The Devil We Know Series (Part IV: The Rules of the Swift) (Inactive)

Game Master Baerlie

Map

Parchments

City of Cassomir


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The Exchange

HP 44/44

I'm assuming I can move through the sewage and if so, I will try to run over Rackutio. If it will hinder my movement, I will try to run over the green mite instead which would provoke AoOs from the blue mite and Grench.
Overrun: 1d20 + 12 ⇒ (11) + 12 = 23
Armor Spikes if Overrun Successful: 1d20 + 8 ⇒ (10) + 8 = 18
Damage (armor spikes): 1d6 + 3 ⇒ (1) + 3 = 4

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Acrobatics to jump: 1d20 + 12 ⇒ (3) + 12 = 15
Acrobatics to avoid AoOs: 1d20 + 12 ⇒ (20) + 12 = 32

Tippy flips over the corner of sewage and rolls in behind the purple guy, thrusting at his kidneys with a dagger.

Dagger attack; flanking: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12

And so much for his snarky one-liner, "He's not the one you should be worrying about" as he thrusts his dagger into the guy for 2d8 sneak attack.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celntrai shakes the cold from her hand and tries once more to destroy the mite.
Ray of Frost: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d3 ⇒ 1

Well I can't get any worse than that!

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

It's a bit complicated, because tere is a wall behind Rackutio and you can't end up behind him. I put you in front of him instead, but that means you stand in the sewer waters and it's not very clean...

Borrobol pushes his armor spikes into Rackutio and trips him over. Tippy jumps across the water and slips behind Rackutio to stab him with his dagger. The dagger was too wet and Tippy almost drops it. Celentrai shoots another frosty ray at a mite, but misses again.

The mite with the greenish skin tries to hit Borrobol with its dagger but the dagger does not get through the dwarf's armor.
Dagger vs. Borrobol: 1d20 + 0 ⇒ (19) + 0 = 19

Grench takes a step back and starts to channel energy, even if he knows that he would harm his brother and the mites. everybody shoud be in the 30 ft. radius, DC14 will for half "Feel Groetus' energy!" the man shouts.
Negative Energy: 1d6 ⇒ 5
Will Rackutio: 1d20 + 5 ⇒ (1) + 5 = 6
Will Mite blue: 1d20 + 3 ⇒ (15) + 3 = 18
Will Mite green: 1d20 + 3 ⇒ (18) + 3 = 21

"Ah, you stupid bastard! Think before you do things like that!" Rackutio shouts back. He tries to get up and draws his flail to hit Borrobol. Aoo for Borrobol, Tippy and Iso

Round 2
Tippy
Celentrai
-----------
Mite green -2HP
Grench pink -14HP
Rackutio purple -9HP prone
-----------
Iso
-----------
Mite blue -2HP
-----------
Borrobol

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

AoO: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Confirm: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
Damage: 2d3 + 4 + 2d8 ⇒ (2, 3) + 4 + (4, 8) = 21

As the guy stands up, Tippy simply helps him up by the hair, and slits his throat. "They weren't the ones to worry about."

Will: 1d20 + 3 ⇒ (18) + 3 = 21

The Exchange

HP 44/44

That probably finishes him, but just in case...
As Rackutio tries to get to his feet, Borrobol tries to bash him on the kneecap with his hammer.
AoO (Hammer): 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"Enough is enough!"
Celentrai flings missles from her hand toward the mite. Green mite please
Magic Missle: 1d4 + 1 ⇒ (2) + 1 = 3

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso sways a little as the wave of negative energy washes over him.

will: 1d20 + 7 ⇒ (9) + 7 = 16

He snarls, froth spraying as he roars in anger and moves to swing at the man remaining.

I'm assuming the one in front is dead, if not I'll roll an extra AOO and the attack below is at an extra +2

attack: 1d20 + 11 ⇒ (20) + 11 = 31
damage: 1d12 + 10 ⇒ (3) + 10 = 13

crit confirm: 1d20 + 11 ⇒ (10) + 11 = 21
crit damage: 2d12 + 20 ⇒ (8, 1) + 20 = 29 <- ouch

The Exchange

HP 44/44

Forgot the Will save: 1d20 + 1 ⇒ (15) + 1 = 16

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Feel Energy of Iso Soturi" slobbers an angry Iso.

Though were he to clear his mind and think, Iso might think that the man with axe in brain would have a hard time thinking at all.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

While Tippy kills the one brother Iso dispatches the other, finally Celentrai defeats a mite with a magic missile. The remaining mite drops its dagger and flees.

combat over

Loot:

Brothers: half-plate, masterwork heavy flail each
Mites: dagger, 6 darts each of the defeated + the dropped dagger

Perception DC15:
Three crates here are marked with a red "X".

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai carefully looks around the room.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
I think she is more interested in how bad the sewer smells

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso sits on the crate breathing deeply.

"Iso sees more red Xs. Iso wonders if cult and smugglers are working hand in paw."

Takes ten for 17 in search

The Exchange

HP 44/44

"Interesting. You're right. I guess they are probably in cahoots. I don't need any of this equipment, but we can take it to sell off later. Think we should go see where that sewer grate goes next?"

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks up the stairs that the mite is retreating up.

"Iso is wondering where stairs go. Iso did see big rat in previous area though, which may be clue to follow. Iso is good at following clues."

Are the mites insects, or are they people? Mites using daggers just seems odd. So do trained mites, but these are druids into vermin we are dealing with so who knows

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Mites are a type of tiny fey creature. :)

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

No wonder Iso is confused...oh wait a moment... his player

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, feys, but small in this case :)

The stairs lead to a large hidden closet in a storage warehouse above — that closet has rope and block and tackle for lowering the crates and barrels down into the room. The door at the top of the stairs is 10 feet wide. The mite disappeared and nobody else seems to be in the room above.
the plot ends here, sorry

assuming you head back to the room with the big rat
The trap door is still closed.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks at the trapdoor and rubs the bit of his arm that still stings from the acid.

"Maybe Friend Tippy should inspect trapdoor before Iso flexes his mighty arms and rips it from the floor."

The Exchange

HP 44/44

Borrobol shrugs, "This one looks clear to me."
Perception: 1d20 + 2 ⇒ (6) + 2 = 8

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Take 20 onPerception for traps for 29.

Disable Device: 1d20 + 12 ⇒ (12) + 12 = 24

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy inspects the trap door, but the trap around it was already triggered by Iso in the fight half an hour ago. The door is now free from traps.

and assuming you open it
Iso rips the trap door from the floor. A ladder leads down to an underground neighborhood. Four big rats lurk at the bottom of the ladder.

Kn. local DC10:
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. Cassomir Below is completely unlit.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso peers into the gloom below. "More rats. Iso will deal with such things if Friend Celentrai will provide the light."

Gripping his axe one handed, Iso climbs down the ladder, making noise enough to try and scare away the rats. Should they not prove wise and flee his manly presence, he will drop on the closest, axe first.

attack: 1d20 + 9 ⇒ (8) + 9 = 17
damage: 1d12 + 7 ⇒ (8) + 7 = 15

The Exchange

HP 44/44

"Light? Who needs light." If Iso drops off the ladder to fight the rats, Borrobol will jump down and join him.
Or climb and jump if its more than 10 feet
Acrobatics: 1d20 - 3 ⇒ (12) - 3 = 9
Falling Damage: 1d6 ⇒ 2
Borrobol gets back to his feet and gets ready to start bashing rats.
Looks like best case is a move action to drop and a move action to stand. Will incur AoOs if the rats stayed.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai quickly cast light on a stone and tosses it down the hole.
"Here this should help!"

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

the ladder is 20 feet tall

Celentrai casts light on a stone and drops it down the hole. Borrobol and Iso jump down and attack the rats. Iso smashes the first rat while Borrobol almost hits one with his butt when falling onto the floor. The rats spread, but come back to attack.
no Aoos, the remaining rats are really surprised

GM:

Initiative Iso: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Tippy: 1d20 + 4 ⇒ (13) + 4 = 17
Initiative Celentrai: 1d20 + 4 ⇒ (16) + 4 = 20
Initiative Borrobol: 1d20 + 1 ⇒ (19) + 1 = 20

Initiative Rat green: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative Rat red: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Rat yellow: 1d20 + 3 ⇒ (6) + 3 = 9

Round 1
Celentrai
Borrobol
Tippy
Iso

------------
Rat red
Rat yellow
Rat green

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai climbs down the ladder, hoping to be of some help.

The Exchange

HP 44/44

Borrobol charges through the green rat, trying to bowl it over.
Overrun (charging): 1d20 + 12 ⇒ (14) + 12 = 26
Armor Spikes if Overrun successful: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso slashes at a second rat.
attack: 1d20 + 9 ⇒ (13) + 9 = 22
damage: 1d12 + 7 ⇒ (5) + 7 = 12

"Iso is not sure if these are good eating. Says the big man, while his stomach rumbles.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy climbs down and flings a dagger at red rat.

Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Attack confirm: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 2d3 + 4 ⇒ (2, 2) + 4 = 8

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

"Iso thinks that rat likes you Friend Borrobol. Look how it hugs your armour. "

He peers closer.

"Iso thinks your smell may have caused it to faint. It doesn't look like it is moving."

He shakes his head sadly.

"And thus is incipient friendship ruined by poor hygiene. "

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai climbs down the ladder while Borrobol charges through the green rat. The rat falls prone and gets hurt. Tippy throws a dagger at the other rat and hits it. Iso dispatches a second rat.

The remaining rats approach and bite.
red vs. Tippy: 1d20 + 4 ⇒ (15) + 4 = 19 Damage: 1d6 + 4 ⇒ (1) + 4 = 5 DC13 Fort. against filth fever
green vs. Borrobol: 1d20 + 4 - 4 ⇒ (10) + 4 - 4 = 10

Round 1
Celentrai
Borrobol
Tippy
Iso

------------
Rat red -8HP
Rat green -7HP prone

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso strides over to the rat with the red tail molesting Tippy.

"Bad Rat." he says as he hits it.

attack: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d12 + 7 ⇒ (4) + 7 = 11

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai attempts to assist in a small way.
Ray of Frost: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d3 ⇒ 3
I didn't list which rat I attacked because I am not sure which ones are still alive so I will hit a live rat, or miss as the case may be.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Fort save: 1d20 + 4 ⇒ (4) + 4 = 8

If the red rat is still alive, Tippy 5-foot steps to flank with Iso, otherwise he moved to flank green rat with Borrobol.

Dagger; flanking: 1d20 + 8 + 2 - 2 ⇒ (13) + 8 + 2 - 2 = 21
Damage: 1d3 + 2 + 2d8 ⇒ (1) + 2 + (5, 1) = 9

Dagger; flanking: 1d20 + 8 + 2 - 2 ⇒ (3) + 8 + 2 - 2 = 11 if targeting red rat

The Exchange

HP 44/44

Borrobol slams his hammer down on the prone rat trying to finish it off.
Attack (Power Attack): 1d20 + 5 ⇒ (13) + 5 = 18
Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso finishes off the rat with the red tail and Tippy and Borrobol finally dispatch the last one.

combat over

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks around the dead pack of rats for a moment before peering down the dark street.

"Big rat on ground there. Maybe try big house in front of it. Or do Friends of Iso want to look at little houses on way. "

He squints in the low light.

"Iso feels that those we fight have no honour and would like to hurt Friends of Iso from behind..

Man of action that he is, Iso stalks towards the nearest doorway and makes ready to open it.

Unless someone stops him, Iso will open the door he is in front of

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai stands behind Iso ready to help when she can.

The Exchange

HP 44/44

Borrobol comes back around to Iso and stands next to him while he opens the door.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso gently pushes open the door.

"Iso wonders if he should have had friend Tippy look first. But there are so many doors, and only one Tippy."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso opens the first door to the left. Behind it is a small room containing nothing. It's abandoned for long time, the windows are boarded and the floor is covered with a thick layer of dust.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

After having a quick look around, Iso proceeds down to the next building.

perception: 1d20 + 7 ⇒ (8) + 7 = 15

There he again waits for his allies to join him and then opens the door and looks in.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai quietly follows Iso to the next building.

The Exchange

HP 44/44

Borrobol joins Iso at the next building.

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy too. They might as well be systematic about it.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Emboldened by his companions, Iso throws open the next door and looks within.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

FF a bit, I hope you don't mind.

Iso opens the doors of several buildings on his way to the east. They are all abandoned and filled with spiderwebs, dust, broken furniture, broken glassware, and the like.

The further you get to the east, the cleaner it gets. The buildings at the east end have new doors and locks, the windows are all bricked over. Here and there throughout Cassomir Below are stock piles of supplies such as dried meat, flour, grain, sugar, water, etc.

I revealed the abandoned buildings on the map.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

After a half dozen or so buildings, Iso's level of caution is somewhat depleted. Wandering up to the next door he looks but quickly before opening it and peering in.

perception: 1d20 + 7 ⇒ (10) + 7 = 17

The Exchange

HP 44/44

Borrobol still moves up next to Iso. The change in conditions has him suspicious, but he was always expecting they would find something down here. It feels closer and closer.

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