Hewy's Council of Thieves Campaign (Inactive)

Game Master littlehewy


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M Halfling Bard 2

Benni maintains his bardic performance and takes a shot if possible through the combatants.
shortbow: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
dmg: 1d4 + 2 ⇒ (1) + 2 = 3


Bark cannot find the chalk mark at the intersection, but looks around to see Berrin thrust his sword through the zombie's mouth. The young barbarian puts his foot against its chest and kicks it backwards, into the swirling sewer muck...

No need or initiative turns anymore, we're out of combat. But...

Morosino turns southward (the direction you've come from), and hisses "Hear that?"

The sound of yelling, clamouring Hellknights reaches your ears, faint but growing in volume...


Male Teifling Ranger/2

Bark looks directly at Janiven.
which way?, we must make haste or they'll be apon us!


Male Teifling Ranger/2

gm:
init: 1d20 + 3 ⇒ (1) + 3 = 4


Male Human Barbarian 2

After Berrin disposes of the Zombie he is going to attempt to grab Attris by the arm and stop him from running. In a friendly way of course.
Do i need to do like a strength check or something to stop Attris or like an Acrobatics to grab his arm as he's running past?

GM:
Initiative:1d20 + 4 ⇒ (8) + 4 = 12


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris leaps to his feet with wild eyes. His eyes dart to each of his companions in fear.
Their touch is death.Did they touch you?

He looks suspiciously at Bark who was in the thick of it.

Answer me!

Attris backs up to the wall with his claws raised in defense. He is obviously scared half to death.


Male Teifling Ranger/2

Take a deep breath Orcish friend! I carry my blade and bow so enemies do not get a chance to touch me. Especially those foul creatures. I know you are a great fighter but perhaps it would pay to carry a blade for such encounters?

Turn that fear into anger for i fear the hell knights are not far behind us. Bark looks reassuringly at Attris.
here, use take this dagger until you can arm yourself with something better. I know it wont be as damaging as your claws and teeth but if you must keep your distance at least you will have some defense.

Bark hearing the clanging of the hell knights coming closer swings his head frantically to Janiven.

You must lead us out of here! I can not see the mark! Hurry!
You can sense some impatience and anxiety in barks tone.


As the clomping, splashing footsteps of your pursues grow more audible to all, suggesting the Hellknights could turn the last bend behind you at any moment, Janiven stares at the intersection for a moment before shaking her head. "For the love of Desna... I cannot recall. And I hesitate to choose - my decisions of late have all turned out badly."

She turns swiftly to Berrin. "You should choose, warrior. You have all the confidence of youth." Her tone is neutral, but do her eyes laugh? "But choose now!"

What say you Berrin? Left, right, or straight on?

Or does someone else feel lucky? Remember, when night falls, the shadow beasts roam Westcrown... And the glow of the sun through the grates overhead turns pink as you stand.


Male Human Barbarian 2

Berrin looks at each pathway very carefully and his features tense when looking directly ahead.
"I suggest going straight ahead for now !"
Berrin looks to all his companions
"Unless anybody else have anything better to offer?"


Janiven also pauses a moment to give anyone that wants to speak up a chance to do so.


Male Teifling Ranger/2

Bark with his dark vision says I will lead the way, but i fear we don't have time for being careful unless we want these guards to catch us!
Bark moves forward in a fast pace whilst making sure to be careful on the damp flooring a foot.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris appears to calm himself somewhat although he remain cautious of the group. The desire to get out of this sewer and away from any undead abominations is overpowering. Attris takes a wide berth around Bark, inspecting his limbs for marks and begins walking straight down the corridor as Berrin suggested.

You can keep your dagger Bark. The spirits of my ancestors would be ashamed of me if I were to wield a blade for any reason. Weapons restrict the bodies ability to develop to its full potential and it is not honorable for my kind to waste ourselves on battling spiritless husks. Come lets move! Anywhere is better than standing here and waiting for the undead to surround us. We have tarried here too long already.


Janiven motions Berrin to lead the way down the middle tunnel, her brow furrowed with obvious worry.

I'll assume you're in the same marching order as previously, unless you want someone tough at the back for rear guard?

GM's Screen:
1d100 ⇒ 3
1d100 ⇒ 66
1d100 ⇒ 96

You all move on swiftly, the sounds of booted feet and muttering behind you distant, but close enough to require virtual silence for the moment.

The tunnel winds on for a while without change, giving a chance for whispered conversation (role playing/interaction) if anyone wants to? I'll give it a day to give you all a chance to converse if you want to.


Male Teifling Ranger/2

"As you wish Attris, but i would rather you feel shame than fall at the hands of a foe."

"A blade helps keep the distance of these abominations.It is far better than going 'hand to hand'"

Bark puts the blade away

"It is alright friend....I was untouched!"

Bark then heads forward down the corridor.

"Did you want to lead attris?"


You all move swiftly forward through the winding tunnel, and after a minute or so the sounds of your pursuers fade somewhat. After another minute or so, you come across a ladder leading up to a grate that lets in the dying glow of the setting sun, the seer tunnel stretches on into the gloom ahead.


Male Teifling Ranger/2

Bark continues straight past the ladder.

we don't want to up there when the sun finally sets


Male Human Barbarian 2

Berrin looks at the ladder and see's Bark walk straight past it.
"Why did he simply walk past a clear exit out of this wretched sewer?"
"Janiven it appears to be an exit. Is your base on the surface or down further past this ladder?. Is this familiar to you ?"


Janiven casts her gaze upwards as she passes the ladder. "These exit grates are locked from the surface. Areal and I had a look at them when we marked the path to the safe house - unless they were bent or skilfully manipulated, the locks would be impossible to pick."

The glow of the setting sun above is dimming before your eyes, and Janiven shivers before dropping her eyes back to the tunnel ahead. "We must press on," she murmurs.

GM's Screen:
1d100 ⇒ 89
1d100 ⇒ 16
1d100 ⇒ 38


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

I'm getting out of here right now

Attris climbs the ladder and places his hulking hands on the bars

Strength 1d20 + 4 ⇒ (6) + 4 = 10


"Attris, I doubt even your mighty strength would be able to budge those bars..." Janiven trails off as the half-orc continues up the ladder.

Attris: That took six valuable seconds to climb up and strain against the obviously very strong grate. Wanna try some more?


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris climbs down the ladder and inspects his hands with a worried look on his face.
It's just not my day


M Halfling Bard 2

Cheer up, Attris.
Benni flashes a reassuring smile and does his best to pat the half-orc on the back.
We'll find something for you to tear apart soon, I'm sure. Lets keep moving, gang!


The party continues on down the sewer. There are no branches for a good ten minutes, though the way twists and turns. A grate above shows that the light of the sun has finally died.

By the time you reach the dead end, your extended time in the sewers has begun to wear on your nerves: the constant dripping sounds, the stench of the human effluent, the crouching in the five foot high tunnel - all these things only add to the anxiety of being found by your pursuers.

As you turn the corner and face the small drainage pond in front of the bricked up wall, Janiven curses loudly. She lowers her voice again as she frustratedly addresses the group.

"Well, we obviously picked the wrong tunnel at the junction. Now it's back into the teeth of the dragon - the damn Hellknights are more than likely still bumbling about back there." She signs with resignation. "Well, be ready for battle, comrades. There's a fair chance we'll have to face those devil-worshipping fools. Moro, stay at the back now." She motions back the way you've just come.

It's a fifteen minute walk back to the last junction. Let me know if you want to take any specific actions before you get back there. Also, feel free to interact with each other if you like. We'll also sort out marching order before then too


Male Teifling Ranger/2

You can see the look of disappointment on barks face as we hit the dead end. As Janiven speaks bark perks back up. oh well atleast we will have an advantage on them. They won't be expecting us to march straight back into them.

Come attris and Berrin. Let us meet our foes head on!

let's hope we get to the junction before they do


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris raises his eyes to meet Janiven.

I suggest we lay an ambush. Heavy armour and swords will be unweildly in these confined spaces. What do you think Bark?


Male Teifling Ranger/2

Lead forth then Attris! lets hope we make it back to the intersection before we come across them.
Bark gestures politley in the leading direction


If we can then we can wait for them either side of the and junction and take them down one at a time.

Benni, you could lure them into our trap and scuttle between us as we cleave them in two.

But., even better is if we cannot hear them then we re search for the arrow and get out of here?


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

I swear if they're zombie Hell Knights I'm outta here


The party hushes as you approach the junction where the battle with the zombies occurred. The close, foetid air of the sewer is still and quiet in the darkness, and if there happens to be anyone standing at the junction, they will be able to clearly see your torch light once you round the next bend.

How do you all want to approach the junction? Barrel in, torch lit? Send scout(s)? Something else?


M Halfling Bard 2

Whispers:You guys get ready, I'll sneak ahead and check it out
stealth: 1d20 + 11 ⇒ (20) + 11 = 31


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris drops in to a low stance and attempts to hide from view

Stealth1d20 + 2 ⇒ (13) + 2 = 15


Male Teifling Ranger/2

Bark will move forward as he can see in the dark so will not need a torch. He will stay a good 10 feet behind Benni as to not disturb his stealth. Bark will skulk into the nearest alleyway once he can.


Benni: As you approach the crossroads, you can see a torch bobbing around, moving slightly but remaining in the centre of the junction.
You are still 60' away, and can just make out the lone humanoid figure holding the light, but details are sketchy. The figure appears not to have noticed you so far. Also, in terms of numbers, at 60' the creature will have a +6 to its DC (base is your Stealth roll), meaning someone with Perception +17 would need a 20 to spot you in dim light. Obviously things get trickier as you get closer.

Bark: There are no side branches - that's why you must return to the junction :) The corner is 70' from the junction. If you wish to follow at 15' a round (or slower) you can too, with Stealth checks please.


Male Teifling Ranger/2

stealth: 1d20 + 7 ⇒ (17) + 7 = 24 Bark will stay a good 10' behind Benni as he moves forward. I had better stay in reach incase one of them spots him


There are no alleyways. The tunnel runs straight down to the junction. You're either in the open (but in the dark) or at the corner.


Male Teifling Ranger/2

Bark is in the tunnel but in the dark. 10'feet behind benni.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris whispers down the tunnel from the corner.
Lure him down here Benni. Bark come back and we will ambush him.


Janiven nods. "A good plan." She steps back, loosely nocking an arrow.

I'll get a map up this arvo/tonight of the section you're in.

Benni, if you'd like to advance another 10', make another Stealth roll please.


M Halfling Bard 2

Benni sneaks forward another 10' towards the junction.

Stealth: 1d20 + 11 ⇒ (7) + 11 = 18


Male Teifling Ranger/2

very well then bark moves back to the group.
you're up big fella! bark puts away his sword and draws his bow also.
I'll duck down here Janiven and shoot over my head, this will give us maximum impact.


Ok, 5 attempts later... Here's the map.

At this stage, it's obvious to Benni that he remains unnoticed. The torch continues to bob around a little, and Benni can imagine its holder peering around nervously.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Let them come- I will show my fellow party members what I can really do


Male Teifling Ranger/2

stay safe little one
Barks bow is pulled and ready to fire


Ok, it's all on Benni :) Let me know what you'd like to do Benni, and I can tell you how many Stealth rolls etc it'll take, or if it has a high risk of failure, etc. Did you want to sneak to the edge of dim light (border of red and yellow), then shoot, or yell, or try to go all the way and melee attack, or trip him, or...? Describe your plan and I'll let you know the nuts and bolts.


Male Human Barbarian 2

Hey guys sorry for late replies here but Berrin is back in action :)
Berrin will approach the corner next to Attris with his great sword drawn ready for benni to spring the ambush.
Stealth1d20 + 7 ⇒ (4) + 7 = 11 Son of a b&!%#!!
Berrin also whispers in Attris's ear
"Time to tear some Hell knights apart"


Berrin: You don't need to worry too much about your stealth at this point - you're out of visual, and so far away that you get he gets a +9 to his DC just for distance.

Positioning is Berrin's problem. The squares are 5', so there's nowhere near Attris to go, unless you move in front of him, which could ruin the ambush. You might need to stay where you are.

Benni: I also forgot last fight to factor in squeezing penalties for Big Folk, which I will simply translate into bonuses for you. You get a +4 to attack rolls and AC.

Big Folk: Because most of you are medium sized in a small tunnel, I won't penalise you, just give bonuses to, well, Benni. But you will need to factor in that each movement costs double.

Sorry to spring this on you. It doesn't happen in proper rooms, which are taller, but should have happened vs the zombies. You'll note the AC and attack roll penalties (-4 to each) cancel each other out when it's medium vs medium, so it wouldn't have affected any dice rolls, just movement.


M Halfling Bard 2

Benni moves up into the 'red zone', making himself possibly visible in order to get a clear view of the person holding the lantern.
Stealth: 1d20 + 11 ⇒ (17) + 11 = 28
Benni keeps moving closer until he can tell for sure that this is a hostile. Once he identifies the target he takes a shot with his shortbow.
Shortbow: 1d20 + 8 ⇒ (3) + 8 = 11
Dmg: 1d4 ⇒ 1 If sneak attack add extra: 1d6 ⇒ 4
As soon as he has his shot away, and assuming he's been spotted, Benni scarpers back towards the others.

Benni gets a -5 to Stealth DC while moving and a -10 to Stealth DC while sniping.


Spotting an opportunity as the figure turns its back on him, Benni creeps forward as quickly as possible, arrow nocked. As the figure's lantern swings, making the light dance wildly around the tunnels, Benni can see the spiked armour characteristic of the dreaded Hellknights. Adrenaline making his pulse throb, he draws the arrow to his cheek and let's fly.

The projectile hits the man squarely in the back, but having focused more on accuracy than power it springs back off the Hellknight's armour. He grunts, taking an involuntary step forward, then spins around, holding his lantern aloft. "Who's there?" snarls a surprisingly youthful yet aggressive voice.

Map coming presently. Post actions for Round 1 please :)


Also: Dice suck, don't they Benni? Free shot, lots of bonuses - 3. Remember to add +1 for Point Blank Shot when within 30', too. And don't forget, you can move 20' in the tunnel, while they big dumb humans can only go 15' per move action.


Hope this map works. Let me know if not.


Male Half Orc Fighter (Unarmed Fighter) Lvl 2

Attris will delay his action until benni returns he will then wait until the hell knight steps in to the square adjacent to him and attempt a grapple.

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