MiniGM's Council of Thieves

Game Master Vuvu

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Unnamed

Also I have decided to allow leadership. To a point. Only as many as does not make the game unwieldy, but since we have all these potential cohorts...


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

The only minions I see Hippa collecting is a clowder of cats.

Liberty's Edge

Male Half-orc Warrior 4/Expert 1
Combat:
Throwing Axe Melee +10 (1d6+4) | Throwing Axe Ranged +8 (1d6+5) | Morning Star +9 (1d8+4)
skills:
Climb +8, Disable Device +5, Escape Artist +5, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (nobility) +6, Perception +7, Sleight of Hand +5, Stealth +8, Swim +8
Vitals:
HP 47/47 | AC:17, T:11, F:14 | CMD:19, CMB:+8 | Save (F+6, R+2, W+3) | Init:+1 | Perc: +7 | Shirona (Pygmy Hippo)

I am down with some Mythic. The rules look very cool and I am eager to try them out. I do have a question. I chose my third level feat already but was wondering if Story Feats are allowed. If so I would like to change my feat.


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

A bit soon to be planning mythic; however, I'll aim for that target too.

Liberty's Edge

Male Half-orc Warrior 4/Expert 1
Combat:
Throwing Axe Melee +10 (1d6+4) | Throwing Axe Ranged +8 (1d6+5) | Morning Star +9 (1d8+4)
skills:
Climb +8, Disable Device +5, Escape Artist +5, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (nobility) +6, Perception +7, Sleight of Hand +5, Stealth +8, Swim +8
Vitals:
HP 47/47 | AC:17, T:11, F:14 | CMD:19, CMB:+8 | Save (F+6, R+2, W+3) | Init:+1 | Perc: +7 | Shirona (Pygmy Hippo)

The leadership thing is great, especially with the NPCs already introduced!


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

Yeah, Leadership might be a great fit for Auði. Excited about Mythic too. I think its great. Marshal and/or Trickster are probably going to be the best fit for our bartender if he survives that long. Of course who knows, his relationship with Cayden might grow over time too...so many options!

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

Leadership is always fun! and when it comes to mythic and class levels I dont even have an idea of what tramtris would take *lawls*


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

GM - since this is a low-magic campaign would it be inappropriate for me to pick up craft wondrous item or brew potion as a feat? CWI might not be worthwhile given the limited spell options of an adept but I thought it might be fun.


Unnamed

No to wondrous

Potion is ok


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Cool, I'm still throwing it around in my head and will let you know if it's the direction I go.


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Hippa is definitely not a stealth build and neither is her personality. I suggest a distraction using the hellknight armor such as four "hellknights" being overwhelmed by a rent-a-mob within sight of the carriage. Brave brave sir knights come to the rescue only to have mob melt away (with or without armor). The pointy end of the stick (us) assault the carriage and take the carriage away completely. We can free the prisoner at a distant location at our leisure. Abandon the carriage and horses.

We'll need a rent a mob. Easy.
Disguised torchbearers as hellknights.
Disguised brigands to assault the carriage.
Secure location to drive carriage. Remove prisoner.
Uniformed torchbearers to rescue the injured unconscious hellknights and drop off the carriage at a safe and neutral exchange place likely to be reported to or found by authority figures.


Unnamed

Only issue there is you do not have Hellknights armor. You left the other in the sewer. But the rest is doable

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

I would guess just a big enough "riot" like fracas should be enough to pull most of the hellknights away from the wagon.. I mean they are well hellknights and that sort of thing is their stick from what i gather.


Unnamed

that is true, it would not be hard, in theory to make them give chase


Vitals:
hp:15/15 AC:11, T:11, FF:10 (+1 Dex) | Percep:+4, Init:+1 | F:+1 (+2 vs. drugs/pois), R:+1, W+6 (+2 vs, scry/read mind, +1 vs. mind-affecting effects) , CMB:+2, CMD:13, SPD: 30
Skills:
Appraise +4, Bluff +8 (+10 to fool someone or pass secret messages), Craft (clothing) +5, Diplomacy +8, Heal +7, Knowledge (local) +4, Perception +4, Sense Motive +4, Spellcraft +6

Hippa and Audi, we should also consider how our spells will assist.

Some ideas...

1. Ghost sound (0 level spell) - should get some benefit here given the number of times we could potentially cast this between the three of us.
a. add presence to the riot
b. add additional confusion at the wagon
c. cover the escape of our friends through illusory sound leading hellknights in the wrong direction
d. ?

2. Sleep (1st level spell)
a. Center the casting on whoever is driving the wagon.
b. Center on greatest concentration of hellknights protecting the wagon

3. Obscuring mist (1st level spell)
a. Covers the retreat of our friends
b. Centered on transport to obscure vision plus ghost sound to add confusion

4. Command (1st level spell)
a. Cause hellknights to flee

5. Cause Fear (1st level spell)
a. Well... cause fear

Sevros will be submitting a strategy in the gameplay thread for review.


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

If the hellknights were still in the sewer and to be moved to safe location, we could borrow the armor without too much resistance. Armor is heavy and moving armored unconcsous hellknights is likely to attract more notice than partially clothes unconscious guys. Makes sense to remove the armor to avoid the extra weight and scrutiny. I figured we'd like to capitalize on that opportunity to make the most of it.

Regardless of above,
The RentAMob (w/complimentary pitchfork and torches) can re-enact the Capulets vs Montagues or Hatfields vs McCoys.


Unnamed

Ok. You have 4 sets of Hellknights chain. That does mean that there are probably 4 unconscience Hellknights tied up in the safe house. Which is fine. But keep that in mind for now


Unnamed

so I am going to post up the ambush sight, I will let you place yourselves where you want to be on it.

I would also like to note that we are actually quite close o the end of book one


Unnamed

ok map is up place yourselves where you want to be hidden

you get the horses that you want and any camouflage things you want as well

you can consider them to give you +5 to stealth to hide, but they will take a move action to get out from them.

let me know what the distraction team is going to do, Janivan has given them a mess of caltrops in order to slow them down, so the distraction team can flee. However the rest of the plan is yours

i you decide you want to do the stealth thing then you need to commit to that now and tell me how you are going to do it

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

just a little preheads up April 2nd-5th my WoW guild gets together for a big ol party that well, yours truly is the cook for. Since its held in a state park in tennessee with very spotty intenet (and even phone) connection my posting during the 3 to 5th will be spotty at best. It literally snuck up on me this year or I would have mentioned something sooner. Sorry for any inconvienances. feel free to dm pc me. Super sorry for mentioning it so late.


Unnamed

Np at all. I only ask that we get warning!

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

For some reason in my head irlt was on may... i was off >.<

Liberty's Edge

Male Half-orc Warrior 4/Expert 1
Combat:
Throwing Axe Melee +10 (1d6+4) | Throwing Axe Ranged +8 (1d6+5) | Morning Star +9 (1d8+4)
skills:
Climb +8, Disable Device +5, Escape Artist +5, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (nobility) +6, Perception +7, Sleight of Hand +5, Stealth +8, Swim +8
Vitals:
HP 47/47 | AC:17, T:11, F:14 | CMD:19, CMB:+8 | Save (F+6, R+2, W+3) | Init:+1 | Perc: +7 | Shirona (Pygmy Hippo)

In a store right now. Will post when I get home


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

I'm posting shortly too, was up late, late (unexpectedly) for work last night.


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

I've been puzzling how Hippa would respond. This is a crossing a line for her. She is a bit of a pacifist but willing to defend herself, and as you saw is less than gentle [*cough*] when obligated to help. Now she is likely provoking a response of violence with her aggressive actions. Her spells are sleep(x2) range of 100', CLW, Touch of Fatigue (will spam if she gets close), and detect magic to identify high rank.

She'll hide in a bush and Sleep the guards remaining with carriage.

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

boy i hope the distance helps my hiding.. at least I have the +4 prone ac bonus vs ranged eh?

on a side note, I had a mercinary captain way back in 3rd living greyhawk that got access to a light balistae once, had it mounted on his 'war'wagon.
I dont know if they changed how they work in pathfinder, but i know while difficult to use... it hurt a lot. >.<


Unnamed

So other than hippa getting crit in the face this is actually going really well!

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

low level crits always hurt... well unless you roll damage like i do *nods*


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Yeah. Fun stuff. To be quite frank, I am not surprised. My small PCs seem to be quite the magnet for damage. On the other hand, should she survive this, Hippa going to start acting like a mother bear.


Unnamed

so here is the question what are you going to make Audi when someone does something foolish and you get skewered like a pig?

also on that note, at least he can't CDG you


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

I was thinking that Sev could block the hellknights view already partially obscured by the bush and she could cast her last sleep spell while the half-orc warrior does his best diplomatic bluster. ;)

We may succeed or not. Depends on a DC14 vs will.

On another note, I should've taken the move action by Hippa and braced her Boar Spear for a charge (x2 dmg). Could've taken him down with me.
Just for fun 1d20 + 2 ⇒ (14) + 2 = 16 dmg 1d6 ⇒ 2 x2 = a big fat whopping 4. Eh. Live and learn.


Unnamed

would have hit...dont think in the end it would have dropped the one any earlier.

I am happy to let that happen.

So Sev will move in front of Hippa, and "help her up"

Audi will bleed some more.

Sleep is a full round, so how do you delay him for his next turn?


Unnamed

also don't forget that some of the hell knights are bleeding out as well.

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

one moment sorry i was driving


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

Do what you guys think is right...I can always roll a new character :)

CDG probably isn't necessary. He only has to do 5 hp.

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

if we rush him he cant coup de grais its a full round action, he readied he could attack but that requires a roll... at least i think that is how it works


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

Correct, he can't CDG this round...I was referencing Mini's post above :)


Unnamed

Yea he readied something but Audi is in trouble...


Unnamed

Just need brannocks action


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

We could negotiate. Hippa can render assist to downed Hellknights in exchange for Audi and prisoner. Still think Sleep is best first option. The Serv/Brannock can do the talking whilst I cast for a round. Success=everyone is safe. Failure Audi and likely hellknight(s) die.

Hippa has one sleep and one CLW, plus her ever ready auto-stabilizing touch. If she hadn't been critted early on this would be a moot point. [insert shaking fist at MiniGM]

Liberty's Edge

Male Half-orc Warrior 4/Expert 1
Combat:
Throwing Axe Melee +10 (1d6+4) | Throwing Axe Ranged +8 (1d6+5) | Morning Star +9 (1d8+4)
skills:
Climb +8, Disable Device +5, Escape Artist +5, Intimidate +10, Knowledge (dungeoneering) +6, Knowledge (local) +11, Knowledge (nobility) +6, Perception +7, Sleight of Hand +5, Stealth +8, Swim +8
Vitals:
HP 47/47 | AC:17, T:11, F:14 | CMD:19, CMB:+8 | Save (F+6, R+2, W+3) | Init:+1 | Perc: +7 | Shirona (Pygmy Hippo)

Sorry was at rehearsal just got home from work. Will post now


Unnamed

Hmm I'm in a quandary

Technically that check is good enough but it just makes no sense for him to suddenly be helpful. He has the advantage of your friend at his mercy and 4 mounted Hellknights in sight and charging back.

I have to think on it.

I think I will let that be the delay you want...

Hmm

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

Heading out to the wilds now, I will try to check on posts each night, but if necessary feel free to dm pc me, I think I have established enought of a feel that it shouldnt be too difficult. Sorry for any inconvienance!


Unnamed

np, have fun, don't die

Dark Archive

Male Human Aristocrat 7 (hp 53/53)(Subdual 53/53)
Defense:
AC=10 (+0 armor, +1 Shield) FF-10 Touch=10 Fort+5 Ref+4 Will+6
skills:
Perception+7,Sense Motive+6,Stealth - 1
Init=+1

And leave miss tarvi alone? Never


Unnamed

Hmmy post was vague

Hippa I am ruling that you threw a dagger not moved to the carriage last round


vitals:
HP: 45/45, AC: 11(11)_ T: 11_ FF: 11 Percep +5: Init+4, F: +3_/ R: +2_/ W:+8;+2 language dep/fear/despair) , CMB: +2, CMD: 14, Speed: 20
Gnome Adept 7, Mythic 1 (Hierophant)

Sounds good. Sorry for confusion. May I make a special request to squeeze 3 full round actions into one round? No? [le' sigh]


Unnamed

You can make it...


Unnamed

So guys I am making a slight change to the magic item rules. I mean it will be a while before you are able to get any, but I am waiving the +1 requirement on weapons and armors. Eventually you will have access to magic, but it is possible that you could just have a Returning dagger, or a flaming longsword, or a +1 rapier etc.


M Human Adept 1/Expert 4 Init +1, Per +10 HP 27/27, AC 15/11/15, Fort +2, Ref +2, Will +9

I think that's a great call. Opens up some more interesting stories.

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