Attack (longsword, inspire courage, flank): 1d20 + 7 + 1 + 2 ⇒ (13) + 7 + 1 + 2 = 23 for 1d8 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Valeron Legis wrote:

"Whoa there, buddy. Not so fast." Valeron quips at the lacedon's leader, suspecting it could be a problem if it's allowed to flee.

Attack (longsword, inspire courage, flank): 1d20+7+1+2 for 1d8+2

No flank when the AoO would go off, but no matter.

As the ghast tries to slink back into the murky water, Valeron's blade finally finds an opening, cutting a deep gash into the foul creature's throat. The ghast takes a few more steps, but then falls motionless before reaching the water.

Battle over.


Addie stows away her recalcitrant wand and applies the curative wand to Kevorin's wounds.

CLW Wand charge - Kev: 1d8 + 1 ⇒ (7) + 1 = 8

"Here, Valeron. You're looking pretty banged up too," Addie says, using her wand on the priest as well.

CLW Wand charge - Val: 1d8 + 1 ⇒ (8) + 1 = 9

"Morghrim? Do you need healing?" Addie asks the inquisitor.


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

The paralysis wears off slowly. First, you hear a low growl from deep inside the half-Orc, then his jaw starts working and arms twitch, then finally he brings his axe down on the water where the lacedon used to be.


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, a little.


Male Human Cleric 5 / Inheritor's Crusader 1

"As always, thank you Addie." Valeron nods to the Varisian.

"Shall we make haste? Iomedae's protections won't last forever, and I believe there's an Outcast King somewhere waiting for us."

Valeron beckons the others to start trudging ahead and deeper into the Knot.


Addie applies the healing wand to Morghrim's wounds.

CLW Wand charge - Morghrim: 1d8 + 1 ⇒ (3) + 1 = 4

"How's that, Morghrim? Any wounds remaining?" she asks.

Valeron Legis wrote:
"As always, thank you Addie." Valeron nods to the Varisian.

"As always, you're welcome Valeron," Addie replies with a warm smile for the priest.

Valeron Legis wrote:

"Shall we make haste? Iomedae's protections won't last forever, and I believe there's an Outcast King somewhere waiting for us."

Valeron beckons the others to start trudging ahead and deeper into the Knot.

"Good point. The sooner we get out of here the better," Addie comments as she takes her place in line with the others.

Grand Lodge

Where to? Your options are back the way you came, into the murky water, or the door in (AA,29).


I'm thinking the door in AA,29.


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

Take 10 to search the room and door.


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

Kev will also search for traps, etc.

Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Grand Lodge

Morghrim Maestros wrote:
Take 10 to search the room and door.

I assume you are only searching the "dry" parts of the room and not going into the water. Is that correct?


Perception check to quickly search the "dry" parts of the room: 1d20 + 7 ⇒ (13) + 7 = 20

Addie can't swim so she will not be searching in the water. Besides, it looks icky...


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

Well, they'll START with the dry parts, hoping they don't have to penetrate the roiling muddy waters.


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

With Darkvision, Morghrim will have a good look from the edge of the water. Not going to jump in until I can see whats what, if at all.

Grand Lodge

The water is too murky for even Morghrim's keen senses to penetrate without submerging himself.

Searching the door, Kevorin finds it to be both untrapped and unlocked. Opening the door you see a twisting circular tunnel of smooth polished gray stone, shimmering with moisture. The tunnel slopes downward at a sharp angle.

Map Link


"Well, gentlemen. Shall we head onward?" Addie asks, peering past Kevorin into the twisting tunnel beyond. "Be careful... the floor looks slick."


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

"Agreed. I'll lead the way. Morghrim, right behind me?"


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 only nods, hefting Shelyn's Kiss over his shoulder warily.

Grand Lodge

Update coming this evening, after work.

Grand Lodge

The group slowly makes their way down the tunnel, only occasionally losing footing, to end up roughly 50 feet lower than the top of the tunnel.

Arriving in a stone corridor, you proceed along until you reach a cross roads. Kevorin looks to the west and sees a room that contains a massive circular pit. Thirty feet above the floor of the room, you see dozens of strange shadowy stalactites.

Twenty feet straight ahead of you the corridor ends in a door.

Addie:
We're about mid-way through your second day, make a Will Save for me please.

Map Link

Which way shall it be?


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

Kev let's Morghim have a look down the side tunnel. "I don't like the look of that way, which means we probably need to go that way."


DM Talomyr:
Will save: 1d20 + 7 ⇒ (8) + 7 = 15, plus additional +2 if it is a charm or compulsion effect.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron catches up with the others, gives the corridor ending in the pit a hopeful look, then nods his agreement.

"I never thought I'd look so forward to getting back to Westcrown..."


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

Don't suppose Stonecunning has offered me any particular insight here?

Morghrim grunts his agreement with Kevorin.

Grand Lodge

Nope, I'm afraid stonecunning isn't going to help here.

Addie:
Addie begins to experience a feeling of dread as something seems to be bouncing around in her pack.

Update later tonight.

Grand Lodge

Kevorin leads the way into the chamber with the pit, to see the stalactites give way to a myriad of tangled chains. The tangle wraps and suspends what appears to be a mutilated humanoid body at its core. Many of the chains dangle into the glowing red depths of the pit.

As Kevorin gets deeper into the room, the chains seem to writhe and come to life.

DM Rolls:

AO:1d20 - 1 ⇒ (13) - 1 = 12
M:1d20 + 5 ⇒ (16) + 5 = 21
A:1d20 + 2 ⇒ (20) + 2 = 22
K:1d20 + 2 ⇒ (2) + 2 = 4
V:1d20 + 0 ⇒ (6) + 0 = 6

Round 1 Initiative:
Addie - 22
Morghrim - 21
Chains - 12
Valeron - 6
Kevorin - 4

Map Link


Round One:

"Gentlemen, I know this isn't the best time, but there's something moving around in my pack!" Addie exclaims, a hint of alarm creeping into her voice. "Perhaps we should avoid this chamber for now until we can figure out what's in my pack?" she suggests.


Male Human Cleric 5 / Inheritor's Crusader 1

I was wondering why I wasn't next to Addie on the maps... is that whatever is in the pack?

I await Valeron's initiative count to post exact actions..


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

That'll be her familiar. What is Addie's actual action, other than speech?


Sorry, got called away before I could finish my initial post.

Round One (continued):

Addie backs out of the hallway past Valeron and casts a protective spell on herself.

Move action 15 ft to square AM,39. Standard action to cast Mage Armor on herself.

Grand Lodge

I will assume His Lordship follows closely behind.

Addie pulls back out of harms way and casts her spell, while her pack continues to bounce around on her back.

Round 1 Initiative:
Addie - 22 (acted)
Morghrim - 21
Chains - 12
Valeron - 6
Kevorin - 4

Morghrim is 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

Cast Shield of Faith in this post, has it been 5 minutes yet?

Link

Grand Lodge

Morghrim Maestros wrote:

Cast Shield of Faith in this post, has it been 5 minutes yet?

Link

I'd say you have about one minute left at this point.


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

What the hell? Morghrim sputters.

Knowledge (Religion)?

1d20 + 10 ⇒ (9) + 10 = 19 (Wis bonus included)

Grand Lodge

Morghrim:
Knowledge (Arcane) actually, taking your roll with your normal bonuses for IDing critters

Getting a bit closer look at the "creature", you find it to be an animated object (in this case a mass of chains).

As an animated object it is subject to object rules, i.e. hardness etc.


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

Phew. Thought it were a Kyton fer a moment. Someone animated the chains, likely a durn wizard... Lets pull back and see whats up with Addie.

Withdraw action to follow Addie.

Grand Lodge

The inquisitor pulls back to see to Addie's jumping backpack, while the chains flail away at nothing in particular.

Valeron and Kevorin are up to finish out the round, followed by Addie at the top of Round 2.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron holds his sword at the ready, while keeping his eyes trained on Addie's backpack.

"Go ahead and let it drop to the ground, Addie... we'll take a look at what's going on."

Once the backpack has been dropped to the ground and Kevorin and Morghrim have joined him in surrounding it, Valeron will use the tip of his longsword to flip the pack open.


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

Kev backs away, happy to stay away from the chains. He directs his attention to the pack once he's clear of the chain room.

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