Borrobol |
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
Tippy Fullbottle PFS |
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.
Celentrai Atalla |
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!
GM Baerlie |
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
Tippy Fullbottle PFS |
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
Iso Soturi |
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
Iso Soturi |
"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.
GM Baerlie |
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
Brothers: half-plate, masterwork heavy flail each
Mites: dagger, 6 darts each of the defeated + the dropped dagger
Celentrai Atalla |
Celentrai carefully looks around the room.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
I think she is more interested in how bad the sewer smells
Iso Soturi |
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
Iso Soturi |
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
GM Baerlie |
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.
Iso Soturi |
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."
GM Baerlie |
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.
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.
Iso Soturi |
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
Borrobol |
"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.
GM Baerlie |
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
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
Iso Soturi |
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.
Iso Soturi |
"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. "
GM Baerlie |
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
Iso Soturi |
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
Celentrai Atalla |
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.
Tippy Fullbottle PFS |
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
Iso Soturi |
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
Iso Soturi |
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."
Iso Soturi |
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.
GM Baerlie |
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.
Iso Soturi |
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