Morosino |
Morosino catches his breath and begins to speak.
"The dottari have nabbed Arael and the Hellknights of the Rack are trying to get custody of him!" I barely escaped, but I fear they have caught onto my trail!"
The boy puts his head down in shame.
As you look out the window the coast is indeed not clear. Down the street you can see at least a dozen black armored solder's coming in your direction.
GM JIB |
Order of the Rack is the local chapter of Hellknights and are known for there zealous and extreme actions. Their greatest obsession is the prevention of rebellion.
Guy Berrain |
Shooting an angry look at Janiven, "Seems I was wrong Janiven," Guy says coldly. "We need to leave, now. I'm not mixing it up with them today. Is there a back exit?" Guy looks around for anything he can throw in front of the door to slow down their would-be assailants.
Knowledge Local on the Order of the Rack: 1d20 + 4 ⇒ (20) + 4 = 24
Also, is there anything I can throw in front of the door? Heavy tables, cupboards, cabinets, etc?
Ravishar |
Perception 1d20 ⇒ 9 try and see what I can about those coming
Knowledge (Local) on the Order of the Rack (untrained) 1d20 ⇒ 7
Ravishar sees the number coming. "We have company guys, and I don't think we are any match for them. Guys right, we need to get out of here. You must have planned for something like this, a back door, some other way out of here?"
GM JIB |
Order of the Rack is the local chapter of Hellknights and are known for there zealous and extreme actions. Their greatest obsession is the prevention of rebellion.
There is a pile of broken tables and chairs in a corner, as well as the big table and chairs in the center of the room.
(Perception) All of the Hellknights are armed
(Knowledge)Order of the Rack is the local chapter of Hellknights and are known for there zealous and extreme actions.
Janiven Jenkings |
Janiven hears the clanking of armor down the street, even before the Paladin confirms her fears.
"Dammit!!!"
She looks down at the boy with a look of anger
"I am sorry everybody, but this is not how I intended our meeting to turn out, but we must leave immediately."
Janiven looks over in Guy's direction, and points to the pile of debris.
"Under all that garbage, there is an access hatch to the sewers. Guy and Ravishar, help me remove the debris from atop the escape hatch and make a barricade in front of the door."
She moves over to the piles, and pulls out a large piece of a table and piles it next to the front door.
"Morosino, grab the torches from behind the bar. Erliana and Gnomes get ready to ru...."
BANG BANG BANG
The door rattles from the force.
(Outside in a deep, booming voice)
"You are surrounded, come out and give yourself up or you shall feel the wrath for the Order of the Rack!"
Ravishar |
Ravishar hurrys to move debris off the pile and get it in front of the door. "Janiven, you lead everyone through the tunnel to wherever it goes. Fizz, you take care of the child, make sure he makes it through all right. Me and Guy will cover the back, and fight them off if its needed. Iomedae, I pray it is not."
Fizzwiddle Glockenfleffor XXII |
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Sounds like a plan...but first...
Fizzy peeks out the window looking for the one that looks like the least experienced
Perception1d20 + 7 ⇒ (10) + 7 = 17
Just one second I have explosive Diarrhea, and we are still cleaning it up!
On that least experienced he casts Hideous Laughter DC 14 Will
Lets move! That might by us a little bit of time!
Fizzy collects his new friend. [b] Stay with me and Kara, ok?
Kara Deepshadow |
Kara nods in agreement as she scopes out the room. acros the room opposite the side with the hatch she looks for a window.
we can fake an escape in that diretion maybe they will fall for it and we get get a little time to make our escape
suggest casting ghost sound to make it sound like a window breaking as if we are trying to make our escape that direction.
Fizzwiddle Glockenfleffor XXII |
Fizzy nods vigorously as he makes his way towards the hatch, ushering the boy. Prepared to cast Ghost Sound.
Fizzwiddle Glockenfleffor XXII |
As Fizzy helps the boy down into the trap door Fizzy mutters a cantrip to cause the sound of a slamming window to go along with the image that Kara is creating. Casts Ghost Sound DC 13, if interacted with
Erliana Vinhoven |
As Erliana sees what the gnomes are doing, she nods silently. Rickard ducks into the tunnel as she casts a spell of her own, a vaguely humanoid looking light following the silent image out the window.
Casts Dancing Lights. Range 110 feet.
She then follows her familiar into the hatch.
GM JIB |
As the pile was cleared of debris and Janiven lifted up the hatch, you hear the sound of armor hitting the ground and of a man in a fit of uncontrollable laughter.
(Outside in a squeaky voice)
"Captain, they are escaping out the window, come quick"
The sound of armor rushes away from the front door as you make your way down the hatch.
The tunnel is rough-hewn and leads down 20ft to a simple wooden door.
As you arrive at the door at bottom of the tunnel.
(Outside in a deep, booming voice)
"You Fools!!"
You hear the sound of shattering glass
Janiven Jenkings |
The other side of the door leads to a small nook which has been carved out of the sewers.
"We have a safe house in Rego Sacero ("Priest Sector"), we must get there quick. Luckily, Arael and I prepared for such a disaster."
She points at an drawing of an arrow in chalk on the door.
"We have marked all the intersections, so we could find our way back to the hideout. If anybody gets separated from the group or lost, look for these marks and follow the arrows"
Janiven knells down and pushes some bricks aside. She sighs in relief.
"Good they are still here"
She pull out a small backpack, opens it up and starts to pulls out some potions.
"Three..Eight..Sixteen" Perfect. We need to get moving, and we will not have time to rest. Everyone make sure to grab a couple of these."
Everyone receives 3 potions of cure light wounds
Janiven turns around and grabs some long pipes leaning against the wall and starts to insert them into grooves cut into the door.
"You guys make a run for it while I buy us some time and board up this door. I will catch up! Hurry!!
GM JIB |
Make the Following rolls:
1 d100 Roll
7 Perception Checks
See Example Below (Morosino)
1d100 ⇒ 14
1. Perception: 1d20 + 4 ⇒ (14) + 4 = 18
2. Perception: 1d20 + 4 ⇒ (6) + 4 = 10
3. Perception: 1d20 + 4 ⇒ (1) + 4 = 5
4. Perception: 1d20 + 4 ⇒ (9) + 4 = 13
5. Perception: 1d20 + 4 ⇒ (16) + 4 = 20
6. Perception: 1d20 + 4 ⇒ (9) + 4 = 13
7. Perception: 1d20 + 4 ⇒ (4) + 4 = 8
Erliana Vinhoven |
Perception from first post in series with DC 18: 1d20 + 2 ⇒ (16) + 2 = 18
1d100 ⇒ 13
1.Perception: 1d20 + 2 ⇒ (14) + 2 = 16
2.Perception: 1d20 + 2 ⇒ (19) + 2 = 21
3.Perception: 1d20 + 2 ⇒ (6) + 2 = 8
4.Perception: 1d20 + 2 ⇒ (1) + 2 = 3
5.Perception: 1d20 + 2 ⇒ (13) + 2 = 15
6.Perception: 1d20 + 2 ⇒ (16) + 2 = 18
7.Perception: 1d20 + 2 ⇒ (4) + 2 = 6
As Erliana scrambles down the tunnel away from the approaching disaster, she gratefully takes the potions and listens intently to Janiven.
Fizzwiddle Glockenfleffor XXII |
Fizzy slips the potions into his pack. They're in! He whispers to the others.
Perception 11d20 + 7 ⇒ (17) + 7 = 24
Series
Percentage 11d100 ⇒ 63
Perception 11d20 + 7 ⇒ (3) + 7 = 10
Perception 11d20 + 7 ⇒ (19) + 7 = 26
Perception 11d20 + 7 ⇒ (12) + 7 = 19
Perception 11d20 + 7 ⇒ (18) + 7 = 25
Perception 11d20 + 7 ⇒ (8) + 7 = 15
Perception 11d20 + 7 ⇒ (20) + 7 = 27
Perception 11d20 + 7 ⇒ (15) + 7 = 22
Guy Berrain |
Percentile: 1d100 ⇒ 6
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 5 ⇒ (6) + 5 = 11
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Perception: 1d20 + 5 ⇒ (5) + 5 = 10
Kara Deepshadow |
Perception check: 1d20 + 2 ⇒ (18) + 2 = 20
Kara grabs her potions and tosses them into her bag and follows Fizzy down the tunnel.
percentile: 1d100 ⇒ 39
perception rolls:
1. 1d20 + 2 ⇒ (1) + 2 = 3
2. 1d20 + 2 ⇒ (1) + 2 = 3
3. 1d20 + 2 ⇒ (14) + 2 = 16
4. 1d20 + 2 ⇒ (4) + 2 = 6
5. 1d20 + 2 ⇒ (3) + 2 = 5
6. 1d20 + 2 ⇒ (1) + 2 = 3
7. 1d20 + 2 ⇒ (17) + 2 = 19
Ravishar |
Perception 1d20 ⇒ 9
Ravishar puts the potions into his belt pouch and sees Janiven start to board up the door. Smart one there, I just had the same idea, though mine involved rope.
"Lets try and stay together the best we can. Whoever thinks they have the best eyesight should be at the front with Guy, I'll lead up the back of the group."
I feel like I should stay behind to help Janiven, but I know she can handle herself, and truthfully, I'll be more help to her if I don't get caught with here. Iomedae I pray she makes it alright. but silently he curses himself for feeling so weak.
Percentage 1d100 ⇒ 76
1. Perception 1d20 ⇒ 3
2. Perception 1d20 ⇒ 2
3. Perception 1d20 ⇒ 15
4. Perception 1d20 ⇒ 1
5. Perception 1d20 ⇒ 11
6. Perception 1d20 ⇒ 18
7. Perception 1d20 ⇒ 20
Oh crap, I am so screwed
GM JIB |
The tunnels of the sewers are teen foot wide, with a 3-foot-deep deep trench of water and waste taking up half that width. The smell of raw sewage is nauseating.
Morosino points out the way as you make your way through many turns and twists through out the sewers.
Guy soon comes to a four way intersection and the arrow mark seems to be smudged. Fizzwiddle studies the mark and points south, finding another one down the way.
The party makes it to a bend when they encounter a swarm of colorful, animate blobs of slime with thin insectoid legs and antennae-like appendages crawling all along the walls , ground and in the sewage.
Marching Order and Initiative
Ravishar |
DM, by your description I'm assuming we have to be in a single file line?
Guy, your AC is 1 higher, but you have 3 less health. Not sure which one of us should be in front, probably you because 1 more AC means a lot more this early. Unless you disagree, in which case I'll take front. Except I said that I was taking rear earlier, so we don't even have that option.
initiative 1d20 + 6 ⇒ (1) + 6 = 7
Ravishar readies himself. Just what we need, natives giving us trouble
GM JIB |
You identify these as "Torbles" aka ooze bugs. These strange mouse size creatures part ooze/ part vermin, are known to live among the waste in the sewers of Westcrown. Their bites sting, and some people say they resemble the effects of acid
These are pretty common in Westcrown's Sewers.
You identify these as "Torbles" aka ooze bugs. These strange mouse size creatures part ooze/ part vermin, are known to live among the waste in the sewers of Westcrown.
GM JIB |
I have rolled your Initiative and placed you in the front of marching order to speed things up.
Let me know if u want to change the order.
Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Torbles:
Initiative: 1d1 + 2 ⇒ (1) + 2 = 3
Everyone Please Read Newest Post About Combat in Discussion Section
Morosino |
Move up carefully to i3 or closest to torbles if not moved up next to me
OR
Stay put if Torbles moved next to Me
Unarmed Strike on Torble (On wall Either With Fist or Stomping one on Ground)
Unarmed Strike: 1d20 - 4 ⇒ (11) - 4 = 7
Damage: 1d4 - 2 ⇒ (3) - 2 = 1
Hit: As Morosino Stomps/smashes the strange ooze like creature, his boot/hand becomes covered in slime
Fizzwiddle Glockenfleffor XXII |
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Fizzwiddle will stow his whip and prepare to draw a sharpened dagger next round. Then he will 5 ft step forward if he gets the chance
Then he sings a little song Sing1d20 + 7 ⇒ (3) + 7 = 10
Squash them hard!
Squash them fast,
But be on your guard,
Or we won't last!
Inspire Courage +1: All Party members receive +1 to attack rolls, Damage rolls and saves vs Fear/Charm
EDIT: changed moved action based off of the not being a swarm.
Ravishar |
Ugh, this small sewer is going to make it difficult to fight. should I jump in the water... No, there's probably worse things than torbles in there.
Kara Deepshadow |
I hate torbles kara exclaims she starts to call up the words to freeze the little buggers
Kara stays where she is
once a torble on the wall is within 25' she blsts it with a ray of frost.
Ranged touch 1d20 + 2 + 1 ⇒ (16) + 2 + 1 = 19
damage 1d3 ⇒ 2cold (+1 if bard song applies)
GM JIB |
All torbles move up
1 bite: 1d20 + 0 ⇒ (7) + 0 = 7
2 bite: 1d20 + 0 ⇒ (14) + 0 = 14
3 bite: 1d20 + 0 ⇒ (10) + 0 = 10
4 bite: 1d20 + 0 ⇒ (5) + 0 = 5
5 bite: 1d20 + 0 ⇒ (1) + 0 = 1
6 bite: 1d20 + 0 ⇒ (15) + 0 = 15
7 bite: 1d20 + 0 ⇒ (18) + 0 = 18
8 bite: 1d20 + 0 ⇒ (9) + 0 = 9
9 bite: 1d20 + 0 ⇒ (3) + 0 = 3
10 bite: 1d20 + 0 ⇒ (20) + 0 = 20
All (1 and 1 acid)