Savage Kirthfinder

Game Master Kirth Gersen

"Savage Tide" AP using Kirthfinder houserules.


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HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Sorry for the delay in posting, its graduation at the college I work at it and its been f!!~ing crazy the last couple of days.

1d20 ⇒ 2

Uh oh...


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Sorry for the delay in posting, its graduation at the college I work at it and its been f@~+ing crazy the last couple of days.

1d20 ⇒ 16

Uh oh...


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Initiative: 1d20 - 1 ⇒ (1) - 1 = 0

"Fool, we were helping you!" Uro pulls up on his attack a bit, suspecting the man isn't in his right mind.

Attack (non lethal): 1d20 + 5 ⇒ (20) + 5 = 25 The penalty for non lethal damage and the flanking bonus from Gwl should offset each other.
Damage: 2d8 + 6 ⇒ (1, 1) + 6 = 8

Uro will set himself up to flank with Gwl.


M Goblin Beer Snob 1/Freethinker 3

Before Uro can act, the bedraggled man swings again, coming up from the floor at Gwl with a lot of force behind the blow.

1d20 + 4 - 1 - 1 ⇒ (11) + 4 - 1 - 1 = 131d6 + 5 + 3 - 1 + 1d4 ⇒ (3) + 5 + 3 - 1 + (3) = 13

Thankfully, he misses, and Uro steps in and smartly lays him out cold.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Jym gets a potion of CLW to Elebrin.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Uro will grab a nearby set of manacles or other restraining device and lock the unconscious man up. "He seems to be mad, but maybe we can get some information from him."


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"He could also be a trap! The archers we encountered earlier have surely alerted everyone to our presence, by now."


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

"Not worth our time to question him then? We could gag him instead and move on I suppose."


M Goblin Beer Snob 1/Freethinker 3

Anyone?


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

"His mind seems broken. Do what you want, but every moment we waste here, the thugs will be getting ready."


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"Yeah, re-tie him up. If he's on their side, we don't want him following us. If he's crazy, then he's safer here than following us. We're safer here, than following us, also, but that's just incidental.

"Maybe we can come back for him, later."


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Should I roll the CLW or should someone else roll the potion?


M Goblin Beer Snob 1/Freethinker 3

Whoever is tying him up can make an Escape Artist check (Dex if untrained) to see how good a job you do and set his DC to escape when he wakes up.
That person is also entitled to a Perception check (no peeking if you're not the one typing him and/or you fail the check!):

DC 10:

Spoiler:
His rags feel wrong. Further investigation indicates that, although they look like rags, he's actually wearing a suit of what feels like hardened leather.

DC 20:
Spoiler:
Beneath the leather shirt, his torso is covered in bruises and old scars, as if he gets in a lot of fights for the sheer fun of it. On his shoulder, beneath the suit, is an unmistakable Lotus Dragon tattoo.


M Goblin Beer Snob 1/Freethinker 3
Elebrin Thel wrote:
Should I roll the CLW or should someone else roll the potion?

I don't think there's really a strict convention for this; in the interest of keeping game play moving, I'd suggest that, hereafter, whoever says, "I administer the potion" also roll the results in the same post.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map
Jym Withawye wrote:
Jym gets a potion of CLW to Elebrin.

CLW potion: 1d8 + 1 ⇒ (1) + 1 = 2

2nd CLW potion: 1d8 + 1 ⇒ (4) + 1 = 5

What is Elebrin at? Her character sheet says 10/10.


M Goblin Beer Snob 1/Freethinker 3

She was at -5 hp, then failed a stabilize save and went to -6.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

3rd CLW potion: 1d8 + 1 ⇒ (4) + 1 = 5

Jym ties up the crazy man.

Escape Arteest: 1d20 + 7 ⇒ (18) + 7 = 25

Perception: 1d20 - 1 ⇒ (9) - 1 = 8 Does being underground still count as being in the city for Jym's favored terrain? If so, he can view the DC 10 spoiler.


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Sorry about the confusion on the HP, I'll keep it better updated, probably in post as I am used to doing that elsewhere...

Elebrin sputters to consciousness and gratefully takes the third potion. Rising with a slight groan the elf considers the captive man with a look of naive admonishment, That was very unkind of you!


Current HP 6/10


M Goblin Beer Snob 1/Freethinker 3
Jym Withawye wrote:
Does being underground still count as being in the city for Jym's favored terrain? If so, he can view the DC 10 spoiler.

This is a veritable underground section of the city, with proper walls and floors and doors and rooms and stuff, so, yes, it should count. Favored terrain (underground), on the other hand, more often assumes caves and stuff, doubtless dark and dank and full of bats and bugs and maybe even flesh-eating zombies -- the types of places Jym is probably now anxious to avoid.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"Oh!" Jym exclaims as he puts the unconscious man's finger in his nose before re-securing him. "These aren't real rags. They're armor designed to look like rags. Weird!

"We're making the right call. I bet this guy works here."

Jym also searches the man for any personal affects such as maps to all of the secret doors or Lotus Dragon skeleton keys.


M Goblin Beer Snob 1/Freethinker 3

They guy has nothing else of interest on him. The armor/rags is more than just clever manufacture; the appearance of rags is totally at odds with the tactile sense of what he's wearing.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Ok, I remember that there was only one way out of this room, and it led back to the water-filling room, correct? What are our options when we get there?

Marching order: Uro, Korynne, Jym, Gwl... unless somebody says something different.


M Goblin Beer Snob 1/Freethinker 3
Jym Withawye wrote:
[ooc]Ok, I remember that there was only one way out of this room, and it led back to the water-filling room, correct?

Luckily, your recollection is faulty with to respect to the other two ways out of the room:

Kirth Gersen wrote:
Yes, there's an iron door in the south wall, and a regular wooden door in the east wall, next to the "secret" door you just came through.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

I vote the iron door, guys! But I also vote that someone else open it! And Jym's dwindling supply of healing potions also votes that Elebrin not open it!


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Let's keep the armor. Could come in handy." Uro throws it in his pack.

The orc nods to Jym. "I'll check out the door, but I'd like to make sure it isn't trapped first."

Perception: 1d20 + 6 ⇒ (5) + 6 = 11


M Goblin Beer Snob 1/Freethinker 3

Having removed the guy's armor, the DC 20 spoiler above now becomes DC 5.


M Goblin Beer Snob 1/Freethinker 3

N.B., Perception doesn't work for traps without setting them off -- use Disable Device (mechanical traps) and/or Spellcraft (magical traps).


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Uro stares blankly at the door for a moment. "I realize now that I have no idea what I am doing. I trap small woodland creatures, not doors. Anyone know what to look for here?"


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

"Uh.. Watch out for crocodiles? Honestly, I have no idea."


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

"Fair enough." Uro will try the iron door.


M Goblin Beer Snob 1/Freethinker 3

The door opens without complaint; evidently security here is lax. Beyond is a long hallway, with cell doors along the right-hand (west) wall; there are torches on the left-hand wall. Another iron door is at the far end of the hall, about 60 feet to the south.

The cells appear to be unoccupied.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Uro will lead the way, keeping an eye toward the cells, making sure that no bad guys jump out at them.

Perception if needed: 1d20 + 7 ⇒ (10) + 7 = 17


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"Okay, we seriously need to start considering where Vanthus will be holed up. We've already lost the element of surprise, and we're not going to be in any shape to take him if we keep having fights along the way there.

"A guy who's just 'inherited' his family's fortune isn't going to be down where they keep prisoners. If he was, however, that would be a pretty funny story, I bet!"


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

How many such fighters do you expect are in these parts? And why the ruse of being bound?

Elebrin muses out loud as the group follows Uro.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

"Probably wasn't a ruse. Just some fellow who the Lotus Dragon tortured. Maybe he owed them money. We freed him, he was crazy, and you got hurt. Life is ugly in Shadowshore. It's better to strike first and ask questions later."


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

The party is still traveling past the cells to the door at the far end of the hall.


M Goblin Beer Snob 1/Freethinker 3

Nothing happens, except that you reach the door. In the background, echoing through some pipes, you get the impression that a lot of people are yelling and running around.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

"I don't know of any way to figure out Vanthus's whereabouts other than questioning a prisoners. Not sure we will get the chance to do that with the place on alert like it is though." Uro will open the open iron door #2


M Goblin Beer Snob 1/Freethinker 3

It's locked -- Uro may have to, uh, "open" it with a Strength check.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Uro will wedge his crowbar into the door jamb and try to pop it open.

Strength: 1d20 + 4 ⇒ (2) + 4 = 6

Yeah.. I don't think that will cut it.

"Hmmm.. this thing is stuck in there pretty good. I can keep trying or we can turn back?"


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

"Keep trying. Maybe you and Gwlybwr together? If the Lotus gang is mobilizing, they'll be coming at us from the way we came."


M Goblin Beer Snob 1/Freethinker 3

You can keep trying (with Gwl providing a +2 "aid another" bonus on a 10+) round after round, or you can spend two full minutes to Take 20. Either way will doubtless create a lot of noise and telegraph your location.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Tsk, that's not helpful.

"But if that's too hard for you, we can try the wooden door back in the room with crazypants."


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

"Let's do that. Breaking through this door will give them plenty of time to organize. Even a blind man can find his arse with both hands in the dark."


HP 18/18 | AC 12 {16} DR: 3/CI | CMB 2 CMD 14 |Perception +6/+8 {Bright/Not Bright Light}

Elebrin goes wherever she is told, still new to this sort of thing...


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

The party backtracks and examines the wooden door.


M Goblin Beer Snob 1/Freethinker 3

It open easily, into a small (10' x 10') room dominated by large bed covered with furs. A small iron cage sits on the floor at the foot of the bed. A low table in the SE corner is heaped with salted fish, bread, and bottles of rum. There are no other exits.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

"Toss it. Maybe we'll find something of use. More likely, we'll have to go climbing up that wall like Uro. See if there's any rope or something. Even a knotted blanket could work. Just looks like the furs though."

Gwl will ransack the small room as quickly as he can, looking on the table and under the bed.


M Goblin Beer Snob 1/Freethinker 3

There's a footlocker under the bed, containing a whole bunch of coins and a set of ivory-handled knives.


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

Anything in the iron cage?

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