GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


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Eries responds, "Talk them down. Unlikely. My people are proud of their heritage, and woefully distrustful of outsiders. But we are an honest people. I come to you out of desperation. If I had another choice, I would take it. No, I'm afraid a show of force is the only thing that will convince his followers to back down."

"In addition to the information that I will give you, you are welcome to anything you want from Girrigz camp. The less supplies he has, the less likely they will be to start a war that will kill us all."

"Follow me, I shall lead you to the closest access to his camp"

---

Assuming you follow the elderly looking were-rat. She leads you down south towards the center of the midland district (map to be updated soon). Surprisingly mobile for a human of her advanced age, you arrive at your destination quickly.

Upon reaching a discrete alleyway she slides a small box to the side revealing an entry-way into the sewer systems below. She pulls the cover back and lowers herself in, expecting you to follow.

Eries points to the passage leading south. "Follow this passage way a few hundred yards. Eventually you'll reach an iron gate. Be careful, Girrigz as a contained Otyugh that he feeds which fights for him. You can enter his camp just before the iron gates.. Look for a crack in the wall to your left. You shouldn't find more than 5 to 10 of his companions with him at this location. Please, try not to kill them if you can, for I do not wish them death."


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

After she explains that force will be needed tullius says kind of laughing at himself, "couldn't we just bring a cat.. Or set up some rat poison!"
Tullius lets out a big laugh and if no one else is laughing he will just remain quite.
Tullius shall follow.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12
Eries wrote:

"I would think a gnome in a city of full of humans might be a bit more tolerant of those of other races, but I can see from your disgusted reaction that you're just as prejudiced as the rest of them. Pray that they do not one day hunt you down as they do us."

Zeke responds to Eries, "I'm sorry. I... err... Well, it's not the wererats that trouble me... I, um... Nevermind. Your cause is just, and I will help."


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

At the Inn:
Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9

Bluff: 1d20 + 2 ⇒ (17) + 2 = 19
(for when Zeke said he'd help)

In the sewers:
When Eries has left, Zeke hisses, "We should report this to Kroft - it may be a trap. She says they're an honest people, but I don't trust them. Turn your back on them and they'll try to turn you into one of them... We should let Girrigz plan his attack, but we'll be ready for him, along with the rest of the Guard - that'll be a show of force!"


GM Roll:
SM: 1d20 + 8 ⇒ (18) + 8 = 26

Zeke's sense motive reveals no deception on her part

At the Inn in response to Zeke's Bluff:

Eries doesn't seem to like what she hears from Zeke and glares at him with an un-trusting yellow eye. She turns to Dylan. "You and your team have a reputation among your guard-mates as honest men, with a willingness to help those in need. Your friends do not seem to share our dedication towards peace in this city. Do I have your word that they will not betray our people in this time of crisis?"


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

At Inn:
For Zeke's bluff
sense motive: 1d20 + 6 ⇒ (20) + 6 = 26

Dylan looks at Zeke with disappointment in his eyes.

"I am sorry my teams fear of unfounded stereotypes override their better judgement. I do give you my word we will do everything we can to promote peace. I do not wish for any bloodshed and will strive to avoid it through diplomacy. You may have given up hope that clearer heads will prevail but I have to try. They are intelligent and will see reason."

In the sewers:

If Zeke still speaks after she leaves Dylan will cut him off and say"Zeke enough! We gave our word, even if there was no substance behind yours. She is right, my time spent in this city, as part of this group, has been spent earning a reputation of helping others. I still regret that we were not able to sway the half orge to our cause and he lost his life. I will not let you ruin the trust our reputation has achieved with an act of betrayal. That one act would destroy all of the trust we have acquired. I find no deceit in her words unlike yours. We are helping. End of story!"


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

I'll assume Dylan interrupts when Zeke first mentions his mistrust...

After Dylan finishes his rant, Zeke says quietly, in a non-assertive tone, "Look, I want to prevent an attack on Korvosa as much as you do, but we have to be careful here - I do think the first thing we ought to do is report this to Kroft - if this is some sort of ruse," his tone turns more assertive, "and something happens to us, Kroft needs to know! Furthermore, I'm going to go purchase some Belladonna - I recomend you all do the same!" Zeke will start to leave the sewer, mumbling just loud enough that the others might hear, "We should find out his plan and let Girrigz try his attack - we and the Guard will be waiting... "


As a former merchant, you know the sale of poisons (even ones with potentially beneficial side effects like Belladonna) are illegal in Korvosa. A knowledge local of DC20 would lead you to some underground merchants whom might have what you're looking for. (No guarantees on their stock)


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke exits the sewer, where he stops to think a minute about where he can get his hands on some Belladonna...

Kn Local: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 (circumstance bonus because Zeke's an alchemist from Korvosa)

Let's see here... Ummm, maybe Trak's got some... No, he was arrested last year... Ole' Sneaky woulda had some of he was still alive; Bannix left town years ago, Cianna won't talk to me since the incident with the glue... "Damn!"

Zeke waits a moment to see if anyone else exits the sewer, and will ask them if they'd like him to buy some for them (he'll explain it can cure a lycanthropy affliction to anyone who asks - I'm assuming this is something Zeke would know off-hand - let me know if I should roll

I wonder if Gaff could at least point me in the right direction...

"I'll find some Belladonna - you go inform Kroft of the situation." I'm assuming someone will come out.

Zeke heads out to inquire with some acquaintances about where to find some Belladonna...

Diplomacy (Gather Info): 1d20 + 4 + 1 + 2 ⇒ (17) + 4 + 1 + 2 = 24 (Truth's Agent trait, circumstance bonus because Zeke's an alchemist from Korvosa)


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius will agree with dylan and say, "Look I am all about trying to find a peaceful ending to this, this city is falling apart and we need to come together instead of separate, but if worse come to worse I will do what I must."

When Zeke starts to leave tullius will refuse to leave he will say as zeke turns his back, "We made a promise, you may leave, you may all leave, but nothing is going to stop me from going in there and stopping this before it starts. We don't know how long we have until he plans to strike, time is of the essence."

diplomacy: 1d20 - 1 ⇒ (1) - 1 = 0 well... thats... well

If no one stays:
tullius will say to himself as they leave, "well it looks like I am alone"

If some one does stay:
tullius will say, "Good! What is the plan?"


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas grows uncomfortable during the argument between Dylan and Zeke.

He understands Zeke's argument and thinks it is wise to let someone know their location before they disappear into the sewers.

On the other hand, he has never known Dylan to steer him in the wrong direction. Perhaps Dylan's plan is more sensible and he, Ammy, is just not smart enough to understand it?

His lingering guilt over attacking Dylan is the deciding factor. He'll turn his attention to Dylan and say, "Lead on."

Hedging his bets, he'll ask Zeke to purchase some belladonna for him--inquiring the estimated cost and giving him extra gold just in case.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan replies to Zeke "You are right, it would be wise let Kroft know of the of their potential plans just in case we do not succeed in our attempt to thwart it. We do need to prepare to make sure we are an overwhelming force if it does come to conflict. We can find out any weaknesses they might have and prepare ourselves before hand. I will go inform Kroft, she might have some information on weakness and something that may help. Meet back here in 2 hours. "


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius will say to the group after dylan speaks, "Ok, you guys go and inform kroft, I am going to stay back and do some scouting, I dont like going into a situation "swords a swingin" with out having some knowledge of what I am running into. If I am not back within the 2 hours assume the worst and if you could carry out my work on the bounty."

Then he will turn to zeke and say, "Excuse me from earlier... I can be very passionate about getting jobs done time to time. It would be much appreciated if you could pick me up some of that... belel... bellalla... Blasted!! Nevermind you get what I am trying to say some of the stuff you were talking about earlier."
Tullius will give him the estimated amount with a little extra.
--------
After everyone is gone Tullius will head into the passage way. When he enters he proceed with caution and try his best at staying hidden. Tullius will proceed to follow the passage down to were the creature that Eries mentioned is suppose to be. When he reaches the creature he will attempt to sneak by with out disturbing it(even if he cant get to him), Tullius will continue to look for the crack in the wall and just look the situation over the best he can. Trying to pay extra attention to how many companions there are exactly, if he can how well armed they are(if at all), and if there is anyway around them without them knowing or getting harmed. Then when the 2 hours is about up tullius will head back to the entrance once again being as sneaky and a elf can be.
perception: 1d20 + 8 ⇒ (17) + 8 = 25
stealth: 1d20 + 14 ⇒ (9) + 14 = 23
-----------
Assuming that tullius has lived this long and can make it back.
Tullius will tell the group what he knows about what they are walking into and to the best of his ability how the layout of the inside was.


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke spends a commensurate amount of time tracking down some Belladonna,
Gather Info Hours: 1d4 ⇒ 4

After two hours of investigating, he'll meet the others back at the sewer and report that he had done leads but will need more time to track down the Belladonna.

If the group agrees to let him keep searching, and if he can find some, he'll purchases four doses (100gp/ea list). He then buys 10 alchemical-silvered durable arrows (1+2gp/ea list). Finally, he purchases 1 vial of Silversheen (250gp list).

When he arrives back, he'll give each of the others a dose of Belladonna, and he'll give Dylan and Ammy each a vial of Silversheen. "Drink this if you're bitten or scratched by a wererat - it's a poison, it won't be pleasant. Here's some Silversheen for your blades." He'll then collect 100 gp from each of them, and tell Ammy and Dylan the Silversheen was another 250gp/ea.

I'll wait until the group and Grecko confirms that Zeke was able to buy everything he wanted and for what price - then I'll put the items on the Transfer tab of the loot sheet - when you take it, you can leave the cash on the sheet for Zeke

Zeke will then take one minute to field prepare a Vomit Swarm extract.

"Alright, let's go - shall I drink my 'sneak serum' and scout ahead?" Whether he says that last part depends on if Talathel successfully scouted and reported back or not


GM Rolls:
GM: 6d20 ⇒ (12, 12, 15, 8, 4, 3) = 54

RE:Tullius

Tullius decides to scout ahead. After a very long trek carefully through the sewers, he reaches the iron gates, just as Eries predicted. You can't be too certain, but there is occasional sloshing of the water behind the gates. It's possible that an Otyugh lies behind the gate, but you'd have to get much closer to the gate to determine that for certain.

You do notice the crack in the wall to the left (before the gates). You can hear the screeching laughter of several humanoid creatures further behind the cracks. You estimate roughly 4-7 creatures are camped out inside the area. To get an accurate count, you would have to enter the compound.

RE:Zeke

You will be able to find the legal items no problem at cost. The Belladonna you can find as well after the 4 hours of searching. As it is an illegal item, costs are higher by 10%


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan heads straight to see marshal Kroft.
Casts enhanced diplomacy before entering.

"Marshal, I was approached be someone earlier who asked me to help quel a potential uprising in the city. They mentioned there is a small contingent of Wererats who may be planing an attack. They wish for a peaceful resolution as to I, but she feels a show of force may be the only way convince them to abandon their plan. If you don't see me again, know our mission has failed and an attack may be immenent. I was wondering if the guard has a couple of vials of silversheen for Amendithas and my weapons. They would go a long way in helping a show of force if it comes to blows? Also, I have heard tell of a poison that can hold off the Wererats affliction if bitten, has bellonina... Bella... Or whatever been confiscated in the past that we may use in our mission? Any that we don't use will be returned. "

diplomacy: 1d20 + 10 + 2 + 1 ⇒ (4) + 10 + 2 + 1 = 17


Chance: 2d100 ⇒ (2, 19) = 21

You catch Cressida off guard when you mention a potential Wererat attack. She says she will inform the guard to take extra measures to ensure whatever attacks may come are dealt with quickly.

In response to your requests, "Our supplies are running a bit low, but run down to the stockroom to see if you can find some silversheen. I can tell you that we do not keep poisons here at the citadel, and none has been confiscated recently."

Reaching the supply room, the clerk informs you that they do not have any silversheen available at the time.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan meets up with everyone 2 hours later he informs them the citadel did not have anything in their stores to aid in the mission. When Dylan hears Zeke needs more time, Dylan tells him he will head to see the dwarf merchant to possibly get a deal on silversheen. He will ask for the money up front because most of Dylan's money is tied up in the armor.

Casts Enhanced diplomacy before he arrives.
Dylan then heads to the merchant shop. [b]"Hello again! My friends and I need some silversheen to help prevent an attack on the city. If you can see it in your heart to give a discount I can come back and regale you with the story of the battle.

enhanced diplomacy: 1d20 + 10 + 2 + 1 ⇒ (7) + 10 + 2 + 1 = 20 (enhanced diplomacy and gm bonus)

Dylan will buy depending on who said they needed one before he departed to the merchant.


Grunyar says to Dylan, "I'd love to hear the tale, but business is business. I'm already giving you guys more than a fair offer on the goods you sell me. If I sell for less I'll go broke!"

Fast forward a bit to when you all finally meet up

You hop back into the sewers and begin your trek down to Girrigz's encampment. You soon approach the area where Tullius scouted

If you want to prepare before heading down, or roll some stealth/perceptions, now's the time to do so

Here's a map of what Tullius would have seen on his initial run through: *MAP*

You can see the iron gates that block your path through the sewer (C4), as well as the holes in the wall down the corridor (C1 & C4).


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Before entering the sewers again, this time with friends, tullius will say, "Are we rushin' in? Or are we going sneaky beaky like?"
counter strike reference that could not have been avoided:P
Tullius will stay in the back of the group and have his weapon drawn.
He will also play a sneaky role while advancing down the tunnle.
Steath: 1d20 + 14 ⇒ (4) + 14 = 18


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke purchased only the Belladonna for everyone - it's on the trade sheet. Dylan got the Silversheen for himself and Ammy.

Zeke takes note of Talathel's stealth and motions for the others to do the same. He then consumes his Chameleon Mutagen.

Stealth: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 (mutagen)
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Regarding the sewers they're in:
Kn Local: 1d20 + 11 ⇒ (15) + 11 = 26
Kn Dungeoneering: 1d20 + 8 ⇒ (12) + 8 = 20

Status notes: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the group entered the sewer.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will cast Enhanced Diplomacy, bless and bull strength before entering. He lets the others know he is planning on talking them out of their plans. When everyone is in position Dylan will announce himself. "Greetings, I am Dylan Arroway, I am here to talk. I have herd rumors that you all are planning an attack on the city in this time of troubles. I advise against it since the city will be ready for any attack. Furthermore, I have not herd anyone in the city placing the blame on rodents let alone your kind. We suspect it is the ship that was sank. It is suspected to have carried a vampire also. I ask you to please stand down. "

Diplomacy: 1d20 + 8 + 2 + 1 ⇒ (16) + 8 + 2 + 1 = 27

Dylan will also have a readied action of drawing and applying silversheen to his sword with an hostile aggressive move towards him.


You try to be stealthy for a bit, before Dylan decides to try his hand at diplomacy.

You can see into the compound a little clearer from your position; The flow of sewer filth oozes into this rough-hewn stone cave, pooling near its center before continuing through a crude channel in the western wall. Fat black mushrooms and other disgusting fungus grow thick around the pool of slime. Several low alcoves are cut into the walls, each filled with moldering hay, filthy furs, and tiny bones.

After Dylan gives his speech, you hear a voice from deeper in the compound yell out angrily, "Remember the deaths of your brothers! They come now, to exterminate you! The time has come to stand and fight! KILL THE INTRUDERS!"

The you hear the sounds of many swords being drawn

Amendithas - Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Dylan - Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Tullius - Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Zeke - Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Rats - Initiative: 1d20 + 3 ⇒ (11) + 3 = 14
Girrigz- Initiative: 1d20 + 5 ⇒ (8) + 5 = 13

We see Dylan and Tullius go before I run the bad guys (Girrigz has the higher mod to break the tie with Zeke)

*** MAP ***


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan applies his silversheen to his longsword and enters the cavern. While he enters he continues to plead with them. " We wish you no harm, we want a peacefull resolution. There is no need to fight.'

****MAP****

Spells in effect, Bless 4 min or 40 rounds, bull strength 6 min or 60 rounds (domain spell cast at 2 levels highter) beacon of faith, Enhanced diplomacy


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius will start out by casting Long Arms, and will draw his flying talon.
He will also to try and remain stealthy in the back. if he even was to begin with
Stealth: 1d20 + 14 ⇒ (16) + 14 = 30

long arms 50 rounds(correct me if I am wrong)


As Dylan enters the cavern and begins to speak a large purple mushroom to his right begins to shriek as you approach (#1 on your map) The sound is quite loud, and drowns out the sound of your speech.

You notice as you pass through the muck on the ground (Aka, the river of sewage on the map) that the area is quite slippery, and could cause balance issues if doing more than simply moving through the space. (your current position is free of the muck)

Rounds: 1d3 ⇒ 2

The description of the mushroom creature says nothing about it causing spell failure chance (although you would think it would), so it does not interfere with Tullis' casting of Long Arms.

----

The wererats approach the only target in the room and attempt to attack you brandishing simple short swords. (Acrobatics DC12 for those attacking from the muck)

R4 - Acrobatics: 1d20 + 8 ⇒ (17) + 8 = 25
R5 - Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9 Immediately falls prone.

R4 - Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Miss
R6 - Attack: 1d20 + 4 ⇒ (8) + 4 = 12 Miss

---

The dire rats in the back seem unconcerned with whats going on so far.

With the sound of the shrieking mushroom, you are uncertain as to what may be happening in the next rooms, although you can see into the room a little better from your current position.

***MAP***


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Zeke carefully moves up to the entrance and lobs an Explosive bomb at R5, and scopes out an opportunity to climb up the walls:

Stealth: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 (mutagen)
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (18) + 6 + 1 + 1 = 26 (PBS,Bless)
Explosive bomb: 10’ splash radius, direct hit catches fire & takes 1d6/rnd until extinguished
'Splode: 3d6 + 3 + 1 ⇒ (3, 5, 1) + 3 + 1 = 13 (PBS)
Miss direction: 1d8 ⇒ 2
Splash damage: 6 (DC 15 Reflex save for 1/2 damage)
No splash damage to Dylan's square (Precise Bomb)

***MAP***

Status notes: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the group entered the sewer. 4/5 explosive bombs, 5/5 bore bombs


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Acrobatics: 1d20 + 2 ⇒ (13) + 2 = 15


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas makes his way into the cavern. As he does this, he will also apply the silversheen to his sword.

"Please listen to my companion. We are not here to fight. If you continue, this will not end well for you."

Acrobatics: 1d20 + 4 ⇒ (15) + 4 = 19
Diplomacy: 1d20 - 2 ⇒ (3) - 2 = 1

Again, not sure why I bother with Ammy's diplomacy.

***MAP***


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan will take the advantage and attack the Wererat that fell.

Sword: 1d20 + 6 + 2 + 1 ⇒ (8) + 6 + 2 + 1 = 17(bless, giant strength)

damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12(giant strength)


I need to take care of this before Tullis's turn.

The bomb hits even a prone (+4 AC vs Ranged Attacks) R5, scorching him good.

The others attempt a reflex save,

R4 Reflex: 1d20 + 5 ⇒ (7) + 5 = 12 Full Damage
R6 Reflex: 1d20 + 5 ⇒ (20) + 5 = 25 Half Damage

---

As Ammy moves past R5 he lashes out with his sword..

R5 AoO: 1d20 + 4 ⇒ (10) + 4 = 14 miss

---

Dylan then takes a swing at a prone R5 (-4AC vs melee) and connects. R5 goes unconscious and is bleeding out (and on fire)

*Edit - **Map**


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius will move in right in front of zeke and say while passing him, "Ahh! So your a bomb kinda guy!"
Acrobatics: 1d20 + 6 ⇒ (7) + 6 = 13

MAP


I need to post the summary quick from last round because I'm confusing myself in order of events..

Order & Damage
Dylan
Tullius
WR4 - 0 + 6(full splash) = 6dmg
WR5 - 0 + 13(Bomb) = 13dmg(Prone/On Fire)
WR6 - 0 + 3(half splash) = 3dmg
R2
R3
Girrigz
Zeke
Ammy

Round 1 Summary
Dylan applied silversheen and moved in to try some diplomacy to no avail.

Tullius Cast Long Arms and drew his weapon

The three Wererats attacked.. none successful and one embarrassing fall.

The two Dire Rats did not seem concerned about the battle currently

You don't know what Girrigz is doing yet.

Zeke Lauched a bomb at the prone wererat. scorching him and those around him

Ammy applied silversheen and grunted some barely audible words of peace as he moves through.. The prone wererat attacks as he passes to no avail.

Round 1 over Round 2 starts

At the top of round two, Dylan puts a sword to the poor prone wererat rendering him unconscious.

Tullius moves in to get a better angle at the battle (Tullius could have likely done more here.. Still have a standard action available)


Wererats 4 and 6 Attack Dylan once again.

WR4 Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10 Really?

WR4 falls prone, so his first attack fails, but he lashes out with his bite attack at Dylan.

W4 Bite(secondary): 1d20 - 1 ⇒ (4) - 1 = 3 Miss

WR6 attacks from solid ground

W5 Sword(primary): 1d20 + 4 ⇒ (8) + 4 = 12 Miss
W5 Bite(secondary): 1d20 - 1 ⇒ (12) - 1 = 11 Miss

A Crossbow Bolt from an unknown source comes wizzing over the newly prone wererat towards Tullius. Tullius is caught Flat Footed against the attack.

W7 XBow: 1d20 + 4 ⇒ (10) + 4 = 14 Hits Flat Foot AC
W7 XBow Dmg: 1d8 ⇒ 7
W7 Sneak Dmg: 1d6 ⇒ 6

The Bolt hits with some extra bite as the wererat tries to hide again

W7 Stealth: 1d20 + 8 - 20 ⇒ (18) + 8 - 20 = 6 (Sniping)

----

Both of the Dire Rats see a tasty meal in Ammendithas and move in to attack

R2: 1d20 + 1 ⇒ (5) + 1 = 6 miss
R3: 1d20 + 1 ⇒ (14) + 1 = 15 miss

---

You are still unsure of what Griggz is doing or of how many other potential threats may reveal themselves.

*** MAP *** Wererat 7 is on this map because I'm positive you'll beat the DC6 perception check to see him, but be sure to roll it if it's possible that you could fail.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan's round 3 actions:

perception: 1d20 + 3 ⇒ (6) + 3 = 9

Dylan swings at the warerat still standing

sword: 1d20 + 6 + 2 + 1 - 4 ⇒ (19) + 6 + 2 + 1 - 4 = 24 (bless, bull strength, non-leathal)

damage: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10 (bull strength)

Possible critt
sword: 1d20 + 6 + 2 + 1 - 4 ⇒ (18) + 6 + 2 + 1 - 4 = 23 (bless, bull strength, non-leathal)

damage: 1d8 + 2 + 2 ⇒ (3) + 2 + 2 = 7 (bull strength)


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius seeing dylan and zeke take a more deadly approach, will draw his sword. When he gets in site of wererat 4 he will take a swing at him.
Sword: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 +1 for bless
damage: 1d10 + 3 ⇒ (8) + 3 = 11
When tullius later gets hit he will say, "Oh! You done did it now boy!"

Long arms:49 rounds


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Amendithas is angered by his inability to sway these creatures with his speech. "You were warned!" He yells as he turns on Dire Rat R2.

Attack: 1d20 + 10 + 2 - 2 + 2 + 1 ⇒ (5) + 10 + 2 - 2 + 2 + 1 = 18 (Rage, Power Attack, Furious Focus, Bless)
Great Bastard Sword: 2d8 + 7 + 3 + 6 ⇒ (4, 1) + 7 + 3 + 6 = 21 (Rage, Power Attack)


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Round 2

Zeke steps to the square in front of Tullius and lobs an explosive bomb at R4.

Stealth, moving up: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24 (mutagen)
Acrobatics: 1d20 + 2 ⇒ (11) + 2 = 13 vs DC12 muck
Perception: 1d20 + 12 ⇒ (20) + 12 = 32
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27 (PBS,Bless)
Explosive bomb: 10’ radius, direct hit catches fire & takes 1d6/rnd until extinguished
'Splode: 3d6 + 3 + 1 ⇒ (2, 6, 3) + 3 + 1 = 15 (PBS)
Miss direction: 1d8 ⇒ 5
Splash damage: 6 (DC 15 Reflex save for ½ damage)
No splash damage to (up to 3 squares) (Precise Bomb)
Stealth, sniping: 1d20 + 11 + 2 - 20 ⇒ (8) + 11 + 2 - 20 = 1 (mutagen)

Status notes: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the group entered the sewer. 3/5 explosive bombs, 5/5 bore bombs. Blessed (Dylan)

=------=

Round 3

If R4 AND R6 are still standing:

Zeke stands his ground and lobs another explosive bomb at R4.

Stealth, sniping: 1d20 + 11 + 2 - 20 ⇒ (2) + 11 + 2 - 20 = -5 (mutagen)
Acrobatics: 1d20 + 2 ⇒ (15) + 2 = 17 vs DC12 muck
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (16) + 6 + 1 + 1 = 24 (PBS,Bless)
Explosive bomb: 10’ radius, direct hit catches fire & takes 1d6/rnd until extinguished
'Splode: 3d6 + 3 + 1 ⇒ (4, 1, 6) + 3 + 1 = 15 (PBS)
Miss direction: 1d8 ⇒ 8
Splash damage: 6 (DC 15 Reflex save for ½ damage)
No splash damage to (up to 3 squares) (Precise Bomb)

Status notes: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the group entered the sewer. 2/5 explosive bombs, 5/5 bore bombs. Blessed (Dylan)

If R4 OR R6 are down:

Zeke moves 5’ closer if able to remain 5 ft away from the baddies and lobs a bore bomb at the standing baddie.

Stealth, sniping: 1d20 + 11 + 2 - 20 ⇒ (18) + 11 + 2 - 20 = 11 (mutagen)
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21 vs DC12 muck
Perception: 1d20 + 12 ⇒ (4) + 12 = 16
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10 (PBS,Bless)
'Splode: 3d6 + 3 + 1 ⇒ (5, 3, 2) + 3 + 1 = 14 (PBS)
Miss direction: 1d8 ⇒ 4
Splash damage (5’ radius): 6 (DC 15 Reflex save for ½ damage)
No splash damage to (up to 3 squares) (Precise Bomb)

Status notes: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when the group entered the sewer. 3/5 explosive bombs, 4/5 bore bombs. Blessed (Dylan)

=------=
someone will need to update the map for me


** Side note - I'm ruling if you are prone in the slimy wet muck, it extinguishes any fire that may have took hold of you.

Reflex WR6: 1d20 + 5 ⇒ (8) + 5 = 13

Order & Damage
Dylan
Tullius 7+6=13dmg
WR4 - 6+15=21dmg (prone)
WR5 - 13+12=25dmg (unconscious)
WR6 - 3+(6splash) = 9dmg
R2 - 21dmg (Dead)
R3
Girrigz
Zeke
Ammy

Round 2 Summary
At the top of round two, Dylan puts a sword to the poor prone wererat (WR5) rendering him unconscious.

Tullius moves in to get a better angle at the battle, draws swords and swings at W4 and misses

W4 attacks but falls prone in the muck but tries to bite and misses.
W6 attacks from solid ground and misses both bite and sword.
W7 attacks with crossbow from hiding and hits a flat footed Tullius causing damage.

R2 and R3 attack Amendithas and miss.

Amendithas attacks R2 and hits for 21 damage, severing the Rats head from its body

Zeke lobs another bomb and hits R4 for 15 damage splashing R6 for 6

End of Round 2 Map: **MAP**

Round 2 over Round 3 starts
Dylan attempts to knock out R6 and crits with non-leathal damage for 17. R6 falls unconcious

Tullius Pending..

----

Looks like we need a Tullius action for round 3 yet. We counted your most recent attack as a continuation of your round 2 actions since you still had a Standard action left from that round. Round 3 is still available for your actions.

Big thanks to Dylan for putting this summary together for me. I've been busy of late, and it was a terrific help.


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius will cast vanish and proceed to move in on W7 while flanking the others if needed.
MAP

------------
Long arms: 48 rounds
Vanish: 5 rounds
(Personal Note) LV0-4, LV1-3, LV2-3


With Zeke's terrific perception, he can see the Wererat as he draws back the string of the crossbow and another bolt is loaded. The wererat peaks out from behind the rocks in an attempt to snipe again. While his first target is gone, he notices a small gnome whom is poorly trying to stealth behind some bodies.

W7 Xbow: 1d20 + 4 ⇒ (6) + 4 = 10 The Bolt Misses

He attempts to stealth again..
Snipe: 1d20 + 8 - 20 ⇒ (9) + 8 - 20 = -3 Quite visible but does still have partial cover.

---

W4 attempts to get up and retreat... (provoking an attack from Dylan as he does so)
W4 Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9 LOL

He falls flat on his face again. He puts his arms up as if to signal his intention to surrender.

Sense Motive DC20:
W4 Bluff: 1d20 + 3 ⇒ (17) + 3 = 20
You realize he has no intention of surrendering and is just trying to buy some time.

---

From the small cracks in the northern wall, hundreds of tiny rats come pouring out of the nooks and crannies obviously drawn in by the sound of the shrieking mushroom in the back. They look as if they were about to head towards Ammendithas when their noses tell them there is something else in the vicinity. Dozens of the rats begin crawling and biting all over Tullius (You can take an attack of opportunity if you wish as they are entering your square)

Assuming the rats survive any AoO attempt:
Swarm Damage: 1d6 ⇒ 5

Tullius needs to make a DC12 Fortitude save vs Disease.

---

*EDIT - forgot the dire rat biting at Ammy
R3 Attack: 1d20 + 1 ⇒ (15) + 1 = 16 Hit!
R3 Dmg: 1d4 ⇒ 3

Ammy must make a DC11 Fort save vs Disease

---

*** MAP ***


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan's Attack of Opportunity

Sword: 1d20 + 6 + 2 + 1 - 4 ⇒ (7) + 6 + 2 + 1 - 4 = 12 (bull strength,bless, non-leathal)

damage: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8 (bull strength)

Dylan yells "Stay down"


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Tullius's attack of opportunity
Sword: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29 +1 for bless dont know if that still counts
Damage: 1d10 + 3 ⇒ (10) + 3 = 13
Sword: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Damage: 1d10 + 3 ⇒ (9) + 3 = 12
took a guess on the crit confirm


The AoO attempt from Dylan misses the mark, But the hit from Tullius manages to swipe a few rats from the swarm. It wasn't enough to disperse the swarm however, and they do proceed to swarm over you. (You will need to make your fort save)

I need to know if Zeke wishes to proceed with his planned bombing of R4 given his apparent desire to surrender, and Ammy will need to make a move for round 3 yet as well before we proceed back up to the top for round 4


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

Fort: 1d20 + 5 ⇒ (3) + 5 = 8 ...and let it begin...


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Sense Motive: 1d20 + 1 ⇒ (20) + 1 = 21 vs R4's DC20 ostensible surrender

Zeke carries out his single-target bore-bomb attack on R4 in round 3.

"Ha! You're not fooling me, you were-devil!"


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

With a +12 fortitude bonus, I don't think even Ammy can screw up this Fort Save.

Unimpressed with R3's attack on him, Amendithas raises his sword to return the favor.

"Please, there is no need for further bloodshed. I like rats...especially when they're sauteed, with a nice stout ale!"

Attack: 1d20 + 10 + 2 - 2 + 2 + 1 ⇒ (18) + 10 + 2 - 2 + 2 + 1 = 31 (Rage, Power Attack, Furious Focus, Bless)
Great Bastard Sword: 2d8 + 7 + 3 + 6 ⇒ (2, 6) + 7 + 3 + 6 = 24 (Rage, Power Attack)


It's been a while, so I hope I got this right. Correct me if I'm wrong

For Ammy; Only with skill checks is there a possibility that you can never fail, or never succeed. For all other rolls, there is a chance for a natural 1 or natural 20, in which you can still fail or succeed no matter how difficult or easy the roll. Ammy will still need to roll a fort save

Order & Damage
Dylan
Tullius 13dmg + 5 (Swarm) = 18dmg (Fort Failed)
WR4 - 21dmg + 15(Bomb) = 37dmg (Incinerated)
WR5 - 25dmg (unconscious)
WR6 - 9dmg + 17(non Lethal) = 26dmg (17NL) (Unconcious)
R2 - 21dmg (Dead)
R3 - 0 + 24 (Ammy Smash) = 24dmg (Dead)
WR7
Rat Swarm - 6 (Sword) = 6dmg
Girrigz
Zeke
Ammy - 0 + 3 (Rat) = 3dmg (Fort Save Needed Still)

Round 3 Summary
Dylan attempts to knock out R6 and crits with non-leathal damage for 17. R6 falls unconcious

Tullius Casts Vanish and moves north into the chamber

WR7 attacks with his Xbow but misses Zeke

WR4 Fails to stand (Dylans AoO just missing) and "attempts" to surrender (Zeke is having none of it)

Rat 3 Bite and hits Ammy (Ammy still has a Fort Save DC11)

A Swarm of rats come out of slim passageway to the north, Perhaps attracted by the scent of elf. They swarm over Tullius. Tullius kills a few of the rats, but several still swarm his body biting at any flesh they can find (Tullius Failed his Fort. Effects to happen later)

Zeke not buying the surrender attempt, incinerates R4 as he lay.

Ammy, upset at the Rat's martial prowess, retaliates and makes quick work of the tiny creature.

Round 3 over Round 4 starts

For all future posts, please begin with an OOC comment as to which round the actions belong to. I've found it quite helpful in the past


Male Half-Orc Barbarian 5
Status:
HP 60/60| Rage Rounds 19/19 | 3/3 HWP
Stats:
AC 18; T 12; FF 16 | F+7; R+3; W+1 | Init+7 | Per+0

Ammy Fort Save Roll, Round 3

Fort: 1d20 + 12 ⇒ (4) + 12 = 16

Whew! Thought for sure your comment would jinx me and he'd roll a 1.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Round 4

perception: 1d20 + 3 ⇒ (7) + 3 = 10 Dylan can see #7
Dylan looks right at #7 [b] “Stand down, I do not wish for anyone else to get hurt. I don't think my friends care if you are alive or dead.”[/dice]

diplomacy: 1d20 + 8 + 2 + 1 ⇒ (9) + 8 + 2 + 1 = 20 (enhanced diplomacy, GM bonus)

Dylan heads over to #7 stepping into the muck and swings.

Possible AoO from #1

acrobatics: 1d20 + 2 ⇒ (20) + 2 = 22

sword: 1d20 + 6 + 2 + 1 ⇒ (19) + 6 + 2 + 1 = 28 (bull strength, bless)

damage: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12

Possible crit

sword: 1d20 + 6 + 2 + 1 ⇒ (14) + 6 + 2 + 1 = 23 (bull strength, bless)
damage: 1d8 + 2 + 2 ⇒ (2) + 2 + 2 = 6

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