GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko


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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

for whenever it is needed
Fortitude: 1d20 + 5 - 10 ⇒ (7) + 5 - 10 = 2 ouch
harrow point reroll?
Fortitude: 1d20 + 5 - 10 ⇒ (15) + 5 - 10 = 10


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 9

Zeke moves 10’ to the south along the ceiling (I'm assuming he can get all the way up to the ceiling from his current position on the wall without adding a square to the distance) and lobs another Explosive bomb at Girrigz, shouting as he does so, “Hah! Just met the guy!”

Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (9) + 6 + 1 + 1 = 17 (PBS,Bless) Girrigz may have cover or partial cover from the wall he's adjacent to? … But then does Zeke get a ‘higher ground’ bonus from attacking from the ceiling, or is that a melee only thing? Explosive bomb:10’ radius, direct hit catches fire & takes 1d6/rnd until extinguished

'Splode: 3d6 + 3 + 1 ⇒ (3, 5, 6) + 3 + 1 = 18 (PBS)
Splash damage to Rat #10: 6 (DC 15 Reflex save for ½ damage)
No splash damage to Ralof’s square (Precise Bomb)

Meanwhile the swarm continues to pester the wererats in the corner (last round) … Apparently incapable of causing any damage?

Someone will have to update the map for me, or I'll do it later... Zeke is two squares down from his Last Position

_____________________________________
Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when they entered the sewer. Blessed (by Dylan). 5 rounds of swarm starting in round 5 (1 round remaining).Vomit Swarm, Spider Swarm
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 34/37 | 1/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4


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

*No splash damage to Tullius's square.

Autocorrect, amiright?


Zeke Miss Chance from last shot (blur): 1d100 ⇒ 55 Hits
Reflex 10: 1d20 + 5 ⇒ (11) + 5 = 16 half splash damage

Zeke, without any regard for his new found friend casually lobs another bomb at Girrigz, who is still in the middle of putting out the fire from the previous round (full round action). He doesn't notice the small vial heading his direction. He looks up just in time to see the vial glance off of his snarled tooth and explode in his face. The flames engulf him as the concussive shock causes his ears to bleed and his eyes to roll back. He falls to the ground unconscious.

Ammy is still up for round 9 yet, then Dylan at the top of 10. Tullius will have stabilized in Round 10 after Dylans round 10 action. Proceed as if he hasn't yet.


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

Perception: 1d20 + 3 ⇒ (3) + 3 = 6

Dylan doesn't want any fatalities in this excursion will activate the wand and heal Tullius.
He takes a 5ft step and touches the wand to Tullius. When the wand touches his skin faint blue light emanates from the wound and start to close. The bleeding stops and just as the wounds start to close the light dissipates. He looks a little better thinks Dylan. I can heal him more after the fight. Dylan puts away wand and take sword from shield hand. Lay down you weapons...Now!
Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3


Order and Damage
Dylan - 12dmg
Tullius – 46dmg + (Stabilized) = 46dmg
Girrigz - 38dmg (16NL) + 18 (Bomb) = 56dmg (16NL) (Unconcious)
W8 - 0
w9 - 0
w10- 3dmg + 3(splash) = 6dmg
Zeke - 3dmg
Ammy - 50dmg

Round 9 Summary

Dylan casts shield of faith unto Ammendithas hoping that he wont get hit quite so hard next time.

Tullius attempts to stabilize but fails, losing 1 hitpoint.

Girrigz douses out the flames from the attack from the bomb, while shouting threats about ending Tullius. He has his minions hold their attack.

The Wererat minions obey and hold.

Zeke could care less what happens to Tullius and launches a bomb at Girrigz snagging a tooth and exploding in his face. Girrigz falls unconscious.

Ammy is stunned at Zeke's actions and forgets to move.

Round 9 is over Round 10 Begins good time to double check if spells with round durations are still active

Dylan heals up Tullius while shouting an order for the remaining Wererats to lay down arms.

MAP UPDATES


Round 10

The remaining Wererats, after seeing their leader go down, toss their weapons down in a panic and drop to their knees. "Please doonnt kill us! We surrender!" says the nearest Rat. The other two Wererats follow his example by dropping to their knees as well. Still covered in spiders, they try to clear them away from their faces, tossing individual spiders into the fire in a futile effort to dissolve the massive swarm.


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 10

Zeke moves back into the east chamber, moving past Dylan and Tullius, and up to Girrigz’s body. With one hand on his pliers, and a look of angry suspicion on his face, he readies an action to lob a bomb at any wererat that makes any suspicious move. As he moves into position, the swarm of spiders scatters and disappears into a thousand dark recesses of the cavern.

Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21 vs DC12 muck, if necessary

If prompted to attack:

Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (4) + 6 + 1 + 1 = 12 (PBS, Bless)
'Splode: 3d6 + 3 + 1 ⇒ (1, 5, 3) + 3 + 1 = 13 (PBS)
Miss direction: 1d8 ⇒ 1
Splash damage: 6 (DC 15 Reflex save for ½ damage)
No splash damage to (up to 3 squares) (Precise Bomb)

***MAP***

_____________________________________
Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when they entered the sewer. Blessed (by Dylan). Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 34/37 | 1/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4


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

Slightly rejuvenated after imbibing the healing potion, Amendithas decides to stagger after Zeke to the interesting side of the cave.

Acrobatics: 1d20 + 4 ⇒ (19) + 4 = 23

Still feeling particularly rage-fueled, he towers over the nearest wererat--his sword ready for any sign of trouble.

"If you wish to join your master, I'll happily oblige!" he snarls. His arms shake as he tries to contain his rage.

***MAP***

_____________________________________
Effects: Rage: +4 to Str/Con, +10 Temp HP, -2 AC. Power Attack: Take a -2 To attacks but gain extra damage, +6 Two-Hand, +4 One-Hand, +2 Off-Hand. Furious Focus: Remove -2 penalty to attacks from Power Attack effect. Bless: +1 Att, +1 Saving throws vs Fear.

Stats: AC 16; T 10; FF 14; Init+7; Per+6.
Status: HP 19/69 | Rage rounds 11/19.


I'm making a slight ret-con to one of the wererats actions. Since I forgot that Zeke's last bomb that knocked Girrigz unconscious would ALSO reignite the fire, W10 would have noticed this and would have tried to put the fire out for Girrigz while saying his words of surrender. This is a full round action for the rat, so if you want to interrupt it, you can go ahead and adjust your actions to do so.

Order and Damage
Dylan - 12dmg
Tullius – 46dmg - 3(CLW) = 43 (still unconscious)
Girrigz - 56dmg (16NL) (Unconcious) (on fire)
W8 - 0
w9 - 0
w10- 6dmg
Zeke - 3dmg
Ammy - 50dmg

Round 10 Summary

Dylan Heals up Tullius with a CLW wand and orders the rest of the rats to lay down arms.

Tullius is still unconscious but looks slightly better.

Girrigz is unconscious on the ground. on fire

W10 plea's to the hero's to show mercy and attempts to put out the fire on Girrigz

The other rats lay down arms surrendering to the heros.

Zeke moves in and readies an action to attack if necessary

Ammy moves in also ready to attack if necessary.

Round 10 over, Round 11 Begins


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 enters chamber and tells them "This could have been a peaceful encounter, but you had to fight. Lives have been lost needlessly."

He takes shackles and after the fire is out on Girrigz, he cuffs him behind back. Dylan tells other to secure the others. He then heals Tullius.

Wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8


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

As Tullius wakes up from his near death experience he looks at Dylan and says, "T-Thank you.... I am not sure what happened... I was surprised.."

Tullius will hurry to his feet and regain composure as if nothing happened to him.

He will then say to the group, "Let's move this to a more... clean place, shall we? Be a real shame if we caught something from this filthy place. *turns to look at a wererat* Filthy rat bastards."


From the south, a long armed tentacle reaches out towards the direction of the party, it cannot quite reach despite straining hard to reach you. In a blubbery voice of broken common, the creature pleads. "Pleasee help mee.. Nazty rats trapped me here... So hungries." Its tentacle retracts as it realizes you are just beyond its reach.


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 offers up his shackles to Dylan to apply to one of the prisoners while still maintaining vigilance over them. He draws his crossbow and stays ready to fire upon any who try anything.

When the prisoners are shackled, Zeke asks with a very concerned and urgent tone ”Is anyone bit?!” He looks each of his companions over looking for bites:
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Assuming he finds the bites or is told:
”Here, take this Belladonna. You can pay me back later.”
The Belladonna is a poison that can cause Str damage, but it gives you another save vs the were-disease

Zeke then turns toward the nearest wererat, pointing his crossbow directly in his face. ”You foul disgusting monsters! How can you do that to someone! I should end all of you! You sicken me!”

Zeke's anger is palatable. He seethes and fumes. He spits his words at the creature before him. He presses the tip of his loaded crossbow bolt into the cheek of the wererat, his finger twitching near the trigger.


The rat cowers in fear of Zeke's crossbow when his shape begins to change from his Wererat form into his human appearance; Light skinned with brown hair, the only rat like characteristics are an unusually hairy face and darting, wandering eyes. He simply points at Girrigz and mutters a few incoherent words. "H.. he... but." is all he can manage to bring himself to say.


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 trying to hold back his anger bellows "Stand down, Remember we are employees of the city. Conduct yourselves accordingly. I will not tolerate this behavior. We are better than that. We will have the city guard deploy someone to help the poor creature. Do not say one more disrespecting word."

Dylan jerks the shackles out of Zekes hand and moves towards the wererats to bind them.


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

Retcon for order of Dylan's post: Dylan takes the shackles from Zeke first, then, after the prisoners are all shackled, and Zeke finds the bites and gets angry, then Dylan would demand that Zeke stands down. I imagine Dylan would sort of come up alongside the bound wererat, almost turning his back to him, to face Zeke and demand he stand down.

In response, Zeke takes a moment, his eyes darting back and forth between Dylan and the wererat...catches his breath, stares intensely at the wererat, then, after a tense pause, Zeke withdraws his crossbow and slowly lowers it, his eyes fixed on the wererat. "You better hope none of us catch your filthy disease, or I will make you all pay for it."


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 struggles to maintain his composure. From the corner of his eye, he follows the tentacle's futile search for a tasty meal. He briefly toys with the notion of tossing it one of the were-rats. His lips curl up in a nasty grin. That would be a far more entertaining way to dispose of this scum. They did shoot him with arrows, after all.

He hears the distant voice of Dylan. His chiding tone manages to penetrate Ammy's rage-shrouded mind and he feels himself beginning to calm. His grip on the sword loosens and he lets out a long, shuddering exhale.

After fully regaining his senses, he helps his companions shackle their prisoners.

When Zeke gives him the belladonna, he hesitates. "I've been bitten and scratched by far worse and I still draw breath."

At Zeke's wordless insistence and soul-piercing gaze, he reconsiders. He rolls his eyes and ingests the poison.

Belladonna Fortitude Save: 1d20 + 12 ⇒ (9) + 12 = 21
Lycanthropy Save: 1d20 + 12 ⇒ (12) + 12 = 24


Uncovered Map

It would be helpful to give a description of the room now as you no longer are in the heat of battle…

Several pieces of broken furniture, dried hay, and fragments of lumber burn in a small fire at the center of this open, ruggedly carved cavern. Short alcoves filled with filthy, oversized rats’ nests dot the walls, and the disgusting drip of polluted black condensation echoes through the chamber. A thick flow of sewage spreads across the western edge of the chamber, seeping from a crack in the western wall to another in the south.

DC18 Search:
Hidden among the nests are a few small items. 3 smokesticks, a tanglefoot bag, 20 tindertwigs, a bent copper trumpet bearing a pennant with the city’s coat of arms, and a complete set of carpenter’s masterwork artisan’s tools

-----------
Assuming you take the time to explore the rest of the caverns, In the room to the top left:

The scrapes and scratches of tiny claws cover the uneven walls of this crudely carved cave. Amid these marks, dozens of dark, fist-sized holes dot the stone like a rocky bee’s hive. Hundreds of bones—of rats, horses, fish, and humans—lie scattered across the floor, and a cleft in the earthen wall leads off to the east
-----------
In the room to the top right:
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.

DC15 Search:
Amid the rotted food, miles of rope, and dark cloaks that fill most of the crates in this room, your search turns up 22 daggers, 12 short swords, 3 light crossbows, 60 black metal bolts, 4 chain shirts, 12 flasks of alchemist’s fire, a masterwork longsword, and a masterwork suit of chainmail

DC20 Search:
Search of Girrigz’s nest also turns up four potions of cure moderate wounds, a masterwork silver dagger, and an eversmoking bottle.

--------
Each wererat is equipped with Studded Leather Armor, as well as a light crossbow and shortsword. Girrigz on the other hand ironically carried a ‘silver’ rapier despite the wererat’s vulnerability to silver. He also wore a chain shirt and carries a coin purse with 30gp inside.

It's been a while, but as a reminder, you were encouraged by Eries before partaking in this mission, that you should take what you will from the encampment. She feels as though it would help dissuade her people from taking action against the city.


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 20 on looking for infection in the bites and make suggestions about taking the Belladonna. Once he is sure the party is ok, Dylan will move all tie up all remaining unconscious were-rats and move all the where rats to the same chamber. He then cast the detect evil.

"No wonder I could not talk them out of a fight. Leave Girrigz in the other chamber for the moment. I will heal everyone so they can walk to the cells. I don't want to heal Girrigz too much. I will get him conscious later."

One he is sure everyone is secure and all armor and weapons are removed he will have all of the injured come into the chamber too. Seeing Ammy looking as injured as he is he will cast Cure Serious Wounds

Cure Serious Wounds: 3d8 + 5 ⇒ (3, 5, 8) + 5 = 21

He then starts to channel positive energy.

CPE: 3d6 ⇒ (3, 5, 5) = 13

"Who is helping escort?"


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 suggests to the others that they escort the prisoners back to the Citadel while he stays behind and does a thorough search. Take 20

If a hastier search is pressed:

Perception, area 1 DC18: 1d20 + 12 ⇒ (2) + 12 = 14
Perception, area 2 DC 15: 1d20 + 12 ⇒ (20) + 12 = 32
Perception, area 3 DC20: 1d20 + 12 ⇒ (20) + 12 = 32
Missed the first one, but nailed the others


GM Roll:
1d20 + 12 ⇒ (2) + 12 = 14

Dylan Only:
You cast Detect Evil and scan the wererats to see the aura of evil upon them. You think to yourself, This might be an unfortunate side effect of the curse of Lycanthropy itself, and they have little control over their fates. Or perhaps their already evil nature is what might have lead to their transformation. You'll have to do more research. You scan along to the Otyugh and detect no evil aura coming from the monster. Just as you are about to end the enhanced sight, you notice an additional aura. This aura is coming directly from Tullius himself. It doesn't seem as if Tullius is aware that you are detecting evil


However you decide to search for treasure, you had decided on marching the prisoners out of the sewers. This is what happens when you do so.

Being that there are redundant iron gates blocking your pathway East, and the mechanism to raise them is broken on this side of the gates (provided you actually examine the mechanism of course) the only way out is the way you came, so you head back towards where Eries first lead you to and find that she is waiting for you at the entrance to the sewers. She speaks in the same raspy voice, "You were indeed strong enough to teach these fools a lesson, I see I chose you well" She looks upon the remaining wererats, "I see that some did not survive the encounter? If they ran, I surely would have seen them."

If you had revived Girrigz to consciousness before moving, she'll say, "You are a fool Girrigz! How could you possibly think you could stand up to the might of Korvosa? He snarls back at her and calls her a traitor.

Regardless of if he is revived to conciousness, she says to you, "Please, take Girrigz into custody if you must, as for the rest of these fools, I implore you... Let them go. Let them serve as an example to others that an insurrection is a foolish proposition." She then pleads with you, "I beg of you though, do not spread the truth of what Girrigz was planning. For my kind will surely suffer if his plan were to become public."

She awaits your response before continuing....


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 and directed towards zeke, "I am going to head over here to check this room out for you."

Tullius will then head towards the room on the top right to perform a search.

Perception: 1d20 + 8 ⇒ (8) + 8 = 16

With what he finds, he will swipe a few items for himself without telling the group and leave the rest for dear ol' zeke to pickup.
cause you know, for NE reasons


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 grab and conceal on his person 5 daggers to add to his collection.
Sleight of Hand: 1d20 + 4 ⇒ (1) + 4 = 5 If needed.

Tullius will then go back over to the other room to let zeke know he found a bunch of weapons and gear in the other room.


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 leave Girrigz unconscious. Dylan responds"Well, they are stripped of their gear and did lay down arms when Girrigz went down. I see no reason to punish all for following the misguided notions of their leader. If we meet again in battle, we will show no mercy. Resist the evil tendancies that may go with the Lycanthrope."

diplomacy: 1d20 + 10 ⇒ (17) + 10 = 27 Dylan is trying to persuade the group and Eries

"We will release them into your care, make sure they follow your wisdom. I would suggest to leave the city for a bit. Citizens may blame your kind for the disease ravaging the city. I would be wise to depart for the time being."


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 begins his thorough (take 20) search of the caverns, and quickly recognizes the volume of goods to be removed. He'd normally ignore all the low-value junk, but he wants to heed the instructions to rid this rebellion of their resources. So, he asks Ammy if he'll return immediately to the cave after escorting the prisoners to help carry gear out. Zeke then resumes his thorough search, and sorts the gear into piles in the main room, ensuring he keeps his distance from the Otyugh.

He then uses up to half (6) of the Alchemists Fire to torch as many nests and other flammable materials as possible, tossing other utilitarian items of low value into the bonfire. As he works, he'll regale the Otyugh with a long winded history of Korvosan municipal infrastructure.

“So, you're, uh, really stuck in there, eh? Surprising really, considering the poor state of disrepair these sewers are in. All those taxes collected and what do we see for it? These sewers were built back in <appropriate year> under the direction of <ruler/ruling body>...."

Other than the items that Tullius took, I'll put everything else on the loot sheet, less a few Alchemist Fires that Zeke will keep for himself.


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 helps round up the prisoners and sets out to lead them to the authorities. On his way out of the cave, he lets Zeke know he'll return shortly. Although, he will voice his misgivings, "I don't much like the idea of leaving you alone in this vile place."

During their encounter with Eries, he'll continue to worry about the gnome's safety--zoning in and out of the conversation. He finds his attention drawn back to the discussion as Dylan gives Eries his impassioned speech.


RE Zeke: The Otyugh listens to your rambling with a surprising amount of patience. You can't be too sure it truly understands everything you're telling it. About halfway through your talk he interrupts you. "Pleaase little one... Soo Hungries.. Help me" It is such a strange voice for what is essentially a walking mouth with tentacles.

RE Dylan: Eries says to you, "Thank you kind sir." she then signals to the other rats to leave. "Go back and tell the others what happened here. Perhaps that will quell any additional dissenting voices from acting out in the future." Turning back to Dylan and Ammendithas, she says "The curse may indeed instill cruelty to our people, but we live by a strict code. One of which Girrigz was intent on breaking. I have broken the code myself by enlisting you four to cause harm upon my people. I am certain that my betrayal will be met with hostility among my people. I will certainly have to go into exile." Her pale yellow eyes look almost sad if only for a moment. "But before I do, I promised you some information that could help you track down the real source of the disease. This is something better seen than heard, it is not far from here. Will your companions be along shortly?"

Depending on if you want to bring Girrigz along for the ride, you could also have someone stand guard over him while others accompany Eries to her revelation. However you decide to handle it, here is what she reveals.

She leads you down a series of filthy tunnels until you see a bright light emanating from the far end. As you approach the open-ended tunnel you realize you are standing below the Wall of Eodred overlooking the Jeggare River near North Bridge. She recalls the night where a black-sailed ship was sunk before reaching the harbor and that several of Eries’s brethren were watching as it was being fired upon. They saw nothing on the ship but for one yellow light, but once it sank, strange debris drifted from its hull. Ever the scavengers, a few of the wererats tracked down this floating debris and discovered a few small boxes filled with dead rats and a few pouches of silver coins, conveniently bound to floating timbers. Suspecting that something was wrong with the rats, and scenting some foulness upon the coins, the wererats kicked the debris back into the river. She points out exactly where the ship was sunk.

”It cannot be a coincidence that the plague began to spread shortly after the sinking of that ship. There was foulness upon the debris, foulness that even my people knew to avoid. Your answers lie at the bottom of that river.”


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 continues to converse with the Otyugh. "Well, I can't very well let you out of there... For one, I haven't the key... And B, I let you out and you'd eat me right up now wouldn't you?... Hmmm, what do we have here...?" Zeke eyes the headless wererat that Ammy decapitated earlier... Zeke pulls a tooth from the head for his collection, then tosses the head onto the corpse and drags the body over to just beyond where Zeke saw the Otyugh barely able to reach, and then carefully pushes the body to within his reach.

After he finishes his search and sorting, he (and Ammy?) begin hauling loot back to Ryder's place.

I'm assuming/suggesting Dylan goes with Eries while Zeke searches, and Tullius and Ammy escort/carry Girrigz to the Citadel?


Without so much as a thank you, the Otyugh hastily devours the corpse of deceased wererat. A curious fellow, you watch as flesh is torn from bone by hundreds of gnashing teeth. You can't help but marvel at what a fine addition to your collection one of those would make.

I'll wait for the conclusion of Eries plot before I start up on the citadel again


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

fort save curse: 1d20 + 6 ⇒ (17) + 6 = 23

Dylan instucts Ammy to watch over Grirrigz while he leaves with Eries. After the revelation about the coins and the sunken ship. Dylan says good bye to Eries and wishes her luck. He then returns and tells the others what he found out.


Dylan shrugs off the curse, although I'm unaware of any mechanism that lets a character know if he is successful short of waiting to see if the curse takes effect. So if you feel he would still take the Belladona to be certain, I'll leave that decision to you.

Before you leave to rejoin Ammy and Tullius, Eries says to Dylan, ”If you plan to explore the ship, I know of an little alchemists shop which happens to have a hidden tunnel in the basement. If you wish, I could acquire a few potions of water breathing for you and your companions for a modest fee of course.” She smiles at the prospect of a potential sale of what you could deduce would quite clearly be stolen merchandise.

Assuming Dylan will probably decline this, so I'll move on to the the return trip. I also assume that you all wait to leave the sewers together as Ammy was instructed to wait for Dylan’s return, which should give enough time for Zeke to finish what he was doing.

As you move through the streets with Girrigz across the shoulder of the large half-orc, you catch plenty of wide eyes and whispers to check out the spectacle of the man-sized rat being moved towards the Citadel, along with the four of you carrying sacks of weapons confiscated from the encounter… They people leave you be for the most part with only a few curious onlookers getting close enough to be within your reach.

When you reach the Citadel gates, one of the guards says, ”Why would you bring that diseased ridden filth here! Kill it and dispose of it properly!”


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 stops. Stands in the street. Blinks a few times. Looks at Dylan and shrugs, a perplexed look on his face.


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

Before Dylan responds, he mutters a can-trip.

Dylan steps up into the guards face, speaking with authority berates him saying"Listen here, he tried to lead a revolt against the city and should be processed accordingly. Also the disease that afflicts the city doesn't come from him and his kind. The medics running around the city can examine him. Furthermore, what if I suspected you of carrying the disease, should I kill you and dispose of you? Put your prejudges aside and do your job. We have to report to Kroft."

enhanced diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29 (enhanced diplomacy+2)

for taking the beladona
beladona: 1d20 + 6 ⇒ (20) + 6 = 26


The guard looks quite sheepish at the dressing down he received from Dylan. He mutters a simple, ”You’re right, my apologies.” as he calls for the gates to be opened for you. He points you to Cressida’s office.

It’s likely been no more than 3 hours at most since you last told her your plan to investigate the Wererats. And you can see several more guards inside the citadel than usual, all of them preparing with their immediate commanders. They all stare at you as you take Girrigz past them on your way to Cressida’s office. You can hear several of the commanders informing some of their more naïve subordinates while pointing in your direction that this is what a wererat looks like in it's animal form.

The commotion is loud enough to force Cressida to exit her office prior to your arrival. She sees you approaching and points you over to the holding cells. Cressida follows along with you to ask of your encounter. ”I had my doubts that the information you were being fed was the truth, but here it is plain as day. Nevertheless, I felt it a wise precaution to prepare for an attack.” She keeps pace beside you and motions for the cell block guards to prepare a cell. ”Please, tell me everything.”

A cell door opens for you to place the unconscious Wererat into.


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

Eric can decide if his story comes before or after this post.

Dylan Replies ”We took Grittez into custody because he was the leader and organizer for the revolt, he was also the reason they attacked us. We left the rest that survived to spread word the city guard is not to be messed with. The person who informed us of the revolt gave us Intel of where the disease began. We learned the disease most likely started from the ship that was sunk in the bay. She said there was a foulness among the debris. We are planning to investigate.

Has anything more been learned about the disease? There is also a Otyugh that is very hungry in their base. Could you have one of the city workers who work with them help it. ”

Enhanced Diplomacy: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28


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 think Dylan's reply, perhaps with some redundancies omitted, makes sense right after Zeke finishes his tale:

Zeke, never at a loss for words when it comes to telling a story, jumps at the opportunity to tell their story of the sewer encounter. He speaks quickly, and if someone tries to politely interrupt, he takes the hint and moves on with his story, but doesn't stop talking unless someone more assertively interrupts him.

”Well, Ms. Kroft, since last we spoke, yesterday afternoon following the capture of rogue carters, I asked around about Ralof - apparently he's gone off in search of a sister; family squabble of some sort. I spent some time researching the undead, and then retired for the evening. This morning I awoke early and resumed my research...I made a breakthrough and arrived at what I'm calling the Mark III. I added some accelerant in place of the more volatile detonant in my last advancement, the Mark II” He holds the two different vials in front of him, ”I really must come up with a better name…” He likely gets a prompt to move on at this point. ”Er…,yeah, well, Dylan arrived and I was just about to demonstrate for him, but he urged me to join him at the Inn where we met with Eries - I believe Dylan met with you this morning about that?” He awaits a bid of approval from Kroft, then moves on. ”We took some time to prepare for our foray, then entered the sewers through a secret passage Eries showed us in the Midland district. Inside we encountered immediate resistance - the rat folk wouldn't listen to reason, not until Gaedren was incapacitated.”. Zeke begins to digress into some lengthy details about the shrieking mushroom, the rat swarm, the efficacy of his bombs, and his own swarm, but is likely prompted to get on with it… ”Yes, well, it was a brief but intense battle - we incapacitated several of the rat-fiends, and ultimately Girrigz himself, with, what I must say, was an excellently placed Mark III right in his snoot! One rat-feller was, err, severely incapacitated, and was relieved of his responsibility to carry his head around any longer.” Zeke gives Ammy a wink. ”Once Girrigz fell, the remaining rat-folk surrendered. We revived he rat-kin and took them into custody, but Eries asked us to release them - without Girrigz stirring up trouble, the others are no threat. We purged their den of all weapons and valuables to help ensure no subsequent coup is hatched. Also, an Otyugh was trapped there by the rat-people, and remains there incarcerated between sewer gates.”


Cressida listens to Zeke ramble on, having to prod him from time to time to stay on topic. Her tired eyes barely able to keep open. Dylan senses this and offers up a succinct summary of events. When your stories conclude, Cressida responds, “I can’t say that I’m happy that you let these wererats go, but considering the intel you received, it was necessary to do so. Nor am I pleased you left a dangerous beast alive inside the sewers. Our sanitation workers could be at risk” She closes the cell door after Amendithas places Girrigz inside. ”I shall have to send small contingent to take care of the threat.”

She motions for you to follow as she heads back to her office. ”This revelation from the Wererat community concerns me. If this was a deliberate act of sabotage upon the city, we need to know everything we can about it. The Guard would like you to investigate the wreckage to see what information you can obtain." As you make it to her office to continue the discussion she aks, "Do you have the means necessary to investigate under water?"


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

"Well... No. But I might know a guy..."


Cressida seems a bit confused as to your coy statement regarding you "knowing a guy". In no mood for games, she says, "Well, if you DO need assistance in that department, you could check with the Bank of Abaddar about contracting out spellcasting services." She looks you over, noticing just how bloodied and bruised from your recent encounter. "If I were you, I wouldn't go venturing into the depths of the Jaegger River in your current state. Especially this close to sunset. The river is known to be quite hostile." She hands you each a pouch containing 20 platinum pieces. "This is for your assistance in hopefully quelling a wererat uprising. Who knows what kind of damage they would have inflicted upon the city without your help." She then wishes you well on your mission and tends to her duties once more as you leave.

What is your plan for investigating the sunken ship?


Zeke - KN:Local: 1d20 + 9 ⇒ (13) + 9 = 22

Zeke is well aware of the dangers that exist. Aside from the various forms of predatory aquatic dangers such as Jaegger Sharks, Squid, and Sea Serpents, The river is also known to to have the occasional Sea Hag and Merfolk pass through on their way to easier prey up-river.

He knows that the depths of the river will be very difficult to navigate even in the daytime, and that visibility will be dark and limited. It could be quite difficult to locate the ship at the bottom of the river even with a near precise location of where it sank at the surface.


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 anxious to return to his bed for a few hours rest, but defers to his cohorts. "I don't know how the rest of you feel, but I would like to find something to eat at the very least. That confrontation nearly killed me." Pausing to see if his poor attempt at a joke has any affect, he continues, "Should we maybe find a tavern and discuss our options over a meal?"


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

During the meeting with Cressida Tullius will just be lurking as close to the door as he can and watching each person for any immediate danger. To anyone that looks at him it looks like he is deep in thought, but he is indeed listening.

Tullius will find Dylan after the meeting with Cressida, and ask if he could heal him.

If the rest of the group is going to go off and do their own thing, or if they take Amendithas up on the idea of food, Tullius will reply with, "You guys go on, I have some business I would like to attend to."

Tullius's response to questions on business:

If anyone tries to inquire about the business Tullius will say something along the lines of, "Never mind that, I ensure you that it is personal, and you do not need to be concerned about it."

----------
Tullius will do his best to make sure that no one from the group follows him, specifically Dylan.

He will then set out to try and find one of the more busy spots in the city for this time of the day, preferably full of people/businesses. He will find a spot to sit and watch for any person that is trying to steal anything of relative value, or any crimes that would be considered for grand than that.
He will try and remain as regular and hidden in plain site as he can, until he sees someone commit the crime he is looking for.

Tullius will attempt to follow and catch the criminal off guard if he finds one.

Just know Tullius wants no one to know what he is trying to do, so if anyone does try to follow him he will abandon all of these plans and go off and do something "normal"

Rolls if needed:
Stealth: 1d20 + 8 + 6 ⇒ (12) + 8 + 6 = 26 +8 from base, +5 from mask +1 from slippery combat trait
Kn local: 1d20 ⇒ 10 to find a place quicker?
Perception: 1d20 + 8 ⇒ (19) + 8 = 27
I will leave it at that for now as anymore will depend what he sees or if he finds a place busy enough and if no one follows him.


One thing that might alter what you guys plan to do "First" is the fact that you are all still mildly to heavily damaged from your encounter... I'm guessing Dylan may have some Channel Energy's left to use for the day, as well as the capability of swapping out some spells for heals. But that is something you may want to take care of at some point before the next day.

For Tullius's plan, does anybody plan to follow him? Discreetly or otherwise? If so a perception and/or stealth might be a good plan


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 tells Amendithas ” Yes, let's all get some rest. I will heal everyone up before we go to bed. I can pray to Tulis for the water breathing spell in the morning, but we will only have a couple hours to explore. “

Dylan will take some time to examine everyone to see how injured they are yet.

Dylan will channel positive energy then heal everyone after dinner before bed.

CPE: 3d6 ⇒ (3, 5, 1) = 9

Dylan will head over to Grunyar's shop and sell the supplies they confiscated.


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

opposing roll to zekes sense motive in reference to tullius's actions
Bluff1: 1d20 + 2 ⇒ (6) + 2 = 8
Bluff2: 1d20 + 2 ⇒ (19) + 2 = 21


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'm with Mr. Ammendithas. Let's get something to eat!”

Regarding Tullius's first statement about business to attend to:
Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7

"OK. Don't be too long, we have to strategize about our upcoming venture into the deep. We'll be at the Inn."

Zeke joins Ammy & Dylan at the Inn to discusses strategy over dinner.

”I'm not much of a swimmer… A fact that made my time at sea rather anxious, to say the least. Never learned to swim worth a damn, never even really learned to sail! I once got so drunk I fell off the pier while we were docked at port and nearly drowned! I surely would have had it not been for that remarkably friendly sahuagin. I wonder what he's up to these days…”. Zeke trails off in contemplation.


Going to add a bunch of rolls to the board if we need them for Tullius's side quest

Rolls: 20d20 ⇒ (16, 15, 15, 4, 2, 12, 4, 14, 4, 17, 1, 1, 20, 11, 16, 8, 11, 18, 10, 18) = 217

I'll add a post to start us off back to the Three Rings Tavern based off of what we've discussed in Hangouts


The four of you leave the citadel, Ammendithas with a cord full of weapons across his back, still bloodied and bruised. Tullius says he has something he needs to do, and starts moving off towards the west, while the rest of you move north towards the Three Rings Tavern for your customary free meal.

Dylan stops you once Tullius is out of earshot to mention that he had sensed evil upon Tullius when he was examining the wererats earlier in the day.

If you decide to change your actions based on this new information, please do so now. If your plan is to try and follow him you will need to roll at LEAST a perception check (DC26) to beat his stealth, and potentially a stealth check (DC27) to avoid detection by Tullius.

Other situational rolls may be needed, such as bluffs and sense motives. It will depend on your actions of course.

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