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

Kev attacks again, enjoying his flank.
Attack: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25
Damage: 1d12 + 2 + 2d6 ⇒ (7) + 2 + (6, 4) = 19

Grand Lodge

Happy 3000th post!

Kevorin drives the blade of his axe deep into the back of mummy tearing away yet another part of the creature's body, yet it remains.

Valeron and Addie are up.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron will defer to Addie as he spots her blinking and starting to move again. I'd like to 5ft step to her square this round, then withdraw next round to see if I can get the mummy to provoke AoOs from Morg and Kev the following round.


Round Four:

Addie falls back a step from the mummy and focuses on the undead monstrosity, calling upon the power of The Gentleman to curse the creature's fortune as she begins to cackle madly.

5 ft step back to AL-7. Standard action to use Misfortune Hex on the mummy: for 1 round, any time the creature makes an ability check, attack roll, saving throw, or skill check it must roll twice and take the worse result; Will save DC 16 negates this effect. Move action to use Cackle Hex to extend the Misfortune Hex for an additional round.

Addie's AC w/Mage Armor: 18
Addie's HP: 34/34

Grand Lodge

DM Roll:

Will Save:1d20 + 8 ⇒ (8) + 8 = 16

Despite Addie's efforts, the mummy seems to ignore the effect of her hex.

Valeron, I assume you are wanting to go before the mummy, have at it.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron takes a step to where Addie once stood and holds his symbol to Iomedae up clearly so the creature can see the power of his goddess.

"You understand don't you? I will not rest until you have been cleansed in holy fire..."

Channel: 3d6 ⇒ (1, 1, 3) = 5

DC17 Will for half.

Valeron braces for another slam from the creature and prepares to back away from the room.

If he survives the slam, next round he'll withdraw and hopefully get pursued.

Grand Lodge

DM Rolls:

Will Save:1d20 + 8 ⇒ (2) + 8 = 10
Slam:1d20 + 14 ⇒ (16) + 14 = 30
Damage:1d8 + 10 ⇒ (6) + 10 = 16
S-St:1d20 + 16 + 40 ⇒ (11) + 16 + 40 = 67

Valeron channels the power of Iomedae once again, harming the mummy, but not enough to destroy the creature.

Continuing to see the priest as the biggest threat to its existence, the mummy rocks Valeron back on his heels with another clubbing blow.

Val take 16 damage. Morghrim, Kevorin, Addie, and Valeron are up.

Initiative Order - Round 5
Morghrim - 17
? - 13+
Kevorin - 13
Addie - 5
Valeron - 4+
Mummy - 4

Round 5 Map


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

Stepping to flank with Kevorin, Morghrim makes several powerful swings until he finally lands one, stepping in to bash the mummy's head with his mace and using his inquisitorial training to make full use of the tactical advantage.

1d20 + 8 ⇒ (19) + 8 = 27
1d8 + 8 + 1d6 ⇒ (4) + 8 + (3) = 15 (Precise Strike)

Grand Lodge

Morghrim's crushing blow briefly staggers the undead creature, but yet the mummy still stands.

Kevorin, Addie, and Valeron are up.


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

Flanking attack: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Damage: 1d12 + 1 + 2d6 ⇒ (10) + 1 + (3, 4) = 18

Yeah!!!


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

Kev, you considered taking Precise Strike too? Morghrim has it by virtue of his teamwork feats and it would essentially be an extra d6 of sneak attack damage for you.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron makes a tactical withdrawal away from the mummy, back through the passageway, trusting Kev and Morghrim to punish the mummy in what he assumes will be it's pursuit after him.

Somewhere north off the map above AK,11

Status: 10/37HP

Grand Lodge

Hold that thought Val, you might want to change that action based on the results of Kev's action.

Kevorin brings back his greataxe and with a massive swing cleaves the undead monstrosity in two.

Please remain in rounds. Addie is up, followed by Valeron's revised action (should he choose to do so).


Round Five:

Addie reaches into her magical haversack to retrieve her less-than-reliable wand of magical missiles. She pauses as she see Kevorin dispatch the mummy, and instead withdraws her nearly depleted healing wand.

"Valeron? Kevorin? You both look pretty beaten up. Do you need some healing?" she offers.


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

"More like a vacation," Kev grumbles, resting against his axe, chest heaving.


Male Human Cleric 5 / Inheritor's Crusader 1

Ah, if it's dead then no withdraw action.

"That was closer than I'd have liked," Valeron winces as he nods at Addie's offer for additional healing.


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

"I was a goner for sure, till you distracted the thing, Valeron. Thanks. I owe you for that one. We need to stop for a bit though."


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 grunts in agreement, a little ashamed he succumbed to the fear and wanting to quickly move away from the subject of the battle.

Grand Lodge

Each of you give me one round of actions and a perception check, please.

Initiative Order - Round 6
Morghrim - 17
? - 13+
Kevorin - 13
Addie - 5
Valeron - 4+


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

1d20 + 12 ⇒ (16) + 12 = 28

Action will depend on result, if any.


Round Six:

Addie uses one charge of her curative wand on Valeron.

CLW wand charge (Valeron): 1d8 + 1 ⇒ (8) + 1 = 9

No. of charges remaining on wand: 8

Perception check: 1d20 + 7 ⇒ (17) + 7 = 24

Grand Lodge

Morghrim:
You think you heard something moving in the hallway behind Addie.


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

Addie... Get in here now... Morghrim says, beckoning her inside and firmly moving to block the hallway, drawing his shield to complement his mace.


Round Six (continued):

"What's wrong, Morghrim?" Addie asks, giving the dwarf a concerned look as she steps past Valeron into the room. "Did the mummy do something to Kev?"

Move action to step to square AN-6.


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

We're not alone...


Male Human Cleric 5 / Inheritor's Crusader 1

"Certainly, Iomedae and Shelyn are always with us," Valeron offers, knowing full well that's not what Morghrim meant, but hoping in actuality it is.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10

Valeron will sink his longsword into the mummy - just to be sure it's dead.


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

Kev picks up Morghrim's glaive and stands behind the dwarf.

Grand Lodge

Initiative Order - Round 7
Morghrim - 17
? - 13+
Kevorin - 13
Addie - 5
Valeron - 4+

Morghrim is up, followed by the noise in the hall.


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 cast Shield of Faith upon himself as he braced for whatever threat may come. Although it irked him to see his precious glaive in the hands of another, he banished his petty jealousy. It was a wise move and he was grateful to his half-orc companion.

Grand Lodge

DM Rolls:

Sneak Attack:1d20 + 9 ⇒ (3) + 9 = 12 vs. FF AC
Damage:1d4 + 3d6 ⇒ (3) + (3, 2, 3) = 11 (sneak)

Just after Morghrim casts his spell a small crossbow bolt bounces off of the wall just to the left of Valeron. Looking down the hallway you see a tiefling with blood red hair and gray skin that shines almost like polished steel. Her horns sweep back over her head and her eyes and open mouth glow red. "Damnit! How in the Nine Hells did I miss that fool!" she says to herself.

Map Update: Round 7, Impulse 13

Initiative Order - Round 7
Morghrim - 17 (acted)
? - 13+ (acted)
Kevorin - 13
Addie - 5
Valeron - 4+

Kevorin, Addie, and Valeron are up to finish out Round 7. Followed by Morghrim in Round 8.


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

Kev moves Ito AL 7 and weakly stabs at the tiefling with the glaive.
Attack: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d10 - 2 ⇒ (10) - 2 = 8
Crit confirm: 1d20 + 2 ⇒ (18) + 2 = 20
Crit damage: 2d10 - 4 ⇒ (10, 2) - 4 = 8 Possible 16 points of damage. Go fatigued barbarian with effective strength score of 6!!!

AC is currently 17 because of Dex penalty for rage fatigue.

Grand Lodge

Kevorin staggers up toward the tiefling, stabbing into fiendish woman's leg with Shelyn's kiss. Only a last second turn by the tiefling keeps the strike from nicking a major artery.

Well that ought to make it plenty obvious what her AC is. Addie and Valeron are up.


Round Seven:

Addie steps behind Morghrim to get a better view of the new attacker. With a silent prayer to The Gentleman, Addie calls upon the power of her mysterious patron to place a hex on the red-haired tiefling, compelling her to fall asleep.

Move action 10 ft to square AM-4. Standard action to use Slumber Hex on the tiefling; Will save DC 16, if the save fails the tiefling falls asleep for 4 rounds.

Addie's AC w/Mage Armor: 16
Addie's HP: 34/34


Male Human Cleric 5 / Inheritor's Crusader 1

Awaiting the save against the hex before I determine if Valeron uses Cause Fear or Cure Light Wounds...

Grand Lodge

DM Only:

Will Save:1d20 + 6 ⇒ (10) + 6 = 16

The tiefling yawns a bit, but manages to shake off the witch's hex.


Male Human Cleric 5 / Inheritor's Crusader 1

Cause Fear it is, then. DC14 Will.

Grand Lodge

The tiefling does not seem to be effected by the priest's fear spell.

Morghrim is up in Round 8


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

Pushing past Kevorin to AL8, Morghrim struck with his mace, swinging it single handed. He cursed the infernal place as his strike was easily dodged, but at least took comfort in his sturdy shield, magic and armour.

1d20 + 6 ⇒ (5) + 6 = 11
1d8 + 7 ⇒ (1) + 7 = 8

AC24.

Grand Lodge

DM Rolls:

Acrobatics:1d20 + 14 ⇒ (17) + 14 = 31
Stealth (HiPS):1d20 + 16 ⇒ (1) + 16 = 17

The tiefling quickly tumbles away from the dwarf, around the corner to the north.

Map Round 8, Impulse 13

Kevorin, Addie, and Valeron are up. If you are pursuing the tiefling, please give me a perception check as you go around the corner


Round Eight:

Addie retrieves a scroll from her magical pack and moves past Kev and Morghrim to the end of the hallway, peering carefully around the corner to see if she can spot the tiefling.

Move action to retrieve scroll of Glitterdust from haversack. Second move action to move 25 ft to square AL-10 and peek around the corner (trying to preserve as much cover as possible).

Perception check: 1d20 + 7 ⇒ (8) + 7 = 15

Grand Lodge

Addie sees nothing.


Male Human Cleric 5 / Inheritor's Crusader 1

"I don't know if we're in the shape to really give the devil woman chase," Valeron states plainly, as he examines his own wounds and glances at the weakened Kevorin.

Maybe if Wart were still with us... or that cavalier, what was his name? It seems so long ago, now...

Grand Lodge

Initiative Order - Round 9
Morghrim - 17
? - 13+
Kevorin - 13
Addie - 5
Valeron - 4+

Morghrim is up.


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

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Kevorin heads up to the corner and peers around as well.

Grand Lodge

Kevorin wrote:

Perception: 1d20+6

Kevorin heads up to the corner and peers around as well.

Crap, sorry about that, Kev. Looks like I was trying to skip you.

Kevorin moves up to the intersection of the hallways and looks down the hall. Just as the half-orc is about to shrug and give up his quick search for the tiefling, he sees a glint of glowing red as the tiefling's eyes betray her hiding spot.

I'll assume that Kev is in (AL,11)

Kevorin:
[ooc]She's in (AI,10)

Now, Morghrim is up.


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

"Nah, she's gone!" Kev calls back, while carefully signalling with his eyes to play along. "Let's just barricade back in that room in case she comes back."

Bluff: 1d20 + 10 ⇒ (6) + 10 = 16 to deliver the secret message.


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

1d20 + 13 ⇒ (16) + 13 = 29 Sense Motive
1d20 + 12 ⇒ (7) + 12 = 19 Perception

Sensing deceit in Kevorin's voice, Morghrim moves up around the corner and sees...


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

...an angry grimace from a half-Orc towards a dwarf who clearly didn't get the message! :)


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

Oops. I totally read your post wrong and thought you were sending a secret message to the Tiefling.

Retcon-

Morghrim moves up to Kevorin. Please do tell me what I see from perception DM.

Gone? Well... I suppose so. Alright.

Grand Lodge

Morghrim - that depends on where you are. Addie is in (AL,10) and Kevorin is in (AL,11). What square would you like to move to?

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