The tales of Caldir the Rogue

Game Master Torvald Torvaldson

Solo adventure for Mr. JAG


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Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"I agree people should not have to live in fear of whatever stalks the streets at night. Is that what Arael might have run into?"


I'm not sure. Between that and the Hell Knights anything is possible. I haven't seen him in a few days, which isn't unusual, but he knew we were meeting today, although not with whom. We have been gathering a small group of like-minded individuals to help improve the lives of the people of this city. If we win the admiration and support of the citizens and avoid any entanglements with the government we will probably be ignored by the House of Thrune and allowed to improve the lot of all Westcari.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"What is your plan to win over the people of Westcrown? Is anyone else supposed to be meeting us here or is just Arael? If no else is coming then I would rather do something than wait."


We will form bands of protectors and work to win the admiration and support of the citizens by doing good works and providing what aid we can against organized crime and the nightly fiends that menace the citizens. Many of the merchants are looking for exactly this type of help as you know, and can find no succor from the city watch. I'm expecting just Arael, or at least I was. He's at least an hour late by my reckoning. As to doing something, what is it that you would like to do? I take it by your tone that you are of like mind?

As she finishes talking there is an excited pounding at the front door. Janiven gets tense and stealthily peers through a window, looking at whoever's knocking, then swiftly moves to the door, unlocks it, and opens it. In stumbles and out of breath and frightened looking teenager. Morosino! What brings you here in such a state?, Janiven says sternly.

The young man replies, They've got Arael! and proceeds to double over in a fit of coughing.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I get up from the table, ready for anything, but will let Janiven do the talking with Morosino.


Looking grim, Explain yourself lad! Janiven barks out.

Morosino recovers enough to speark, The dottari nabbed Arael, and the Hellknights of the Rack are trying to get custody of him! There's a bunch of Hellknights on their way here now! I only just made it in here; they've already surrounded us!

At that moment, the sound of clanking armor advancing on the tavern becomes apparent. Risking a quick glance out the window you see a large group of heavily armed and armored Hellknights advancing down the street.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"We need to get out of here fast, there are too many to fight and I don't think surrendering would be a good idea, so lets flee. And while we get out of here maybe you can explain who the hell are the dottari?"


Janiven: Blazing hells! Morosino, I love you like a younger brother but you led them right to us you fool! Gah!

She gathers her wits and looks at you I'm sorry friend that I have you entangled in such a situation, and yes surrendering would be at the top of my list for bad ideas. As for the Dottari, apparently you haven't met our city's police force yet; relatively incompetent but very resistant to corruption. There is a hammering at the door and a booming voice roars out, Those inside are commanded to come out and give yourselves up to the mercies of The Rack! Failure to surrender peacably will be seen as guilt of treason and punishable by death! Surrender now or face the consequences!

Janiven: Follow me! She swiftly moves behind the tavern's decrepit bar and opens a small secret door in the back of a floor level cupboard. As the pounding and bellowing at the door increases she breathlessly says This will take us into the Westcrown sewers. By fleeing along this route we should be able to lose the Hellknights quickly. Follow Morosino and I'll make sure the way behind us is well and truly f%~&ed!

You hear a loud void from outside the door BRING THE RAM!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I quickly follow Morosino through the secret door and into the sewers. "Lead the way Morosino, I am right behind you".


CHAPTER 2

As you enter the tunnel you hear the hew and crash of what must be Janiven blocking access to the her escape hole. You crawl through the rough hewn tunnel for about 60 feet until it reaches a section where you can crouch and shuffle along for another few hundred feet. The way is lit every 20 feet by a small section of rock with what appears to be a faint light spell cast on it. This eventually ends in a simple wooden door which Morosino pushes open.

You pause and catch your breath; Morosino, nervously: We will wait here for Janiven. She should be just a few moments.

Eventually you hear footsteps approaching from the direction you just came.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Perception: 1d20 + 12 ⇒ (12) + 12 = 24

Want to make sure it's Janiven approaching.


The footfalls sound like what you would expect from someone of her size and in short order your elfin vision picks out her form in the dim light.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

To Janiven as she arrives: "Were you able to delay any pursuit? And where to now?"


Hold on, she says as she quickly secures the door with a large wooden bar. Delay, yes; stop, no. Let me check something.

She pushes aside a rock near the entrance to reveal a small hollow in the wall and sighs in relief, Good, they're still here. Here, take some. She hands you three small glass vials filled with a clear yellowish fluid. They are healing potions and we won't have time to stop and rest as long as the Hellknights are after us. Follow me.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I take the vials and follow after her.


You walk for a short way before the passage way splits left and right. Janiven points out to you a small mark that looks like a sword. Arael and I made these marks a few months ago when we explored the sewers. We marked all the intersections so our people could find their way through the sewers to our hideout. Should we get seperated, look for the sword markings and follow in the direction that it points.

Walking further the noise of the Hellknights back at Vizio's diminishes. I'm sure they'll follow us. They might take a few minutes to search in the tavern, but some are going to follow us down here after they grab a lantern or make torches. They might even try to infiltrate the sewers ahead of us if they can guess our route. We need to keep moving. If we get split up for any reason, follow the sword markings and do your best to protect Morosino. He's a good lad, but I'm not sure he will be much use down here.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Follow the sword markings, got it."


DM screen:
1d100 ⇒ 581d6 ⇒ 2perception: 1d20 + 12 ⇒ (17) + 12 = 29

Janiven activates a rod she was carrying in her pack that glows like a small sun and you begin your journey. Making a few turns and each time looking closely for the discreetly placed sword markers, you slowly advance through the sewers. After a some time passes you see in the distance that you are approaching your first four way intersection. Your keen eyes pick out a familiar form that appears to be trying to hide in some debris: a goblin.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Goblin ahead in the debris"
If possible, dual wield attack.

attack1: 1d20 + 4 ⇒ (8) + 4 = 12

Attack2: 1d20 + 4 ⇒ (2) + 4 = 6

damage1: 1d6 + 2 ⇒ (6) + 2 = 8

Damage2: 1d6 + 1 ⇒ (3) + 1 = 4


Uttering your warning, you rush forward to attack. However, both of your blows fall harmlessly on the debris in which the small goblin is hiding. As you do, it let's out a shrill cry in goblin, Help! Mee's being attacked by crazy man! The sound of a small bell begins ringing in the sewers.

DM screen:
goblin: 1d20 + 2 ⇒ (1) + 2 = 3

The goblin stabs up at you with a rickety wooden spear which you catch between your blades and snap off the head!

Aiiieeee! He super strong too! Break my pointy!

Initiative!

Caldir: 1d20 + 7 ⇒ (11) + 7 = 18
goblins: 1d20 + 6 ⇒ (3) + 6 = 9


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Attack again, hopefully better rolls...

attack1: 1d20 + 4 ⇒ (7) + 4 = 11

Attack2: 1d20 + 4 ⇒ (4) + 4 = 8

damage1: 1d6 + 2 ⇒ (3) + 2 = 5

Damage2: 1d6 + 1 ⇒ (5) + 1 = 6


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Pretty crappy


DM screen:
GA: 1d20 + 2 ⇒ (4) + 2 = 6

Again your blades slice harmlessly off the well placed debris sheltering the wretched little goblin; and again, this time with a quickly drawn short sword, the beastie is unable to hit you as your blades rise in defense.

As you battle with your foe Janiven rushes to your aid. As she arrives at your side you hear a deep intake of breath from her, Oh my gods....Morosino, Caldir...RUN!

You turn to see what could bring such terror to her voice and see a swarm of goblins charging down the walkway towards you.

Initiative!

Caldir: 1d20 + 7 ⇒ (8) + 7 = 15
goblins: 1d20 + 6 ⇒ (2) + 6 = 8


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

If Janiven is staying to fight I will fight, if she is running then I will run too.

So if we are staying...
attack1: 1d20 + 4 ⇒ (20) + 4 = 24
attack2: 1d20 + 4 ⇒ (14) + 4 = 18

damage1: 1d6 + 2 ⇒ (3) + 2 = 5
damage2: 1d6 + 1 ⇒ (2) + 1 = 3


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

After those rolls kind of hope we are staying!

confirm crit: 1d20 + 4 ⇒ (15) + 4 = 19


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

extra damage: 1d6 + 2 ⇒ (3) + 2 = 5


Settling yourself, you unleash two wicked blows that eviscerate your foe who falls in a bloody heap. You turn to lend your aid to Janiven just in time to see her swarmed over by goblins and fall into the rapidly flowing sewer water. As she falls, she cries out Get Morosino to the safe house!

SPLASH!

Morosino cries out in anguish as 3 remaining goblins approach you cautiously.

Initiative!

Caldir: 1d20 + 7 ⇒ (17) + 7 = 24
goblins: 1d20 + 6 ⇒ (5) + 6 = 11


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Morosino, we fight!"

attack1: 1d20 + 4 ⇒ (6) + 4 = 10
attack2: 1d20 + 4 ⇒ (11) + 4 = 15

damage1: 1d6 + 2 ⇒ (5) + 2 = 7
damage2: 1d6 + 2 ⇒ (2) + 2 = 4


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

subtract 1 from damage2


DM screen:

GA: 1d20 + 2 ⇒ (15) + 2 = 17
GA: 1d20 + 2 ⇒ (15) + 2 = 17
GD: 1d6 + 2 ⇒ (1) + 2 = 3
GD: 1d6 + 2 ⇒ (5) + 2 = 7

Your second blow fells the weakest looking goblin. However, your killing strike ends with your feet out of position and both goblins land blows on you; one is a simple slash across your forearm, but the other is much more telling-skewering you in the right thigh (3 points and 7 points; 10 total).

You can hear Morosino sobbing pathetically behind you as you see Janiven struggling furiously in the growing distance against the goblins still clinging to her. The remaining two goblins smile wickedly. Now wes haves OUR fun! says the one with a crooked jaw.

Initiative!

Caldir: 1d20 + 7 ⇒ (5) + 7 = 12
goblins: 1d20 + 6 ⇒ (12) + 6 = 18


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

attack: 1d20 + 4 ⇒ (12) + 4 = 16
Attack2: 1d20 + 4 ⇒ (17) + 4 = 21

attack: 1d6 + 2 ⇒ (2) + 2 = 4
Attack: 1d6 + 1 ⇒ (4) + 1 = 5


DM screen:

GA: 1d20 + 2 ⇒ (18) + 2 = 20
GA: 1d20 + 2 ⇒ (20) + 2 = 22
confirm: 1d20 + 2 ⇒ (13) + 2 = 15
GD: 1d6 + 2 ⇒ (6) + 2 = 8
GD: 1d6 + 2 ⇒ (1) + 2 = 3

Before you are able to strike, both goblins lay savage strikes on you cutting your torso twice with wicked slashes (8 and 3 damage=11 total).

With your life blood pumping from multiple wounds you slash out and fell another goblin.

Initiative!

Caldir: 1d20 + 7 ⇒ (12) + 7 = 19
goblins: 1d20 + 6 ⇒ (17) + 6 = 23


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Run or die goblin!"
(Diehard keeping me up)

attack: 1d20 + 4 ⇒ (6) + 4 = 10
attack2: 1d20 + 4 ⇒ (7) + 4 = 11

damage: 1d6 + 2 ⇒ (4) + 2 = 6
damage: 1d6 + 1 ⇒ (4) + 1 = 5


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Throw an intimidate in there with my "Run or die goblin!"

intimidate: 1d20 + 6 ⇒ (10) + 6 = 16


DM screen:

GA: 1d20 + 2 ⇒ (6) + 2 = 8
GW: 1d20 ⇒ 8

Missing you with another slice, the goblin shifts out of range of your strikes. Hearing your words and looking at his two fallen comrades he dives into the sewer waters and floats away; now and again his head bobs up and looks at back at you.

***end of combat***


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Drink 1 or 2 healing potions depending on how much they heal!


firstpotion: 2d8 + 2 ⇒ (6, 1) + 2 = 9


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Is Janiven long gone? Do I hear any pursuit yet from the hell knights? Do I think I have time to quickly search the goblin bodies? Look for any clue as to where they might be from as well as anything of value. Then grab Morosino and follow the sword symbols to the hideout.


Janiven is completely out of site. You hear no noise or see any light of pursuit. You find a small room that it appears the large group of goblins was lairing in and find 20GP worth of assorted coins amongst the mess. You look for the sword and head in the direction it points.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Continue following the sword symbols, make sure Morosino coming along. "Janiven is tough, I am sure she will meet us at the hideout"


Tears still in his eyes, No, we should go look for her. That's what she would do. She wouldn't just leave us to our fate in the sewers. She'd find us and get us there safely.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Morosino, Janiven is tough and resourceful, plus she knows these tunnels better than us. She told us to run and told me to get you to the safe house. I am sure she intends to meet us there. If we go looking for her were are apt to wind up lost or dead, neither of which will help her."

diplomacy: 1d20 + 7 ⇒ (11) + 7 = 18


Confusedly looking at you, I know you are right, but my heart says otherwise. She has been such a good friend to me, and what she is trying to do is just so important. OK, which way do we go?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Follow me", I follow the sword symbols.


DM screen:
1d100 ⇒ 191d6 ⇒ 5CaldirPerception: 1d20 + 12 ⇒ (13) + 12 = 25

After many twists and turns you hear voices yelling at each other along the path which you must follow.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I signal Morosino to stop, then signal him to be quiet. I try to listen to the voices to see if I can tell what they are talking about.

perception: 1d20 + 12 ⇒ (20) + 12 = 32


You hear what sounds like three very distinct and young voices. It sounds like Hellknight armigers and they appear to be arguing about which direction to conduct the search. You get the impression that each of them is very intent on individually capturing you. They appear to have no sense of how the noise from their argument is carrying in the sewers.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I am going to drink another healing potion. Is there anywhere Morosino and I can hide if they come our way or a place I could ambush them from? Other than that keep quiet and stay still.

heal: 2d8 + 2 ⇒ (4, 2) + 2 = 8


The path ahead turns left (that's where the light is coming from). Up ahead on the right is an access tunnel that is heavily barred and locked. You think you could lurk in there till they pass and then attack from behind.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Based on what I overhear, do I think the armigers know who they are looking for in particular, do they have my name or description, or Janiven's name or description? I will move to the access tunnel and hide there with Morosino behind me. Not gonna attack the armigers unless I think its absolutely necessary, if they go by without seeing me, hope to slip out behind them and keep following the sword symbols.

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