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Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Lol, Gil stole the Lanky guards keys, woops.

With an indignant look Gil hissed back. "Hold your tongue Demon, I am not some peasant to be ordered around." Staring at Malum for a few long moments, he nonetheless grabbed the unconcious guards key and tossed it to Numair.


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Malum's eyes narrow at being called a demon.

Malum hisses back "No half-blood, you are just like the rest of us... a prisoner, a convict, sentenced to die. I don't give a rat's ass what you were in your previous life, but if you expect 'if it please thee, milord' crap you might as well lock yourself back up, 'cause that isn't going to happen."

Malum wonders how long this jail break alliance will last, as it seems that Gil doesn't really like Malum or Felrin merely due to their blood.


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

"The nerve, using "Half-blood" as a slur against me when his own blood is that which is offensive to the natural order of things...One has to wonder if he even realizes the irony."

"You flatter me with your insult. I am many generations removed from any trueblooded elf. To be named even half an elf is an honor. Now, if you are quite done with the pleasantries ill get on with the task at hand."

Moving toward the other guard, he prepared to administer a similar treatment.

Ok so I am getting quite a bit ahead of myself (must have stated actions for like 5 or 6 rounds by now) but if there are no interuptions that just means we will get on with it faster...and if there are, its as easy as going "that didnt happen" :)

Non-lethal Coup de Grace on second guard: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Fortitude vs Unconcious: 1d20 + 4 ⇒ (1) + 4 = 5

Haha, previewing the damage I was like "oh crap", but lousy saves to the rescue!!


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

Numair begins unlocking his manacles as quickly as he can. "Now, now, friends. I believe we all have other enemies and we do not need to be at each other's throats as well. Save that venom for Blackerly. I don't know about the rest of you, but I think his cries of pain will be music to all of our ears. Whether pointed or not!"

Numair will assist Gil with trying to strip and tie up the guards. "Two sets of armor; who would like them? Once we have them tied up, we question them first and then we need to move fast. I would imagine that it will be sooner, rather than later, that the others start to think they have been gone too long.

"We need to know several important points: 1)Where Blackerly is located, 2) how to get to this Mathias' tower and room, 3) the jail layout, including the exit, 4) the number of guards and their shifts and where they are relevant to this room, and 5) how many other prisoners there are. Can anyone think of anything else?

"Oh, and Twigs, could you be so kind as to peer carefully out the door and tell us what you see?"

GM, do the guards have any cured leather items on them? Boots, belt, anything I could use for a mage armor component?


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Gil nodded courtly at Numair, moving to the door and readying his crossbow in case that rat Twigs managed to stir up more trouble.

"Not that I need to explain myself, but suffice it to say, as long as everyone involved takes a proper tone in their inquiries, they will recieve no venom from me."

Looking at Malum he replied to the Tieflings earlier comment. "So no, I do not expect any "if it please milord", but I do not answer to demands."

Leaning against the wall with the crossbow at the ready, waiting for Twigs to make his move, he commented back at Numair. "As for these two, I doubt they will awaken in time for any questioning before the others grow suspicious. I suggest we strike now at the others, then return for these two and an interrogation."

Think you covered most of the relevant stuff Numair, though I suggest we also learn where they keep the possessions of the prisoners, or failing that, where the armory is.


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

Twigs stares in disbelief as the keys drop into his lap. Frantically, he frees himself and sets to unshackling Malum, Izabelle, Felrin and finally, Numair. (Not sure how long this would take re: action economy) "Nice going, chief." he says, grinning his now gap-toothed grin at the foreigner before loping toward the door and slipping into the hallway. "Keep your hair on, I'll slip out an' see what I can find. We 'kin show you to where Blackerly took us. Chances are he might still be close, yeah?"

Twigs will skulk around the hallway, pacing long enough to get his bearings in both directions and hear any guards coming as he slips through the shadows.

Perception: 1d20 + 6 ⇒ (5) + 6 = 11
Stealth: 1d20 + 6 ⇒ (20) + 6 = 26

Next Round...
Perception: 1d20 + 6 ⇒ (5) + 6 = 11

And again...
Perception: 1d20 + 6 ⇒ (16) + 6 = 22


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

When Felrin is free, he moves to the door and looks down the hall after Twigs, saying to the others as he does so, "Let's keep it down so we can hear any more guards coming. And I for one am not likely to walk back into this cell once I've made my way out of it. Twigs and I can keep watch down the hall a bit, while the rest of you quickly question one of these guards. Then we move out. Any objections?"

He then steps through the door, moving quietly and keeping eyes and ears open for any movement coming down the hallway.

Stealth: 1d20 + 9 ⇒ (9) + 9 = 18
Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

"Hmm, I believe you may be right, Gil. Chain these two to the wall, gag them, and we can go after the others. In truth, Felrin is correct; we won't need to return for these two to interrogate, unless we are ... overzealous with the others. As far as I am concerned, two alive will be sufficient. One to question and one to show we are serious."

While he talks, Numair busies himself with searching and stripping the guards. At one point, he tears off a small piece of leather from one guard's boot, and intones some arcane words (after deeply concentrating take 10 on concentrate for a 19). A slight shimmer envelopes him and then turns invisible. He then starts also tearing some more pieces of wool from their tunics.

What gear do these two have? Also, if Numair can tear a small piece of leather, he will cast mage armor on himself. He will also tear some additional uses of wool off of the guards' clothes so that he can cast daze about a dozen times or so.


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Confident that any trouble would find Felrin and Twigs before himself, Gil set about securing the crossbow bolts back in their case, before taking it for himself. Looking at the tubby guard for several long moments as if weighing a decision in his mind, he finally reached down and started to pull off the mans boots and pants.

"This will have to do for now." he said, wrinkling his nose with a snobbish scowl as he put on his new pants and boots, securing the case of crossbow bolts at his side, hanging from his new belt.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

T-38 hours

ok you guys are zooming along at light-speed (not that there's anything wrong with that) and I need to give our aussie friends (izzy and twigs) a decent time to post as well so here's what we're going to do - we're going to fast forward 9 rounds. That's a whole minute. In this minute, with 2 sets of keys, I'll hand-wave the fact that everyone is now untied. Furthermore, I'll hand-wave that the two guards don't wake up and are still sleeping. Here's what I'd like summarized say btwn now and... 8 hours from now to give everyone a fair shot at input:
1. Are you going to knock the guards unconscious or have them wake up naturally? Reason I ask is if the smarmy blood-thirsty half-elf is intent on inflicting non-lethal dmg to knock em out... you also better have a way of waking em up to interrogate them... :)
2. Someone mentioned tying them up? With what? Or are you chaining em up? Gagging? Searching the guards is fine - I'll list their inventory when I post in 8-10 hours.
3. Same with Twigs and Felrin's stealthy excursion - results in next post.
4. I need locations on the rest of you.

So to summarize - if you haven't already done so: 2 guards are out - tell me what you want done with em, Twigs and Felrin are scouting, what are the rest of you up to (locations etc.) when the free minute I gave you is up? And last but not least, door to cell open/closed? locked? keeping in mind it can only be locked from the outside... ;)

This is after approx. a minute - no need to react to it yet:

Izabelle & Giltharon:
As the others manage to get free, you think you hear the sound of... laughter? in your mind? Or perhaps you imagined it...


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Hoisting his new pants up to his waist, Gil froze, tilting his head sideways as if straining to make out a sound. After a moment he raised a finger to his lips, lightly shushing before whispering almost inaudibly.

"Anyone hear that? Sounds almost like...laughter?"

Gil has spent the free minute, and likely a bit of the following one as well, moving around, tossing keys, insulting Malum, knocking both guards out and chaining and gagging them with Numairs assistance. Gil doesnt take any chances on the guards waking up, no matter how hard you handwave :P

Gil can wake one up with Cure Light Wounds. The other one doesnt need to be awake to be made an example of if needed.

Gil closes the door after people exit. He is currently standing right to the left of the door inside the cell, busying himself with putting on his clothes. If he isnt interupted by combat, putting on the clothes so its comfortable will likely take him another solid minute atleast.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Giltharon Doran wrote:


Gil has spent the free minute, and likely a bit of the following one as well, moving around, tossing keys, insulting Malum, knocking both guards out and chaining and gagging them with Numairs assistance. Gil doesnt take any chances on the guards waking up, no matter how hard you handwave :P

Gil can wake one up with Cure Light Wounds. The other one doesnt need to be awake to be made an example of if needed.

Gil closes the door after people exit. He is currently standing right to the left of the door inside the cell, busying himself with putting on his clothes. If he isnt interupted by combat, putting on the clothes so its comfortable will likely take him another solid minute atleast.

Good stuff... RP away to your heart's content then. The stealthy excursion will take a min anyway unless they get ambushed so you have a min to get your new duds on... I will consider guards chained and manacled and unconscious to the wall unless someone posts an objection (I doubt there will be).


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Sounds like a fine plan to have the guards KO'd and manacled - let's gag 'em too, as Numair suggested. If the guards had a melee weapon that Felrin can use, he'd have grabbed it on the way out, but if not, he's got a mean claw-claw-bite when he transforms into various beasties.


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

The plan sounds good, chaining and gagging the guards is kind of poetic. If there is a spare weapon Malum will grab it.


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

Twigs won't claim a weapon yet, happy to let the others stick their necks out in his place.


NE Human Druid/2
Stats:
Max hp 19 | Init +2 Per +7 | AC 15 (T: 12, FF: 13) | Fort +5 / Ref + 2 / Will +5 | CMB +5 CMD 17
Spells Prepared:
Orisons - Create Water, Guidance, Virtue, Purify Food and Drink | 1st - Cure Light Wounds, Shillelagh, Produce Flame

Izabelle drops from her shackles, laughting wildly. She claps Twigs on the shoulders and lifts him up for a moment before setting him down.

"Haha, freedom!" she grins, stalking over towards the guards. "Now, to make good on my end..."

If one of the guards has a dagger or club, she'll claim it. If not she's satisfied going bare-fisted for now.

Izabelle nods at Gil's words. "You aren't the only one. Perhaps some unseen watcher finds our actions amusing."


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

T-38 hours

Seems like everyone is in consensus with chaining and gagging the guards - the roles reversed. Here's what the guards had on them:
2 x sets of guard clothing (tunic, pants, boots etc.) - one already claimed by Gil
1 x crossbow with 20 bolts (also claimed by Gil)
2 x leather clubs
2 x leather armor
2 x dagger
Just post who's taking what weapon/armor

Twigs and Felrin slink into the shadows as they explore their surroundings leaving the 2 unconscious guards to the rest of the group.

Twigs & Felrin:
As you slink about in the shadows, you think you can hear snoring coming from the west. I cropped the map a bit too close but there's a cell door in the west wall as well. There are other cell doors up and down the corridor you're in. See map below.
The corridor branches off going south - the way Twigs and Izzy were hauled off to be interrogated. The door leading into the room to the south (17) is currently open and you can detect some movement and some noise(s) originating from the room.

It's been about a minute since the guards came in to shut you up.

Updated Map
I've left the characters out of this one. Basically, Twigs and Felrin are around the "18" - skulking around. The rest of you are in the cell "18a". Twigs and Izzy were hustled down the corridor, through "17" and into "20" when they were interrogated. That is also the room you were all branded in. They would have shared all this into w/ the group so now you can visualize it. I've left the room in "17" somewhat incomplete as the two were more or less hustled through it without a chance to look at details.


NE Human Druid/2
Stats:
Max hp 19 | Init +2 Per +7 | AC 15 (T: 12, FF: 13) | Fort +5 / Ref + 2 / Will +5 | CMB +5 CMD 17
Spells Prepared:
Orisons - Create Water, Guidance, Virtue, Purify Food and Drink | 1st - Cure Light Wounds, Shillelagh, Produce Flame

Izabelle strips the leathers from one of the guards, taking a moment to size up the pieces before trying to pull them on. She grunts as she tightens the straps about the waist, not quite fitting her burly female physique. "Ugh... This isn't right. It'll have to do."

Donning that takes a minute, I think.

She hefts up one of the clubs, feeling its weight in her hand. "Good. Good. Time to leave this place."

Izabelle will head out of the cell and look about. If the door in the west wall is a cell door, she'll look through the slider.

Edit: Added stealth roll.
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Malum will grab a dagger.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Just a side note - please update your equipment in your profiles as you collect it. Also, if you don't specifically point out you're taking their clothes you're going to be in rags (with armor over it if wearing armor). And lastly, the leather clubs act as non-lethal weapons (typically used by guards to beat the snot out of you). We still have another set of armor, a dagger, a club and a set of clothing up for grabs.


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Ill give it untill tomorrow for someone to show interest, before Gil snatches up some leathers, once again invoking the power of his almighty DIBS!


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

With everyone free, Gil retrieved one of the keys, placing it in the pocket of his new pants.

Added Crossbow and bolts. Noted the clothes as a Peasants Outfit, and also the keys.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin, hearing the party begin to strip the guards of their possessions, raises a hand to Twigs, indicating he should wait a moment. He then returns to the cell long enough to pick up a club and whisper "I'll take that suit of leather if no one else feels a need for it. But first, the hallway."

Dibsmodeus!


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

"Well, seeing as the armor and weapons are of little use to me, I will claim the other set of clothing." Numair dons the other set of clothes, his calm demeanor still not masking the eagerness of his face to be out of the grimy rags that passed for their prison garb.

"I think our best option is to find and eliminate the rest of the guards. Should we do that, Blackerly and Mathias will have no one to call on for aid, and we will be able to loot what little is in this hell-hole with impunity."

Also, if no one claims the other dagger, Numair will grab it and use it to prepare his wool samples for his components.


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

"Right you are Numair. I think I shall have to leave this cell now as well."

Sneaking into the hallway behind the others, he took up a sniping position at the corner, keeping watch towards the open door.

Hiding at the corner just south east of the number 18 on the map, holding a Readied Action to fire if a guard is visible and seems to become alerted to their escape. If a guard comes looking for the others but doesnt seem to be on high alert, he will refrain from firing, letting the guard come closer so the others can attack him.

Stealth: 1d20 + 8 ⇒ (20) + 8 = 28

Readied Attack: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7 +2 for being "invisible" through Stealth

Readied Attack Damage: 1d8 ⇒ 5

Hmmm apparently Gil decided to go cross-eyed at the perfect time...


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

"Only one way to go, lads. 'an expect a ruckus, eh? More goons that way." He lets the others take point, cracking his knuckles and taking his fighting stance, bandy legs low to the ground and ready to either pounce or flee at any moment. He sweeps along the hallway with the others toward Room #17.

If it's fine by you, I'll stick with that stealth roll of 26


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

T-38
Updated Map

Numair casts Mage Armor and is changing into his fresh duds.
Izzy has slipped into her new armor and is about to peer through the slot in the door on the west wall where the snoring was heard. Before she has a chance to...

Twigs and Felrin slither down the hallway. The cells adjacent to your former home appear to be adjacent. Twigs is about to turn the corner and explore south when -

Twigs:
You definitely hear a conversation this time. Peering out from the shadows you see two more guards, one in the doorway to the south and the other slightly behind him. What's keepin' those two? Simple bloody check.
Relax Sef, they likely be havin' fun with our guests.
Bah - dat bummer's likely tryin' to git outta payin' up on the hand he lost. Imma go git em back!
Ducking back around the corner before you're seen, you realize you have about 10 seconds before they round the corner.[/b]


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

Twigs motions frantically at the others to get out into the hallway, waving his bandy arms about and pointing frantically into the hall, struggling to remain silent. As the guard rounds the corner, Twigs' elbow will come around to meet him.

Readied Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Unarmed Strike + Sneak Attack: 1d3 + 3 + 1d6 ⇒ (2) + 3 + (1) = 6
Demoralize (Enforcer Feat): 1d20 + 5 ⇒ (10) + 5 = 15

Whatever I did to the dicebot I'm sorry and I'll never do it again. I just have to pray I win initiative.


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

As Twigs frantically motions at them, Gil will sneak back down the hall to get some distance, then Ready an attack and promptly fumble his shot the moment the guard turns the corner.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Two-Shiv Twigs wrote:

Twigs motions frantically at the others to get out into the hallway, waving his bandy arms about and pointing frantically into the hall, struggling to remain silent. As the guard rounds the corner, Twigs' elbow will come around to meet him.

[dice=Readied Attack]1d20+5
[dice=Unarmed Strike + Sneak Attack]1d3+3+1d6
[dice=Demoralize (Enforcer Feat)]1d20+5

Whatever I did to the dicebot I'm sorry and I'll never do it again. I just have to pray I win initiative.

Twigs & others - since you have the guard stats, you can also post results of your rolls in an edit to add post-battle fluff and speed things along. That's the whole point of giving you guys the stats so you know if your attacks were successful or not. ;) Btw - noticed I neglected to add CMD for the guards... CMD = 12 at the moment


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Seeing Twigs' odd, urgent warning dance, Felrin moves as stealthily as he can manage to where the guard can't see him. As the guard rounds the corner, Felrin steps next to Twigs and swings his club, holding it with two hands and landing the guard a mighty blow. The pleasure he feels in finally striking back at something in this place is evident in the low growl that comes from his throat as he hits the guard.

Move action: Step away from guard's line of sight, ending behind Twigs and directly south of the 8 in 18. Ready action: When guard rounds the corner, step to Twigs' left and crack guard in the head with club.

Stealth: 1d20 + 9 ⇒ (4) + 9 = 13

Club attack: 1d20 + 4 ⇒ (15) + 4 = 19
Club damage, 2H (non-lethal): 1d6 + 6 ⇒ (2) + 6 = 8


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Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Malum comes out into the hallway and moves towards Izabelle, but within 20' of Twigs.

Stealth 1d20 + 3 ⇒ (3) + 3 = 6
Hmm, Malum apparently banged into the door and clomped down the hallway.

When a guard becomes visible, Malum will cast Command "Approach" on him.
Concentration DC 15 1d20 + 6 ⇒ (16) + 6 = 22
Guard Will Save DC 14 1d20 - 1 ⇒ (10) - 1 = 9

Malum spits out a word of power, it sounds somewhat hollow and it seems to flash into the guard, spearing him and then reeling him in."Come Here!" is the feeling of the word.The startled guard ambushed by Twigs and Felrin is jerked up like a marionette doll and quickly marches to Malum (generating AoOs from Twigs and Felrin)


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

Behind everyone else, Numair watches the others try to remove the next threat. Felrin's blow is a good one, but Numair realizes it will not be enough to knock him out. Intoning some more arcane words, he tries to disorient him more ...

cast daze on the guard Felrin attacked

concentration DC 15 1d20 + 9 ⇒ (11) + 9 = 20
Guard save DC 15 1d20 - 1 ⇒ (6) - 1 = 5

The magic impacts the guard full force, and he is unable to recover and act this time around.


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

Dawned on me that I should probably roll said AoO, and repost the guard stats

Unarmed Strike: 1d20 + 3 ⇒ (10) + 3 = 13

As the guard stumbles past him, drawn out by Malum's spell, Twigs delivers what would be a devastating kidney-punch had his foe been unarmoured. Unfortunately, the blow does nothing more than bruise Twigs' fingers.

Guard Stats:
Male Human Warrior 2, Init +1, Per +2 normal (current -2)
AC 17, T 11, F 16; hp 13/13; F/R/W +4/0/-1, CMD 12 (flat-footed)


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Once Izzy has posted her ready move/actions, everyone else can roll for initiative. Guard 1 would have moved towards Malum in round 1 regardless of who had initiative... but since Numair also dazed him right after, he isn't going to therefore no AoOs needed. Guard 1 will start the fight dazed and injured. Guard 2 will be fully active. Roll for initiative.


Male Human Rogue/Monk | Init +2 Per +6 | AC 14/12/12 | HP 19/19 | F +3/R + 5/ W +2 | CMB +4 CMD 16 | dagger +4 (1d4+3/19-20; 10ft)

Initiative: 1d20 + 2 ⇒ (15) + 2 = 17


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Wouldnt the order of posting rule mean Numair Dazes him after he is Commanded to move? (EDIT: nevermind, forgot he doesnt move emideatly from the spell, but on his next turn) Also, heres some fluff for Gils magnificent shot.

With an audible *twang* Gils crossbow shot went wide, slamming into the wall mere feet after clearing the weapon. "Curses! Its been too long since I loaded one of these things. Have to do it correctly next time!"

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Giltharon Doran wrote:


With an audible *twang* Gils crossbow shot went wide, slamming into the wall mere feet after clearing the weapon.

Don't forget to reduce your ammo count by 1 ;) Ammo spent is ammo spent - whether it hits home or not.


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Indeed indeed, id just rather edit it between combats instead of after every shot, if thats ok.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Giltharon Doran wrote:


Indeed indeed, id just rather edit it between combats instead of after every shot, if thats ok.

Yep - that's perfectly ok :)


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Initiative: 1d20 + 2 ⇒ (9) + 2 = 11

@Fyren - I think your combat rules look great - I'm in another PbP run similarly and it works well. One suggestion: in many PbP's, the GM rolls initiative for everyone, as it gets things going faster than waiting for us all to roll. You might consider that.


Male Tiefling Cleric 2 (Fiendish Vessel), HP 17/17, AC 13, F+4, R+1, W+6, Init +1, Perc +5, 7/day channels

Initiative 1d20 + 1 ⇒ (5) + 1 = 6


NE Human Druid/2
Stats:
Max hp 19 | Init +2 Per +7 | AC 15 (T: 12, FF: 13) | Fort +5 / Ref + 2 / Will +5 | CMB +5 CMD 17
Spells Prepared:
Orisons - Create Water, Guidance, Virtue, Purify Food and Drink | 1st - Cure Light Wounds, Shillelagh, Produce Flame

Izabelle turns, caught off-guard by this sudden turn of events. She'd left them alone for but a moment...

She whips around, staring down towards the melee.

"Having fun without me?" she says with a grin. "Clear the way, boys!"

She moves into a position where she can charge next turn, if that's possible. Maybe Twigs can get a punch in, then 5ft-step out of the way.

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10
Felrin Vennax wrote:

[dice=Initiative]1d20+2

@Fyren - I think your combat rules look great - I'm in another PbP run similarly and it works well. One suggestion: in many PbP's, the GM rolls initiative for everyone, as it gets things going faster than waiting for us all to roll. You might consider that.

I don't have a problem doing that... at the same time, you folks are all fairly active so it's not like we're waiting long regardless... hehe... we can play it by ear and change in future battles. Whatever works for the players. :)


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Reloading his crossbow, a low gasped curse on his lips as he struggled with the mechanism, Gil brought the weapon back up, scanning for an opening to fire again.

When its his turn, Gil will reload with a Move Action, then Ready an attack to fire when he has a clear shot (clear meaning no cover, he will fire with the melee penalty, which I expect wont go away any time soon)

Readied Crossbow Attack: 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9

Readied Crossbow Damage: 1d8 ⇒ 2

Looking back at everyones most recent rolls, seems whatever our dear GM is suffering from is contagious.


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

Secondary Guards' Initiative: 1d20 + 1 ⇒ (20) + 1 = 21

Mwa ha! Guards will go first unless Numair can roll higher - although the one injured by Felrin is dazed (with 5 hp left) and won't be doing much. The other one (completely healthy) at least gets to get his licks in this time around. :) I'll post the round 1 summary after Numair's post. Just a reminder - no combat maps this weekend as I will be posting from my tablet.


Male Human Wizard 2 (Enchanter) Init +2, Per +1/+3, AC 12, TAC 12, FFAC 10, HP 14, Fort +2 / Ref +2 / Will +4

initiative 1d20 + 2 ⇒ (15) + 2 = 17

Good but not good enough. And sorry about the wasted spell, Malum. My intent was to daze the one you hadn't commanded, and I guess I just missed it was the same one Felrin hit. I thought it was the other one.

Numair curses his stupidity, and focuses on trying to incapacitate the unharmed guard. He intones the same words as before, this time targeting the other guard.

Cast daze on the other guard when he can act.

concentration DC 15 1d20 + 9 ⇒ (15) + 9 = 24
guard save DC 15 1d20 - 1 ⇒ (15) - 1 = 14

After he makes his attack the guard is hit by Numair's spell. For a moment, it appears the guard will shake off the effects of it, but then the magic finally overtakes his weak mind and he finds himself unable to take further action.

three 15's in a row; don't think that's ever happened to me. And now I point to this for anyone who says Spell Focus isn't a useful feat!


Brimstone:
Felrin 19/19, Giltharon 16 (-5 non-lethal)/16, Izabelle 16/19, Malum 17/17, Numair 11/14, Twigs 19/19
Sulphur:
Avingen12/17, Gregor 5/15, Darvik 6/9, Morlos 9/9, Jax 0/7, Jasper 11/11, Charlie 5/10

T-38 hours
Round 1 Guard's Turn

The two guards skid to a halt as Felrin smacks one with his club. Numair mutters some mystic incantations and the injured guard drops the club he was carrying and stands there slack-jawed.

The second one's eyes go wide at seeing the prisoners out and lusting for revenge. He freezes for an instant, then turns tail and runs, heading back to the room he came out of. As he's running for cover, he reaches to his side and pulls out the signal horn hanging from his belt and lets out three sharp blasts - the third one is cut somewhat short as Numair moves into the hallway and points a finger at the guard and silences him mystically. Guard will be dazed for rnd 2

Secondary Guards' Perception: 1d20 - 2 ⇒ (2) - 2 = 0

Injured guard is dazed and at the corner with 5 hp left. The second guard is about 5-10 feet away from the door to the south room (which is open). Gil has already shot at the second guard and missed. Numair has moved and used an action to daze. Everyone else still has a move and action. Twigs and Felrin can move and get in melee range for either guard. Izzy & Malum can move but likely can't get in melee range of the second guard as they were further back. We'll call them guard 1 and guard 2 - guard 1 = 5 hp (at the corner), guard 2 = 13 hp (near the south room door)


Male Elf Pirate Str: 9 Dex: 16 Con: 8 Int: 12 Wis: 13 Cha: 15

Spell Focus is awesome sauce! On a basic character with no gear it equates almost to 4000 gold (+2 stat item) worth of items. Once you start gaining actual stat items it becomes worth even more "hypothetical" gold. If you have a +6 Int item, the feat is worth thousands upon thousands of gold.

Starting to grow increasingly displeased with his inability to injure with any of his shots, Gil called to his companions as he started to reload.

"Give the man some space so I can stick a bolt in him!"

This is said before its Gils turn again (so im not actually reloading or anything yet) OOC, what he wants is for everyone to take a 5 ft step away once they have attacked, unless ofcourse they put him down.


map | M Tiefling Inquisitor (Heretic) 7 | HP 66/66 | AC 21 | T 14 | FF 18 | CMD 25 | Fort +9 | Ref +6 | Will +11 | Init +8 | Perc +17

Felrin sees the guard running down the hall and darts after him, muttering fiercely, "Oh no you don't! You're not bringing your friends down on us." Unfortunately, his intensity outmatches his accuracy, and he swings too early, crashing the leather-coverd club head into the stone floor.

Move action: move down hall to catch guard 2. Standard: attack guard when I get to him.

Club attack: 1d20 + 4 ⇒ (9) + 4 = 13
Club damage, 2H, non-lethal: 1d6 + 6 ⇒ (3) + 6 = 9

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