Hewy's Council of Thieves Campaign (Inactive)

Game Master littlehewy


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Male Human Barbarian 2

Here's my rolls GM
Initiative:1d20 + 4 ⇒ (12) + 4 = 16
Raging Charge attack
Greatsword:1d20 + 6 ⇒ (14) + 6 = 20
Dmg:2d6 + 4 ⇒ (4, 1) + 4 = 9


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Initiative:1d20 + 2 ⇒ (11) + 2 = 13
As previously stated Attris will double move to get as close as I can to hopefully full attack the hell knoght on the rear right hand side in the next round.


Surprise Round

All of you can't help but watch with morbid fascination as the mounted Hellknights rush towards the hidden field of caltrops. Their arrogance is on display: they whoop loudly, calling out foul insults as they swing their weapons above their heads and bear down upon the stout, yet puny-looking, rebels.

It happens so quickly you have to remind yourselves to fly into action. The four horsemen suddenly catapult forward as their mounts go to ground - except for one, who is caught in his stirrups, and is swiftly crushed by his mount. The screams of the wounds horses fill the air, as do the cheers of the rebels.

Oxygen slams into your lungs as you remember to breath, and you all fire into action...

It's too late for this little black duck. I'll give you a comprehensive description of your awesomeness tomorrow after work. Á demain.


Surprise Round cont.

Benni, intones arcane words and sneaks around to the edge of his standing stone, unnoticed by the shocked Hellknights. The illusion he creates, an impressive-looking, fully helmed and mounted knight of Iomedae, strides out from behind a pocket of trees on the far side of the wagon. One of the Hellknights spots it and cries out, pointing, as the illusory paladin mutely regards the wagon, lowering its pennoned lances slowly but inexorably. As one the Hellknights turn to regard it in surprise.

The Hellknights thusly distracted, the party's attacks catch them completely off-guard. Bark steps out, half-covered by the stone he has hidden behind. Breathing deeply and summoning a cold calmness, he swiftly draws, aims, and looses his nocked arrow at the open-helmed driver. Half-turned to look at Benni's illusion, the projectile strikes him through the back of his left arm, and reeling from the blow he roars in pain.

With a war cry that starts low and quiet but raises in both pitch and volume as he gets nearer the closest Hellknight, Berrin flies out from behind his stone, his massive blade raised above his head in both hands. The hapless warrior turns just in time to meet the lad's overhand chop with his forehead, and Berrin is forced to kick the twitching body off his weapon to prepare himself for another enemy's advance.

Berrin, Str bonus to damage is x1.5 when using two-handed weapons - so normally with a greatsword you're +6, raging +9... Merry Xmas :)

Attris moves out from behind the stone, and moves steadily towards the nearest Hellknight, flexing his clawed fingers as he growls low in his throat...

No Merry Xmas for you, greenskin. Your Medium armour makes your speed 20', and you only have one action in the Surprise Round... :(

Round 1 Map

Once Benni rolls Initiative, we can roll on! Post actions for Round 1!


Male Human Barbarian 2

Berrin is going to 5' step toward the nearest Hellknight holding the rains and rage power attack.
Greatsword:1d20 + 8 ⇒ (19) + 8 = 27
DMG:2d6 + 7 ⇒ (4, 5) + 7 = 16
He's a maniac maaaaniac with his greatsword !!!
If I can GM can I make an acrobatics check to jump on top of
the carriage where the ballista is. Assuming I fell that last Hellknight.

Acrobatics:1d20 + 7 ⇒ (5) + 7 = 12


M Halfling Bard 2

Initiative: 1d20 + 3 ⇒ (9) + 3 = 12

Ghost Sound: the paladin cries "For Iomedae!" and his mount's hooves thunder into the earth as he charges toward the Hellknights at the front of the wagon, armour flashing in the sun.


Benni:
The issue with silent image followed by ghost sound is that the former has a duration of concentration - with precludes you from casting another spell while you are keeping that one active. I didn't think to tell you beforehand because the effect of the visual illusion was so effective in distracting the Hellknights. But yes, you have to choose whether to continue maintaining the illusion or dropping it and doing something else.


M Halfling Bard 2

GM:
Oh, right, I was sure I read somewhere that the two could be combined but that makes sense.

Benni doesn't cast Ghost Sound but maintains the illusion for a second round with the paladin and his mount standing eerily still, with only the pennon on his lance fluttering in the breeze, as if daring the Hellknights to look away.

Can you please describe the ballista on top of the wagon? Is the Hellknight there seated or standing, does it rotate a full 360 degrees and is it currently loaded?


360 degree rotation, loaded, the Hellknight is standing in the ready position.

I believe you need to cast ghost sound first to be able to combine them...


Male Human Barbarian 2

Critical on the open faced helmet Hellknight.
Crit Hit: 1d20 + 8 ⇒ (17) + 8 = 25
BOOM!
Dmg:4d6(24)+14= 38 dmg !!


Erm no, you still have to roll your 4d6... But it's probably academic anyway. Just roll our extra 2d6 to go with your previously rolled damage.

I might just commandeer Attris for this round if he doesn't post soon...


Male Human Barbarian 2

Dang I thought thats how it works but i went with the latter which was more damage lol
2d6 ⇒ (4, 2) = 6
Can you commandeer Bark too ?


For a measly total of 27 damage... Whatevs.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

As Attris moves around the rock he is astonished to see Berrin cleaving in to Hell Knight after Hell Knight.

Oh no you don't young lion!Your not getting them all to yourself!

Attris surveys the battle field and notices the Hell Knight at the rear left hand side of the wagon is closer to him. He cracks a wry smile and digs his feet in to the dry soil beneath him. Attris charges as fast as he can towards his hapless opponent.

Attempting to grab the Hell Knight by his horned helmet and smash his head into the side of the wagon with an animalistic fury.

Attack:1d20 + 8 ⇒ (20) + 8 = 28
Damage: 1d4 + 4 ⇒ (3) + 4 = 7
Critical Confirmation:1d20 + 8 ⇒ (13) + 8 = 21
Extra Crit Damage: 1d4 + 4 ⇒ (4) + 4 = 8


Savage Attris wrote:

As Attris moves around the rock he is astonished to see Berrin cleaving in to Hell Knight after Hell Knight.

Oh no you don't young lion!Your not getting them all to yourself!

Attris surveys the battle field and notices the Hell Knight at the rear left hand side of the wagon is closer to him. He cracks a wry smile and digs his feet in to the dry soil beneath him. Attris charges as fast as he can towards his hapless opponent.

Attempting to grab the Hell Knight by his horned helmet and smash his head into the side of the wagon with an animalistic fury.

Attack: 1d20+8=
Damage: 1d4+4=
Critical Confirmation: 1d20+8=

Roll your damage again :)


Male Teifling Ranger/2

Bark Stands again after his shot to the hellknight to see Berrin cutting them to pieces.

counting the bodies that are wounded or slain bark slings his bow over his shoulder and runs towards the wagon. As he runs you see his tail whip back and bring his sword to his hands ready for action when he hits the battle.

can i run there and make an attack GM


Berrin hasn't acted yet. He's just posted what he intends to do, but Bark goes first. I see no reason why you wouldn't shoot at ol' open helm yourself. To do otherwise is really just using the knowledge you have that Bark doesn't to inform his decisions.


Male Teifling Ranger/2

I'm perplexed as to what knowledge you mean?


Bark doesn't know what Berrin has posted, which means he doesn't know what Berrin intends to do. Bark acts first, before Berrin, so the guy Berrin intends to hit is still there. Given that he was Bark's target 5 seconds ago, I don't know why he wouldn't shoot at him again.


Male Teifling Ranger/2

oh I'm with you. His action is yet to unfold. Lets start this again

Bark stands again with an arrow knocked ready. He takes a short burst of air into his lungs and pauses. Trying to ignore the battle happening around he Lines up the half helmed man. Bark swiftly release the arrow.

bow: 1d20 ⇒ 1
dam: 1d8 ⇒ 7


Male Teifling Ranger/2

A F@@!ING 1 haha

Did you want me to roll for a fumble?


Nah, no fumbles. That's a shame, if you could have killed that guy, Berrin could ave charged up onto the wagon and smashed the other guy into oblivion... I'll collate the action now


GM Screen:

1d20 ⇒ 13
1d20 - 1 ⇒ (11) - 1 = 10
1d20 + 2 ⇒ (4) + 2 = 6
1d20 - 1 ⇒ (14) - 1 = 13
1d20 - 1 ⇒ (16) - 1 = 15
1d20 - 1 ⇒ (8) - 1 = 7


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Oh that sucks Barky :(
At Least it wasn't negative this time ;)


Bark bends his bow again, but unfortunately his arrow flies over the head of his intended target. No matter: Berrin steps into the breach, swinging his greatsword as the open-helmed fellow brings his mace to bear. The blade slices into the man where neck meets shoulder, and cleaves through flesh and armour alike, getting stuck in bone somewhere around the solar plexus region. Again, Berrin raises his boot to kick the bloody corpse off his weapon.

Attris charges his nearest foe beside the wagon, and leaps the last six feet towards him. While still aloft,he grabs his target's helmed head and crunches it into the corner. Blood and brains explode as the helm crumples into an distinctly non-headlike shape. Landing back on his feet, Attris hurls the body aside in celebration, roaring and spreading his arms wide. At 6'10", spattered with blood, the cords of muscle in his neck standing out as he roars, he is a fearsome sight.

The Hellknight atop the wagon obviously believes so as well. He swivels the huge crossbow to face the half-orc, and looses a spear-sized bolt at him. Attris sees this just in time, and barely throws himself out of the way of the projectile as it drives into the ground, roughly a foot of it buried in the earth. The Hellknight curses and grabs another bolt.

The Hellknight at the front screams as Berrin kicks the leader off his blade, and launches forward, blade flashing. Berrin barely gets his weapon up in time to block the blow.

The two Hellknights on the other side of the wagon charge the illusory knight, and swing their blades at it. The illusion dances just out of their reach. One Hellknight roars and prepares to swing again, while the other steps back, a confused look on his face.

Benni concentrates hard on the illusion, continuing to make it dance about, lance waving.

Map for Round 2

Round 2 actions - bring 'em on! You've had some exceptional rolling so far - let's see what happens next.


Male Teifling Ranger/2
Savage Attris wrote:

Oh that sucks Barky :(

At Least it wasn't negative this time ;)

;)


Male Teifling Ranger/2

Bark without taking his eye off the battle notices the hell knight reaching for another bolt. His tail whips up grabbing 2 arrows from the quiver and delivers them to his fingers as he brings the string taught.
rapid shot: 1d20 + 3 ⇒ (16) + 3 = 19
damage: 1d8 + 12 ⇒ (4) + 12 = 16

No you don't evil scum!


Why are you only rolling for 1 rapid shot...? And what's with 1d8+12...?


Male Teifling Ranger/2

rapid shot 2 arrows 1 shot? Or is that many shot? Sox not near a hand book. Damage was meant to be 1d8 +1 x2

Soz watching the tv with shaunagh having a sneaky type :)


Male Teifling Ranger/2

at the pc wife has fallen asleep :)
rapid shot 2nd: 1d20 + 3 ⇒ (13) + 3 = 16
dam 1st: 1d8 + 1 ⇒ (4) + 1 = 5
dam 1st: 1d8 + 1 ⇒ (8) + 1 = 9


Male Teifling Ranger/2

hey gm! hellknights are human are they not?

they're my favoured enemy. Damn it so does that mean i get a plus 2 to all attacks above and +2 to damages too?

i got to remember this s+##!


Bark Maldork wrote:

at the pc wife has fallen asleep :)

[dice=rapid shot 2nd] 1d20+3
[dice=dam 1st] 1d8+1
[dice=dam 1st] 1d8+1

That's the ticket :) Yep, RS is two attacks at -2, MS is two arrows with one attack roll.


M Halfling Bard 2

Benni casts Mage Hand and plucks the reloaded bolt from the ballista, chuckling as he does so. The invisible hand tosses the bolt into the dirt beside the wagon.

Quick question: the scale on the map, are the squares metres or feet?


5 feet. And great move!


Male Teifling Ranger/2

nice one! Love the out of th box thinking


M Halfling Bard 2

Benni has obviously stopped concentrating on the illusion, causing the paladin to wink out of existence (or has it just turned invisible?).

One more question. Benni is the last of the PCs to act, based on initiative, but does he act before or after the Hellknights?


After.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Lying face down in the dirt Attris pushes up with his hands and literally leaps into the air from a lying position toward the Ballista operating Hell Knight.

Acrobatics:1d20 + 3 ⇒ (5) + 3 = 8

Landing clumsily next to the Hell Knight Attris attempts to grab his opponent around the waist and lift him off the ground while spinning him so his head is pointing towards the ground preparing the hell Knight for a pile driver!

CMB:1d20 + 8 ⇒ (4) + 8 = 12

Fark! Don't think is going to end well


Male Human Barbarian 2

After Berrin blocks the attack of the remaining Hellknight, he turns to see Attris roar in fury after bashing in the skul of his enemy. His breathing turns to frantic and his eyes widen with a berzerk look on his face. Berrin runs his hand along his greatsword and smears his face with the blood of the leader and lets out a blood curdling war cry before attempting to decapitate his opponent in one fatal blow.
Rage Power attack:1d20 + 7 ⇒ (20) + 7 = 27
Confirmation Crit:1d20 + 7 ⇒ (7) + 7 = 14
Assuming not a crit but let me know other wise ;)
DMG:2d6 + 7 ⇒ (5, 2) + 7 = 14
I want to make my move action towards the door of the carriage if I fell that Hellknight GM


Round 2

Bark's tail snakes up over his shoulder holding a pair of arrows. The bizarre-looking tiefling swiftly draws and releases one, and then the second, before the first has even reached its target - the Hellknight loading the ballista. The first punches through the man's breastplate, the second strikes him in the throat. He falls backwards off the wagon in a spray of blood.

Berrin roars in frenzied rage as he swings at the Hellknight on the front of the wagon. The hapless warrior manages to get his blade up to block the blow, but Berrin's massive sword smashes it aside, shearing through the man's neck cleanly. Not waiting to watch the body drop, Berrin springs to the door of the wagon, and reaches out to open it.

Attris turns to the two remaining Hellknights over by Benni's illusion and begins to lumber towards them. One of the Hellknights turns towards the wagon, and, seeing all of his comrades brutally murdered by crazed bandits, grabs the arm of his last ally, yelling, "Ignore the illusion! Retreat!" The two rush into the nearby trees in a panic.

Benni, unfortunately you are out of range for mage hand to affect the bolt, so I'm going to double move you straight towards the wagon. Tell me if you want to do something else instead.

A swift glance up the road reveals that the other rebels have disappeared into the trees, while the four formerly mounted Hellknights are making their way back towards the wagon on foot - one of them appears to be badly injured. At a rough estimate, it will take them the best part of a minute to return to this side of the bridge.

Round 3 Map


Male Human Barbarian 2

Berrin is going to open up the carriage and see whats inside.
If its old mate I'm gonna cut his bonds and explain the situation

"Our mission here is done let's move!"


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris rushes after the two retreating Hell Knights at full speed trying to get as close as possible. He screams in a booming voice.
Where do you think your going?


Male Teifling Ranger/2

Bark will swing 2 more arrows into his bow. Shooting them into the distance at one of the retreating hellknights

5 foot step if needed to get a better view. Long bow shoots 100feet? maybe 110?

1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

1d8 + 1 + 2 ⇒ (8) + 1 + 2 = 11
1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4


M Halfling Bard 2

Benni, more than happy for the combat to be over for now, runs over to the door of the wagon, mini-long sword in hand.

"We're coming, Arael!" he calls. "Someone go get our horses so we can get out of here."

I'm assuming we brought an extra horse for Arael.


Benni the Magnificent wrote:

Benni, more than happy for the combat to be over for now, runs over to the door of the wagon, mini-long sword in hand.

"We're coming, Arael!" he calls. "Someone go get our horses so we can get out of here."

I'm assuming we brought an extra horse for Arael.

Yep. You're all aware that Janiven is planning to circle around towards Westcrown and meet you less than a mile down the road with the rest of the rebels. Your horses are tethered about 30 seconds away in a thicket of bushy trees.

Berrin throws open the door as Benni calls out, and it opens to reveal a near-naked man manacled to the interior wall of the wagon. His face and torso are covered in ugly purple welts and numerous small lacerations - through the facial bruising and swelling, Berrin can make out the hint of an elven cast to his features. He struggles up from his small wooden bench weakly as he light hits him, and Berrin is unsure whether he is squinting from the sudden brightness, or whether his bruises on't allow him to open his eyes fully. "Thank Iomedae," he murmurs in clear strong voice completely at odds with his appearance.

Bark doesn't have a clear sight of the fleeing Hellknights - they have reached the tree line already, and are merely shadowy shapes among the trees. No screams of pain erupt as the arrows disappear into the trees, and their movement doesn't appear to slow.

Attris reaches the tree line with his burst of speed, and can see the cowards vaguely in the shadows. It appears they are moving as quickly as the half-orc, and will take some catching.

Benni reaches Berrin's side, and sees the pitiful sight of the abused half-elf as he struggles to his feet.


M Halfling Bard 2

Benni says to Berrin "Can you bust him out of those chains, muscles? I'll take care of his wounds."

Benni sheaths his sword and clambers into the wagon and casts Cure Light Wounds on Arael.

Cure Light Wounds: 1d8 + 2 ⇒ (8) + 2 = 10


Male Human Barbarian 2

Berrin goes into the carriage and attempts to yank the chains free from the wood.
Strength Check: 1d20 + 4 ⇒ (3) + 4 = 7
Failing that Berrin looks around the carriage for something to gain leverage on the chains.
"Benni, check the Hellknights outside for a key to these shackles"
If we get the shackles undone GM I want to carry Arael to our horses


Benni's spell has a noticeable effect on the half-elf - he immediately stands taller, and his handsome face looks less haggard. Berrin's yank at the chains achieves little, but at his words Arael nods. "Shanwen, their leader, with the distinctive helmet. I believe he use the keys. Hurry, friends!"


M Halfling Bard 2

Benni scrambles past Berrin and swings down to where Shanwen's neatly bisected torso lies; the blood turning the dust to mud. Benni gags as he rifles through the viscera to find the keys.


Benni: Searching through the bloody mess that was once Shanwen, you find a number of items: an twisted onyx holy symbol in the shape of an inverted five-pointed star; a vial of clear liquid; and a key ring with two large keys on it. You note that the Hellknight is also wearing expensive looking full plate armour, and a heavy mace lies in the bloody mud near his outstretched hand.

There is a shout from across the bridge, presumably from the approaching Hellknights as they spy the halfling rifling through their fallen leader's possessions. They are still well over a hundred yards away, and even without their wounded colleague it would take them nearly a full minute to reach you in their armour.

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