MiniGM's Council of Thieves

Game Master Vuvu

Council of Thieves Map


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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

Sevros takes a full round run action moving toward Hippa.


Unnamed

that was supposed to say Brannocks target looks unhappy lol


Unnamed

Branocks foe steps back draws and downs a potion

1d8 + 1 ⇒ (6) + 1 = 7

Audi's continues his assaut

1d20 ⇒ 17 for 1d8 + 3 ⇒ (8) + 3 = 11 Audi falls under the hell knight blade

Go Heroes

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

Damn it Lannard, we should have teamed up better!"
Tramtris called the distinction in his voice as he mispronounced the half orcs name the noble thought was obvious. He moved forward thrusting his halberd aggresively at the hellknight whom just drained a potion.

attackthrust: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d10 + 4 ⇒ (10) + 4 = 14

He growled as he over aimed his thrust far to the left.

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)

Attack Roll: 1d20 + 9 ⇒ (12) + 9 = 21

Damage Roll: 1d6 + 4 ⇒ (2) + 4 = 6

"I thought you had yours, Tram!"


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

The hellknight's blade cuts past Auði's feeble parry and cuts a deep wound through the barkeep's chest. His eye's go wide with the shock of the savage blow. For a moment, he teeters uncertainly thinking he might be able to continue and then he drops unceremoniously to his knees and them flat on his face, blood pooling on the grassy patch of land beside the road.
Stabilize? 1d20 - 4 ⇒ (12) - 4 = 8
Current hp -5/17, dead at -10.

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)

Brannock continues to battle the hellknight in front of him until he is downed. Once he is down, Brannock will move to attack Audi's hellknight.

Attack Roll: 1d20 + 9 ⇒ (17) + 9 = 26
Damage Roll: 1d6 + 4 ⇒ (5) + 4 = 9


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 he's probably coming for you now Brannock!


Unnamed

Brannocks Hellknights falls


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

Think we're waiting on you Sevros.


Unnamed

Sevros moves to Hippa and attempts to casts CLW on her

1d8 + 3 ⇒ (4) + 3 = 7

Hippa shrieks as she awakes.

The remaining Hellknight looks around.

Run away or I execute this one! He holds his sword poised to strike Audi. readied action

go heroes.

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

readied action for what? Movement towards him?diplomatic actions? Whats the order of the racks commsnders name?


Unnamed

You don't know. I do. But he was pretty clear with what he said


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

Auði knows (the name at least) but he's unconscious :)


Unnamed

And you would need a knowledge nobility check


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

You wouldn't give them Knowledge (local) for that one?


Unnamed

ugh Audi is sooooo needy. Fine local, but it is higher! :)

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

kn.local: 1d20 + 7 ⇒ (2) + 7 = 9 name of commander
k.nobility: 1d20 + 8 ⇒ (18) + 8 = 26 Some of the commanders say habits enough to act like he has intimate knowledge of the man.

"You are a foolish hellknight, if you notice, your friends are still breathing, harm that man, I will kill them with your own blade, and then leave you here unconcious to be blamed. I have the means and the will to do this. Stand down or spend the rest of your life being tortured by your own."
intimidate: 1d20 + 6 ⇒ (10) + 6 = 16


Unnamed

Not enough tram

so you would kill your friend bandit? And you forget my conpanions that are surely on their way back! Now flee and this one will be saved and put on trial


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

The blood gushing from Auði's chest slows its flow and his breathing, while still labored, eases back toward normal.
Stabilize? 1d20 - 5 ⇒ (15) - 5 = 10
And stable for now!

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

"His death will be quick and painless... yours.. will last a long time, you know and I know just what tortures await in your citidel. And whether he dies or not, you will join him... think on that. If your companions are of your caliber they are already dead. We split you up on purpose fool. You dont even know how many we truly number. This is your last chance to live."

bluff: 1d20 + 7 ⇒ (3) + 7 = 10


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

Quick, someone save Tram from the dice roller!


Unnamed

Lol. Ok tram you are out of action for the round which is probably a good thing !

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 say that whole tirade going better in my head *lawls* darn dice

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)

Knowledge (local): 1d20 + 10 ⇒ (1) + 10 = 11

"I am tired of your kind bullying the helpless needlessly. Whether my ax takes your head or the man in your grasp matters not to me. His death would be a worthy loss. However I assure you my second axe will not miss you. Let him go and I shall let you live. Continue to make demands of us and you will not live to see the morrow."

Intimidate: 1d20 + 9 ⇒ (14) + 9 = 23


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

whisper to Hippa:
"Can you sleep that Hellknight if I cover you? I think it's our only chance. Once he's out of the picture I have a potion or two for Audi."

I'll do my best to cover Hippa from view of the Hellknight on Audi.

Hopefully Sevros covering plus Brannock distracting is enough to make this work.


Unnamed

Ok this is what I am going to do.

Brannock
Ales the Hellknights stall and we will reroll init of the Hellknights makes his save

1d20 ⇒ 20 the Hellknights shakes off the spell

[rolling]


Unnamed

Heroes win init

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

Not trusting his ability to charge in there in time Tramtris will use what little arcane training he received at the academy and cast Daze.

This spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.

Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Save DC 13 Will


Unnamed

1d20 ⇒ 19 lol poor tram

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

at least miss tarvi wasnt here to watch. Me fail eh?

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)

Brannock will move within range and hurl an ax at the hellknight.
Attack Roll: 1d20 + 6 ⇒ (8) + 6 = 14

"I was not bluffing, man. We will seize what we came for whether you or our friend live or die. Make this easy and you will live."

Intimidate: 1d20 + 9 ⇒ (8) + 9 = 17

man the diceroller hates Brannock and Tramtris. I guess they have more in common than they thought!


Unnamed

Well to be fair your check worked before Brannock it was just as written I couldn't let him suddenly be helpful, it just makes no sense. (Oh wait it takes a minute to do that anyway! Yay)

The ax slams into the armor and falls

he dies!

everyone else?


Unnamed

Also Brannock you moved and attacked no intimidate for you.


Unnamed

Oh boy...doing some botting to give a chance to Audi

Hippa moves forward and attempts to hurl her spear 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2, but misses

Sevros gestures and his Raven swoops down at the Hellknight 1d20 + 5 ⇒ (18) + 5 = 23 dealing 1 pt

Sevros throws his weapon as well

1d20 ⇒ 11 but misses.


Unnamed

edit sev draws and fires his crossbow, but it misses also editing that the bird was attempting to give a bonus to AC to Audi.

moment of truth!!!!!

1d20 + 2 - 1 - 2 ⇒ (7) + 2 - 1 - 2 = 6

The blade slams down on Audi, but it actually glances off Audis club.

Go heroes!


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)

Wow. So much activity. And now no spear! Argh.
Hippa rushes forward and picks up her spear enroute to carriage. "Eyes on the prize! Get Audi. I'll get carriage. Anyone want to man the ballista?" She clambers unto the carriage, grabbing the reins. She'll want to move the carriage. She is alert to the skittishness of the horses or not. They may be familiar with the scent of blood. Also, are the hellknights dead or asleep? Her actions may be geared to finding key and releasing prisoner or taking the carriage for a wild ride disposing of bodies as convenient.
FYI Handle Animal 1d20 + 6 ⇒ (15) + 6 = 21
Also: Boar spears really aren't meant to be thrown and with all her foci attached she'd not part with it lightly. She'd take that round of throwing to rush carriage.


Unnamed

thats fine, say you threw a dagger.

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)

Brannock moves to grab Audi and takes a closer look at the Hellknight to see if he recognizes him now that he is closer.

Knowledge (local): 1d20 + 10 ⇒ (16) + 10 = 26

Brannock will then move toward the carriage, carrying Audi.


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'm good with that. [Looks for pencil to mark off my one lonely dagger... Wait that's old school RPGing.]


Unnamed

Uh the Hellknights is still up Brannock


Unnamed

He just missed his attack


Unnamed

Also Brannock check the map you have a a move a standard and a move listwd


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

8/9 lives remain...and counting :)


Unnamed

audi needs a stabalise check


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

He did unless the Hellknight nicked him again.


Unnamed

In the interest of getting things moving I will say Brannock drew his morning star as he moved and swung at him, using his local roll he connects for 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7 as he swings two handed.

The bird attacks again 1d20 ⇒ 19 and staggers the hell knight, and Sevros charges drawing his club and he connects with the hell knight head and he falls 1d6 + 1 ⇒ (5) + 1 = 6


Unnamed

Now, all hell knights are down. 3 are bleeding out, do you stabilize them? You probably have 6 rounds before the other hell knights get back.

You also have two sleeping hell knights in front of the wagon and 3 on top of it. You will have to move them, or at least move the two in front of the wagon.

Hippa I will let your handle animal stand from earlier.


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

Sevros quickly kneels near Audi and pours a potion of CLW down his throat.

"C'mon man... don't go dark..."


Unnamed

that is 2 rounds for Sevros to complete that.

1d8 + 1 ⇒ (5) + 1 = 6

[ooc] stbalizing hellknights 3d20 ⇒ (2, 4, 11) = 17

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