Hewy's Council of Thieves Campaign (Inactive)

Game Master littlehewy


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M Halfling Bard 2

Benni is obviously smaller than most individuals you will meet, but is relatively tall for a halfling. He rises to about the hip on most humans. He has wavy blond hair and bright blue eyes. The leather armour he wears is ornamented. A careful observer would recognise it as the sort given to the children of noblemen. A miniature longsword hangs from his hip and an equally diminutive bow and quiver rests on his back.

Benni is a cheery character - always whistling or humming a tune when he's not talking twenty-to-the-dozen telling a story, complete with accents and uncanny imitations of public figures. He has a habit of moving, even when standing still; bouncing on his toes or shifting his weight from foot to foot, which at times gives an edge of mania to his enthusiasm. His hands are never empty - always playing with some trinket or gadget he has picked up.

Benni is happy to share the following about his past to anyone who is interested:
Born into the service of a noble house, his father was a musician and his mother a maid-servant. As a child, Benni was a favourite of the noble children, especially the girls who would dress him up like a living doll. Benni just enjoyed the attention. His mother died when he was quite young of a chest infection brought on by long hours in cold quarters provided to the halfling staff of the house.

Benni charmed his way into lessons given to the noble children and picked up some basics of magic. He also watched his father, Romo, perform for nobles at parties and banquets. Romo became renowned for his lyrical tributes to local noble figures and became somewhat celebrated himself. Although he privately despised the ruling class and the servitude his family lived in, Benni's father continued to perform to provide a moderate level of material comfort and security to his son.

As Benni grew up, he was put to work in the kitchens. His silver tongue and winning charm meant he was often sent to the markets to purchase goods. Benni made a great many friends and shady contact through this and was in the habit of smuggling food out of the kitchens to street-children, especially other halflings.

This relatively comfortable life was interrupted when a drunken wedding celebration erupted into a brawl. Benni's father Romo was hit by a flying jug, fell from the stage and died. Benni's expeditions into the markets took on a more sinister purpose as in a blind rage he began to collect weapons and prepared to call in favours from underworld figures. Before he could even form a proper plan for revenge though, his patrons disappeared.

No one has ever explained it to Benni's complete satisfaction but the consensus seems to be that his noble house was on the wrong end of some political scheming and was forced to flee in the middle of the night. This left a house full of servants without masters. Many melted into the streets but Benni and the other halflings stayed. Benni has since taken over providing for them by running errands in the market-place and selling off the few valuables the nobles left behind. He and another twelve halfings live in the abandoned mansion - hiding whenever creditors come to collect debts owed by the house. He knows it is only a matter of time before they are thrown out on the street but for now it's still home.


Male Teifling Ranger/2

[dice]1d20+5[/dice


Male Teifling Ranger/2

1d20 + 5 ⇒ (18) + 5 = 23 perception...i did it on my phone and wouldn't let me edit it. grrr. Lets try again


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Drok Frum, what is it you see up front?

At first it is not clear whom Attris is talking to but anyone close enough can see that he is looking at Bark.

Where will this tunnel end?

Physical Description coming


GM's Screen:

1d6 ⇒ 5
2d3 ⇒ (3, 2) = 5

Bark:
You cannot see any chalk mark on the walls. After Attris speaks, however, you hear a shuffling, and then a short series of growls, from down the tunnels ahead of you and to the right.

As soon as Attris speaks to Bark, a guttural growl comes from the darkness ahead of the main group, beyond where Bark is.

Map to come if necessary. For now, it's enough to know that you're in a 5' wide tunnel, the left half of which is taken up by slowly moving sewerage about 6" below the 2'-wide walkway you're on (vigorous movement in such squares requires Acrobatics checks). Bark is 10' ahead of Berrin, who is 20' ahead of Attris and the rest.


Male Teifling Ranger/2

Bark stands motionless trying to make out what the noise is, unsure he calls for the rest of the group to join him.

Move up. We have company.....


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Perception to ascertain where noise came from (square)
1d20 - 2 ⇒ (5) - 2 = 3


M Halfling Bard 2

Benni moves up with the others, an arrow nocked and senses straining.

Perception 1d20 ⇒ 13


Savage Attris wrote:

Perception to ascertain where noise came from (square)

You're not close enough to pinpoint the sounds' location, except that they come from beyond Bark.


Benni the Magnificent wrote:

Benni moves up with the others, an arrow nocked and senses straining.

Perception 1d20

I'm going to assume that everyone's moving up unless people let me know in the next couple of hours before I get the map up. I'll just put everyone up behind Bark.

Bark:
Perception please?


Male Teifling Ranger/2

Bark is going to keep moving up. 1d20 + 9 ⇒ (19) + 9 = 28 stealth

How far am i from the crossroad? and which direction is the growling coming from? 1d20 + 5 ⇒ (19) + 5 = 24 perception


Bark::
You are at the last square before the central meeting square of the crossroads. As stated, growling is coming from down the tunnel directly ahead of you, and from the tunnel to the right. And you can see a humanoid figure approaching you slowly from each of those direction about 20 feet away. They appear to be raggedly dressed, and wounded.


Male Teifling Ranger/2

Bark is staying put with sword drawn!

His Left foot moves back 6 inch to allow a more solid stance.


Male Human Barbarian 2

Berrin will move up to Bark and see if he can discern what is going on.
Perception1d20 + 5 ⇒ (18) + 5 = 23
Berrin will draw his great sword and whisper to Bark.
"What is it you see Bark?"


Male Teifling Ranger/2

they are coming from all three directions. Patients young warrior. Let them come to us. To move out now would allow them to surround us.


Male Teifling Ranger/2

make sure we watch each other. We do not want to get separated down here.

1d20 + 4 ⇒ (6) + 4 = 10 knowledge dungeneering to ascertain what the growl could be from?


Sorry Bark, I must have worded that badly. Tangos ahead and to the right, not the left.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris moves as quickly as possible to the right hand side of the tunnel. He drops his body weight in to a ready stance and will charge the first opponents that enters his field of view. (Dark Vision 60ft)

I'm done running

Initiative 1d20 + 2 ⇒ (2) + 2 = 4

Oh god kill me now! :(


Both Attris and Bark can see the creatures, and they are advancing implacable towards you. They growl again - they may be wounded, but it also seems unlikely that they intend anything but violence!

Roll initiative!

Ok, here's a map of the situation. Sorry it's crappy, but the ipad is the easiest way to do it. As for the initials (wasn't "B" a popular choice!), Bark=Blue, Berrin=Green, Benni=Mustard. The others should be self explanatory.

I would normally put up a spoiler saying "Appropriate Knowledge DC xx", and what the creatures are, but it seems everyone is reading all of the spoilers all of the time, which is unfortunate. I'd like to think we could go without sneaking peeks and metagaming, but we'll just have to wait and see.

If everyone can roll initiative and post their intended action like Attris, we can jump into round 1. Normally I will roll initiative, but seeing as Attris has taken the, er, initiative, we'll do it this way for this battle. If you just post what you'd like to do, I'll put them all together in order and tie it all together. If your intended action loses its target, or is otherwise rendered impossible/not helpful, I'll either tweak it slightly, or ask you what you'd like to do instead.

Go!

Bark: You have no idea what these creatures may be.


M Halfling Bard 2

Initiative 1d20 + 3 ⇒ (4) + 3 = 7
Benni has his bow ready but can't seem to get a clear shot. He waits for an opportunity and shouts encouragement.
"Get 'em, Attris!"


GM's Screen:
1d20 ⇒ 17

Benni don't forget you can both move and shoot through allies, although shooting through other creatures confers a +4 to AC for your target,, and if your target is in melee, that's -4 to your attack roll: an effective -40% on your chance to hit. But if you can move and get a shot away before they close for melee (for example moving down the left hand corridor a bit then shooting through Attris), it'll only be +4 to their AC with no -4 to attack.

Get all that? :)

Also, rather than penalise everyone for the cramped conditions, I'm just going to give Benni some bonuses.


Male Teifling Ranger/2

Bark after seeing Attris push through him and move right will step forward towards the humanoid creature coming from the north to make sure it cant move in behind Attris.

You can see the disappointment/frustration on Barks face as Attris moves straight through. He lets out a light moan.

why would you run straight in blindly when we could bottle neck them to us and deal with them one at a time? We don't even know what we are dealing with nor how many

You see Bark look left as he steps forward to make sure that tunnel is clear? perception 1d20 + 5 ⇒ (6) + 5 = 11

1d20 + 3 ⇒ (20) + 3 = 23 init


Bark: How many squares north are you moving? Are you planning to attack, or ready an attack if a creature comes within range?

Benni: Don't forget your bardic performance ability, to give everyone +1 to stuff with inspire courage. Standard action to start, free action to maintain. Although a) you may be saving your rounds per day, and b) it does make noise.

I'm going to roll Berrin's initiative, so if it's low we can start the round.

Berrin: 1d20 + 4 ⇒ (17) + 4 = 21

lol of course he rolled high...


Male Teifling Ranger/2

Bark will be moving to the toe of this creature (ie if it doesnt move all the way or if it does i will meet it.)being that they are intent on violence. Bark will then be cleaving at the creature with his greatsword attempting to cut it down.


M Halfling Bard 2

Benni thinks twice about making so much noise and instead moves up closer to the action with the aim of leaping onto the ledge on the SW corner of the junction. He should get a clear shot with his bow from there.
Acrobatics 1d20 + 3 ⇒ (9) + 3 = 12


Alright Bark, you're first. From now on I'll get you to make attack/damage, or whatever rolls when you post what you intend to do, but we'll start that next round. Give me attack and damage, as you're first up :)

Also, as it becomes obvious to you as players what these creatures are, remember to keep what you know separate from what your character knows, as tricky as that is sometimes...


Male Teifling Ranger/2

1d20 + 4 ⇒ (15) + 4 = 19 power attack, Bark moves forward determinedly whilst slowly raising his sword behind his back to move in and cleave it upon his prey
2d6 + 9 ⇒ (2, 6) + 9 = 17 damage
happy to keep my knowledge separate. tricky indeed sometimes. l;et me know if you believe i am not :)
did i hit it did i hit did i did i?


Oops, Bark, you forgot your Acrobatics roll to move. Roll good! Or at least, not terribly (you've been taking 10 so far, so you should be right).

Oh, and neither have you subtracted your Armour Check Penalty to your Str and Dex skills (-2). You too Attris (-4).


Male Teifling Ranger/2

1d20 + 1 ⇒ (10) + 1 = 11acrobatics
all skills adjusted etc for armor. :)


Bark carefully manoeuvres forward to the approaching creature, spinning his greatsword deftly in the confined space, and slicing through the creature's left arm and most of the way through its torso. As he does so, the tunnel is filled with an even greater stench than that of the raw sewage, and the creature tumbles into the disgusting stream of waste with a low moan.

Berrin next.

GM's Screen:
1d20 + 3 ⇒ (11) + 3 = 14


Male Teifling Ranger/2
GM Hewy wrote:

Bark carefully manoeuvres forward to the approaching creature, spinning his greatsword deftly in the confined space, and slicing through the creature's left arm and most of the way through its torso. As he does so, the tunnel is filled with an even greater stench than that of the raw sewage, and the creature tumbles into the disgusting stream of waste with a low moan.

Berrin next.

** spoiler omitted **

GM:
did I see or know what it was?

BOOYAH!


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

What are these cowards lurking in the shadows?

Dungeoneering1d20 + 5 ⇒ (16) + 5 = 21


Savage Attris wrote:

What are these cowards lurking in the shadows?

Dungeoneering1d20+5=

That doesn't help...


Male Human Barbarian 2

Berrin will move up to Attris after(i assume) seeing Bark take down the creature in the northern tunnel. Can I see the creature in the right tunnel ?
Perception1d20 + 5 ⇒ (13) + 5 = 18
Im going to move up to it and attack with my greatsword
Attack roll1d20 + 5 ⇒ (3) + 5 = 8
Damage2d6 + 4 ⇒ (6, 4) + 4 = 14
D'oh!


Can I have an Acrobatics check please Berrin? That goes for anyone wishing to move more than half their movement on the narrow, slippery walkway.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

why doesn't that help?


Read the knowledge skill description.


Initiative Order
23 - Bark
21 - Berrin
17 - ???
14 - Janiven
7 -Benni
4 - Attris

Bark's action has been completed in grand style :)

Berrin steps past Attris, Acrobatics: 1d20 + 6 ⇒ (12) + 6 = 18, easily manoeuvring on the treacherous surface. He swings fiercely with his blade, but catches the tip on the roof as he swings, giving the creature ample time to dodge.

The lone creature then lunges at Berrin, trying to grab his head, 1d20 + 4 ⇒ (4) + 4 = 8, but Berrin fends off the clutching claws with the pommel of his greatsword.

Janiven steps carefully to the centre of the crossroads, drawing back an arrow, and letting fly 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14. The arrow skims off the roof above the creature, skittering down the tunnel..

Benni skips past Janiven onto the little shelf at the crossroads, looking pastier, Attris and Berrin. Assuming little chance of success, the halfling holds his little bow ready should an opportunity present itself. 1d20 + 2 ⇒ (14) + 2 = 16

Benni _ only!:
You do, however, catch a decent glimpse of the creature by the bobbling light of the sunrod. It is a rotting, festering zombie. You know that slashing weapons are particularly useful against these disgusting undead.

Attris, unless you try an Acrobatics checks through the creature's square, you won't be able to attack it. Do you want to just move up behind Berrin, or throw some kind of improvised object over the big brute's shoulder?

Also, I'll update the map when I get the chance - probably fairly late tonight, sorry.

Regardless of what Attris does, I think you can all post your round 2 actions. Make any rolls you expect to have to make. I'll let you know if I have to apply any other modifiers.


M Halfling Bard 2

"I think they're zombies! Swords are probably best!"

Benni gets a little carried away and forgets about keeping quiet. He yells encouragement at the combatants. Inspire courage +1


Male Teifling Ranger/2

Bark after cleaving the creature in two will be heading back to the intersection to make sure the others are safe and provide cover to the rear. provided they are under control he will search hard for the 'sword' symbol at the intersection (take 20?). If they are not under control or there is more than the one other he has initially seen he will change course to attack.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris peers through the misty tunnels at the shape lurching toward him. His muscles tense as he studies his opponent.

This is no ordinary gait. This one limps. Best if I shoot the legs out from underneath him and cripple his already injured leg..

Attris prepares to charge then over the commotion Attris hears Benni.

An ice cold bolt of fear strikes through the spine of the hulking Half Orc. His heart begins to beat so strongly his body sways.
Undead!!! They have no spirit to break. Their touch is death. I can not fight such an abominations!

Attris enters into a fight or flight state.

RUN!

Attris attempts to flee past the target.

Acrobatics:1d20 - 2 ⇒ (8) - 2 = 6- Adjusted for armor


Male Human Barbarian 2

Berrin is going to attack again with his greatsword 1d20 + 5 ⇒ (13) + 5 = 18
Damage2d6 + 4 ⇒ (2, 2) + 4 = 8


Attris, growling deep in his throat, attempts to charge through the tunnel past Berrin and the rotting creature, but slips on the slick surface, jostling into Berrin's back. Bark moves smoothly around the corner, observing as Attris slips to his knees into the young warrior.

Berrin's swing is lined up to cut the thing in half, but he staggers slightly as Attris tumbles into his back, and though his swing bites deeply into the creature's side, the thing still stands.

With a horrible hiss of pain, the zombie lunges at Berrin: slam: 1d20 + 4 ⇒ (3) + 4 = 7. Fortunately Berrin manages to frantically avoid the creature's lumbering, claw-like hands.

Janiven attempts another bow shot in the cramped confines of the tunnel, 1d20 + 7 - 4 ⇒ (10) + 7 - 4 = 13, but again the small target over Berrin's shoulder and the wild movement of the hand-to-hand combat renders her shot ineffective.

Benni's voice rings out in support of his comrades, with a few choice insults thrown at the mindless creature you face. Evryone please factor in a +1 to all attack and damage rolls until Benni ends his bardic performance.

We're back to Attris again. I'll get a map up after work, but hopefully everyone's got an idea of where they are.


Male Teifling Ranger/2

Bark continues to look for the sword marking on the wall whilst the other are still fighting with the other creature.

Bark looks up after searching for the the battle still going on'

Are you guys ok up there? as he pulls out his bow and his tail slithers his sword away.

What are they doing? slain the creature already!


Bark: You haven't been able to spot the sword-shaped chalk mark.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris will attempt to stand and will then flee as described earlier.


Attris: Still trying to go through the zombie? Either way, if you're moving over half speed, you need an Acrobatics roll, as mentioned earlier.


Male Human Barbarian 2

Berrin is going to attempt another attack when it is his turn.
Take heart Attris we will bring this stinking foe down together !
Attack roll:1d20 + 6 ⇒ (10) + 6 = 16
Damage roll:2d6 + 5 ⇒ (3, 1) + 5 = 9
Factoring in bardic performance.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Acrobatics 1d20 - 2 ⇒ (15) - 2 = 13

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