Devil We Know, Part 1: The Shipyard Rats (T1-PFS) (Inactive)

Game Master Mari Clock

Table 1 of the Devil We Know Series

Faction Missions

T1 Inn of the Unlucky Sailor

T1 The Prancing Prince

Rat Cult Lair


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Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Just resting? Oh, she's just pining for the fjords, is she? Just a bit stunned, the now? Just resting after a unusually loud squawk? She's not pining! She's passed on! This cleric is no more! She has ceased to be! She's expired and gone to meet her maker! She's a stiff! Bereft of life, she rests in peace! She'll be pushing up the daisies! Her metabolic processes are now history! She's off the twig! She's kicked the bucket, she's shuffled off her mortal coil, run down the curtain and joined the bleedin' choir invisible!! THIS IS AN EX-CLERIC!!

Ooooh, you thought I was talking about chicky? No, I was going on because Blayne, the cleric, went down. (I know, his picture makes him look like a Ranger, amirite? =)

Grand Lodge

F Human, with Orcish qualities Mom-12

@Gwen, that attack will hit the zombie, go ahead and roll your damage.

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

LOL - thanks for caring Gwen, but if we're going to compare anyone to a parrot, I think it should be Zinc :-)

As the Zombie hits Blayne, he drops to the deck with a sound not unlike that a gunnysack full of brie cheese and pretzel sticks would make, and a rather surprised look on his face.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Sw33t

Killing the zom 'til he dies from it: 2d4 + 6 ⇒ (2, 3) + 6 = 11

So you do have cheese here? What about spam? Lolz, okay, only NOW can we say we're Playing now that we're quoting Python to each other. =)

Grand Lodge

F Human, with Orcish qualities Mom-12

Zombie took a hit, and he staggered, but isn't down yet.

Request: For readied actions, could do if/then scenarios so I know what to keep track of, otherwise I feel like it would hold the game up more if you ready and then have to come back to say what you did. Unless you don't mind, but I was kind of hoping to get through this first part at least with all expedience to try to get you guys a chance for a GameDay3 boon.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Fair 'nuff. We just waiting on Nev, then?

Grand Lodge

F Human, with Orcish qualities Mom-12

Yep.

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev mutters under his breath, "Damn zombies, just like skeletons with flesh." He puts his pistol into its holster and pulls out a battered morningstar. "Let's see how this works"

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo cries out, his voice somewhere between a squawk and a chirp, ”Whack him good, Nev! My arrows won’t be a lot of use against that zombie!” In a quieter voice, he adds, ”And I don’t want to get anywhere near it…”

Grand Lodge

F Human, with Orcish qualities Mom-12

Nev, the zombie is right next to you, you should be able to attack.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

I asked him about that. He moved as part of his last turn, but didn't describe it in his action - so one move action was to put away his gun, the other move action was to draw his morningstar as he moved forward. I think all our actions are done for this turn.

Grand Lodge

F Human, with Orcish qualities Mom-12

Well in that case.

Zombie will Slam: 1d20 + 4 ⇒ (1) + 4 = 5 on Nev for 1d6 + 4 ⇒ (4) + 4 = 8 damage, but doing so made him fall over.

The zombie is obviously distraught that his person has been hurt?

Combat Over!

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen scrmables over to the fallen cleric and automatically cases Stabilize.
Then she checks to see if she's still breathing.
Then she undresses her and checks her items.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo checks to make sure the zombie is dead-dead, then moves over to talk to the cleric, once she's recovers.

"I can lend my healing wand to bring 'round, so we can talk to her," he offers, holding it out to Gwen.

Grand Lodge

F Human, with Orcish qualities Mom-12

Who is going to talk to her?

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

"We're looking for Cestis, a Pathfinder you kidnapped," Zinkyudo says once the cleric regains consciousness. "Tell us where you've got him and the others you've taken. "

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

With the honey-tongued Zinky seeing to the cleric, Gwen trusts not the zombie that seemed to drop dead simply to do them a favor. She examines it. After she cuts off its head.

Perception check: 1d20 + 4 ⇒ (17) + 4 = 21

Grand Lodge

F Human, with Orcish qualities Mom-12

Zinkyudo's Intimidate: 1d20 + 4 ⇒ (3) + 4 = 7

Luscilia laughs in the face of the bird looking creature. What are you going to do, Beaky?

If someone else wants to aid another, we can add to my horrid roll.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Someone else could just roll on their own, might work out better. Could even Diplomacize her instead.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwendolen steps in to administer a more tender treatment.

"Hey there, Chicky. Can I call ya Chicky? Great. Hey, you might not be up on current events, but we just freed all the people downstairs, and then we came up here, killed your zom-zom, and kicked yer buttocks. So it's not really the will of my friend Beaky that you should be worried about, it's the will of the man over there. See him? The guy with the big gun? This is a bit out of his way and he didn't really wanna come here in the first place, but if you play nice and tell us where Cestus is, Honey, I -promise- that that guy will NOT shoot both your kneecaps off. Seriously."

bluff check. Huh, I guess I must not be bluffing. =): 1d20 - 1 ⇒ (6) - 1 = 5

Nope, not an evil act. If she talks, Gwen will do her utmost to make sure Nev does not shoot her in the kneecaps. Thus stopping an evil act. Anything else is merely inferred, and I can't really be held responsible for that. Also, the good of the many.... =)

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Realizing Blayne has been quiet, Zinkyudo looks around and realizes the fellow is unconscious on the deck. "Oops. Better do something about that."

He once again asks Gwen to use healing wand, this time on the injured human.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4 Not sure how far down Blayne is. Here's another if he needs it:
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Once Blayne regains consciousness, Zinkyudo helps him to his feet and says, "So, we need to convince this lady to tell us where Cestus is and she, well, uh, she laughed at me when I tried to scare her. Maybe you could talk all nice to her and get her to tell us?"

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

I was at -4 after the Zombie critical. Not sure how many rounds have gone by but I'll roll a couple of stabilize checks

Con: 1d20 + 1 ⇒ (8) + 1 = 9
Con: 1d20 + 1 ⇒ (20) + 1 = 21
Con: 1d20 + 1 ⇒ (2) + 1 = 3
Con: 1d20 + 1 ⇒ (17) + 1 = 18

Stabilized at -6

Blanyne sits up with a groan holding his head then looks around a bit puzzled. After a moment something seems to click and he grimaces. "Zombie. I hate those things. Did everyone else make it through OK?" After he speaks he seems to realize Zinky said something because he continues. "Oh, you captured the cleric - excellent! Let me get up and I'll help question her."

He gets up and walks over towards the cleric. Once there he thinks for a moment before deciding his best bet is probably a charm. He pulls out his holy symbol and intones a short prayer to Cayden Cailean.

Charm Person DC 14

Grand Lodge

F Human, with Orcish qualities Mom-12

Will: 1d20 + 5 ⇒ (2) + 5 = 7

Luscilia is in the middle of giving you directions to a cooper's warehouse where she knows the "Cult of Nature's Cataclysm" meets, when a throaty male voice from down the dock says Well, what have we 'ere, boys? Come for some work,, find some sport instead, eh?

Initiatives:

Blayne: 1d20 + 0 ⇒ (2) + 0 = 2
Zinkyudo: 1d20 + 4 ⇒ (12) + 4 = 16
Gwendolen: 1d20 + 3 ⇒ (8) + 3 = 11
Nev: 1d20 + 8 ⇒ (3) + 8 = 11
Fighter 1 (Blue): 1d20 + 2 ⇒ (18) + 2 = 20
Fighter 2 (Red): 1d20 + 2 ⇒ (9) + 2 = 11
Fighter 3 (Yellow): 1d20 + 2 ⇒ (13) + 2 = 15

Sorted Initiatives:

Zinkyudo
Fighter 1 (Blue)
Fighter 2 (Red)
Fighter 3 (Yellow)
Nev
Gwendolen
Blayne

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

"Who's that Luscilla?" Blayne asks glancing over towards the dock and crouching to get cover.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

If possible, I'd like to have patched up Blayne a bit more once he's back on his feet (since we forgot all about his poor, unconscious, bleeding self a bit ago. Here's another CLW tap:

CLW: 1d8 + 1 ⇒ (7) + 1 = 8 Nice!

Zinkyudo nods admiringly as Blayne enchants the troublesome cleric and she begins to tell them everything they need to know. When the voice calls out down the dock, clearly looking for trouble, Zinkyudo rolls his eyes and mutters, "Does this ever stop? Why do they all want trouble with us?"

He lifts his bow and sends two arrows in rapid succession winging at the leader.

Flurry with Longbow: 1d20 + 4 ⇒ (18) + 4 = 22
Longbow damage: 1d8 + 3 ⇒ (4) + 3 = 7

Flurry with Longbow: 1d20 + 4 ⇒ (18) + 4 = 22
Longbow damage: 1d8 + 3 ⇒ (2) + 3 = 5

Grand Lodge

F Human, with Orcish qualities Mom-12

I labeled Fighter 1 as blue, so we'll say you shot him with both arrows.

Blue Fighter drops suddenly to the ground, the other two fighters stop to reassess their options.

Red Fighter and Yellow Fighter move up to the gangplank, forming up and ready to fight.

Nev, Gwen, and Blayne go and complete round 1.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

A deep-throated laugh growls up from Gwen's throat and she slowly takes her position at the opposite end of the gangplank.

"If your boss wanted the job done right," she says, spinning her ranseur in a lazy arc and coming up into a guard position, "they should have sent some men!"

She blows them a little kiss.

5' step to plank. Readied action: Attack on approach.

Attack if w'in 10 feet: 1d20 + 5 ⇒ (7) + 5 = 12

Sharp. And also pointy.: 2d4 + 6 ⇒ (1, 1) + 6 = 8

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

"Luscilla, wait here. We'll get this misunderstanding sorted out and finish our chat." Blayne says as he moves to Gwen's side by the gangplank, hoists his shield, and readies an action to use his dazing touch on the first attached to step into his reach.

Thanks for the extra healing Z!

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev shoots runs forward and shoots the fighter with his pistol.

Pistol: 1d20 + 6 ⇒ (8) + 6 = 14

Damage: 1d8 ⇒ 7

Grand Lodge

F Human, with Orcish qualities Mom-12

Nev shoots at one of the fighters, but his aim is off and he shot somewhere between the two.

Who were you shooting there, mister? Would your aim improve if I sit down?

Neither fighter is willing to go onto the gangplank which would bottleneck the other, they both hold action until one of the party comes across.
Sorry to say, we're not dumb enough to go up there to you. We've got backup on the way, we can wait until they get here to get you off of that boat.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

"But you're dumb enough to stand there where I can put arrows into you," Zinkyudo replies. "You'll end up like your friend lying on the dock back there, if you don't get out of here."

Assuming they're not taking actions during their turn:

To emphasize his point, he sends a arrow winging toward each of the thugs and says, "We can keep playing this game, but it only ends one way, with your 'backup' finding you dead on the dock boards."

Flurry with Longbow, PBS: 1d20 + 5 ⇒ (12) + 5 = 17 at yellow
Longbow damage: 1d8 + 4 ⇒ (5) + 4 = 9

Flurry with Longbow: 1d20 + 4 ⇒ (10) + 4 = 14 at red
Longbow damage: 1d8 + 3 ⇒ (7) + 3 = 10

He then says, "Hey Blayne, maybe your new friend could just tell them to get out of here, seems she's a bit of a boss in the organization."

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

"My partner here really does have a point - it might just be best if you surrender while you can. I mean, it's certainly not too smart to stand there on an exposed dock while an archer and a gunslinger stare at you across what amounts to a moat. On the other hand, I expect you'll suit yourself. Just let us know if you change your mind. You can drop your weapons and come on up here and we'll tie you up safe and sound here on the boat."

Blayne nods at Zink and looks back at Luscilla, "Luscilla, perhaps you can convince them that surrender would be their best option?"

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwendolen nods at the men, as if agreeing with a powerful point. "Mmmm. Yes. You are truly men of keen mind, to make so sublime a point as that. Your tactics are indeed solid. Of course you are--NOW!"

Gwen screams as she charges to a point 10 feet from both of them, stabbing at the man in the yellow shirt.

Righteous hitting: 1d20 + 6 ⇒ (10) + 6 = 16
Righteous hurting: 2d4 + 6 ⇒ (4, 2) + 6 = 12

"Someday you may learn that passivity is not weakness. And action is not always rash."

Grand Lodge

F Human, with Orcish qualities Mom-12

Fighter 3 (yellow) by a combination of Zinkyudo's arrow and Gwendolen's charge, downs him while he is still laughing.

Fighter 2 (red) laughs, None of you can hit anything! even as he sees his comrade fall. Then, he notes with dismay that there is one of him, and four of you, and that his employer is still alive, and seemingly happy with these folks, he decides to not continue his fight.

Sorted Initiatives:

Zinkyudo
Blayne
Gwendolen
Nev
Fighter 1 (Blue)
Fighter 2 (Red) surrendered
Fighter 3 (Yellow)

End of Combat

Luscilia continues telling Blayne exact details to the warehouse across the shipyard. It takes you about 2-3 minutes to get there.

Initiatives:

Blayne: 1d20 + 0 ⇒ (18) + 0 = 18
Zinkyudo: 1d20 + 4 ⇒ (17) + 4 = 21
Gwendolen: 1d20 + 3 ⇒ (1) + 3 = 4
Nev: 1d20 + 8 ⇒ (17) + 8 = 25
Druid: 1d20 - 1 ⇒ (12) - 1 = 11
DRC (Green): 1d20 + 3 ⇒ (18) + 3 = 21
DR1 (Red: 1d20 + 3 ⇒ (2) + 3 = 5

Sorted Initiatives:

Nev
Zinkyudo
Blayne
DRC (Green)
Druid
DR1 (Red)
Gwendolen

A smell, not unlike wet dog, fills this room. The corners are occupied by dirty straw pallets covered by wrinkled, mildew encrusted blankets. A single dilapidated table and four cracked and uneven chairs surround it. The floor is covered in a thin layer of dust and mud and footprints clearly cross the room from the trap door in the ceiling to a set of wooden double doors in the west wall.

There is a single ladder leaning up against the wall near the trap door in the ceiling, though the first of you through the trap door must drop down to move it over if the remaining party is to use it.

Those that Drop:
Need to make a DC 10 Acrobatics check or take 1d6 falling damage

Rat Cult Lair

The druid, upon seeing you enter, screams Нарушители са въведени в бърлогата си!

Druidic:
Intruders are entering the lair!

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Before we leave the Prancing Prince:

Once the thugs are dealt with, Zinkyudo pulls Blayne aside and says, "I've reason to believe Luscilla might be carrying something I need - an amulet or bracelet or something - that I've been asked to fetch. Could you ask her to hand it over?"

Not sure if she's the target of my faction mission or not, but figured I'd play it for fun.

At the Rat Cult Lair:

Zinkyudo peers down into the trapdoor, then says, "Cover me, Nev." He drops lightly through the trap door, landing next to the ladder, which he quickly shifts into position so his companions can climb down.

Move action to drop down, probably a move action to shift the ladder.

Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev nods at Zinky and climbs down the ladder. He looks around and notices the leader. "This'll be fun"

Pistol: 1d20 + 6 ⇒ (9) + 6 = 15

Damage: 1d8 ⇒ 1

Grand Lodge

F Human, with Orcish qualities Mom-12

@Zinkyudo, she does not have the amulet you seek, but you do find two (2) potions of cure light wounds

It doesn't give very good details about the getting in the room and the initiative, so I'm doing it as you can all get down (in a surprise round) before regular initiative combat starts.

Sorted Initiatives:

Nev
Zinkyudo
Blayne
DRC (Green)
Druid 1 dmg
DR1 (Red)
Gwendolen

Rat Cult Lair

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo steps clear of his companions and positions himself behind a table before letting an arrow fly at the druid. Maybe that's who has the thingy I'm after!

Longbow attack, PBS: 1d20 + 6 ⇒ (6) + 6 = 12
Longbow damage, PBS: 1d8 + 4 ⇒ (6) + 4 = 10

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne looks around after entering the room. He draws his rapier and moves up to block and approach to his friends with a readied attack action.

Rapier: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen bravely...ponders the situation!

Bravely! =)

Grand Lodge

F Human, with Orcish qualities Mom-12

Zinkyudo's arrow misses the Druid.

Green Dire Rat Companion will move up to Blayne, triggering his readied action, which misses. The rat will then Bite: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 1 Blayne, with disease.

Disease Bite, filth fever:
; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

The Druid will cast Flare at Nev, because Nev just shot his Companion.
Flare

Flare:
(Fort DC 13) Burst of light in front of one PC, failing fort DC causes Dazzled for 1 minute (dazzled -1 on attack rolls and perception checks)

The Red Dire Rat will move up to Zinkyudo and Bite: 1d20 + 2 ⇒ (8) + 2 = 101d4 ⇒ 3 with disease.

Disease Bite, filth fever:
; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Sorted Initiatives:

Nev
Zinkyudo
Blayne
DRC (Green)
Druid 1 dmg
DR1 (Red)
Gwendolen

Gwendolen's turn completes Round 1, then start Round 2.

Rat Cult Lair

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen moves gingerly in the over-crowded space. She sees no opening for her and her long-armed weapon, so she advances as she can. Placing one glowing hand on the cleric's fighting back, her eyebrows cinch and she mutters "Wehrmacht," granting her ally a greater ability to carry the fight.

Move up 10 feet. Casting War Blessing on Blayne for +1 to hit for 1 min.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo easily dodges the rat's bite, then takes a quick step back and shoots two arrows at the creature's master.

5-foot step, flurry with longbow at druid.

Flurry with Longbow, PBS: 1d20 + 5 ⇒ (7) + 5 = 12
Longbow damage: 1d8 + 4 ⇒ (8) + 4 = 12

Flurry with Longbow, PBS: 1d20 + 5 ⇒ (13) + 5 = 18
Longbow damage: 1d8 + 4 ⇒ (2) + 4 = 6

Grand Lodge

F Human, with Orcish qualities Mom-12

Nev and Blayne?

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev takes a step back and reloads his gun. He aims at the rat and takes a shot at it, smiling at the thunderous crack of his pistol.

Pistol: 1d20 + 6 ⇒ (15) + 6 = 21

Damage: 1d8 ⇒ 2

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne attacks the rat with his rapier and moves to clear some space for Gwen.

Attack: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Grand Lodge

F Human, with Orcish qualities Mom-12

Zinkyudo looses two arrows! One flies by the Druid’s left ear, close, but not striking, the other strikes his shoulder. He howls in pain, You will see! We can not be stopped!

Nev shoots Green Rat, but Blayne is so surprised by Gwendolen’s blessing and Nev’s shot that he misses.

Nev, you need to make a DC 13 fort save against Flare. It doesn’t matter for this round because you rolled so high, but it does last a minute, so 9 more rounds).

The Druid charges Gwendolen and attacks with his Shillelagh Club: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 152d6 + 2 ⇒ (5, 2) + 2 = 9

Green Dire Rat will Bite: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 3 Blayne.

Disease Bite, filth fever:
; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Red Dire Rat will Bite: 1d20 + 2 ⇒ (15) + 2 = 171d4 ⇒ 1 Zinkyudo.

Disease Bite, filth fever:
; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Sorted Initiatives:

Nev
Zinkyudo
Blayne
DRC (Green) 2 dmg
Druid 7 dmg (includes Zinky)
DR1 (Red)
Gwendolen

Gwendolen goes to complete Round 2, then back up to Nev, Zinkyudo, and Blayne for Round 3.

Rat Cult Lair

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Fort save: 1d20 + 5 ⇒ (18) + 5 = 23

Zinkyudo easily resists the effects of the rat's bite, but he stumbles as he steps away from the creature and sends two arrows flying in random directions.

5-foot step, flurry.

Flurry with Longbow, PBS: 1d20 + 5 ⇒ (4) + 5 = 9
Longbow damage: 1d8 + 4 ⇒ (4) + 4 = 8

Flurry with Longbow, PBS: 1d20 + 5 ⇒ (4) + 5 = 9
Longbow damage: 1d8 + 4 ⇒ (5) + 4 = 9

Status: 14/15 hp

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwen is rocked with the unnatural force of the club, but the blow lands solidly on her breastplate and she though she stumbles back a few feet, she's saved further harm.

"A pox on these druids! You seem to inhabit the city like fleas on a rat! I can see there's nothing for it but to kill you one by one."

She places all her weight into the blow, aiming for the heart.

1d20 + 6 ⇒ (1) + 6 = 7

Although her teacher taught her to never extend her thrust, she now overextends her thrust.

5' Move back and a wiff.

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne steadies himself and executes a precision thrust at the rat.

Rapier: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d6 + 2 ⇒ (4) + 2 = 6

Assuming this kills the rat, Blayne will move around behind the druid to get a flanking bonus with Gwen.

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