Dungeon Master S |
The thug is too worked up over the odds to even notice Edyth's attack. He leaps back to protect the table while swinging at Aryk: ATK: 1d20 + 1 ⇒ (15) + 1 = 16 and the spikes rake across the cleric's ribs for 2d4 ⇒ (2, 1) = 3
Round 2:
Edyth: Miss
Baddies: ATK
Sam: Go
Aryk: Go
Nergi: Go
Amelia: Go
Thug:
Aryk Sief al Kiraan |
Dreadfully impolite, my friend! Aryk says with a grin as the chain hits home. We come in asking for guidance and assistance and this is how you greet us? What if the tables were turned and it was you that needed guidance and assistance?
MW cold iron scimitar: 1d20 + 5 ⇒ (8) + 5 = 13
dmg: 1d6 + 2 ⇒ (4) + 2 = 6
It seems Aryk is too busy lecturing on manners to actually hit, of course.
Dungeon Master S |
Aryk misses, but not by much. The man's reflexes pull him away at the last second.
Round 2:
Edyth: Miss
Baddies: ATK
Sam: Go
Aryk: Miss
Nergi: Go
Amelia: Go
Nergi Khalka |
Assuming the wyvern is still standing on my turn:
That has to hurt. - Nergi thoughts with a frowned grimace.
Quietly, the halfling reaches into her quiver, nocks another arrow, and aims a bit to the right to not hit the already wounded Keleshite.
I should spend more time on the archery range.
Attack: 1d20 + 7 - 4 ⇒ (11) + 7 - 4 = 14 ( -4 for not having precise shot )
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
She peeks at the table after firing, to see what is it the thug is rushing towards.
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Sense Motive: 1d20 + 3 ⇒ (20) + 3 = 23
Dungeon Master S |
Nergi takes aim and lets fly. Her arrow snags the thug in the upper thigh. He doesn't go down, but the wound clearly hurts him. Unfortunately, the angle to the table makes it impossible to see what's on top.
Round 2:
Edyth: Miss
Baddies: ATK
Sam: Go
Aryk: Miss
Nergi: Shoot
Amelia: Go
Thug: 5
/Amelia Rose/ |
Amelia takes a step forward 5ft step diagonally up before raising her hand towards the thug and sending a glob of acid at him.
Ranged Touch: 1d20 + 3 ⇒ (11) + 3 = 14
Acid Splash: 1d3 ⇒ 1
MM: 1d4 + 1 ⇒ (3) + 1 = 4
I will wait to hear from the GM before deducting the wand charge.
Dungeon Master S |
Amelia's Acid splash burns him a bit, but the second blast from Sam is too much. This thug is spared the filth and falls to the stone.
Amelia, I'm assuming your MM was for next round? If so, save the charge.
Out of Combat!
With the way clear, it's obvious that the table holds an array of alchemical items. It's a solid haul for a trio of sewer-thugs. Apparently it was worth dying over.
Beside his workbench is a rack of alchemical substances containing 2 acid flasks, 4 alchemist’s fire, 2 smokesticks, 2 tanglefoot bags, 2 thunderstones, and 4 vials of ...something. Sitting open on the workbench is a large tome titled [i]Toxins and Countermeasures[/], written by Giacomo d’Enzinas. The book is open to a specific page. It details for formula for a countermeasure to Filth Fever. It's something like antitoxin, but more powerful because it's so specific.
There are 4 odd vials on the table. You taste them JUUUUUUst a bit. You gather that it's some kind of antitoxin focused upon Filth Fever.
There are a pair of bodies now.
Edyth-Kineticist |
Edyth walks across the planks to get to the table and looks at the items and says, to no one in particular, Sometimes I think I should have studied alchemy, or at least poisons. And she'll search the bodies for anything interesting, but will not see anything more than Sam.
Perception: 1d20 + 3 ⇒ (11) + 3 = 14
/Amelia Rose/ |
GM: As I am still new to playing magic users, please correct me. I was thinking that casting the acid splash was a standard action, and five foot step was free, so I still had a move action in which I could trigger the wand. Is this incorrect?
Amelia works her way over to the table and examines the contents.
"We sould certainly divvy all of this out! You never know when it may come in handy! Who wants what?"
Who is firedrake?
Dungeon Master S |
Oops, my bad I pasted something I shouldn't. Firedrake was the enemy's name. Ooops. Newbie mistake.
Don't a all worry about being new to this. We're here to help. Activating a wand is a standard action. It doesn't provoke, which is nice, but it is a standard action.
Nergi Khalka |
unless you cast a metamagically quickened spell (in case of a standard action cast time spell), which is swift action. and then you can cast from wands and whatnot.
Nergi walks towards the table on the opposite side of the "bridge".
So what's this then? I don't know anything about this stuff.
She also checks whether the supposed leader is still breathing.
Dungeon Master S |
The wizard has no items on him worth mentioning (20 gold coins though.) He's defintiely dead though.
Aryk Sief al Kiraan |
As Nergi checks the wizard's body, Aryk takes a moment to pray for the passed spirit to be redeemed through Sarenrae, then pragmatically pushes the body into the water. That ought to take care of that, he says with a smile. Yet we appear no closer to our goal. Where to next?
/Amelia Rose/ |
Thanks for the input! After about 20 yrs of playing rangers and fighters, I figured I would try my hand at a spell caster. There's quite a learning curve involved!
Amelia begins to separate the contents of the table. She sets the alchemists fire and the acid flasks off to the side for the fighters, then takes a thunderstone, a tanglefoot bag, and a smoke stick for herself and stows it into her pack along with the vials of antitoxin.
I am assuming that the untrained alchemy roll by Sam was enough to identify these.. otherwise I can roll for spellcraft if it is applicable.
"Ok, so, you fighters may want to keep this pile among yourselves, I have taken my share.. and if no one else wants the book, maybe we can sell it or use it for something else. Then I guess we need to keep moving.."
Nergi Khalka |
Nergi quietly contemplates as Aryk prays for the souls they dispatched from this plane. When he pushes the body into the canal, she merely raises an eyebrow and wonders where would the current take it.
She picks up a small stone from the ground, then reaches into her component pouch and produces a small dead insect from it. A few simple hand gestures, and in a moment, the stone in her hand starts shining. The 3 foot tall creature turns towards the table and starts reading the book on it.
I'm not sure about the book. It might be useful - she studies the pages for a short while - Antitoxins, filth fever... I don't like the sound of this. There's sure enough filth around. Anyone feeling sickly?
When she's done, she puts the book back on the table and takes the shiny rock into her hand yet again.
I guess we should hold onto it for now, and keep moving. Anyone wants to carry the tome, or can I?
Sam Drakenfel |
Those extra vials are antitoxins for filth fever. These people were willing to die for them. Sam looks at the filth covering every surface of the serwer tunnel they are in. My guess is we will need it soon enough too. He stores the vials.
Dungeon Master S |
At the moment, there still seems to be only one way to go (check the sewer map for details.)
Anyone need to do anything before continuing?
Dungeon Master S |
Aren't you in a real life game right now?! ;-) You have an addiction my friend.
The simple choice as to where to go finally fails you. Ahead is a junction where a smaller sewer line once joined the main passage. The ceiling of the smaller passage partially collapsed, filling most of that tunnel with rubble. The surface of the rubble pile seems to shift strangely and closer examination reveals thousands of tiny vermin fleeing into cracks and shadows.
Check both maps for more information.
The ceiling here is stable, having already collapsed as much as it is likely to.
The ceiling collapse has left a hollow point in the ceiling. That point in the ceiling above the rubble could present a big danger as it traps sewer gas.
/Amelia Rose/ |
Well, there ARE worse addictions..
Token placed on the second map.
Amelia looks over the rubble, then flips her hair out of her eyes and casts a cantrip on her dagger. She holds the now shining dagger high in the air and examines the junction.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
Dungeon Master S |
Amelia spies the shine of silver in the rubble. there are all a bunch of little spiders in the rubble too...
Nergi Khalka |
Nergi eyes the critters with suspicion. That's a lot of spiders. But it seems that is the only way to go. Anyone has ideas?
Dungeon Master S |
Sadly, these look like your only choices. It's not likely he came from the collapsed side, but getting past this intersection isn't going to be easy.
Nergi Khalka |
Are the spiders aggressive or are they retreating as we get closer?
Dungeon Master S |
As you get closer the spiders actually become VERY aggressive!
They start pouring out of the rubble and towards you.
Baddies: 1d20 + 3 ⇒ (6) + 3 = 9
Amelia: 1d20 + 4 ⇒ (1) + 4 = 5
Aryk: 1d20 + 1 ⇒ (13) + 1 = 14
Edyth: 1d20 + 4 ⇒ (9) + 4 = 13
Nergi: 1d20 - 1 ⇒ (2) - 1 = 1
Sam: 1d20 + 1 ⇒ (12) + 1 = 13
Dungeon Master S |
Round 1:
Aryk: Go
Edyth: Go
Sam: Go
Spiders: TBD
Amelia: TBD
Nergi: TBD
Edyth-Kineticist |
Edyth sighs at the sight of the spiders. I've got a bad feeling about this.
She'll move forward and try to hop to the other side of the turn off to be out of the way of other party mates.
Acrobatics: 1d20 + 5 ⇒ (9) + 5 = 14
Unfortunately that requires a double move.
Dungeon Master S |
In the interests of learning a complex new class, don't forget that your basic blast does full damage to swarms.
Round 1:
Aryk: Go
Edyth: Double move
Sam: Go
Spiders: TBD
Amelia: TBD
Nergi: TBD
Dungeon Master S |
Sam wastes no time bringing fire to the spiders! The fire spell burns most of the spiders...
but then it ignites the pocket of sewer gas caught in the trapped ceiling! The flames catch and explode catching everyone except Amelia in the burn. Everyone takes 2d6 ⇒ (6, 2) = 8 fire damage (Reflex save DC 12 for half.) When the flames disperse, there's nothing left. The spiders have all been turned to ash.
I'll let you guys recover before advancing.
Nergi Khalka |
Ref: 1d20 + 8 ⇒ (13) + 8 = 21
The halfling makes a decent effort to dodge the explosion and flying debris, but still gets scathed. When the dust settles, she looks for other survivors.
Everyone okay?
After she finishes coughing up dust and what presumably are grilled spider feet, she adds Quite an explosive evening we have here. with a little giggle.
/Amelia Rose/ |
Amelia runs forward, checking on her companions. After all of the embers have been swatted out and everyone picked up off of the ground, she looks about at the now singed group. "Well! This is certainly turning into an enlightNing experience. .. let's try not to do that again!"
-Posted with Wayfinder
Edyth-Kineticist |
You are evil, and should be destroyed.
Ref: 1d20 + 4 ⇒ (11) + 4 = 15
Edyth screams in pain, AAAAaaaaahhhh!! I hate fire! then she start crying and sobbing, It burns! It burns. and begins to plead, Please, can someone heal my charred flesh?
Aryk Sief al Kiraan |
You are evil, and should be destroyed.
Whaaat? No such thing as a bad pun! :-)
There is little Aryk likes more in this world than a display from Sarenrae herself, and this is no exception. Sam's spell is majestic itself, but the fire it ignites is truly spectacular; the Keleshite doesn't even try to get out of the way as it explodes. (voluntarily failing the save.)
Afterward, he is positively beaming as he channels to heal everyone:
2d6 ⇒ (4, 1) = 5
He then proceeds to explain to Edyth in great detail about the glory of Sarenrae and how fire is good.
Edyth-Kineticist |
Sorry, my evil comment was directed to GM, not Amelia. I liked Amelia's joke :) GM knows I was joking and quoting a movie, my bad.
Edyth looks appalled at Aryk, I don't know if you noticed, but I like WATER. She grins. Water is much better than fire. And thanks for that heal.
Dungeon Master S |
The party continues to get to know each other through banter as they continue through the sewers. After some time, something new catches their eye. Ahead a faint light glimmers in the dark. Slowly it resolves into a crude lantern held by a toothless old beggar who holds a chair leg in his other hand. Beside him stands a scrawny youth, similarly armed but obviously terrified. Behind the two derelicts is an open door bearing the symbol of the beggar’s bowl, coin, and key.
The old man eyes you warily as you approach. He says with a voice that cracks, “If yer intentions be peaceful, Abadar makes you welcome.” Although the two men try to put on a brave face, they are obviously no threat.
Nergi Khalka |
Nergi walks forward to them, holding her hands in front of her so that they can see she is (currently) not armed.
Diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
Hey there old timer! she pauses, And his - grandson?
She continues walking slowly towards them, then extending a hand for a handshake.
Our intentions are sure not violent. We're here on behalf of ... a rather remarkable individual. He refered to himself as Gandros or some such. Does that ring a bell?
Aryk Sief al Kiraan |
Sorry, my evil comment was directed to GM, not Amelia. I liked Amelia's joke :) GM knows I was joking and quoting a movie, my bad.
Doh! Shoulda caught that reference. After all, I'm not crazy; I've just been in a bad mood for 40 years!
Aryk gives the pair a smile. Peaceful indeed, friends! he says warmly, extending his hand to each in turn. We seek one known as the Almsman, regarding the unfortunate gent Nergi mentions. Any help you can give would be most appreciated!
Diplo aid another: 1d20 + 7 ⇒ (16) + 7 = 23
Dungeon Master S |
Forgive me yes. I'm not accustomed to people of such extreme wealth to be so kind to me and mine. I can't help you though. Go inside. Seek the Almsman. He'll have the answers you seek. Abadar bless you."
Dungeon Master S |
Beyond the door, a short flight of steps leads up into what appears to be the basement crypt of a church of Abadar. Perhaps two dozen beggars huddle among sarcophagi, some sleeping, some haggling over bits of junk or scraps of food laid out on blankets. A tall man in clean robes wearing a plain copper mask
walks among them. He looks at you coolly and says, “If you respect this sanctuary, I offer you what sanctuary I can. Otherwise, begone!”