PRIVATE: S01-30 The Devil We Know, Part II - Cassomir's Locker

Game Master Odzmye

PRIVATE THREAD FOR ONGOING CAMPAIGN

S01-30 The Devil We Know, Part II - Cassomir's Locker


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Grand Lodge

Male Human Shaonti Barbarian 1

Correct, we go to the left of the screen which is right. And the correct way to go.

Grand Lodge

Kellid Sorcerer 6

So let it be done!

Letting it be written is for soft, civilized fools!

Liberty's Edge

Oh yes, please irritate the GM...

<sigh>

Okay I have moved the tokens and updated the map, but you chose the boring room so this is all boxed text.

The sewer water flows in from the north and swirls about this room, drawing larger pieces of garbage and refuse into a floating pool of trash at the center. In the middle of trash floats three well-dressed, bloated corpses, their skin purple and splotchy and their bodies floating face down. They have nothing on them of any value and their corpses are badly decomposed. Their clothes reveal that they were once members of Taldor’s high society, but nothing else. After a short examination, reveals that they were all killed by having their throats cut.

Back towards the intersection you go - again which way do you want to proceed. You can either state it here (East or South, or what ever labeling system you idjits come up with), or just mover your tokens to the indicated side. Again everyone moves together. If you want a different position in the split marching order, do so on the map.

Liberty's Edge

FYI - I have a full day meeting today (Friday) so this will be the only update I have until I get home.

Grand Lodge

Male Human Shaonti Barbarian 1

Forward straight across the intersection! (is my vote)

The Exchange

Male Half-Orc Bard 1

Seeing that no one else mentioned the crossbow, Shizzle P grabs the repeater along with the poisoned bolts with a nod of satisfaction. After checking the piece he holsters it with a 'Word' of approval.

He plods on into the boring room with the party and pokes one of the bodies with his staff before peering back towards where they came from. "We might want to figure out where these bodies are coming from fools, they're being dumped somewhere, might be what we're looking for."

After they exit the room he follows Grim using his darkvision to aid his way while he is in front of the light sources.

Grand Lodge

Kellid Sorcerer 6

"Forth from this Boring Room we shall go!" Zolrak booms in an inadvisably loud and probably rather annoying voice. "Let us follow Grimruhn the Decisive!"

For Gm convenience, that'd be East.

The Exchange

Male Half-Orc Bard 1

Shizzle P pulls the repeating cross bow out of the holster and looks carefully at it for a few moments. He pulls the bolts out and tosses the weapon into his pack, replacing it again with his regular crossbow.

He winces as Zolrak announces his intent, "Man, we got to introduce you to the chronic."

Liberty's Edge

Heading down this section of the tunnels, you eventually find an opening that leads into a room. The light coming from this room puts your party on alert, and you take up positions and peer in. This room appears to have once been the basement of the building above, the wall separating the basement from the sewer long ago smashed in and repaired, giving it the appearance of a natural part of the sewer system. The ceiling here is 30 feet high and the room is lit by torches in the north and south walls. Stacks of crates and barrels line the north wall, and a set of finely carved stone stairs start on the south wall and make their way up and around the west wall to a door high above the room in the northwest corner.This room is clean and well-maintained, a harsh difference from the sewer just outside the archway.

We are now in initative mode (even the most dense of you expect an ambush).

Liberty's Edge

GM Notes - no peeking for now:

Grimruhn/init: 1d20 + 8 ⇒ (11) + 8 = 19
Zolrak/init: 1d20 + 5 ⇒ (7) + 5 = 12
Ishwar/init: 1d20 + 0 ⇒ (8) + 0 = 8
Maldrek/init: 1d20 + 2 ⇒ (4) + 2 = 6
Shizzle P/init: 1d20 + 1 ⇒ (5) + 1 = 6
Miles/init: 1d20 + 0 ⇒ (2) + 0 = 2
adversary1/init: 1d20 + 1 ⇒ (3) + 1 = 4
adversary2/init: 1d20 + 1 ⇒ (3) + 1 = 4
adversary3/init: 1d20 + 1 ⇒ (13) + 1 = 14

Grimruhn/init: 1d20 + 8 ⇒ (11) + 8 = 19
Zolrak/init: 1d20 + 5 ⇒ (7) + 5 = 12
Ishwar/init: 1d20 + 0 ⇒ (8) + 0 = 8
Maldrek/init: 1d20 + 2 ⇒ (4) + 2 = 6
Shizzle P/init: 1d20 + 1 ⇒ (5) + 1 = 6
Miles/init: 1d20 + 0 ⇒ (2) + 0 = 2

This is your initiative order. Please roll your perception checks when your turn comes up. You can to that in the Roll20 if you find that convenient. Also move your characters as you see fit.

Liberty's Edge

Also, I don't know if anyone is still having trouble with the Roll20 link, but here is the link that is displayed on the GM page when I edit. The on screen text for it states that this is the link to send players. Not sure if it's a temp link or not - have to play with the page settings. https://app.roll20.net/join/727705/rBiQJw

Finally, I've also figured out the Roll20 initiative settings, so you will see your order displayed in game now.

Grand Lodge

Kellid Sorcerer 6

I'll be out and about today, so I've posted a perception roll on roll20, for when my turn comes up. If we go to combat, I'll throw a Jolt - 1d3 ranged touch electrical, 30' range.

Grand Lodge

Male Human Shaonti Barbarian 1

Zolrak premoved, Ishwar is up!

Grand Lodge

Male Human Shaonti Barbarian 1

And its Maldreks turn!

Scarab Sages

Male Hellspawn Tiefling/HP 91/AC 21/FF 17/T 14/Fort +13/Ref +11/Wil +3/Init +2/ Aerokinticist 8/Cmb +8/Cmd 19/

shizzle next

The Exchange

Male Half-Orc Bard 1

Miles is up next.

Grand Lodge

Male Human Shaonti Barbarian 1

The GM is up

Grand Lodge

Male Human Shaonti Barbarian 1

Baddies are up

Grand Lodge

Male Human Shaonti Barbarian 1

I couldn't advance the Initiative thingy so don't wait for that :-)

Liberty's Edge

Apparently the advance is a GM thing - stupid IMHO. Maybe it unlocks when you pay. Regardless, moving on with the Cleric...

Grand Lodge

Male Vudrani Human Cleric (level 1)

Alright, we got another will save up for Grim and then Zolrak is up.

Liberty's Edge

Mal failed a save and is now 'shaken' for 2 minutes. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Liberty's Edge

And in case you missed it, the cleric tried Fear and the Mites are casting Doom.


Ishwar is up.

Grand Lodge

Male Human Shaonti Barbarian 1

I did not save.

Liberty's Edge

Ishwar is up, then Maldrek.

Grand Lodge

Male Vudrani Human Cleric (level 1)

Maldrek is up.

Liberty's Edge

Shizzle P is on deck

Grand Lodge

Male Human Shaonti Barbarian 1

Shiz is up

The Exchange

Male Half-Orc Bard 1

Miles is up.

Liberty's Edge

Hey Mal, what was the spell you rolled range touch for?

Grand Lodge

Male Human Shaonti Barbarian 1

Miles went. Presuming he's okay with his crazy maneuvers i went too.

Liberty's Edge

Dead Cleric, dead mite. One mite left who tried to hit Grim and failed. He's pulling back into the pile of barrels, so it's Zolrak then Ishwar.

Grand Lodge

Kellid Sorcerer 6

Zap!
Ishwar is up.

Liberty's Edge

Well played - the last mite got 'zute-a-kooted' as my girls would say.

The mites have garbage for gear, and the cleric only has half-plate and a masterwork heavy flail. A quick search of the storage area reveals nothing out of the ordinary, just stock to maintain life in the sewers (there are some stupid faction mission stuff which we are ignoring).

The group further explores the stinky sewers and finds dead ends and filth, until you come upon an intersection. As you approach, the more light sensitive folks see light coming from the east passageway. You feel that you have been quiet enough to this point, but if there is an alert creature further on, you will have to be much more silent.

I have updated the map, and placed everyone at the intersection. Please decide how you will investigate. Person(s) can make stealth checks to sneak down and look in, or you could just rush the place. Your call...

Grand Lodge

Male Vudrani Human Cleric (level 1)

Are there any stealthy folk among us?

Grand Lodge

Male Human Shaonti Barbarian 1

Not I

Scarab Sages

Male Hellspawn Tiefling/HP 91/AC 21/FF 17/T 14/Fort +13/Ref +11/Wil +3/Init +2/ Aerokinticist 8/Cmb +8/Cmd 19/

Not unless you count +0

Grand Lodge

Male Vudrani Human Cleric (level 1)

I think our best bet then is to stay in formation and move carefully. If we come across anything intelligent, the green one can try talking to it otherwise we give em the usual.

Grand Lodge

Kellid Sorcerer 6

+1 stealth. Ishwar's advice works for me.

Liberty's Edge

A new room, and a new target. The cultist tanked his init, so off you go!

Liberty's Edge

Grimmmy was nice enough to use his trap finding skills and to disarm it with his face. Ishwar is up with Zolrak on deck.

Grand Lodge

Male Vudrani Human Cleric (level 1)

I will move in and cast Blessed Fist for a +1 bonus (and good aligned but I doubt that matters).

Zolrak is up, Miles is on deck.

Grand Lodge

Male Human Shaonti Barbarian 1

Umm, you guys weren't around when me and Mike were last night. I kinda missed those last couple of posts until now.....

Liberty's Edge

So to summarize, while the party discussed and agreed upon a stealthy group approach, the barbarian tromped on up and went boom!

Zolrak is up, with Miles on deck.

Liberty's Edge

Cultist hit Grim. Grim's up, Ishwar on deck.

Grand Lodge

Male Human Shaonti Barbarian 1

I hit the cultist back. I suspect he'll be unhappy. Ishwar is up. I am slightly battered...

Liberty's Edge

Cassomir Below was once a small neighborhood near
the shore of Cassomir’s harbor. Built entirely of wooden
buildings, the district burned to the ground twice before
the authorities decided to make two changes to the sea
level district: they ordered that all new buildings be made
of stone, brick, or rock, and decided to raise the “street
level” two stories higher than it was before, building giant
rock walls topped by scaffolding and sheets of granite in
order to do so. This sea level district used to flood twice
a year, and by pushing the street level up, the flooding
problem was averted as well. Businesses that rebuilt after
the last fire soon found their main floors two stories below
ground and so built their buildings skyward to be once
again above ground. Soon streets were laid down that
covered the old streets below. This process repeated two
more times during Cassomir’s history until, eventually,
the original levels were completely forgotten, new sewers
for the current level were constructed atop Cassomir
Below, and the memory of this original neighborhood
fell out of Cassomir’s collective conscience.
Today, Cassomir Below is an abandoned neighborhood
that looks more like a cavern than a city block. Buildings
here are separated by high tunnels, 20 to 30 feet tall in
places, whose roofs are the foundations of the sewers and
buildings above. Each abandoned building here was once
the ground floor of the buildings above, but today they’re
totally cut off from the upper floors on the surface. The
streets are dirty and dusty, and most of the buildings are
abandoned. All of the buildings here extend right up to
the top of the cavern. Unless otherwise noted, Cassomir
Below is completely unlit.

Liberty's Edge

If someone wants to heal Grim, you can do so before going down the ladder.

Grand Lodge

Male Human Shaonti Barbarian 1

Any inhabitants that we can see or hear? Either rat related or otherwise?

Perception: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 4 ⇒ (6) + 4 = 10

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