Silver's Swift, Sweet Sound

Game Master Treppa

In the Wasp's Nest cleaning up and making decisions - prepping rebellion tracker.


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MWAH-HA-HAAA
Quote:
This old workroom houses numerous old slaughterhouse tools, veterinary equipment, and woodworking tools, all of which are covered with a thick layer of dust through which strange tracks and patterns have been traced. Heavy mallets, crumbling ropes, and tools for restraining animals hang from pegs in the walls or rest atop leaning tables. To the southwest, a trap door sits ajar, propped open by a block of wood.

Map! PC positions approximate.

Ben recognizes more of the Grimple tracks, which eventually all meander to (or from) the trap door.


Human Alchemist 1 (Trap Breaker)

Ben points to the trap door,. and holds up a finger to his lips to indicate silence.

"Shhh,... I'm hunting Grimples!" He says in a whisper, then tiptoes towards the trap door.

Move to O15

Perception: 1d20 + 7 ⇒ (18) + 7 = 25

EDIT- I'm sorry. I truly am. But I couldn't resist! ;P


Ben can see nothing in the pitch-dark hole until Rexus brings the lantern close. The light reveals a ladder descending quite a long way down a narrow shaft onto a level floor below. An eye-watering, ammoniac stench rises from the hole.

"This looks promising," Rexus says in a muffled manner as a handkerchief is clamped over his mouth and nose.


Skills:
(Acro +6; Bluff +6; Climb +0; Diplo +7; Disg +2; EscArt +5; Intim +6; Ride +1; SenMot +3; Stealth +7; Swim +0)
Male Human (Chelish) Swashbuckler 2
Vitals:
(HP: 23/23 AC: 17/13/14; Percep: +4; Init: +3; Fort +1, Ref: +5, Will: -1; CMD: 16; CMB +3; Speed: 30; Panache; 1/2)

Ensis says, "Does it? It certainly doesn't smell promising..."


Human Alchemist 1 (Trap Breaker)

Ben takes a whiff, then a deep sniff, as only one who truly appreciates all the finer things in life, like ammonia and other chemicals, can truly do.

K:Nature: 1d20 + 8 ⇒ (2) + 8 = 10

"Grimple Urine? Maybe,... is that whiff of,... nope. Can't tell from here." The green-tinged Ben shrugs.


MWAH-HA-HAAA

Ben recognizes the smell as very similar to the alley behind his cheapest favorite bar.


Lady Monk/2, AC16/16/11, Hp 15/15, F+4,R+5,W+5, Init.+2, Perc +7, SM +7

"Sewers? Please tell me our path isn't into the sewers!" Dee says rather horrified, taking a step back from the hole and putting a hand to her face.


Human Alchemist 1 (Trap Breaker)

Green-skin Ben looks at Ensis and shrugs.

"OK. I won't tell you." Ben calls over his shoulder to Deanna. He seems completely serious.


Lady Monk/2, AC16/16/11, Hp 15/15, F+4,R+5,W+5, Init.+2, Perc +7, SM +7

She sighs heavilly, a practised trait that was usually a pre-cursor to a fight with her family over something that she'd rather not do; or upon occasion somewhere she already had been. However this time she sees that perhaps this is the only option, and that knowledge of the Silver Ravens is essential for the city - moreso that her personal comfort.

Looking to Val with a shrug. "We'll probably come back out here? I don't fancy trudging all around the city. They probably left something in a cistern, or had a base in one of the culverts."

Did Dee see any riding boots in the stables?


MWAH-HA-HAAA
Quote:
Did Dee see any riding boots in the stables?

Nothing so useful. The stable/slaughterhouse remnants were trash and a few old tools.


Human Alchemist 1 (Trap Breaker)

Ben looks at Ensis, and if the swashbuckler doesn't head for the ladder, Ben will go first. He makes his way down quickly but carefully as his Alchemically-altered frame will allow.


Skills:
(Acro +6; Bluff +6; Climb +0; Diplo +7; Disg +2; EscArt +5; Intim +6; Ride +1; SenMot +3; Stealth +7; Swim +0)
Male Human (Chelish) Swashbuckler 2
Vitals:
(HP: 23/23 AC: 17/13/14; Percep: +4; Init: +3; Fort +1, Ref: +5, Will: -1; CMD: 16; CMB +3; Speed: 30; Panache; 1/2)

Ensis hold up a hand, "Maybe we should toss a light down first? Just to make sure the ladder doesn't lead into the maw of something just waiting to feast on alchemists... Or debonair swordsmen."


MWAH-HA-HAAA

Rexus holds up his lantern. "Here you go, but I don't have a line and the ropes around here look rotten and untrustworthy."

The sections of rope are indeed crumbling into dust. Anyone have a rope, or does somebody need to carry the lantern down?


Lady Monk/2, AC16/16/11, Hp 15/15, F+4,R+5,W+5, Init.+2, Perc +7, SM +7

"I've some silken rope that I'd prefer no to go down there." Dee says with a rueful tone. She steps back to let some of the others go first, and ties off her rope to a solid bar or beam. "After you."

She waits for the first ones to start to go down and looks at her boots which are likely to get ruined. Takes off her jacket and puts it to one side, before untucking her pale skirt and taking off her jodhpurs and placing it ontop of her jacket.


Human Alchemist 1 (Trap Breaker)

"Ben has this." Green-skin Ben says in his guttural voice, pulling out a length of finely woven hemp rope.

He fumbles with the rope for a minute, before handing it to Ensis with a rueful smile.

"Sorry. This mutagen not good for nimble work."


Human Alchemist 1 (Trap Breaker)

Sorry, Ben means that he needs Ensis to tie the rope to the lantern. :)


M Human Rogue (UC) 1, HP 10/10 AC 16

Bert peers down into the darkness. "Well at least we won't have to go down in the pitch black... I can't help but think this is going to be a very unpleasant trip though."

The young rogue blinks at Dee as she removes her jodhpurs "Umm Dee are you planning on going down in your underwear? I don't mean to question, it just seems... unconventional?"


Lady Monk/2, AC16/16/11, Hp 15/15, F+4,R+5,W+5, Init.+2, Perc +7, SM +7

Folding the trousers up and placing them on her jacket, she cocks her head at Bertom; "No, I just have no intention of walking through town with sewage stained trousers after we go down there. Anyway lets get going...." She shakes her head at all the dithering at the top of the cellar hole and climbs down the rope.

Do I need to roll? If so Climb: 1d20 + 2 ⇒ (18) + 2 = 20


Human Alchemist 1 (Trap Breaker)

Ben looks slightly embarrassed.

"Ladies First?" He asks, then climbs down the ladder.


MWAH-HA-HAAA

There's a ladder going down. The plan was to tie the lantern to a rope and lower it so nobody had to climb down the ladder into pitch blackness. Nobody has done so yet, so it's still dark at the bottom.


Skills:
(Acro +6; Bluff +6; Climb +0; Diplo +7; Disg +2; EscArt +5; Intim +6; Ride +1; SenMot +3; Stealth +7; Swim +0)
Male Human (Chelish) Swashbuckler 2
Vitals:
(HP: 23/23 AC: 17/13/14; Percep: +4; Init: +3; Fort +1, Ref: +5, Will: -1; CMD: 16; CMB +3; Speed: 30; Panache; 1/2)

Ensis takes Ben's rope and the lantern, and ties several knots around the handle. "That should hold... I'd suggest lowering it enough that we can see the bottom and avoid any nasty surprises, but not drop it to the floor. Only question now is who fits first and who stays up here to man our makeshift chandelier?"


MWAH-HA-HAAA

[ooc]This room is small with exposed beams. It would be very easy to tie off the rope and leave it. Unless you are worried about gremlins.[ooc]


Human Alchemist 1 (Trap Breaker)

"Just hold it until we get down there, I'll get it."
Ben says. He waits for the lantern to be lowered, and carefully follows it as he climbs down the ladder.


MWAH-HA-HAAA

GM:
Moving you all down the ladder to speed things up. If somebody is keeping watch upstairs, let me know. Or Rexus could do that for you if you like. Your call.

The lantern fully illuminates the small room at the base of the ladder. A curved stone surface makes up the east wall, while the remainder are sturdy wooden partitions. The western door is closed and that, except for the ladder to the upstairs, seems to be the only ingress or egress for this room. The place is a reeking mess.

Adventure wrote:
The eye-watering stench of urine and feces fills this large room. Nests made of chewed crates and barrels line the walls, while rusty knives and hooks cover the tabletop.

Housekeeping:

Creatures:
R1.stealth: 1d20 + 11 ⇒ (11) + 11 = 22
R2.stealth: 1d20 + 11 ⇒ (1) + 11 = 12
R3.stealth: 1d20 + 11 ⇒ (8) + 11 = 19
R1.per: 1d20 + 4 ⇒ (16) + 4 = 20
R2.per: 1d20 + 4 ⇒ (7) + 4 = 11
R3.per: 1d20 + 4 ⇒ (1) + 4 = 5
R1.init: 1d20 + 3 ⇒ (10) + 3 = 13
R2.init: 1d20 + 3 ⇒ (9) + 3 = 12
R3.init: 1d20 + 3 ⇒ (3) + 3 = 6
Party Perception:
Ben.per: 1d20 + 5 ⇒ (5) + 5 = 10
Bertom.per: 1d20 + 4 ⇒ (11) + 4 = 15
Dee.per: 1d20 + 6 ⇒ (12) + 6 = 18
Ensis.per: 1d20 + 3 ⇒ (10) + 3 = 13
Valexia.per: 1d20 + 4 ⇒ (19) + 4 = 23
NPCRexus.per: 1d20 + 1 ⇒ (15) + 1 = 16
Party Initiative:
Ben.init: 1d20 + 2 ⇒ (14) + 2 = 16
Bertom.init: 1d20 + 5 ⇒ (6) + 5 = 11
Dee.init: 1d20 + 2 ⇒ (14) + 2 = 16
Ensis.init: 1d20 + 3 ⇒ (3) + 3 = 6
Valexia.init: 1d20 + 2 ⇒ (3) + 2 = 5
NPCRexus.init: 1d20 + 1 ⇒ (17) + 1 = 18
Init rolloff:
Ben: 1d20 ⇒ 1 Dee: 1d20 ⇒ 17
R3: 1d20 ⇒ 5 Ensis: 1d20 ⇒ 7

Everyone descends the ladder safely and has a few moments to survey the room before everyone but Ben hears a skittering, clawing noise from under one of the tables. Suddenly, two giant rats burst out of the piles of rubbish towards the party, fur dingy and patchy while their long incisors shine sickly yellow in the lanternlight.

You can assume you have a weapon drawn since the dogs were so nasty and you were all aware of a gremlin presence in the vicinity.

Surprise round! A move or a standard action for those who are bolded.

Rexus
Dee

Ben (unaware)
R1 emerges from a barrel and lunges towards Ensis
R2 bursts out from the filthy debris of a nest below a table towards Rexus
Bertom
Ensis
Valexia

”Look out!” Rexus takes a stab at the approaching monstrous rat with his sword-cane.
Rexus sword cane: 1d20 + 2 ⇒ (11) + 2 = 13
Rexus sword cane dmg: 1d6 ⇒ 3
The rat, thin and desperate, dodges the noble's attempt to skewer it.

MAP!


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Lady Monk/2, AC16/16/11, Hp 15/15, F+4,R+5,W+5, Init.+2, Perc +7, SM +7

"Oh it's just a disgusting cellar, not a sewer!" Dee exclaims before the rats leap out from the detritus.

Quickly manoeuvring through the rubbish on her tip-toes, she mumbles softly; "I do remember a story about a young man who was asked to come down into a cellar to take care of some rats... although it had a different ending."

Move to W15


MWAH-HA-HAAA

The rat takes a swift snap at the young woman moving to pincer it.

rat bite!: 1d20 + 1 ⇒ (9) + 1 = 10
ouch: 1d4 ⇒ 1
If the bit hits, need a Fort save.


Human Alchemist 1 (Trap Breaker)

"Huh? What? Where?" Green-Ben rumbles, turning the wrong way and looking at,... nothing but the detritus, oblivious to the furry nasties crawling towards them,...

AND Ben waits for his turn,... ;P


Female Human Bard (Celebrity) 1

"Well, it's not the worst place I've ever been," comments Valexia as she draws an arrow and fires on the W16 rat.

Arrow: 1d20 + 2 - 4 ⇒ (7) + 2 - 4 = 5
Damage: 1d6 + 1 ⇒ (2) + 1 = 3

"Far from the best, though," she adds when her arrow clatters against the ground nearby, "Disgusting creatures."


M Human Rogue (UC) 1, HP 10/10 AC 16

Bertom skirts around the closest rat setting up in a good position to keep it between Ensis and himself. "These things look totally filthy, try to avoid a bite they could be disease ridden..."

Rapier stab: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20
Damage: 1d6 + 1d6 ⇒ (1) + (6) = 7

Should be able to get into flank position at W15 without provoking


MWAH-HA-HAAA

Unfortunately, Dee just moved to W15 and you only get one action in the surprise round. We can keep those rolls for your first attack, though. Did you want to move elsewhere?


Lady Monk/2, AC16/16/11, Hp 15/15, F+4,R+5,W+5, Init.+2, Perc +7, SM +7

Dee could move a step over to X15. Sorry forgot about Bertom needing flanking for Sneak Attack.


Skills:
(Acro +6; Bluff +6; Climb +0; Diplo +7; Disg +2; EscArt +5; Intim +6; Ride +1; SenMot +3; Stealth +7; Swim +0)
Male Human (Chelish) Swashbuckler 2
Vitals:
(HP: 23/23 AC: 17/13/14; Percep: +4; Init: +3; Fort +1, Ref: +5, Will: -1; CMD: 16; CMB +3; Speed: 30; Panache; 1/2)

Ensis spins gracefully as the rat approaches, timing the arc of his swing to strike just as the thing first enters his reach, Do that with a rapier, Master Greymalk...

Longsword: 1d20 + 5 ⇒ (11) + 5 = 16 for 1d8 + 3 ⇒ (4) + 3 = 7


MWAH-HA-HAAA

Dee and Bertom scramble to reach the fray while Valexia keeps her distance, sadly missing the ravening creatures. Ensis cooly waits for one to approach before cleaving it in twain quite neatly with his longsword. It is the same rat Rexus missed. The nobleman looks sidelong at Ensis before replying to Valexia. "You've been in a worse place than this, my lady? There must be a story there. I'd love to hear it sometime."

Rexus is rudely interrupted by a third rat, apparently caught napping, which bursts from the detritus under a crate and lunges at the daydreaming Ben.

rat bite!: 1d20 + 1 ⇒ (13) + 1 = 14
ouch: 1d4 ⇒ 4
If the bit hits, need a Fort save.

Rexus shuts up and hurries to skewer the new arrival, pinking its tail to little effect.

Rexus sword cane: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
Rexus sword cane dmg: 1d6 ⇒ 1

Round 1: Act if your name is bolded.

R3 Phillip
Rexus
Dee
Ben

R1 Toby (flanked by Bertom and Ensis)
R2 Maxine (dead)
Bertom
Ensis
Valexia

MAP!


Lady Monk/2, AC16/16/11, Hp 15/15, F+4,R+5,W+5, Init.+2, Perc +7, SM +7

With a couple of quick thrust kicks at the rat, she hopes to quench Toby's hunger with pain.

Attack (Flurry #1): 1d20 + 2 ⇒ (6) + 2 = 8
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Attack (Flurry #2): 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

EDIT: Possible Crit. Attack (Poss. Crit): 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


MWAH-HA-HAAA

Dee kicks at the nearest rat and squashes poor Toby into a furry, bleeding pillow.

R1/R2 are dead.


Human Alchemist 1 (Trap Breaker)

Ben howls, but it is surprise, not pain, as he shakes off the vermin chewing on his leg. It seems that even the rats sharp teeth do not easily pierce mutagen-enhanced skin.

WOULD have gotten me (Denied dex in surprise round until acts) BUT Mutagen gives me +2 Nat armor as well. :)

Ben glowers at the smelly rodent.

"Rat bite Ben, Ben smash rat!" Ben bellows as he swings at the rat with his heavy cane.

Cane (Club) Att: 1d20 + 2 ⇒ (8) + 2 = 10
Dmg: 1d6 + 2 ⇒ (1) + 2 = 3

"Or,... Not?"


MWAH-HA-HAAA
Benjamin D'Blaxtar wrote:
WOULD have gotten me (Denied dex in surprise round until acts) BUT Mutagen gives me +2 Nat armor as well. :)

NICE. Did you post your stats with this mutagen in your stat block?

Ben's attempt to smash the huge rat comes to naught as it dodges the heavy cane.

Same map, but rat at W20 is only one still alive.

Up:
Bertom
Ensis
Valexia


Human Alchemist 1 (Trap Breaker)

Argh! No, sorry, I'll try to get to that tonight. Still playing catch up at work, getting ready for install of new floor, dealing with post flood, trying to plan lessons for youth acting class I got suckered into doing (I usually teach stage combat) yadd yadda,... I'll catch up! :)


MWAH-HA-HAAA

The flood is over, I hope?


Skills:
(Acro +6; Bluff +6; Climb +0; Diplo +7; Disg +2; EscArt +5; Intim +6; Ride +1; SenMot +3; Stealth +7; Swim +0)
Male Human (Chelish) Swashbuckler 2
Vitals:
(HP: 23/23 AC: 17/13/14; Percep: +4; Init: +3; Fort +1, Ref: +5, Will: -1; CMD: 16; CMB +3; Speed: 30; Panache; 1/2)

The nearby rats dead, Ensis crosses the room, "Let's see if we can't make sure it won't bite Ben again...", he says with a smile, bringing his heavy blade down toward the rat.

Longsword: 1d20 + 5 ⇒ (10) + 5 = 15 1d8 + 3 ⇒ (1) + 3 = 4


MWAH-HA-HAAA

The cornered rat tries to dodge the newcomer, but fails. Grievously wounded, it writhes and shrieks horribly.


Female Human Bard (Celebrity) 1

Valexia readies another arrow, one of her durable arrows, and fires at the remaining rat.

Arrow: 1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

"Rats," says the bard.


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Human Alchemist 1 (Trap Breaker)
Valexia Aulamaxa wrote:


"Rats," says the bard.

"Yes. Right there." Ben says, helpfully pointing to the one that Val just missed.


MWAH-HA-HAAA

Bertom follows Ensis and nails the wounded creature to the floor through some vital bit or another.

Using Bert's roll and damage from the surprise round.

ALL RATS DEAD


"Uff, nasty place. I don't suppose they'd have stashed important things conveniently in the room at the bottom of the ladder?" Rexus wonders, poking around the bins. Pereption: 1d20 ⇒ 3

"No, that'd be too easy."


Female Human Bard (Celebrity) 1

Valexia walks over to pick up her durable arrow and comments, "These are very handy for when you're seeing double. They're hard to lose!" She starts looking around for anything else of interest.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


M Human Rogue (UC) 1, HP 10/10 AC 16

Yanking his rapier out of the rat, and wiping it clean Bertom says "Well I guess that takes care of the rats... Anybody see anything that looks like it could be a Silver Raven lead?

He starts to take a look for anything interesting, or out of place.

Perception: 1d20 + 4 ⇒ (13) + 4 = 17


MWAH-HA-HAAA

Bertom:
While you're rummaging through the rats' nests, you think you hear a strange, discordant snatch of music. But when you stop making noise so you can hear better, it's gone. Maybe you only imagined it.


Skills:
(Acro +6; Bluff +6; Climb +0; Diplo +7; Disg +2; EscArt +5; Intim +6; Ride +1; SenMot +3; Stealth +7; Swim +0)
Male Human (Chelish) Swashbuckler 2
Vitals:
(HP: 23/23 AC: 17/13/14; Percep: +4; Init: +3; Fort +1, Ref: +5, Will: -1; CMD: 16; CMB +3; Speed: 30; Panache; 1/2)

Ensis shrugs, trying to suppress a smirk, "Maybe their plan involved rates, and we just ruined it?".


Rexus looks startled at Ensis' statment, then grins. "They'd have been better off using dogs. Might have taken over Cheliax that way."

He plops down on an old barrel in disgust. "I can't find a damned thing. Next room, do you think?"

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