| Dungeon Master S |
Aid Another is beyond the skill of Bucho. Sorry man. He can make his attack though.
| Sandor Stouthammer |
ROUND 4
AC 24 HP 21/30
I am busy tonight, so this will happen right after Morkelb's Final Round of Burning Gaze
Ya call that a solid hit? HA! Ya mother's got a short stubby tail, and eats last through her chipped teeth bring it on Girrigz
Appreciating the assist from his friends Sandor spots an opening by swinging low to take him out at the knees
Silver axe w/Expertise1d20 + 7 + 2 + 2 + 2 - 1 ⇒ (16) + 7 + 2 + 2 + 2 - 1 = 28 Flank and Assist included now lets hope for a good blur roll
Damage: 1d10 + 2 - 1 ⇒ (1) + 2 - 1 = 2 <~~~you have got to be kidding me
Initiative Repost:
Gaius = 20
Grym = 17
Morkeleb = 15
Sandor = 12
Ferox = 10
Odric = 8
Wererats = 7
| Morkeleb the Mighty |
ROUND 4
Seeing how wily and skilled this foe is, Morkeleb's eyes narrow again. He changes tactics and goes for the Sure Thing.
Dodge this, rodent.
He aims his staff in a hip shot, and two arcane bolts fly out to strike the critter's hide.
Magic Missile (2 missiles): 2d4 + 2 ⇒ (1, 1) + 2 = 4 <--are you phlucking kidding me?!?!
| Dungeon Master S |
Save: 1d20 + 10 ⇒ (7) + 10 = 17
Blur: 1d100 ⇒ 91
Morkeleb's Magic Missile homes in. The foe is a tough one though, and he seems to holding his own, his confidence building. Sandor's axe lands, but it's just a scratch.
| Dungeon Master S |
"We shall rise, 6 on one and you can't take me down. Soon we'll overrun this city!" He continues his assault on Sandor...
Rapier 1: 1d20 + 14 ⇒ (7) + 14 = 21
rapier 2: 1d20 + 9 ⇒ (12) + 9 = 21
But this time the Dwarf's defense is too strong for even his best shot.
Begin Round 5
| Ferox Kerr |
Abadar rewinds time for a fraction of a second.
Round 4
Ferox again draws two arrows from his quiver and let's loose at the wererat.
Silver arrow 1: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Silver arrow 2: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
| Morkeleb the Mighty |
I can't believe the craptastic rolls!! At least it affects everyone indiscriminately, DM included.
ROUND 5
Morkeleb brings his staff pointing up to briefly touch his forehead, and the gem capstone flares for an instant. He lowers it down in another hipshot to fire 2 more arcane bolts.
Use daily "recall" power of staff to cast Magic MIssile
Magic Missiles: 2d4 + 2 ⇒ (4, 1) + 2 = 7
| Thorgrym the Tracker |
1d20 + 6 ⇒ (6) + 6 = 12 aid another for Sandor
Bucho moves in to snap at the wererats heels.
1d20 + 5 ⇒ (20) + 5 = 25
Bite 1d4 + 1 ⇒ (3) + 1 = 4
Bucho nearly hamstrings the nasty rat...
Confirming Critical 1d20 + 5 ⇒ (1) + 5 = 6
Not quite...
| Sandor Stouthammer |
thanks for the aids guys.....
Round of the Fifth
AC 24 HP 21/30
Sandor is watching for the tactics of the other 2 this time. Seeing Girrigz use his rapier to parry Grym's attack. Sandor uses the well practiced axe form Up Kilt Tally Wacker by following Girrigz's extended up parry on Grym.
Silver axe w/ expertise: 1d20 + 7 + 2 + 2 + 2 - 1 ⇒ (16) + 7 + 2 + 2 + 2 - 1 = 28 AC 24
Damage: 1d10 + 2 - 1 ⇒ (8) + 2 - 1 = 9
Nah Girrigz lad we've only been toyin wit ya like ya boys over there were toyin wit tha poor sewer rat
Bluff: 1d20 - 3 ⇒ (11) - 3 = 8<~~~~hey it might work lol
| Ferox Kerr |
Round 5
Ferox again draws two arrows from his quiver and let's loose at the wererat.
Silver arrow 1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Silver arrow 2: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
| Dungeon Master S |
You may absolutely use points now.
Ferox, your arrows fly ever so close, but not close enough. Girrigz spits in Sandor's face after the weak attempt at pulling his tail. Bucho bites his leg, but the wound closes as fast as it's made.
I want to resolve Gaius Round 5 before handling Morkeleb's round 5 action.
| Dungeon Master S |
The rat's taken damage now, and his armor of bravado begins to crack. Listening to the planning he attempts a desperate move. He takes a single stab at Sandor:
Rapier: 1d20 + 14 ⇒ (12) + 14 = 26 and drills the dwarf for dmg: 1d6 + 4 ⇒ (4) + 4 = 8.
He then attempts to tumble his way out of the crowd:
Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23 Success! His movements are deft enough to avoid any attacks of opportunity. Unless I missed something, no one has a CMD higher than his 23.
| Thorgrym the Tracker |
As Grym moves to keep the heat (and attacks) on the wererat, Bucho also moves and moves quicker bringing his teeth to bare just before the ranger's blade can get on target.
Bite 1d20 + 3 ⇒ (15) + 3 = 18
damage 1d4 + 1 ⇒ (3) + 1 = 4
Svord 1d20 + 7 ⇒ (19) + 7 = 26 any flanking bonus? not sure on the map position
damage 1d6 + 2 - 1 ⇒ (3) + 2 - 1 = 4
| Morkeleb the Mighty |
ROUND 6
The situation is becoming desperate for both sides. Seeing the creature evade the others, Morkeleb decides to take a riskty shot--now that the shot is clear. He places his hand on his staff's gem, and utters an incantation ending in Fuego!. A bright beam of fire erupts from the gem, screaming toward the rat . . .
Scorchnig Ray touch attack: 1d20 + 2 ⇒ (19) + 2 = 21 <--hah!! that better hit his touch.
Miss chance (please roll high): 1d100 ⇒ 40 <--HAH!!!
. . . and takes him in the chest. The odor of scorched fur fills the air.
Damage: 4d6 ⇒ (1, 2, 3, 2) = 8 <--oh for the love of . . .
| Dungeon Master S |
Grym makes good on his hit (though Bucho does not.) The cuts and burns are beginning to add up. When Morkeleb hits him with a Scorching Ray, things really turn south. The wererat's vitriol is replaced with panic...
Sandor
| Gaius Lirsiiv |
As Grym moves to keep the heat (and attacks) on the wererat, Bucho also moves and moves quicker bringing his teeth to bare just before the ranger's blade can get on target.
Bite 1d20+3
damage 1d4+1Svord 1d20+7 any flanking bonus? not sure on the map position
damage 1d6+2-1
DM!
Point of Order... Grym, that's a longsword, yeah? You threaten a critical hit.
| Dungeon Master S |
Yep. Let's confirm that bad boy, Confirmation: 1d20 + 7 ⇒ (20) + 7 = 27 CRIT! extra damage: 1d6 + 2 - 1 ⇒ (4) + 2 - 1 = 5! Girrigz is starting to faulter...
| Thorgrym the Tracker |
DM!
Point of Order... Grym, that's a longsword, yeah? You threaten a critical hit.
Thanks! I just posted really quick before I went to bed. Its actually a scimitar so it also crits on an 18 too. I really shouldnt have missed that.
| Sandor Stouthammer |
Round 6 HP: 16/30
Scurry lil rat Scurry away. Yah still do have the option of surrender
Sandor moves to a place to give Odric a flank bonus if possible.
Assist to Odric 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
| Morkeleb the Mighty |
Don't get your hopes up, Sandor--he is far to superior to we humans to surrender to us. Isn't that right, Girrigz?
I know I'm out oforder, but my actions won't directly affect things so I'll take them now
ROUND 7
Morkeleb reaches into his robes for some hidden treasure (don't be gross, kids!!) and concentrates for a moment. Then he pulls out his Wand of Daze Monster again.
Actions: use Pearl of Power to recall Magic Missile spell (SA) and pull out wand (MA)
| Ferox Kerr |
Round 6
Ferox again draws two arrows from his quiver and let's loose at the wererat.
Silver arrow 1: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Silver arrow 2: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
| Dungeon Master S |
Shoot, I can't keep track of where people were. It'd had been easier at the table to know the AoO situation. I'm also not sure how Odric could get to where is is now without drawing an AoO. It's immaterial now...
Odric finally lays the wererat out. His flurry of motion coming to a jarring and sudden stop as he drops dead to the ground. No dying speech or witty last words...
| Sandor Stouthammer |
thank you Gaius I feel much better. Lads I think we need to do a good search and sweep of the area. Our employer is from these sewers and had info about the blood Veil. We also might find some items that sparked Girrigz's delusion that he could war with the city, n I would keep em from any more like him who would do the same
Grym here is a set of shackles, but I have no idea how effective ropes or shackles will be on shifters
| Morkeleb the Mighty |
Sandor, from what I know of werecreatures, they can only shift between their two forms. If the restraints would hold both forms, they should work. and I agree that we should see what we can see here before we leave; with wererats surviving, if we were to leave now, they would gather what they could--treasure, and information--and leave.
Detect Magic to start.
| Dungeon Master S |
As we handle the looting, I'll need a Perception check from every member of the party IN ADDITION to any searching Perception check.
| Dungeon Master S |
Girrigz wields a silvered rapier (Magic) and mwk chain shirt (magic).
The room to the East is loaded for bear. Several crates, mismatched boxes, and poorly kept weapons lie stacked and scattered about this dingy stone chamber. Pinned to the side of one stack is a crudely sketched map of Korvosa. A large rat’s nest, strewn with moldy pillows, fills an elevated hollow in the south wall. In the entrance to the room there are two empty vials on the floor. Odric's highly organized search of the room yields are large supply of loot; 15 Search check turns up 22 daggers, 12 short swords, 3 light crossbows, 12 flasks of alchemist’s fire, a masterwork longsword, 1000 Sails, and a masterwork suit of chainmail. In a hidden cache there are 4 blue potions, a masterwork silvered dagger, and a metal urn akin to a genie's lamp (Faint Transmutation).
| Ferox Kerr |
Do you still need any searching Perception checks?
Ferox says a quick prayer for Abadar's Guidance in helping Odric search the area.
Perception(Search): 1d20 + 9 ⇒ (7) + 9 = 16
Perceptions(General): 1d20 + 8 ⇒ (11) + 8 = 19
| Gaius Lirsiiv |
Perception (as called for by the DM):1d20 + 11 ⇒ (9) + 11 = 20
Dibs on the Magic Silver Rapier. That thing's still stained with my insides.
Gaius casts Guidance and searches alongside Odric.
Perception:1d20 + 12 ⇒ (3) + 12 = 15
We should take the money, the alchemists fire, the MW Chain, The Magic Chain Shirt (Oh, that I were stronger), the blue potions, the silvered dagger and the urn. Leave the mundane weapons.
| Morkeleb the Mighty |
Perception as called for: 1d20 ⇒ 14
Morkeleb will identify the potions now, and wait for the non-expendibles later.
Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31
My sheet's "undivided loot" is updated. I did put the rapier there, noted for Gaius, just until it's identified, so I dont' forget about it! Sell price for known items is in parenthesis, excpet for alchemist fire which i'm sure we'll keep
| Sandor Stouthammer |
I will assist in the general search taking 20 and my DM requested check
Perception search: 26 more if stonework
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
lets leave em the mundane weapons. Tha sewers are dangerous n if we take em it's leaving em wit no defense. We should take everything else. But let's destroy the alchemist fire since it is the fire of destruction not the fires of creation
| Odric the Stout |
Take all the weapons. Were rats are a scourge and are generally evil (inquisitor, back me up?) These weapons are fairly won and would be used against Korvosa unless I miss my guess about this map. Take everything and they should count themselves lucky we pledged their lives to the one who sent us.