DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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Grand Lodge

Cadwyn Tallis wrote:

"Ah, you bastard!" hisses Cadwyn. Ignoring the pain, he lashes out with both his weapons.

Attack roll - 1d20+3
Damage roll - 1d6+3

Attack roll - 1d20+2
Damage roll - 1d6+1

The rapier strike finds its mark deep into the Hellknight's left shoulder. The swing of the shortsword was not as accurate as Cadwyn pulled back his sword shy of the mark from the pain across his abdomen.

The Hellknight hisses, "I hope the Dark Prince has a particularly nasty fate picked out for you!" and swings his longsword at Cadwyn, landing his strike in nearly the same location the first swing hit.

Cadwyn take 4 damage. I'm showing that has you at 1 hp correct?

Grand Lodge

Ok, Kev and Valeron's readied actions did not get triggered, so that brings us to the top of round 4. Morghrim, I saw that you posted a round 4 action, but given the circumstances, feel free to change it

Initiative order remains:
Morghrim = 22
Cadwyn = 19
Addie = 18
Valeron = 17
Hellknights (Including Sgt.) = 16
Kev = 14
Wart = 13


Male Human Cleric 5 / Inheritor's Crusader 1

Questions:

Are these regular, human Hellknights?

Asking since the Negative Energy didn't hurt them, so that would imply Positive Energy could?

Or were they hurt by the Negative Energy? Which ones would be the most hurt in that case?

What weapons/armor are they using versus the sergeant?

Grand Lodge

Valeron Legis wrote:
** spoiler omitted **

Answers:
Use of the selective channeling feat allowed him to keep his brethern out of harms way. Yes, they are mortal (read as not undead) Hellknights.

Male Human Cleric 5 / Inheritor's Crusader 1

"Guys", Valeron calls out, "we need to take out that sergeant fast, or get out of here!"

OOC:

Damn, I was really hoping you wouldn't say that.

Guys - with a 16 Cha, this sergeant has up to 5d6 more damage to do to us! I'll need to see folks saves and actions before I can comment on what Val does next.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Will save: 1d20 - 2 ⇒ (2) - 2 = 0

"Aaargh!! I say we get out of here." He picks up his crossbow from the ground at his feet and moves towards the southwest passage to help Cadwyn.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Round 4 Action (with the new information I now have)

Will Save- 1d20 + 6 ⇒ (9) + 6 = 15

Morghrim (hopefully) shrugs off most of the negative energy, and instead of moving to the edge etc. moves into the sewage with a grimace, ending his move action at O3, threatening one Hellknight and their leader with his Glaive. He makes a mighty swing with his glaive from the sewage, hoping to cleave the sergeant in two.

Fort Save- 1d20 + 5 ⇒ (5) + 5 = 10 +2 if its Dwarf resistant stuff
1d20 + 4 ⇒ (20) + 4 = 24
1d10 + 4 ⇒ (6) + 4 = 10

Crit threat :D
1d20 + 4 ⇒ (15) + 4 = 19
2d10 + 8 ⇒ (6, 6) + 8 = 20

If 19 hits thats 30 damage :D:D:D.
Shame about the fort save tho. Hopefully being Dwarfy protects me from the gribbly stuff.

Note/Edit; I am threatening the guy in Q4, so if he foolishly makes a crossbow shot (or an AOO is provoked by any other means)-

1d20 + 4 ⇒ (18) + 4 = 22
1d10 + 4 ⇒ (2) + 4 = 6

Just a thought, if the sewage is too deep for Morghrim to fight from, i'm also quite happy for that attack roll to have represented a mighty leap into the air with a scything blow, just before he plummets into the sewage. Whatever works :)

Grand Lodge

Morghrim Maestros wrote:

If 19 hits thats 30 damage :D:D:D.

Shame about the fort save tho. Hopefully being Dwarfy protects me from the gribbly stuff.

Ok...Morghrim's pissed off...got it.

Jumping into the muck in order to reach the Hellknight, Morghrim brings his glaive around in an upward thrust very nearly splitting the lead Hellknight in half.

That was impressive...you took my BBEG for the encounter and took him from full to -14 in one shot.

I need round 4 action from Cadwyn, Addie, and Valeron before I can continue. Wart feel free to post yours as well.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:
Morghrim Maestros wrote:

If 19 hits thats 30 damage :D:D:D.

Shame about the fort save tho. Hopefully being Dwarfy protects me from the gribbly stuff.

Ok...Morghrim's pissed off...got it.

Jumping into the muck in order to reach the Hellknight, Morghrim brings his glaive around in an upward thrust very nearly splitting the lead Hellknight in half.

That was impressive...you took my BBEG for the encounter and took him from full to -14 in one shot.

I need round 4 action from Cadwyn, Addie, and Valeron before I can continue. Wart feel free to post yours as well.

So far i've just concluded that Morghrim is secretly Shelyn's favourite Inquisitor, and just loves feeding him natural 20's lol. Huzzah :D. Am off for the night, totally worth risking girlfriend's wrath to make that last attack :)


Will Save: 1d20 + 4 ⇒ (13) + 4 = 17

Round Four:
Addie glares at the Hellknight standing next to Morghrim (P3). The air along the witch's sightline seems to shiver and strike the Hellknight in the face. A sense of forboding doubt creeps into the armored warrior's mind, momentarily filling him with a sense of dread.

Addie uses her Evil Eye hex on the Hellknight threatening Morghrim in square P3. The hex causes the target to take a -2 penalty to attack rolls for 7 rounds unless he makes a DC 14 Will save; a successful save reduces the hex duration to 1 round.


Male Human Fighter 1

Cadwyn is at 1 hp...gulp!

Nearly blacking out from the pain, Cadwyn grimaces and regains his composure. With strength born of desperation, he lashes out wordlessly at his Hellknight opponent.

Attack roll - 1d20 + 3 ⇒ (20) + 3 = 23
Confirmation roll - 1d20 + 3 ⇒ (9) + 3 = 12
Damage roll - 1d6 + 3 ⇒ (3) + 3 = 6
Crit damage roll - 1d6 + 3 ⇒ (3) + 3 = 6

Attack roll - 1d20 + 2 ⇒ (9) + 2 = 11
Damage roll - 1d6 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Cadwyn Tallis wrote:

Nearly blacking out from the pain, Cadwyn grimaces and regains his composure. With strength born of desperation, he lashes out wordlessly at his Hellknight opponent.

Nice time for a 20 :)

With a determined strike, Cadwyn drives his rapier through the Hellknight's throat, ending the threat.

Addie, your action has been noted.

Addie gives a hellknight such a look that the poor bastard is driven to distraction. he failed his save.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Not sure if Kev can change his action, now that the commander is down. If he can, he'll drop to the floor grab his crossbow and load it. If his movement has happened already, he'll stop at the entrance to passage SW and load and fire from his position of cover. 1d20 + 1 ⇒ (8) + 1 = 9


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron's jaw is slightly agape as he watches the dwarf's heroic leap into the sludge and his fatal blow delivered to the sergeant.

"Wow, that's faster than I expected!" he exclaims.

Seeing the shock on the remaining Hellknights faces, the Iomedan, inspired by Morghrim's deeds, boldly steps forward through the sewer current, swinging at one of the remaining adversaries.

Rolls and Actions:

Attack: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Move action to Q3. I don't think any of the Hellknights can AOO now they all are holding crossbows. Attack vs Hellknight in R3.

Fort Save: 1d20 + 2 ⇒ (13) + 2 = 15

If they flee, or move, assuming I get an AOO on the Hellknights action, I'll try my best to use it for the one in R3. Here's that roll:

Attack: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

I should still be AC19 for 3 more rounds from Shield of Faith.

As a free action at the end of my round, I'll give them a chance to surrender.

"Last chance boys, I know they aren't paying you enough to die today. Put your weapons down." Valeron delivers this request almost pleadingly, as if to convince them they are about to waste their lives.

Pleading for Surrender:

Diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17

Grand Lodge

Kevorin wrote:
Not sure if Kev can change his action, now that the commander is down. If he can, he'll drop to the floor grab his crossbow and load it. If his movement has happened already, he'll stop at the entrance to passage SW and load and fire from his position of cover. 1d20+1

You can certainly change your action. Especially hearing the sounds of combat stop from the SW passage. Of course, Kev doesn't know who won that battle.

Grand Lodge

Valeron bravely crosses the muck and marches into the middle of his adversaries, striking one in the leg with a swing of his sword.

Not caring all that much for such a thing, the knight takes the smallest step back 5ft to S3 and fires a crossbow bolt at Valeron, narrowly missing the cleric.

Another knight steps away to Q5 and attempts to shoot the dwarf, Morghrim anticipated the Hellknight's move an lands a strike of his glaive on the Hellknight. In retaliation, the Hellknight fires the crossbow, sinking a bolt deep into the dwarf's shoulder Morghrim takes 8 damage...ouch, I believe that put's Morghrim at 1 hp.

The final Hellknight, directly in front of the dwarf, drops his crossbow and lashes out with his sword, trimming a few whiskers off of the dwarf, but not taking any flesh.

Kev fires his crossbow at a Hellknight, the bolt sails wide missing its intended target.

Need an action from Wart, then we can move on to Round 5.


Round Five:
Addie glares at the Hellknight that shot Morghrim (Q5). The air along the witch's sightline seems to shiver and strike the Hellknight in the face. A sense of forboding doubt creeps into the armored warrior's mind, momentarily filling him with a sense of dread.

Addie uses her Evil Eye hex on the Hellknight in square Q5. The hex causes the target to take a -2 penalty to attack rolls for 7 rounds unless he makes a DC 14 Will save; a successful save reduces the hex duration to 1 round.


Male Halfling Alchemist : 4

Wart furiously loads the crossbow, attempting to get ready to shoot the thing, while taking a few steps backwards towards the NW exit.

Dice & OOC:
  • Full Round Action:Load Crossbow
  • I am assuming that since this is a medium sized light crossbow, I treat it mechanically as a small sized heavy crossbow? If so, I am loading the whole round, if not, I aim to fire a shot at the Crossbow wielder in Q5.
  • 5ft Step to {L10}


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Round 5

Just for reference, my AC is 19 at present as I have my buckler strapped on, and i'm taking the attack penalty for it.

The Dwarf does his best to ignore the pain of the crossbow bolt, and slowly but purposefully grabs the bolt, and wrenches it out of his chest, grinning at the Hellknight he struck.

Now you've REALLY started to PISS MORGHRIM OFF! he roars, as he swings his Glaive at the Hellknight in Q5.

1d20 + 4 ⇒ (18) + 4 = 22
1d10 + 4 ⇒ (3) + 4 = 7

You have ONE chance to flee, fools; before I cut ye bastards in half and piss on yer corpses!

13 damage total on this Hellknight in Q5. It would be a small sized heavy cbow for you, Wart. Standard action to reload.

My potential AOO for the round-

1d20 + 4 ⇒ (15) + 4 = 19
1d10 + 4 ⇒ (2) + 4 = 6

Yup, 1HP remaining. Good old favoured class hp ;)

Grand Lodge

Ok, this post will have a couple of retcons in it.

Wart fires the crossbow at one of the remaining Hellknights, narrowly missing as the bolt bounces off of the chamber wall. Wart is in L10.

Morghrim, obviously offended by the Hellknight that dared shoot him, attacks with a mighty thrust of his glaive, impaling the Hellknight. Blood pours out of the dying Hellknight's mouth as his lifeless form slumps over.

Since Addie's declared target is not alive anymore, she will will move to M3 and use her hex on the Hellknight in S3.

Addie glares at the Hellknight that shot at Valeron. The air along the witch's sightline seems to shiver and strike the Hellknight in the face. A sense of forboding doubt creeps into the armored warrior's mind, momentarily filling him with a sense of dread.

The Hellknight failed his save and is now hexed.

Cadwyn and Valeron, you guys are up before I take the Hellknights actions.


Male Human Fighter 1

Cadwyn takes out the potion of cure light wounds given to him by Janiven as he staggers back towards the group. After quaffing the liquid, his stumble turns into a determined trot as he tries to reach the rest of the party before they leave without him.

Potion of cure light wounds - 1d8 + 1 ⇒ (4) + 1 = 5

If possible, Cadwyn will draw the potion while taking a normal 30 foot move back to the rest of the group. If he can't move and pull the potion, he will simply take it out and drink it before attempting to make it back to the party next round.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron shakes his head sadly, amazed that the Hellknights continued to press the attack without their sergeant.

Seeing the Hellknight has the best chance of escape, and seeing that he holds only a single unloaded crossbow in his hands, the Iomedan steps forward, swinging his shield low in an attempt to trip his adversary.

Actions and Rolls:

5ft step forward.

Trip Attack vs his CMD: 1d20 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Quickie post to keep things moving...

Cadwyn chugs down a potion, and moves back toward the group. ending in C14

Valeron's attempt to trip the Hellknight was unsucessful.

The Hellknight engaged with Valeron drops his crossbow, pulls his longsword, and swings at Valeron. The Hellknight's blow bounces harmlessly off of Valeron's shield.

The Hellknight other drops his crossbow, pulls his sword and swings, wildly missing Morghrim.

Kev and Wart are up, then begin Round 6


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Reload and fire: 1d20 + 1 - 4 ⇒ (2) + 1 - 4 = -1; damage 1d8 ⇒ 7


Since it's not on this page...

UPDATED MAP


Male Halfling Alchemist : 4

Wart's Actions, Round 5

Wart reloads with as much speed as he can muster, and takes aim at the Hellknight next to Morghrim {P3} and fires.

Move action: Reload; Standard Action: Fire at Hellknight at P3 [range: 35ft.], Attak Roll: 1d20 + 1 ⇒ (12) + 1 = 13 [-2 Size Penalty]; Damage: 1d8 ⇒ 8 Is this the correct damage? If not, please roll. Free Action: 5ft step to (M9) with Acrobatics check not to fall:1d20 + 4 ⇒ (2) + 4 = 6

Also, I realized that Wart is barefoot through all of this. Do you need a Fort Save for the sewage?


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim squints at his stubborn enemy, steps back further into the sewage, and begins to taunt him.

Heh, someone wasn't exactly top of fencing school eh? You've yet to score a hit on me, ya useless knight; yer a disgrace to the soldiers of Westcrown! If ye want me, come get me- dance in the sewage with Morghrim, ye fecking piker...

As Morghrim finishes his tirade, his Glaive sweeps out in a horizontal arc, aiming for a gap in the man's armour near the collarbone.

Actions-

5 foot step to N3
Move Action to taunt the Hellknight, while shifting his buckler away so he can strike unobstructed.
Standard action to strike with Glaive

1d20 + 5 ⇒ (20) + 5 = 25
1d10 + 4 ⇒ (4) + 4 = 8

Zomg another 20?!?! Kevorin I think I perma-drained you of dice Karma and am using it to fuel Morghrim... Either that or the dice roller approves of in-character taunts and a foul-mouthed Dwarf.

Roll to confirm- 1d20 + 5 ⇒ (10) + 5 = 15
Damage if confirmed- 2d10 + 8 ⇒ (8, 1) + 8 = 17

Probably not. Ah well :)

Am fairly sure the Knight will have to spend a move action to join me in the sewage, not sure if your ruling you can 5 foot step into the sewage, as I thought it was difficult terrain? If he does follow me in with a move action, or provokes an AOO in any way;

1d20 + 5 ⇒ (13) + 5 = 18
1d10 + 4 ⇒ (8) + 4 = 12

Regardless, he won't be able to pick up the cbow, load it and fire in the same round :)

Grand Lodge

Morghrim, you are correct, the sewage is difficult terrain, and therefore you can not take the standard 5ft step, you can move but it will provoke an AoO.

Wart fires his borrowed crossbow at a Hellknight, but the bolt sails wide as Wart is still having difficulty adjusting to the size of the weapon.

As Morghrim steps back to line up an attack with his glaive, the Hellknight swings wildly at the dwarf, an attack easily dodged by Morghrim. The inquisitor then returns the favor of the attack with much more successful results, separating the Hellknight's helmed head from his body.

Ok...I get it...Morghrim REALLY doesn't like Hellknights.

Cadwyn, Addie, and Valeron are up.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Heh... 3 to me ;)


Morghrim Maestros wrote:
Zomg another 20?!?! Kevorin I think I perma-drained you of dice Karma and am using it to fuel Morghrim... Either that or the dice roller approves of in-character taunts and a foul-mouthed Dwarf.

Who DOESN'T approve of in-character taunts and a foul-mouthed Dwarf?


Round Six:
Addie draws her sling and a bullet from a pocket. Silently asking The Gentleman to grant his favor, she looses the projectile toward the Hellknight battling Valeron.

Attack: 1d20 + 1 - 4 - 4 ⇒ (14) + 1 - 4 - 4 = 7 (-4 firing into melee, -4 for cover)
Damage: 1d4 - 1 ⇒ (2) - 1 = 1

EDIT: Yeah, like THAT was going to work!


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron, Round 6

Valeron swings away with his longsword, hoping to finally end matters.

Attack: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

With a solid hit, he adds ".. told ya, you should have surrendered."


Male Human Fighter 1

His wounds still not completely closed, Cadwyn hurries back to the group, trying to get in position to attack someone as soon as possible to end this confrontation. We have to get moving, he thinks, or we won't leave these sewers alive!

Acrobatics check - 1d20 + 2 ⇒ (12) + 2 = 14

Double move back to the group. If possible, Cadwyn will set up a flanking position. If not, he will just enter melee with a Hellknight if the opportunity presents itself. Barring either of those, he will move as close as he can.

Grand Lodge

Valeron Legis wrote:
With a solid hit, he adds ".. told ya, you should have surrendered."

Gasping to catch his breath after Valeron's strike went deep into his chest, the final Hellknight swings a desparate swing at the cleric who wounded him, but the strike feeblely bounces off of Valeron's armor.

This one's just about over folks, he's not looking too good...Kev and Wart are up.


Male Human Cleric 5 / Inheritor's Crusader 1
DM Talomyr wrote:
..but the strike feeblely bounces off of Valenar's armor.

Who's this Valenar? Doppelganger! I attack him!!

Grand Lodge

Valeron Legis wrote:
DM Talomyr wrote:
..but the strike feeblely bounces off of Valenar's armor.
Who's this Valenar? Doppelganger! I attack him!!

Fixed...Sorry bout that...Valenar was a character's name from a game that I was involved in a while back...


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev will reload and fire again. 1d20 + 1 ⇒ (6) + 1 = 7


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

If Wart doesn't drop him.

Morghrim moves up behind Valeron, and makes a swing for the last Hellknight.

1d20 + 5 ⇒ (4) + 5 = 9
1d10 + 4 ⇒ (4) + 4 = 8

However, Morghrim can't find an easy path for his Glaive to strike without obstructing Valeron.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron, seeing the knight faltering, but not seeing a way to tactically make the situation any better, without giving the man a decent chance to get away, swings his longsword again.

Rolls and Actions:

I'll be away until tomorrow morning, so here's my Round 7 rolls so as to not hold us up.

Attack: 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d8 + 2 ⇒ (6) + 2 = 8

Looks like I missed, so hopefully the DWARF OF DOOM can finish him off!

Grand Lodge

For the Sake of moving along, I will take Wart's action for him. Wart - no, you don't have to give me a save for just walking around, if you had gone into the deeper sewage yes, but as of yet, you have not. Also the Acrobatics checks were only needed if you chose to move more than half speed.

Wart reloads and fires the crossbow at the lone remaining Hellknight.

Attack:1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15 (modified for firing into meele)
Damage:1d8 ⇒ 8

The bolt flies through the air, buzzing right past Valeron's ear and right into the forehead of the last Hellknight. The Hellknight then slumps to the ground as his blood oozes out along the floor.

That's it for that battle, Everyone gain 300 well earned XP.

Obvious items on the Hellknights are, 8 longswords, 8 light crossbows, 7 sets of scale mail, 8 heavy steel shields, and 1 set of brestplate armor. Appraise, Craft(Weaponsmith)-for the weapons, and Craft(Armorer)-for the shields and armor checks are appropriate to determine value of the items. NOTE: the DC will be different for using Appraise instead of the appropriat Craft skill.

Ok where to/what to do next?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Appraise checks: Let's see if he can be useless here too!

Longswords 1d20 + 5 ⇒ (13) + 5 = 18
Light Crossbows 1d20 + 5 ⇒ (20) + 5 = 25
Scale Mail 1d20 + 5 ⇒ (12) + 5 = 17
Shields 1d20 + 5 ⇒ (15) + 5 = 20
Breastplate 1d20 + 5 ⇒ (9) + 5 = 14

Just peachy. There go my next five attack rolls...

Grand Lodge

Kevorin wrote:

Appraise checks: Let's see if he can be useless here too!

Longswords 1d20+5
Light Crossbows 1d20+5
Scale Mail 1d20+5
Shields 1d20+5
Breastplate 1d20+5

Just peachy. There go my next five attack rolls...

I'm not going to say all of those rolls were sucesses (i.e. other people can roll too)

Kevorin after looking through the gathered weapons and armor had determined all of the item are of standard quality except for the sergeant's sword which he has determined is of masterwork quality.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim has eyes only for the breastplate armour, muttering that someone else can have the sword.

Appraise on breastplate- 1d20 + 2 ⇒ (17) + 2 = 19

Regardless of the result, Morghrim takes the time to don the breastplate armour, removing his scale mail.

I'd like to take the time to patch my wounds, but I fear that the time it will take will allow other Hellknights to find us. Can any of ye provide me with some assistance? I daresay I've earnt it... says the Dwarf, blood all over him; much of it his but even more his enemies.

Grand Lodge

Morghrim Maestros wrote:
Regardless of the result, Morghrim takes the time to don the breastplate armour, removing his scale mail.

The breastplate is masterwork as well.

After searching the Hellknight's bodies, the party also finds two potions and a total of 34gp, 45sp, and 85cp.


Male Halfling Alchemist : 4

1. Thank you for doing that for me. My coworkers have been bogarting the computer at work, and I have had little to no time to post there recently. Hopefully their behavior will end here soon, and they will allow me access once again.

2. Notice how I can't make Wart hit something, but the DM can...inverse halfling rule of effectiveness or something...I swear!

Wart looks around, keeping a watch for anything coming out of the passageways, whilst picking his way over to some of the fallen Hellknights.

Acrobatics Check: 1d20 + 4 ⇒ (1) + 4 = 5

Wart pays particular interest to the crossbows held by the Hellknights and the other equipment.

I am assuming that all the crossbows are appropriately sized for these medium sized Humans? May I take the other sunrod that I didn't attack?

Seeing the potions bandied about, Wart clears his throat,"Perhaps I may be of some assistance here? May I attempt to identify them for you?"

Craft (Alchemy) Checks to identify the potions:
  • Potion 1: 1d20 + 8 ⇒ (12) + 8 = 20
  • Potion 2:1d20 + 8 ⇒ (16) + 8 = 24
  • Potion 3:1d20 + 8 ⇒ (17) + 8 = 25
  • Please remember, this is a class ability that allows me to identify them as if using Detect Magic, but using a Craft(Alchemy) Roll. It takes 1 standard action per identification.

I will not look at the checks, even though it KILLS me!

Seeing to it that he tried his best checking the potions, Wart looks to whomever starts to search for the Eye symbol again, noting that the party came in through the southeast passage. Aid Another Perception Check: 1d20 + 2 ⇒ (4) + 2 = 6.


Male Human Cleric 5 / Inheritor's Crusader 1

Once the party is grouped up, Valeron calls everyone over, and channels the healing energies of Iomedae. They wash over the others, reinvigorating everyone and mending their wounds.

Rolls and Stuff:

Masterwork Longsword... yoink!

Channel Energy - twice for good measure
First Channel: 1d6 ⇒ 6
Second Channel: 1d6 ⇒ 3

Everyone heals the above amount.


Male Human Cleric 5 / Inheritor's Crusader 1

"Well I didn't expect to be squaring off with eight Hellknights when I woke up this morning," Valeron offers, as he checks the others for any long-term injuries.

"I guess on the bright side, we didn't leave any to run off and reveal who we are..."

He kicks about the helm of one of the Hellknights. "Anyone know which Order this is that we seem to have pissed off by meeting with Janiven?"

One More Roll:

I'll also use Detect Magic on everything in the room, just to be extra sure we don't miss anything.

One roll I forgot before I head to bed.

Perception for Mark of Aroden. 1d20 + 2 ⇒ (15) + 2 = 17


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Perception: 1d20 + 2 ⇒ (20) + 2 = 22 Sigh...everything but attack rolls...


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Thank ye laddie, my wounds are almost fully healed. Heh, i've not enjoyed a fight that much since crossing the border... Did you see what I did to their leader? Cut the big bastard in half, hehe...

Two checks- the first is Knowledge (Religion) about the Order they might belong to, the second is Perception to spot the Eye of Aroden.

1d20 + 5 ⇒ (4) + 5 = 9 +3 extra to this roll if Monster Lore applies
1d20 + 8 ⇒ (6) + 8 = 14


Male Human Fighter 1

Cadwyn is mostly oddly silent during the exchange. When opportune, he politely suggests they move on.

Sense motive DC 10 -

Spoiler:
Cadwyn is clearly disturbed by the events that transpired.

I'm sorry, guys. I have a family emergency that's come up, so I'll probably still be out of commission until this evening. I'll post up later this afternoon when I can. Thanks for understanding! Feel free to take actions for Cadwyn if necessary until I get back.

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