PbP Gameday #2 GM Tektite's Devil We Know Series (Inactive)

Game Master Hawkwen Agricola

Swift Prison
Derro Hideout


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Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Thanks Ag'mira, but use mine; it's what I obtained it for.

CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9

Now, let's see to this trapdoor. Perhaps I'd best let someone check it for traps?

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"No problem Vennoc and nice work gentlemen. I agree, check. They don't call those things "trap" doors for nothing!"


Anyone checking the trapdoor finds no traps other than the one Vennoc already encountered.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"Apparently in this case they do..."

Ag'mira will wait for her more armored friends to open the door and descend.

Thinking about armor, and the lack of it, Ag'mira reaches into her spell pouch for a small piece of leather and begins a quick incantation.

Mage Armor:

School conjuration (creation) [force]; Level sorcerer/wizard 1
Casting Time 1 standard action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Who puts a trapdoor in a sewer? Vennoc wonders aloud while retreiving his torch.

Curious to see what sort of cavern or tunnel might be found under a sewer, Vennoc sets down his blade to open the trapdoor.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"I agree Vennoc - It would be interesting to remove the barricade and flood these lower chambers with sewage. Perhaps after we find this making rats of unusually large size artifact."

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan recoils at Ag'mira's suggestion. Egad! That certainly may help with the vermin Ag'mira but at least we can avoid them, or have Vennoc eviscerate them, but sewage? Raw sewage? Heccan shudders My gods woman, I don't think I would ever be rid of the smell should that occur. Heccan flashes Ag'mira a jesting grin and prepares to follow the party into the trapped door, pulling out his wayfinder to help light the way if needed.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn stands ready as Vennoc opens the trapdoor, "Just so long as it dosn't flood while we are down there."

perception: 1d20 + 6 ⇒ (16) + 6 = 22


Opening the trapdoor, the party descends a ladder leading to a lower level. Looking around, you see 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.

New Map!

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

This is very strange. Anyone have a plan for clearing these buildings safely? I assume they're all full of cultists and rats.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"Wow, I wasn't expecting that. It's quite the rabbit hole. I guess start on the first door and make our way down the row of buildings."

Ag'mira will look around and listen for any movement or sounds
Perception: 1d20 + 1 ⇒ (5) + 1 = 6

hmm, not very good...


KN: history DC 15:
You think this area may be called Cassomir Below. 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.

The party begins to systematically investigate the buildings, finding all of them empty. As you near the eastern edge, you spot more blue faced creatures at the same time they spot you!

Rolls:
A: 1d20 + 8 ⇒ (16) + 8 = 24
H: 1d20 + 2 ⇒ (14) + 2 = 16
He: 1d20 ⇒ 8
C: 1d20 + 4 ⇒ (3) + 4 = 7
V: 1d20 + 2 ⇒ (13) + 2 = 15
M: 1d20 + 1 ⇒ (16) + 1 = 17

Initiatvie:
Ag'mira
Blue Man Group
Henry
Vennoc
Heccan
Ceobryrn

Ag'mira is up!

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira levels the croosbow aims at the middle creature and fires.
Light Crossbow: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 ⇒ 8

Confirm crit: 1d20 + 3 ⇒ (17) + 3 = 20
Damage: 1d8 + 8 ⇒ (5) + 8 = 13


Crit threat!, but you kill it anyways.

Ag'mira fires a bolt, catching one of the clue creatures in the throat.

Attack vs Vennoc FF: 1d20 + 2 ⇒ (2) + 2 = 4
Damage: 1d3 - 1 ⇒ (1) - 1 = 0

Attack vs Ceobryrn FF: 1d20 + 2 ⇒ (10) + 2 = 12
Damage: 1d3 - 1 ⇒ (2) - 1 = 1

The other two move up and throw tiny darts at the front two, but both darts fall short.

Party up!

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Is there light down here other than my torch? On an unrelated note, why is the one blue guy outlined in pink?

Vennoc, being a traditionalist, prefers to keep with the tried and true strategies. Like charging and power attacking.

sword, PA, charge: 1d20 + 5 - 1 + 2 ⇒ (3) + 5 - 1 + 2 = 9
slashing, PA: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Vennoc doesn't know history, but what I know is that what Ankh-Morpork is built on, is mostly Ankh-Morpork. So perhaps it's true of other fantastic cities as well.

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

KN (history): 1d20 + 4 ⇒ (8) + 4 = 12

Henry moves in and jabs at the smurf!

+1 Greenwood Lance power attack: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16
nonlethal damage: 1d6 + 4 + 4 + 2 ⇒ (2) + 4 + 4 + 2 = 12


Vennoc swings to high and misses the blue man!

Henry, being of shorter stature, does not make the same mistake and knocks one the blue men senseless!

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

"Smurftastic!"

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan takes a few steps north to better line up the remaining blueface man and fires off a ray of Frost.

Ranged Touch Attack: 1d20 + 1 - 4 ⇒ (11) + 1 - 4 = 8
frost damage: 1d3 ⇒ 1

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira surprised at the effectiveness of her crossbow, reloads a bolt and moves to a better position for a shot at the smurf. She fires hoping for the same result as last shot.

Light Crossbow: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0
Damage: 1d8 ⇒ 2

She frowns.
"Perhaps I forgot the aiming part"

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Drawing his scimitar, Ceobryn charges forward to attack the remaining blue creature.

scimitar w/PA w/charge 2h: 1d20 + 6 - 1 + 2 ⇒ (18) + 6 - 1 + 2 = 25
damage: 1d6 + 4 + 2 ⇒ (6) + 4 + 2 = 12

To confirm crit: 1d20 + 6 - 1 + 2 ⇒ (14) + 6 - 1 + 2 = 21
Plus damage if conf: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 +2 fire Dawnflower trait


Heccan mosses with his frosty ray!

Ag'mira doesn't have as much luck this time, missing the little creature.

Ceobryrn has no trouble though, as he cuts the last creature down!

Out of Combat

Searching the bodies yields the same as before, a couple tiny darts and a small dagger.

Searching the last two northern building finds them empty, leaving only the southern building to be searched.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryn quietly moves to the door looking for traps and check to see if it is locked.

stealth: 1d20 + 6 ⇒ (9) + 6 = 15
perception: 1d20 + 6 ⇒ (5) + 6 = 11

if it looks clear the ranger waits for the others then opens the door.

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Vennoc moves up near the door, and simply nods to indicate that he's ready.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira moves behind Ceobryrn reloads her crossbow and readies a hex.
She wipes some of the goo off her from Ceobryrn splattering the last creature all about the place.

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan takes his customary position at the rear of the party and prepared to advance.


As Ceobryrn opens the door, a derro is waiting and attacks him, firing a crossbow!

Attack vs Ceobryrn FF: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 ⇒ 1 plus DC 14 Fort on a hit

The bolt flies through the room and lodges in Ceobryrn's shoulder!

Rolls:
H: 1d20 ⇒ 1
H: 1d20 + 1 ⇒ (8) + 1 = 9
A: 1d20 + 8 ⇒ (2) + 8 = 10
C: 1d20 + 4 ⇒ (5) + 4 = 9
V: 1d20 + 2 ⇒ (2) + 2 = 4
D: 1d20 + 6 ⇒ (3) + 6 = 9

Initiative:
Ag'mira
Derro
Ceobryrn
Henry
Vennoc
Heccan

Ag'mira!

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira releases her hex on the derro. Then steps to the side so someone else can get in.
"Close your eyes and I'll close mine. Good night, sleep tight"

Sumber Hex DC 15:
Effect: A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


1d20 ⇒ 14

Ag'mira puts a hex on the derro, but it seem to easily resist!

Attack vs Ceobryrn FF: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d8 ⇒ 8 Fort Save again if hit

The derro grins wickedly and puts another bolt in Ceobryrn!

Party up!

Ceobryrn had 9 damage and needs two Fort. Saves

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Upon seeing Ceobryn taking substantial damage, Heccan moves to his position. Heccan speaks to Ceobryn quietly. Easy friend. I hate to do this, but I fear we have no choice. I have the power to heal you, but it comes at a cost though thankfully not a permanent one. Though you will feel some discomfort, just know that is what I must endure constantly and in the end you will be healed. Heccan draws a wand and uses it on Ceobryn.

Actions:

Heccan uses his wand of infernal healing on Ceobryn.

Infernal Healing:

Casting Time 1 round
Components V, S, M (1 drop of devil blood or 1 dose of unholy water)

EFFECT
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

fort vs DC14: 1d20 + 5 ⇒ (20) + 5 = 25
The ranger looks annoyed at the first bolt.

fort vs DC14 again: 1d20 + 5 ⇒ (12) + 5 = 17
With second he looks angry.

Feeling the surge of devil magic, Ceobryrn recklessly charges forward drawing his scimitar to attack the derro.

scimatar 2h w/PA&Charge: 1d20 + 6 - 1 + 2 ⇒ (2) + 6 - 1 + 2 = 9
damage if hit: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7

It seems the two arrows have disrupted the ranger's aim.

Tempary AC 14 for charge. Take 9, made 2 saves. regenerate 1pt, 9r left. (Thanks Heccan)

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Vennoc calmly follows the ranger into the room.

I think you may have made the wrong person angry, little blue man.

sword, PA: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
slashing, PA: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

Henry urges Indy into the room and pokes at the derro over Ceobryrn's shoulder. "Foul slave-dealing munchin! Face me nobly!"

Swift to challenge it for +4 damage. No attack bonus because I did not offer it surrender (standard action).

+1 Greenwood Lance power attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
nonlethal damage: 1d6 + 4 + 4 + 2 + 4 ⇒ (4) + 4 + 4 + 2 + 4 = 18

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira puts away her crossbow, fishes through her robes and removes a wand of cure light wounds.
"I'll see to some more healing for you in a few seconds Ceobryrn"

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan waves off Ag'mira with a smile. Save your spells my dear. The magic I have bestowed on Ceobryn will heal him in a few moments. We may be in need of your magics in the near future I fear if there are more of these...little man things.


Ceobryrn charges the derro, but misses.

Heccan produces a wand and uses it on Ceobryrn! Note: IH is a full round casting, so it takes a full round to use it on Ceobryrn as well. So Ceobryrn will have to hold off charging until next round or better yet, just have Heccan moves up after Ceo's charge

Vennoc moves and attacks, but misses as well!

Henry rides into the room and attacks the derro, puching it with his lance!

Ag'mir has an action to start the next round.

Edited

Dark Archive

Male Human Sorcerer 10 | AC 24/T 14| FORT +6 REF +7 WILL +12 | Init +2 | Perception + 1 | Sense Motive +13

Heccan will move to Ceobryn's position after he charges to use the wand.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Ag'mira pulls some sand from her spell pouch, steps into the doorway, and softly whispers an incantation.
"I fell asleep for to take my rest
I dreamed a dream that made me sad"

Centering the spell 10' behind the Derro, so it will not hit anyone else.

Sleep DC 15:

School enchantment (compulsion) [mind-affecting]; Level bard 1, sorcerer/wizard 1
Casting Time 1 round
Components V, S, M (fine sand, rose petals, or a live cricket)
Range medium (100 ft. + 10 ft./level)
Area one or more living creatures within a 10-ft.-radius burst
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell's point of origin are affected first. HD that are not sufficient to affect a creature are wasted. Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action). Sleep does not target unconscious creatures, constructs, or undead creatures.


1d20 ⇒ 15

Ag'mira tries once more to put the derro to rest, but it proves to be not tired!

Attack vs Ceobryrn: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 ⇒ 1 And another Fort Save

The derro steps back and puts another bolt into the ranger!

Party up! Finish him!

Sovereign Court

Henry and Indiana II Flaxseed Male Halfling Lord 8 | HP 47/76 | AC 24 T 13 FF 23 | CMD 22 | F +9 R +4 W +3 (+4 against fear)| Init +1 | Perc +0 | SM +7 | Banner: +2 against fear, +1 attack when charging
Indiana II:
HP 32/45/ | AC 26 T 14 FF 22 | CMD 21 (23 overrun/bull rush, 25 trip) | F +7 R +9 W +3 (+4 Will against enchantments) | Perc +5

Indy steps in front of Heccan and Henry jabs at the derro again!

+1 Greenwood Lance power attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
nonlethal damage: 1d6 + 4 + 4 + 2 + 4 ⇒ (1) + 4 + 4 + 2 + 4 = 15


Henry jabs the derro again, and the creature succumbs to unconsciousness!

Out of Combat!

Looking around, you find leather armor, short sword, repeating light crossbow with 10 poison bolts, and 300 gp on the derro.

Opening the door on the east wall, you find a small room. In the room are straw pallets are stacks and stacks of cages full of normal rats. On a small table next to those cages is a small, shiny black rat statue—the jet rat. This artifact gives off a moderate transmutation aura.

There is a ledger here written in Undercommon.

Near the barrels is a large chest in which is 250 gp.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"Let's have a look at this ledger and see what nasty things you have been up to."

Ag'mira looks through the ledger for clues.

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

Can you read it then Ag'mira? I assume it is an accounts ledge for the slaves they've been buying. Perhaps it says who or what they're buying them for.

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

Unfortunately Vennoc I can not decipher this chicken scratch. I'm not sure if anyone else can, if so please try.


Returning to Venture-Captain Themis, the party turns over the jet rat to Hestia's great pleasure. Scribes within the Lodge are able to translate the ledger which records the sales of slaves. It appears that the sales have grown recently and had a great surge as of late. There is also a note that records that a human woman had escaped and a mite slave was beaten to death for the incident.

The Venture Captain congratulates you all for a job well done, and the kidnapping of peolple subsides....for a while.

Kidnappings slow in the city, but continue to expand in the countryside around Cassomir. Rumors begin to circulate throughout the city that the derro menace has been stopped, but some whisper darker tidings, such as the recent spotting of a derro inside the walls of Swift Prison, a rumor the Taldan authorities heatedly deny....

Congrats on finishing part 2! Working on chronicles now!

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

fort save vs DC 14: 1d20 + 5 ⇒ (1) + 5 = 6

Unfortunately the poisoned bolt seems to be affecting the ranger this time. The ranger digs out his healers kit to treat the poison, before it can do more damage

heal check vs DC14: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17 w/+2 for heal kit use
fort save vs DC 14: 1d20 + 5 + 4 ⇒ (6) + 5 + 4 = 15 w/+4 for succ heal check


No worries about the Fort Save, Ceobryrn. It did 1d2 ⇒ 2 STR damage, which you would have healed. In fact, it would have done no more than 8 pt of damage (1d2/4 rounds), so you were fine either way.

Fresh off you latest success, your party has less than a fortnight to rest and recuperate before you are once more called into Venture-Captain Hestia Themis' office....

The Venture-Captain paces her office as you enter, continuing to do so for moment more before stopping and turning to you. “I am perplexed. A new kidnapping spree plagues my beloved city. It seems our citizens make easy prey to those who profit from such exploits. While this disturbs me, I am more troubled by reports that some of those kidnapped return to the city as undead monsters who accompany this Cult of Nature’s Cataclysm plague, a plague that I can’t seem to excise from my beloved city." Her jaw clenches as she pauses, then says.

“This ends now! For a third time we battle Groetus-worshiping dogs and there will not be a fourth!” Taking several deep breaths, Hestia regains her composure. “I am sending you to Swift Prison to interrogate a cultist we captured who was trying to kidnap a local engineer. Meet my man Garver out front—he’ll take you in to see the Nature’s Cataclysm fool. Find out where the other cultists hide, where they’ve taken their recent victims, and how they’re turning them into skeletons. Free as many Cassomir citizens as you can—the good publicity never hurts. Any questions?”

Sovereign Court

Male Human Aldori Swordlord 1 HP 10/12 | AC 21 10t 21ff | +4F +2R +0W | Init +2 | Perception +1

How much of the prisoner has to be left after the interrogation?


Themis smiles grimly at Vennoc's question. "Though I do, indeed, understand the sentiment, please leave the prisoner in one piece. We may end up needing additional informatino as we learn more of the devious plot."

The Exchange

Female Tiefling Witch 3 | AC:12 (16 Mage Armor) T:12 FF:10 | HP:23/23 | F:+3 R:+3 W:+3 | Move:30 | Init:+8 (+2 Dex) | Perception: +4

"What's this we heard about a Derro running around inside Swift prison?"

"...such as the recent spotting of a derro inside the walls of Swift Prison, a rumor the Taldan authorities heatedly deny...."

What do I know about this Swift Prison?
Knowledge Local: 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge History: 1d20 + 8 ⇒ (12) + 8 = 20

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