Tark's Council of Thieves: Rebels with a Cause (Inactive)

Game Master Tark the Ork

CURRENT COMBAT/DUNGEON MAP!


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Male Orc Expert 5

The torbles wave their eyestalks an jiggle about wildly on their little legs giving the impression of a plate full of angry jell-o molds. As you make it around the tunnel. Janiven sighs with relief. "That's a handy talent. Can't stand fighting small things. They're harder targets."

Gonna pause here for a moment to get the newguys in.


Male Orc Expert 5

Bejis:
Perhaps, lookiing back at the situation, it really was inevitable that you would get into trouble. You got a job as a bodyguard to a tiefling merchant with little idea as to what they were doing. Turns out they were smugglers and worse that you were the fall guy in a raid. You got tagged the mastermind of the whole ordeal, you got angry, people died, and well now you're on the run from hellknights. Yup, bad day indeed.

Eventually you met up with a beautiful woman named JAniven who offered you food, a place to sleep and at least some intelligent company. In exchange you can help her with a project her adn a friend have been working on. You find later that her group is actually a small group of rebels...kind of. Oddly enough they have no intention of burning government buildings or tar and feathering government officials. Rather they hope to use heroic deeds and good works to inspire people into a peaceful revolt. Change would simply come because the people demanded it, not because it was forced on them. You stuck around since she at least told you the truth and where else did you have to go?

Bloodless:
You were approached some time ago by Janiven, a beautiful chelaxian woman and local to westcrown, to join her group of "rebels". You joined immediately disturbed by the sights around you and fidnign it incredibly difficult to find legitimate work otherwise. Aasimar's are given quite a nasty treatment around here. Particularly by the devils and tieflings that inhabit the city as normal citizens.

Oddly enough Janiven's group is not the violent clandestine group you expected. Oddly enough they have no intention of burning government buildings or of tarring and feathering government officials. Rather they hope to use heroic deeds and good works to inspire people into a peaceful revolt. Change would simply come because the people demanded it, not because it was forced on them. You decided to stick around, partly because they seemed to genuinely need your help.

Bloodless and Bejis:
You have met one another and have spent a couple weeks at the hideout by this point (I'll get full desicription for you and all the players when they get there).

To date Janiven's been competent but you udnerstand that the real leader of the group is Arael a half elf cleric of Iomedae. He went out with a boy named Morisono to visit a contact of his before news got around that he had been captured. Morisono had gone to warn Janiven who was having a meeting with some potential recruits before returning to the hideout. After she doesn't return you suspect that she might ahve been captured as well before one of the members finds out that the hellknights raided the tavern and found they had fled into the sewers. You were told that she and Arael had explored the sewers jsut outside the hideout and that she had marked the way form the tavern all the way to the hideout.

You decide that she might need some help and wait by the sewer entrance debating the best way to go about it. As you descend into the darkness and shut the manhole behind you you enter a small room. Bloodless is the only one that can see atm (unless you bring a torch with you lemme know if you do) yet you cna both hear jsut fine. Jsut beyond a wooden door leading into the sewer proper you hear the douns of shifting chainmail and voices.

1d20 + 8 ⇒ (7) + 8 = 15
1d20 + 5 ⇒ (11) + 5 = 16

"Told you those marks led to somewhere Seyla. Now we just wait to see what pops up!" A gruff voice.

And then a womans voice pipes in sarcastically. "Yes I'm sure this place across the whole hells dmaned city is where the rebels are running. You damned fool we lost them let's just go home and take the shame it smells down here."

Then another voice. "Quiet! Both of you! I Think I hear something..."


Male Human Barbarian 5

I do have a common lamp and oil in my inventory, but would rather not light it as it would give away our position.

Do I have any idea of the room layout? If it is 10ft or 5ft wide, we can try to hold our own. Did I see any potential hiding spots?
Is it obvious this room leads to the hideout?

I silently draw my Greatsword.
Are there any signs of light coming from cracks in the door?

Perception 1d20 + 5 ⇒ (7) + 5 = 12


Male Orc Expert 5

Bejis:
You do see a light from the door. The room you both come out to is about two squares wide with one door occupyin one square out. Essentially if you fight in here only one of you would be able to fight at a time. There is light which leads you to believe they might have a lantern or two of their own. You know that there is a small alcove outside the door that gives space but the tunnels leading into it are 5ft wide and barely give enough room to go single file in.


As for the door, if one opponent is in the doorway, can one of us stand in front, and the other to the side of the door, which would give the "Cover" modifier (+4 to AC) for attacking around the corner? Cover link


Male Orc Expert 5
Nix Tharel wrote:
As for the door, if one opponent is in the doorway, can one of us stand in front, and the other to the side of the door, which would give the "Cover" modifier (+4 to AC) for attacking around the corner? Cover link

You can.


Male Human Barbarian 5

Bejis stands 5 ft away from the door, leaving room for it to swing open. He is posed to attack, wielding his greatsword. He motions to the wall beside the door to Bloodless.

Prepared Actions, for Tark:

Once the door opens, Bejis enters a Rage and will move as close as possible to the door (without going through it, using it as a choke point) to launch an attack.

Attack with greatsword and Power attack 1d20 + 6 ⇒ (1) + 6 = 7 for 2d6 + 10 ⇒ (1, 4) + 10 = 15 damage.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

"Never thought Ah'd meet someone who liked to talk to disgustin' sewer bugs, but Ah guess that was fairly handy. Where'd you learn that trick, LeVash?"

Figured we could roleplay a little while the new guys get introduced.


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Bloodless steps into position as requested by Bejis, sword at the ready, and nods that he is prepared for what might be coming.

His eyes focused, ready for the hunt.

IF he thinks he has time, Bloodless will place down some caltrops just inside the door so the first person coming through has a (potentially) bad day. Their wicked spikes just aching for a foot to land on them


Male Human (Chelaxian) Druid (Urban) - 4

LeVash cocks his head, "Like to? Perhaps not. But Westcrown is alive, both above the streets and below and below, and I understand the rhythm and life of the city. Even here, the Green makes its presence felt."

"...I've met worse than the torbles walking on two legs. They're not much to look at, but they are what they are."


Male Orc Expert 5

Janiven nods. "He's right you know. Nature isn't supposed to be pretty. The devils are invaders, creatures trying to corrupt this city into a twisted reflection of themselves. That's why we need to awaken this city to what it really is and drive them out."

Working on the map now gentleman.


Male Orc Expert 5

Bejis and Bloodless:

Bejis throws open the door with a howl of bloodcurdling fury shocking the hellknight in front of it. The hell knight gives a startled curse as bejis, unaccustomed to the sudden change in lighting conditions clangs his sword against the door frame. The rest turn and draw weapons in surprise.

Bloodless will get to do his turn plus act in the normal combat. Bloodless doesn't really have the room or the time to be doing the caltrops thing sadly this is very tight quarters.

Initiatives:
1d20 + 4 ⇒ (19) + 4 = 23
1d20 + 3 ⇒ (15) + 3 = 18

Them:
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (10) + 1 = 11
1d20 + 1 ⇒ (3) + 1 = 4
1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 1 ⇒ (4) + 1 = 5

You two go first So bloodless needs to mark his actions for the surprise round and round 1. Brejis just for round 1 since he already did his surprise round.

Map


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Bej & GM:

Pretty snookered in there, so will have to pass on the surprise round and delay action until Bejis clears space and moves.


Male Orc Expert 5
Bloodless wrote:
** spoiler omitted **

bloodless:
You can attack around the corner there but you give +4 AC to an already armored dude as been mentioned before. Bejis'e intent was to use the door as a choke point.

M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Bej & GM:

Ahh gotcha, reread that...

Surprise round
Bloodless swings at the enemy, hoping to cut him short.
Attack 1d20 + 4 ⇒ (13) + 4 = 17
Damage 2d6 + 3 ⇒ (4, 1) + 3 = 8

Round 1
If he is still alive, Bloodless swings again
If he is dead, move to F9 and attack E9

Attack 1d20 + 4 ⇒ (17) + 4 = 21
Damage 2d6 + 3 ⇒ (2, 3) + 3 = 8

...holding off on powerattacks - not a good idea against well armoured foes :P


Male Human Barbarian 5

"Let me know if you want to move up"

Round 1: using rage round 2 of 7.
If the guy blocking the door is dead, I move to G9 to cover Bloodless's back, and want to hit the Hellknight that comes closest to me in melee (ready an action to 5 foot step and attack). Otherwise I simply attack and stay put.
Bejis attacks the next Hellknight with his greatsword 1d20 + 7 ⇒ (14) + 7 = 21 for 2d6 + 7 ⇒ (5, 3) + 7 = 15.


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

"We can push up on them if needs be Bej, drive them back into the tunnels and wish they'd never come this way"


Male Orc Expert 5

Bejis and Bloodless:
The hellknight grunts as bloodless's sword pierces his armor before Bejis's blade finishes him with a beheading blow before awaiting the next opponent.

"You bastards! You'll pay for that!" You here a cry from beyond as one of the hellknights steps in to trap you in the room. His own anger causes his blade to fall short of the mark.

The others rush toward the door with swords raised except for the female voice. "You fools! They're trying to draw you in! Get away from there!"

As she cry's out the warning one of the hellknights manages to land a blow on Bejis from around the door his own agner blinding him to the pain of the deep wound. 7 damage sir

Regardless it is now your turn again.

Map

1d20 + 4 ⇒ (11) + 4 = 15

As the rest of you go down the tunnels your steps getting lighter and somewhat uplifted by Janiven's assurance that you should be close now your hearts sink at the sounds of combat ahead. You cannot see anythign yet.


Male Human Barbarian 5

Status:
HP 11/18; Using rage 3 of 7

Bloodless and Tark:

Bejis roars and attacks the Hellknight in front of the door.
Attack: 1d20 + 7 ⇒ (15) + 7 = 22 Damage:2d6 + 7 ⇒ (2, 5) + 7 = 14

Do I know if the woman (the apparent leader) is the southernmost Hellknight?


Male Orc Expert 5
Bejis Krupt wrote:

** spoiler omitted **

** spoiler omitted **

Yup.


Male Human (Chelaxian) Druid (Urban) - 4

LeVash hides Edgar's torch beneath his cloak to minimize the amount of light that shows, thinking that it may be best if they are able to judge what is happening before they are noticed.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

"Sounds like a fight. What's going on, Janiven? Ah thought you said this place was safe."

Calla looks accusingly at their benefactor as she again pulls her sword and prepares in case a threat come on them. Inching forward, she tries to get a glimpse of who may be fighting.


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Bej & GM:

Bloodless maintains the assault, swinging his sword at the unfortunate Hellknight...

Attack 1d20 + 4 ⇒ (13) + 4 = 17
Damage 2d6 + 3 ⇒ (1, 2) + 3 = 6

Dicebot not so warm tome yet!


Male Human Rogue 1 (burgler)

At the sound of combatm Rokan drops into a crouch, both short swords at the ready. Quietly he begins mvoing forward, hoping the combatants are too interested in their fight to notice two new blades.

stealth check 1d20 + 7 ⇒ (11) + 7 = 18 , rokan creep forward, sticking to the shadows.


Male Orc Expert 5

Bloodless and Bej:
The second hellknight is felled in a single mighty blow from Bejis.

"Back off damn it!" You hear the woman cry.

The remaining hellknights, seeing wisdom in her words back away and start loading crossbows. HK5 will withdraw instead of working crossbows.

Map.

If calla and levash would be so kind as give me a stealth check as well.

"If you'd rather go have a chat with the shadow demon be my guest I'm sure the Torbles won't mind." Janiven remarks. She lsitens for a moment as she draws an arrow and creeps up with Rokan to see what's ahead before she smiles. "That blood curdling howl of fury must be Bejis. That would mean Bloodless is with him. I feel sorry for the other bastards"

Creeping forward you see a pair of lanterns brightingly lighting a tunnel ahead. Ahead of you is a hell knight fumbling to get a crossbow loaded as ahead of him a pair of hellknights already lay dead in front of a door the long bloodied blade of a greatsword half way poking out of it.


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Ready for R3 actions?


Male Orc Expert 5
Bloodless wrote:
Ready for R3 actions?

Go for it.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Stealth, including armor penalty: 1d20 + 2 ⇒ (18) + 2 = 20

Calla will creep forward, not worried about the dim light thanks to the enhanced vision she has from her elven mother. Seeing the Hellknight, she concentrates for a moment, again imbuing her blade with arcane energy, and prepares to attack before her foe realizes she's here.

Second point from her arcane pool gives her sword +1.

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 3 ⇒ (8) + 3 = 11


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Bloodless runs past his comrade to put the withdrawing opponents on the back foot, he can see well down here so is exploiting his advantage...and now he's not in such a tight quarter attacking around corners he is coming in very aggressively, relying on beligerence to win.

Heading into the tunnel he can see the closest Hellknight to the North Move to K9 to attack HK5 = 30' total is close enough to reach out and touch...

Attack 1d20 + 3 ⇒ (16) + 3 = 19 (PA)
Damage 2d6 + 6 ⇒ (1, 3) + 6 = 10


Male Human Barbarian 5

Bejis steps out of the door and looks for the woman yelling commands. Seeing her to the south, he closes the distance, yelling a warcry, "Gorum, guide my hands!"

He puts all his strength behind the blow to the Hellknight.
Greatsword with PA: 1d20 + 6 ⇒ (5) + 6 = 11 for 2d6 + 10 ⇒ (2, 3) + 10 = 15

status:
HP 11/18; Using rage 4 of 7


Male Human (Chelaxian) Druid (Urban) - 4

Stealth you say? Hrm.... 1d20 - 1 ⇒ (15) - 1 = 14...better than expected.

It looks like they have things well in hand.

LeVash continues to creep forward, his scimitar drawn, but moving slowly so as to not spoil Rokan's attack.


Male Orc Expert 5

Bejis's appeal to the god of war goes unnoticed as his blade falls short of its mark. Bloodless in the meanwhile drops his foe in a single blow. Therest of the group sneaks up to the remaining hellknight.

Characters who are not bloodless and Bejis can act in this next round if they choose. Whatever's left is flatfooted to you this round. Calla can keep her rolls or make new ones (pssst take the new ones!). MAde some minor adjustments to thigns so we an get people on the map.

map


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Having crept up behind the distracted knight, Calla shows no mercy as she strikes from behind, before her foe is even aware she's there.

Hurrah for new rolls that hopefully won't suck!

Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Well, at least the attack rolls didn't suck; initiative's exactly the same. That better hit or I'm in trouble.


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Bloodless looks down the hall, hoping his crazed companion is ok.


Male Human (Chelaxian) Druid (Urban) - 4

The element of surprise having done its part, LeVash will let his cloak drop from obscuring the torch, providing better light, but otherwise does not act (little to do until we are in more open space, and really it doesn't look like he needs to intervene in any way).


Male Human Rogue 1 (burgler)

initiative 1d20 + 3 ⇒ (18) + 3 = 21
acrobatics to move through the hellknights square and flank him. 1d20 + 7 ⇒ (8) + 7 = 15
short sword attack 1d20 + 5 ⇒ (17) + 5 = 22
damage 1d6 ⇒ 6 sneak attack 1d6 ⇒ 5

Hoping the hellknight hasn't spotted him yet, Rokan hurls himself past the remaining Hellknight, then spins slashing his short sword at the knights back.


Male Orc Expert 5

Rokan slices the Hellknights throat as Calla's weapon digs into his back and makes him cry out exposing himself to Rokan's strike. The armiger doesn't even see his opponents as he falls to the ground gurgling his last breaths.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

"Nicely done, maybe we make a good team after all,"[b] Calla says. [b]"Now let's see who else is down here."

Keeping her blade raised, she advances down the hall.


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

A grin crosses Bloodless' blood-spattered face as he recognises Janiven.

"Janiven, I was hoping to find you down here. Unfortunate for these souls that we found them first, although I don't suppose they would have run away if we asked them nicely"

Bloodless cleans the gore off his blackened Greatsword with a rag as he wanders over to check on Bejis.

"Well fought friend, seems that Gorum blessed us, just not the way you were hoping. I certainly don't think he was very kind to them" - he points to the dead Hellknights.

"So who do we have here accompanying Janiven? This is Bejis, and I am Bloodless, and it is a pleasure to meet you"
An angelic smile crosses his face, his warm eyes almost laughing; all of this a complete contrast to the black warpaint designs and gore upon his porcelain white skin.


Male Orc Expert 5

Bejis is still fighting his Hellknight...


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Bloodless has his smile well cut short when he realises his folly, that figure near Bejis is a Hellknight, not an ally!

With that he starts running to close in and aid his companion.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

LOL. Nice recovery, Bloodless.

Seeing that there is one Hellknight remaining fighting, Calla will wait and watch. The gore and bodies in the sewers show these two are capable, and she would rather take the time to study their fighting style and see what she can learn of these two. She keeps her blade up, though, and looks for any further opponents who may be lurking.

Perception: 1d20 + 6 ⇒ (20) + 6 = 26


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)
Calumny "Calla" Tas'vere wrote:
LOL. Nice recovery, Bloodless.

Yep missed that last icon - but he's gonna get it now!


Male Human Barbarian 5
TarkXT wrote:
Bejis is still fighting his Hellknight...

Isn't it the Hellknight's turn?


Male Orc Expert 5
Bejis Krupt wrote:
TarkXT wrote:
Bejis is still fighting his Hellknight...
Isn't it the Hellknight's turn?

HE went and missed its still the groups turn. Your the last one to go.


Male Human Barbarian 5

Hearing his allies rallying behind him, Bejis tries to trip the Hellknight.

Trip: 1d20 + 6 ⇒ (15) + 6 = 21 Provokes AoO

status:
HP 11/18; Using rage 5 of 7


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

***puff puff puff***!


Male Orc Expert 5

The hellknight looks surprised as Bejis just knocks him over. He flails about uselessly at him in retirbution and even more while still on the ground the prone hellknight now laying before Bejis's wrath.

Groups turn again


TarkXT wrote:

The hellknight looks surprised as Bejis just knocks him over. He flails about uselessly at him in retirbution and even more while still on the ground the prone hellknight now laying before Bejis's wrath.

I thought I was attacking the woman leading the Hellknight group. Did she die already?


M Elf HP:33/33, AC:19/T:15/FF:14 - Percep: +10(LL Vis) F:+4/R:+9/W:+3 CMD: 20, Spd: 30ft, Init: +6 Rogue 4 (Pregen)

Delaying action until after Bej and the HK resolve, sorta tight down here :p

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