The tales of Caldir the Rogue

Game Master Torvald Torvaldson

Solo adventure for Mr. JAG


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You race back around to the area where you entered. You figure the third door on the E side is approximate to where you saw the smoke seep into the wall. You try your hand at the door and find it to be sealed firmly shut and apparently barred from the other side.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"I think the coffin's in here Ragnar, crush this door so we can kill this bastard."


After a few solid rounds of smashing, the door lies in a crumpled head besides Ragnar.

"Whatever this storage room was originally intended for, it’s
now obviously being used as a cache for stolen goods. Jewelry,
silverware, fine crystal, and all manner of expensive decor is
heaped on the shelves here. Several large crates have been used
to secure the door from the inside."


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Anything that might be used as a coffin? Any of that vampire dirt stuff in here?

perception: 1d20 + 18 ⇒ (5) + 18 = 23


No vampire dirt stuff, but it does look like this room has been used as storage for treaure pillaged from the ruins of the nearby mansions. There is over 1,250 gp in silverware, crystal, statuary, paintings, jewelry, and various art objects hidden away in this small room.

1d20 + 24 ⇒ (19) + 24 = 43
1d20 + 18 ⇒ (14) + 18 = 32
1d20 + 12 ⇒ (15) + 12 = 27

The gray skinned creature appears behind you and hammers again at Caldir
slam: 1d20 + 12 ⇒ (17) + 12 = 29
slam: 1d20 + 12 ⇒ (15) + 12 = 27
Hitting twice for 2d8 + 10 ⇒ (3, 5) + 10 = 18 and giving Caldir 2 negative levels!

CaldirInit: 1d20 + 15 ⇒ (11) + 15 = 26
RagnarInit: 1d20 + 12 ⇒ (14) + 12 = 26
creatureInit: 1d20 + 9 ⇒ (2) + 9 = 11

Party acdtion.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

GSA1: 1d20 + 18 ⇒ (8) + 18 = 26
GSA2: 1d20 + 13 ⇒ (6) + 13 = 19

Hits once for 2d6 + 25 ⇒ (2, 1) + 25 = 28


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

No save for negative levels?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

rapier: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18
dam: 1d6 + 13 ⇒ (4) + 13 = 17

dagger: 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25
dam: 1d4 + 12 ⇒ (3) + 12 = 15

rapier: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
dam: 1d6 + 13 ⇒ (1) + 13 = 14

dagger: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
dam: 1d4 + 12 ⇒ (1) + 12 = 13


The blows you and Ragnar land are lessened by the tough skin of the sickly gray vampire and the the wounds inflicted seem to be closing themselves up.38

It looks idly at Ragnar and simply says, Peace my friend, be still.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

will: 1d20 + 6 ⇒ (19) + 6 = 25

~shaking his head, What foolishness is this? Your fellows in the Lodge did no better!

GSA1: 1d20 + 18 ⇒ (15) + 18 = 33
GSA2: 1d20 + 13 ⇒ (16) + 13 = 29

two huge cuts: 4d6 + 40 ⇒ (2, 2, 4, 2) + 40 = 50

SEE?!!!! Those that have withstood the tender minstrations of devils are not impressed by the feeble wiles of the undead!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

rapier: 1d20 + 18 - 2 ⇒ (2) + 18 - 2 = 18
dam: 1d6 + 13 ⇒ (2) + 13 = 15

dagger: 1d20 + 16 - 2 ⇒ (3) + 16 - 2 = 17
dam: 1d4 + 12 ⇒ (2) + 12 = 14

rapier: 1d20 + 18 - 2 ⇒ (8) + 18 - 2 = 24
dam: 1d6 + 13 ⇒ (4) + 13 = 17

dagger: 1d20 + 16 - 2 ⇒ (9) + 16 - 2 = 23
dam: 1d4 + 12 ⇒ (4) + 12 = 16

Some sweet rolls!


Only one of your swings connect after Ragnar's effective round of mayhem.100

Again the vampire dissapates into a smokey cloud and flows into the wall behind it.

Taking a breath as it flows away, you realize that the only area you have come upon so far that smelled of the peculiar dirt these creatures need was the room you found behind the four guardsmen.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Head to the smelly vampire dirt room.

"I'm sick of vampires lets try to end this one now."


A quick journey later your return to the room filled with the sickly stench of odoriferous soils. You notice that there appears to be some loose dirt on the floorboards; almost as if it came up from beneath them somehow.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Let's rip these floorboards up Ragnar, and keep an eye out for that thing."


Ragnar quickly dispatches the floorboards and you are able to jump into the hold beneath and just as quickly dispatch the still re-forming vampire.

***end of combat***


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Anything else of note in this room?

perception: 1d20 + 18 ⇒ (18) + 18 = 36


Only the stench of rotting earth.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Stand back Ragnar."
Use the Morrowfall to blast the dirt with searing light.

What time of day is it? Want to eventually hole up somewhere for the night and see if Caldir can lose the negative levels.


It's almost evening. After you finish purifying the dirt and while still contemplating your next move you hear a hesitant voice, Caldir? Ragnar? Are you....in here?

You recognize the voice as that of LT Sathar from the barricade.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Whispered: "Be ready Ragnar, not sure I trust the guy that sent us in here."
Called out: "Right here Lieutenant."


You hear LT Sathar walk through the guardroom and see his head peek into the open door way. It is clear that he has been crying and a look of relief and joy washes over him as he sees you, Thank the gods! I'm SO sorry Caldir, but that creature forced us to direct you into this trap. I tried to resisit, but there was nothing I could do. I'm not sure what mischief it has planned in the Rasdovian mansion, but clearly you foiled its plans heare.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"That makes sense lieutenant. You were definitely luckier than the soldiers here. Anything else you can tell us before we head to the other mansion?"


Sathar gives you a rueful grin-They were house guards, not Dottari men, so I can't cry to much I'm afraid. The other mansion is the Rasdovian family's and I would imagine they managed to get most of their family and treasure out already. One of the guards reported late last night that he thought he saw something without wings fly into the building but I guess I chocked up to the vampire you just slew and not some other menace. We'll go back to keeping the area as secure as possible. Desna's best at the Rasdovian's and the Mayor's place.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Thanks lieutenant, we'll keep an eye out, let's head over to the Rasdovian mansion Ragnar."

perception: 1d20 + 18 ⇒ (2) + 18 = 20


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Aye Caldir...

perception: 1d20 + 12 ⇒ (16) + 12 = 28

~on the short trip over the mansion~

My skin's getting itchy Caldir. I'll bet you a round at the boot that there's a devil near and it's not just that big bastard down below. Something is watching us from the Rasdovian place; I just know it.


A one-story gatehouse stands at the edge of the ruined plaza,its stone walls having weathered the recent explosion quite well. Arrow slits line the walls of the gatehouse to either side of a pair of iron gates that block entry into a gravel-floored barbican—a second pair of gates opens into the manor courtyard in the opposite wall.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

How high is the wall and gate? How hard to climb the wall or gate?


It's a 20' climb to the top and looks like an easy climb. It's not a very imposing structure and you figure more for show and housing guards than for actually protecting anything.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Whispered to Ragnar: "Devils is it? I don't know which I like less, vampires or devils. I guess we best be ready for either or both. Did you encounter any vampires when you were stranded in hell? Do they even associate with one another?"

Check the gate for traps/locks, then disable trap/open lock, then open gate and look around.

findtraps: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
disable: 1d20 + 22 + 2 ⇒ (12) + 22 + 2 = 36
perception: 1d20 + 18 ⇒ (18) + 18 = 36


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

~shudders~No, hell was bad enough without some undead creatures mucking about. Don't think devils and the undead are tea partners, but then again I'm no priest.


You quickly overwhelm a lock that would keep most at bay for the rest of their lives.

There is another double door gate to the W that is also locke. Single doors lead out of this passageway to the N & S.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Damn you Ragnar, now I've got visions of devils and vampires sipping tea together stuck in my head."

Try the N door. Check it for traps, then disable traps/lock, then open and look around.

find traps: 1d20 + 18 + 2 ⇒ (18) + 18 + 2 = 38
disable: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42
perception: 1d20 + 18 ⇒ (18) + 18 = 36


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Quietly grumbles Better that than the visions I have stuck in my head...


Two huge and bloated lemures (10' tall) turn at the sound of the door opening. Seeing you, their faces split in a hideous grin.

CaldirInit: 1d20 + 15 ⇒ (14) + 15 = 29
RagnarInit: 1d20 + 12 ⇒ (4) + 12 = 16
lemure: 1d20 + 1 ⇒ (3) + 1 = 4

The creatures are about 15' away.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Caldir moves up and attacks.

rapier: 1d20 + 18 - 2 ⇒ (6) + 18 - 2 = 22
dam: 3d6 + 13 ⇒ (6, 4, 3) + 13 = 26

dagger: 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22
dam: 1d4 + 2d6 + 12 ⇒ (3) + (5, 6) + 12 = 26

*Full attack would be 4 attacks, figure that would be impossible with needing to move about 15 feet, but 2 attacks might be possible. If not just go with the 1 attack with rapier which would mean +2 to hit for a 24.


Caldir wrote:

Caldir moves up and attacks.

[dice=rapier]1d20+18-2
[dice=dam]3d6+13

[dice=dagger]1d20+16-2
[dice=dam]1d4+2d6+12

*Full attack would be 4 attacks, figure that would be impossible with needing to move about 15 feet, but 2 attacks might be possible. If not just go with the 1 attack with rapier which would mean +2 to hit for a 24.

I think you can only 5' move with a full attack. Otherwise you just get your primary?

http://www.d20pfsrd.com/gamemastering/combat#TOC-Full-Attack

If you get more than one attack per round because your base attack bonus is high enough (see Base Attack Bonus in Classes), because you fight with two weapons or a double weapon, or for some special reason, you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Ragnar charges the same one you engage. Finally! Devil payback time!

~charge~GSPA!: 1d20 + 16 + 2 + 2 ⇒ (7) + 16 + 2 + 2 = 27

HACK!: 2d6 + 2d6 + 37 ⇒ (4, 2) + (1, 2) + 37 = 46


You and Ragnar almost take down one of the two creatures with your savage strikes.

They retort!
on1d2 ⇒ 1 Caldir
claw: 1d20 + 12 ⇒ (2) + 12 = 14
claw: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d6 + 7 ⇒ (1) + 7 = 8

on1d2 ⇒ 1 Caldir
claw: 1d20 + 12 ⇒ (15) + 12 = 27
claw: 1d20 + 12 ⇒ (9) + 12 = 21


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Back to hell, where you belong devil."

rapier: 1d20 + 18 - 2 ⇒ (4) + 18 - 2 = 20
dam: 1d6 + 13 ⇒ (1) + 13 = 14

dagger: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31
dam: 1d4 + 12 ⇒ (2) + 12 = 14

rapier: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13
dam: 1d6 + 13 ⇒ (2) + 13 = 15

dagger: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
dam: 1d4 + 12 ⇒ (3) + 12 = 15


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

What he said!

GSA1PA: 1d20 + 18 ⇒ (9) + 18 = 27
GSA2PA: 1d20 + 13 ⇒ (13) + 13 = 26
damage: 8d6 + 64 ⇒ (5, 1, 6, 1, 1, 3, 4, 3) + 64 = 88


You finish off the first and Ragnar cuts down the second.

***end of combat***


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Let's check the area for anything useful." Search the lemures and surrounding area.
perception: 1d20 + 18 ⇒ (11) + 18 = 29


You find nothing of note except a door in the W wall.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Caldir points at the door with his rapier.

"Let's check what's behind that door next."

Advance to the door, check it for traps, disable traps and/or the lock, the open the door and look around.

findtraps: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
disable: 1d20 + 22 + 2 ⇒ (5) + 22 + 2 = 29
perception: 1d20 + 18 ⇒ (10) + 18 = 28

-26 hp
-2 levels


The door opens easily:

"This room contains several empty armor stands and an empty weapon rack."

You find a well crafted spear and 16 arrows against the wall behind a weapon rack.

There is a door in the N wall.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Gather up the spear and arrows then head to the door in the N wall and do my routine.

findtraps: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29
disable: 1d20 + 22 + 2 ⇒ (18) + 22 + 2 = 42
perception: 1d20 + 18 ⇒ (12) + 18 = 30


The door yields to you easily:

"What may have once been a relatively cozy and comfortable
bedchamber is all but ruined, as if some huge creature had chosen
this room as its lair. Most of the furniture has been crushed and
pushed to the corners of the room, with a partially destroyed bed
having weathered the destruction with the least damage."

You find: 350 gp, seven pieces of jewelry (four
rings, a bracelet, a necklace, and an anklet) worth 100 gp
each, and four potions of cure moderate wounds. The spear from last post is MW and the arrows are +1 merciful. Obviously you don't know any of that yet.


Barbarian/Fighter 1/6(Two-Handed) tier 3 Champion +18/+13 +16/+11PA (Rage+2); +25/+15 +35/+25PA (Rage+2)
saves:
Fort+11/Reflex+8/Will+6
103HP AC27 +14 initiative DR2
skills:
Acrobatics+2/Climb+6/Intimidate+12/Knowledge Nature+6, Dungeoneering+7, Engineering +6/Perception +12/Survival+6/Swim+11

Looks like we explore the South side now. Don't know about you, but I was fairly partial to this North side. Easy money!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Easy money? You and I have different views when it comes to easy!"

Move to the South side.
perception: 1d20 + 18 ⇒ (15) + 18 = 33

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