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mleibrock's in-game thread for Council of Thieves

Liath's arrow flies true and ends its journey dead center in the chest of the hellknight 2 she hit earlier. She hears his breath escape and his breathing is labored as his lung collapses.

This hellknight moves behind the other two since it is also the one who's crossbow is broken.

Trevor is up.

[sblock=Combat Status]
Code:
[u]Combatant		 AC/ T/FF 	-HP		Condition[/u]
Anundr			14/11/13	00/13		
Janiven                       
Hellknight 3 		16/10/16	00		
Tiko			14/12/12	00/10		
Liath			16/13/13	03/10		
Hellknight 2         	16/10/16	08
Trevor                	17/13/14        00/11	
Hellknight 1 		16/10/16	00
Suzume                  13/11           00/8	        
Dru			20/10/20	00/11

[/sblock]
 

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OOC: RE: Dru 'blocking' his allies -- You do remember that a character can move through an ally's space, don't you?

I'm going to be technical with this. The hallway is 5ft wide however the one the hellknights are in has 1 ft taken up by the sewage stream so trying to get around another player in a 4ft hallway is going to require an entire action. This may be important if you are in close proximity to a bad guy as it will provoke an AOO. Also a dex check will be required to avoid putting a foot in the muck.
 
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OOC: Thanks for the ruling. Dru's action in Post # 358 has been edited now.

[sblock=Dru Xorik, Cav1, Sheet]
Drulox ("Dru") Xorik, Human, Order of the Dragon Cavalier1, age: 20
Align: C/G Deity: Sarenrae
S15 +2mod = [13(3pts) +2 racial adj. (human)]
D13 +1 mod = (3pts)
C13 +1 mod = (3pts)
I 11 +0 mod = (1pt)
W12 +1 mod = (2pts)
C13 +1 mod = (3pts)
Total = 15 pts

HP: 12
AC: 20 [10base+8Half Plate+2HvyShield+0dex(armor)] [in Hide+Shld: AC 17, FF 16, T 11]
FF: 20 T: 10
(W/O shield - AC: 18, FF: 18, T: 10)
BAB: +1, CMB: +2, CMD: 13
Hero Points: 1 [add +8 to any d20 roll if declared before roll is made, +4 after]

Saves:
Fort: +4 = +2[class]+1[ability]+1[trait]
Ref: +1 = +0[class]+1[ability]
Will: +1 = +0[class]+1[ability]

Cavalier Class and Order of the Dragon Features:
*Challenge 1/day, deals extra damage = Cav Lvl, with each hit ) [allies gain +1 to att subject whenever Dru threatens subject] [Challenge is a SWIFT ACTION, usable 1/day at 1st, 2/day at 4th, 3/day at 7th, to max 7/day at 19th]
*Perception and Survival added to class skills. [When use Survival to find food and water or protect from weather, gain bonus = 1/2 cav level, min +1]
*Tactician - Precise Strike Teamwork Feat -- By spending 1 standard action, Dru can grant his teamwork feat, Precise Strike, to all allies w/in 30 feet who can see and hear him. Feat grants to each flanking ally +1d6 damage against flanked opponent.

Feats:
*Weapon Focus, Greatsword (+1 att) [Reg. feat]
*Weapon Focus, Flail (+1 att) [Human bonus feat]
*Precise Strike (Cavalier Bonus Teamwork feat) Req: must flank with ally Eff: all flanking allies who have this feat deal an extra 1d6 precision damage with each successful attack.

Skills [6 ranks at L1]:
Climb 1 rank, (+2 str), (+3 class skill) = +6 [-1 in half plate, +3 in Hide]
Diplomacy 1 rank, (+1 cha), (+3 class skill) = +5
Intimidate 1 rank, (+1 cha), (+3 class skill) = +5
Perception 1 rank, (+1 wis), (+3 class skill), (+1/2 cav level, min +1) = +6
Ride 1 rank, (+1 dex), (+3 class skill) = +5 [no ACP on Blister, otherwise, -2 in 1/2 plate +2 inHide]
Survival 1 rank, (+1 wis), (+3 class skill) (+1/2 cav level to find food/shelter, min+1) = +5 (+6)

TRAITS
Resilient [+1 Fort saves]
Rich Parents [starting money=900 gp]

[900 gp starting money due to trait]
*= Gear of Choice
*Half Plate (+8 AC) (-7 ACP) (600gp)
Back-up Armor: Hide Armor (+4 AC) (15gp)
*Heavy Wooden Shield (+2 AC) (7gp) (ordinarily used but not always- strapped on back if not)
Greatsword +5 att/2d6+3, 19-20/X2 (50gp) (strapped across his back when not in use, under the shield)
*Flail +4 att/1d8+2, X2, Disarm, Trip (8gp)
2 Handaxes, +3 att/1d6+2, X3 (6gp) (used as missiles mostly)
Short Sword +3 att/1d6+2, 19-20/X2 (10gp)
Backpack (2gp)
Hammer (the tool kind not the weapon kind) (5sp)
4 Days' Trail Rations (2gp)
Waterskin (1gp)
Whetstone (2cp)
Potions of Healing (gift from Janiven), 3
10gp 4 sp 8 cp remaining money

Mount - "Blister", Light Horse (Palomino)
*Fancy* Studded Leather Barding (130 gp, +3 AC)
*Ornate* Military Saddle (40 gp)
*Heavy Duty* Bit & Bridle (4gp)
*Tricked Out Fancy* Saddlebags (8gp)
[/sblock]
 


Trevor edited

Trevor moves quickly down the hall and around Anundr. Rather than jumping the sewage stream where the planks used to be (and risk failing a dex check), he runs right through it. He finally halts his progression at E16 and fires twice at the Hellknight in front. (#3). Both bolts fly just wide right, bouncing off the wall of the hallway. (Todd, your dex check's are at -2 for the next 2 runs as your feet are very slippery from the muck)

Hellkight 1 pushes down the one in front of him so he can get a clear shot at the new target (Trevor)

As he fires, the hellknight in front loses his balance and the shooter loses his balance as well and the shot goes into the others arm. Both end up in a heap on the ground.

OOC - Two natural ones in two rounds - good for you guys. ")

Suzume is up.

[sblock=Combat Status]
Code:
[u]Combatant		 AC/ T/FF 	-HP		Condition[/u]
Anundr			14/11/13	00/13		
Janiven                       
Hellknight 3 		16/10/16	07	        Prone	
Tiko			14/12/12	00/10		
Liath			16/13/13	03/10		
Hellknight 2         	16/10/16	08
Trevor                	17/13/14        00/11	
Hellknight 1 		16/10/16	00              Prone
Suzume                  13/11           00/8	        
Dru			20/10/20	00/12
[/sblock]
 

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[sblock=OOC: mleibrock]
You show dru as having 11 hp. He actually has 12 = 10 (1st level cavalier)+1(con)+1(favored class- Cavalier)
[/sblock]
 

OOC: [sblock=questions for the DM]Okay, just want to make sure I understand. We came from the south with the intention of exploring the East and two North passages. Suzume went North up the middle and has reason to believe this is not the best course. We don't want to go back South or East as we have Hellnights there. That means that the option is to take the Westernmost of the two Northward passages. Suzume has a couple people between him and either the way forward or the fight with the Hellknights and it will take an entire action to pass. I am making my post based on these assumptions. If they are wrong please let me know and I'll edit.[/sblock]

Suzume comes pounding back down the passage his wings extended slightly in excitement. He stops behind Janiven and mutters a quick spell in his native tongue. While the 'words' are more like squawks, clicks and whistles the rhythm of a prayer can still be discerned. He switches awkwardly to the local language. "We must move that way before more Hellknights arrive." He gestures West with his blade.

OOC: Cast Guidance on Janiven granting her a +1 competence bonus on an attack rolls, save or skill check in the next minute.
 

[sblock=OOC answers for Scotley] Nearly correct. You guys came from the east hallway where the hellknights are currently. While Liath was scouting earlier, another group of hellknights came down the NW most hallway and left via the southern hallway. So you guys know the E hallway is not the way because you came from there and yes, you, Trevor and Janiven explored the NE hallway and believe it is not the way to the safehouse either, so that leaves the NW or S hallways to explore. [/sblock]
 


OOC: [sblock=questions for the DM]Okay, just want to make sure I understand. We came from the south with the intention of exploring the East and two North passages. Suzume went North up the middle and has reason to believe this is not the best course. We don't want to go back South or East as we have Hellnights there. That means that the option is to take the Westernmost of the two Northward passages. Suzume has a couple people between him and either the way forward or the fight with the Hellknights and it will take an entire action to pass. I am making my post based on these assumptions. If they are wrong please let me know and I'll edit.[/sblock]

Suzume comes pounding back down the passage his wings extended slightly in excitement. He stops behind Janiven and mutters a quick spell in his native tongue. While the 'words' are more like squawks, clicks and whistles the rhythm of a prayer can still be discerned. He switches awkwardly to the local language. "We must move that way before more Hellknights arrive." He gestures West with his blade.

OOC: Cast Guidance on Janiven granting her a +1 competence bonus on an attack rolls, save or skill check in the next minute.

Janiven feels the magic flow into her being. Even more warmth-giving than the spell is the feeling that at least one of these newcomers is trusting her and wants to work together as a team.
 

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