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Archibald "Zeke" von Hoftenkraf's page
259 posts. Alias of wisepeppy.
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Gnome Saboteur 5
As Zeke and Kroft walk for the shop, Zeke is particularly chatty… He fills Kroft in on all the details of their underwater adventure, sparing no detail about the fish he spoke with and his desire for fresh pasta.
In response to Dylan's summary of the evidence: "Ah, but could not the royal doctors have made these masks for their own protection after having discovered the source of the plague? Perhaps this shipment of 'specimens' was just what you'd expect from a state that's investigating a plague… But why then would this ship have been sunk by the city in the middle of the night… Oh, this is all very confusing…"
In response to Galak's introduction: "The name is Archibald Philimore Ezekial Bombastus Von Hoftenkraf, but, yeah, you can call me Zeke! Hiya!". With the last word, Zeke thrusts his hand out (and mostly upward) for the handshake that isn't accepted. As Galak explains his cautiousness in not returning the handshake, Zeke doesn't seem to really be listening, and just continues to keep his hand extended, gives it a little wiggle to try and draw attention to it, clears his throat, waits a moment more, then looks at his own hand, turning it over to see if there's something on it…
Then, "Feronia, you say? Never been… Say, any interesting bugs there?"
_________________________________________________________
Effects: Delay Disease (until dusk), 1 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 4/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4

Gnome Saboteur 5
Zeke, understanding that Kroft has been a bit busy lately, launches into a motor-mouthed account of what they found. Kroft barely has time to roll her eyes once before Zeke spits out "Well, the first thing we found was a very helpful fisherman who took us out to where we understood the boat had sank, and shortly after finding the bottom of the channel, we found a friendly little fish who inexplicably knew a thing or two about pasta and…"
Kroft, her patience wearing thin, interrupts with "The ship, Zeke! What of relevance did you find in the ship!"
"...oh, uh… right, well, after we dispatched a nasty water-druid creature and her sharky-shark friend we found in the ship a dead guy with one of those doctors masks and a sealed coffer with a magical aura - the others are investigating the items more now, but I told them not to open the coffer until I return, but that Tullius… I don't know… Anyway, we took everything to that butcher shop they shut down recently. Your instructions sir, err ma'am?"
Even before he finishes speaking, Zeke is already distracted by a beetle crawling up the side of Kroft's desk - he watches as it deploys its wings and flies out of the room, and he starts to follow it…
_________________________________________________________
Effects: Delay Disease (until dusk), 1 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 4/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Upon gaining entrance to the shop, Zeke says, "OK, hang tight, I'll go inform Ms. Kroft. Don't open that magical coffer until I return!"
Barring any objections, Zeke puts the sponge containing his Expeditious Retreat (+30 spd for 5 min) extract in his mouth, bites and swallows, and he speedily takes off out the door towards the Citadel.
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Effects: Delay Disease (until dusk), 1 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4

Gnome Saboteur 5
Zeke nods in approval as Dylan lays out a plan to not open the coffer ourselves. Then the part about where to take it…
Wait, what!? You mean to bring that smelly rotten plague-ridden corpse and coffee into my hou… err, that is to say, our, uhh… Ze-Zellara, um, the home of your dear departed friend Ryder! No way! Not to mention the debacle of parading this stink-show clear through town. Hey, how about that meat shop you guys shut down near the tavern? That's way closer than the house.
I would assume that Zeke is aware of the All The World's Meats shop that the party shut down - it's near the tavern where Zeke was staying at the time, and I presume the party has told Zeke all about their previous adventures before he joined up. If not, or if the meat shop turns out to be unavailable, then the following check is to identify another place:
Kn Local: 1d20 + 11 ⇒ (15) + 11 = 26
Zeke thanks Dylan for renewing his strength:
Oh wow… Thanks. Much better. Still a little weak, but not nearly so bad.
_________________________________________________________
Effects: Delay Disease (until dusk), 1 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4

Gnome Saboteur 5
Zeke will take the brass holy symbol from the body before going to help Ammy with the shark plan.
On shore, Zeke again expresses concern about opening the box. Zeke was trashing the rat lair and chatting up the Otyugh while Dylan was shown to the shoreline and told about the ship by Eries, but I assume Dylan relayed all the info to Zeke, and I think Tullius was there to hear it for himself .
You heard what that Rat said! The debris from that ship was foul! The coffers were bound to floating debris - someone wanted them to be found, to be opened, to spread this disease. You are a fool if you open that coffer without the protection of clerics!
Diplomacy: 1d20 + 2 ⇒ (20) + 2 = 22
If Tullius persists, Zeke will leave before the coffer is opened.
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Effects: Delay Disease (until dusk), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Zeke searches the masked body:
Perception (search): Take 10 + 12 = 22
He then follows Ammy, assisting uselessly with the shark corpse. If the eels take the bait, Zeke searches the front parts of the ship:
Perception (search): Take 10 + 12 = 22
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Effects: Delay Disease (until dusk), Slipstream (<20 mins remaining?), Water Breathing (<170 mins remaining?), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
When Zeke hears of the plan to open the box, perhaps because sound travels so well in water, he says
Perhaps ~we~ should not open the box at all. We've been lucky that we haven't contracted this cursed plague this far, let's not tempt fate. Rather, let's bag the box and take it to the Bank of Abadar to open.
Gnome Saboteur 5
Zeke tries the door to the Captain's Quarters and finds the due swelled shut. He reaches for his Mark II (Bore Bomb) and remembers he left his bomb preparations at home, being useless under water and all.
Mr. Amendithas!... Ah, there you are... Would you be so kind as to, err...
Zeke motions towards the door and pantomimes in a smashy smashy sort of way.
Gnome Saboteur 5
Zeke, whenever he heard about the opening of the box, perhaps simply by overhearing the conversation in the adjacent room (sound carries well underwater). Zeke will suggest,
Perhaps ~we~ (He emphasizes "we") should not open it at all... We've been fortunate enough to not have contracted this cursed plague thus far, let's not go tempting fate. Let's bag it and bring it to the clerics at that Bank of Abadaba-doo.
Gnome Saboteur 5
Zeke leaves the room with nothing in it, he peeks in on the others is the Hag's room, and seeing that they're just searching as well, he heads back out of the hatch and towards the top-deck cabin at the back of the ship. He opens the door and peers inside:
Perception to spot immediate danger: 1d20 + 12 ⇒ (18) + 12 = 30
If he sees no immediate danger, he'll go inside and search a bit.
Perception (search): Take 10 + 12 = 22
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Effects: Delay Disease (until dusk), Slipstream (<20 mins remaining?), Water Breathing (<170 mins remaining?), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Zeke quickly wraps up his dental work, bags the teeth, picks up his sunrod from the bottom while he's down there, and then goes over and opens the other door on the lower deck of the ship (to the right of the Hag door Ammy went through), and peers inside…
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
If he sees no immediate danger, he'll go inside the lower deck room at the aft of the ship and look around a little better.
Perception: Take 10 + 12 = 22
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-12rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Zeke watches the bolt churn through the water, and strike the hag on the arm, and then sees its lifeless body (continue to) sink to the floor (totally ambivalent to the pick axe stuck in its skull)...
Hazaa! The death blow! I've done it!
As Ammy retrieves his weapoms, Zeke will collect some teeth from the shark and hag.
Ooh...dems some sharp ones!... And so many!
Victory!
Gnome Saboteur 5
Round 11
Zeke snaps himself out of his trance…
Come on Zeke! Snap out of it! Your friends are in danger!
Zeke carefully loads a bolt into the crossbow, aligns the flights with the channel, draws back the action, latches the string, flips over the inexplicable lever for good measure, and takes determined aim at the slowly sinking corpse of the hag and fires…
UWXB: 1d20 + 6 + 1 + 1 + 1 ⇒ (6) + 6 + 1 + 1 + 1 = 15 (PBS, Bless, circumstance bonus for renewed initiative)
Damage(small): 1d6 + 0 + 1 ⇒ (3) + 0 + 1 = 4 (PBS)
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-11rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 10
Zeke stares blankly at his recently purchased Under Water Crossbow, contemplating the current state of affairs...
What kind of junk is this? I should have sprung for finer craftsmanship. Am I using it wrong? Not sure what that lever is for...
Zeke takes no action this round.
Gnome Saboteur 5
Round 9
Zeke continues to fire "warning shots" in the general vicinity of the Hag:
UWXB: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10 (PBS, Bless)
Damage(small): 1d6 + 0 + 1 ⇒ (4) + 0 + 1 = 5 (PBS)
_________________________________________________________
Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-10rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 8
Zeke, having his bow back on working order, finds a place to take another shot from.
UWXB: 1d20 + 6 + 1 + 1 ⇒ (10) + 6 + 1 + 1 = 18 (PBS, Bless)
Damage(small): 1d6 + 0 + 1 ⇒ (3) + 0 + 1 = 4 (PBS)
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-9rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 7
Zeke spouts a string of the most foul Orcish profanity while he re-strings his bow.
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-8rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 6
Rinse, repeat:
Zeke moves as needed to gain a clear shot from within 20 ft. He reloads, lines up a shot on the Sea Hag, gently squeezes the trigger, and...
UWXB: 1d20 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9 (PBS, Bless)
Damage(small): 1d6 + 0 + 1 ⇒ (3) + 0 + 1 = 4 (PBS)
Random Failure: 1d6 ⇒ 2 = Weapon malfunction, 1 SA to fix
...nothing.
"Gods damn this contraption!"
_________________________________________________________
Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-7rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 5
Zeke moves as needed to gain a clear shot from within 20 ft:
UWXB: 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28 (PBS, Bless)
Damage(small): 1d6 + 0 + 1 ⇒ (3) + 0 + 1 = 4 (PBS)
Confirm Crit: 1d20 + 6 + 1 + 1 ⇒ (8) + 6 + 1 + 1 = 16 (PBS, Bless)
Damage(small): 1d6 + 0 + 1 ⇒ (6) + 0 + 1 = 7 (PBS)
_________________________________________________________
Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-6rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 4
Zeke moves as needed to gain a clear shot from within 20 ft:
UWXB: 1d20 + 6 + 1 + 1 ⇒ (1) + 6 + 1 + 1 = 9 (PBS, Bless)
Damage(small): 1d6 + 0 + 1 ⇒ (2) + 0 + 1 = 3 (PBS)
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-5rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 3
Fort Save(DC15): 1d20 + 5 ⇒ (9) + 5 = 14
Str dmg: 1d6 ⇒ 4
The strength damage makes Zeke's load Medium, reducing his 20 movement to 15
With the shark neutralized, Zeke turns his attention to the Sea Hag, moving as needed to gain a clear shot from within 20 ft:
UWXB: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21 (PBS, Bless)
Damage(small): 1d6 + 0 + 1 ⇒ (2) + 0 + 1 = 3 (PBS)
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-4rnd), Water Breathing (<175 mins remaining), Blessed (by Dylan, 1 min), 4 str dmg
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 2
Zeke moves 5ft closer and fires his underwater crossbow at the shark.
UWXB: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 (PBS)
Damage(small): 1d6 + 0 + 1 ⇒ (4) + 0 + 1 = 5 (PBS)
Retcon: Zeke was actually 5ft outside of the 20ft range increment of his UWXB, so his first shot in rnd 1 should have had a -2 penalty on the attack roll, but this still would have hit.
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-3rnd), Water Breathing (<175 mins remaining)
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 1/2 Spellcraft checks:
Spellcraft v DC16: 1d20 + 8 ⇒ (19) + 8 = 27
Spellcraft v DC18: 1d20 + 8 ⇒ (13) + 8 = 21
Zeke identified both the Barkskin and Greater Magic Fang spells being cast, and he warns his party:
"Spells cast! One of 'em will be tough to strike, and another will be awfully bitey! I think we're dealing with a Druid!"
Gnome Saboteur 5
Round 1 (cont.)
Zeke move closer and towards the middle of the ship to gain a clear shot and fires his underwater crossbow.
UWXB: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24 (PBS)
Damage(small): 1d6 + 0 + 1 ⇒ (5) + 0 + 1 = 6 (PBS)
_____________________________________
Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-2rnd), Water Breathing (<175 mins remaining)
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Round 1
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Zeke, recognizing their entrance has been detected by someone, says aloud: ”Identify yourself!”.
Zeke drops his Sunrod, allowing it to drop down into the ship, and tracks it with his crossbow aim, scanning the limits of the illumination.
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-2rnd), Water Breathing (<175 mins remaining)
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Upon following Dylan into the ship:
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16

Gnome Saboteur 5
To precede Tullius's action towards the creatures. Chase indicated Tullius would not venture over there if duly warned:
Zeke relays the fish's warning to the others: ”The fish says there's something along the lines of a ‘danger noodle’ under the ship over there? There must be a snake or eel hiding there perhaps? Why he wouldn't have just said that, I don't know… Curious that he seems to knows something about pasta but not what to call the creature… Hmmm… Well, if the fish knows what a noodle is, then perhaps it's no stretch for him to understand eels don't live on land where we're from and so he may have thought I wouldn't know what an eel is, so he called it a danger noodle to put it in terms he thought I'd understand… What an exceptionally intelligent fish! I should have asked him if he could recommend a good restaurant for pasta…. Oh well, let's try not to provoke whatever is under there - let's go to the upper deck of the ship. ”.
Assuming the others do the same, Zeke swims forward to the middle of the upper deck of the ship for a closer look, his crossbow in one hand, his sunrod in the other… Specifically, he'll approach what appears to be a grated hatch into the deck/hold below and he peers inside, poking the sunrod through the grate to illuminate what's inside.
Perception: 1d20 + 12 ⇒ (1) + 12 = 13
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Effects: Delay Disease (until dusk), Slipstream (<25 mins remaining-1rnd), Water Breathing (<175 mins remaining)
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4
Gnome Saboteur 5
Zeke casts Talk With Animals (Gnome Magic).
"Hey. Fish. What's up with that?"
Zeke motions towards the ship, and the weird something underneath.
Gnome Saboteur 5
Zeke reminisces a moment about the time he spent as crewmaster on a vessel he believes to be not too dissimilar from the one before him… Where would they likely find the cargo and crew manifests? The log of their journey? Would any of that have survived being wrecked on the bottom of the river? Where would the likely entry points be?
Kn Local: 1d20 + 11 ⇒ (14) + 11 = 25 Using Kn Local because Zeke had previously spent time aboard a ship, and I don’t have anything else to go one.
To assess the stability of the wreck:
Kn Engineering: 1d20 + 8 ⇒ (17) + 8 = 25
Because, Perception:
Perception: 1d20 + 12 ⇒ (16) + 12 = 28
_____________________________________
Effects: Delay Disease (until dusk), Slipstream (25 mins remaining), Water Breathing (175 mins remaining)
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 5/5 explosive bombs, 5/5 bore bombs | Prepared Extracts: "Z", 1st: 5/5, 2nd: 3/3 | Mutagen: 1/1 | Con HwP: 4

Gnome Saboteur 5
I marked Ammy down for the same purchases Zeke made, minus the weapons, and updated his inventory.
When Ammy arrives at the house, he collects Ammy's potions and carefully pours each one into a sponge for him. ”See here, these sponges will let you take a potion while underwater. This potion will let you swim fast for a short while. This one gives you a bubble of air to breathe for a while. Use them in a pinch if Tullius's and Dylan's spells wear off too soon. These potions I made for your earlier will make you very large for a while. And, of course, these ones heal your wounds. Do keep them straight, won't you?”
Zeke also collects some of the stuff he was having Ammy carry for him, and Zeke leaves the house rather dressed down. He's left his Morningstar, Long Bow, and a variety of other unnecessary gear at the house.
At the water, Zeke asks some of the fishermen if they've seen anything related to where exactly the ship sank. If any of them have, he asks if any of them could take the group closer by boat. If they give the impression they might oblige but aren't talking, Zeke will jingle his coin purse nonchalantly, with a raised eyebrow.
Diplomacy (Gather Info): 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10 (Truth's Agent trait)
Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9
Zeke hands his and Ammy's Slipstream scrolls to Tullius to cast. As Dylan and Tullius are casting, Zeke suggests a strategy. ”We should spread out in a line, as far as we can while still keeping each other in sight, to cover more ground searching for the wreck. I'll flash my sunrod if I see something - you all have light sources too?”
When the spells are cast, Zeke readies himself to jump/walk into the water, ready to strike the sunrod, awaiting Dylan's signal to go.
Gnome Saboteur 5
Prior to retiring for the evening, Zeke prepares his open 2nd level Formula slot as Delay Disease (the Identify preparation in a previous post was actually a L1 slot), and he uses the Extract.
For 1 day any disease Zeke comes into contact with won't affect him until the spell ends.
Gnome Saboteur 5
On the walk back to the Inn, Zeke rambles on about pikes, sea life, explosive adjuncts, and a circus he once attended that featured a mermaid acrobat. He was still rambling on when interrupted by the bartender.
"Err.. Hungry? Yes, quite. A meal for me as well, and an ale," Zeke says as he bellies up to the bar next to Dylan. "Say, you ever seen a mermaid walk a tightrope?" Zeke carries on...
Before Dylan leaves, Zeke says, "We should wait until late morning to begin our aquatic adventure - we'll need the sun overhead to help us navigate. I'll be at the house when you're ready."
The next morning Zeke prepares a selection of his Extracts and his Mutagen into potion sponges, and transfers his and Ammy's potions into sponges as well.
He spends the rest of the morning studying the books he borrowed from the library. When someone arrives, he says,"Did you know that the aquatic Whirligig beetle has one pair of eyes for watching below the water, and another for above?"
Gnome Saboteur 5
Before selling stuff at the shop, Zeke field-prepares his open 2nd level formula as Identify, casts it, and surveys all the items being sold, examining those with a magical aura closely:
Spellcraft (bottle): 1d20 + 8 + 10 ⇒ (15) + 8 + 10 = 33 (Identify)
Spellcraft (pipes): 1d20 + 8 + 10 ⇒ (5) + 8 + 10 = 23 (Identify)
Zeke keeps the Eversmoking Bottle, and sells the Pipes of Haunting.
Zeke makes the following purchases:
Slipstream scroll:150 gp (SL2, CL3)
Touch of the sea potion, in sponge: 52 gp (SL1, CL1) x4
Air bubble potion, in sponge: 52 gp (SL1, CL1) x4
Extra Potion sponges: 2gp/ea x10
Small Light Underwater crossbow, 1d6: 70gp
Small boarding pike, 1d6(x3): 8gp
Zeke trades 30 of the bolts for small ones.
Gnome Saboteur 5
Zeke follows along with the others to the shop, regaling them with yet another tale about his time at sea... This one involving the use of boarding pikes to defend against pirates, one of the weapons Zeke purchases while at the shop for the underwater adventure. "Look, a smooth transition from the pike to the haft - no crevices to trap salt water that'll rust the pike."
Zeke also takes the opportunity to tell Grunyar all about the recent soiree into the sewers, this time not omitting the details that were spared for Cressida. He also offers the shopkeeper a demonstration of his "Mark III" bomb, holding up a vial with a twinkle in his eye, "Last one I have left today... Wanna see what it can do?"
Gnome Saboteur 5
”I'm with Mr. Ammendithas. Let's get something to eat!”
Regarding Tullius's first statement about business to attend to:
Sense Motive: 1d20 + 1 ⇒ (6) + 1 = 7
"OK. Don't be too long, we have to strategize about our upcoming venture into the deep. We'll be at the Inn."
Zeke joins Ammy & Dylan at the Inn to discusses strategy over dinner.
”I'm not much of a swimmer… A fact that made my time at sea rather anxious, to say the least. Never learned to swim worth a damn, never even really learned to sail! I once got so drunk I fell off the pier while we were docked at port and nearly drowned! I surely would have had it not been for that remarkably friendly sahuagin. I wonder what he's up to these days…”. Zeke trails off in contemplation.
Gnome Saboteur 5
"Well... No. But I might know a guy..."

Gnome Saboteur 5
I think Dylan's reply, perhaps with some redundancies omitted, makes sense right after Zeke finishes his tale:
Zeke, never at a loss for words when it comes to telling a story, jumps at the opportunity to tell their story of the sewer encounter. He speaks quickly, and if someone tries to politely interrupt, he takes the hint and moves on with his story, but doesn't stop talking unless someone more assertively interrupts him.
”Well, Ms. Kroft, since last we spoke, yesterday afternoon following the capture of rogue carters, I asked around about Ralof - apparently he's gone off in search of a sister; family squabble of some sort. I spent some time researching the undead, and then retired for the evening. This morning I awoke early and resumed my research...I made a breakthrough and arrived at what I'm calling the Mark III. I added some accelerant in place of the more volatile detonant in my last advancement, the Mark II” He holds the two different vials in front of him, ”I really must come up with a better name…” He likely gets a prompt to move on at this point. ”Er…,yeah, well, Dylan arrived and I was just about to demonstrate for him, but he urged me to join him at the Inn where we met with Eries - I believe Dylan met with you this morning about that?” He awaits a bid of approval from Kroft, then moves on. ”We took some time to prepare for our foray, then entered the sewers through a secret passage Eries showed us in the Midland district. Inside we encountered immediate resistance - the rat folk wouldn't listen to reason, not until Gaedren was incapacitated.”. Zeke begins to digress into some lengthy details about the shrieking mushroom, the rat swarm, the efficacy of his bombs, and his own swarm, but is likely prompted to get on with it… ”Yes, well, it was a brief but intense battle - we incapacitated several of the rat-fiends, and ultimately Girrigz himself, with, what I must say, was an excellently placed Mark III right in his snoot! One rat-feller was, err, severely incapacitated, and was relieved of his responsibility to carry his head around any longer.” Zeke gives Ammy a wink. ”Once Girrigz fell, the remaining rat-folk surrendered. We revived he rat-kin and took them into custody, but Eries asked us to release them - without Girrigz stirring up trouble, the others are no threat. We purged their den of all weapons and valuables to help ensure no subsequent coup is hatched. Also, an Otyugh was trapped there by the rat-people, and remains there incarcerated between sewer gates.”
Gnome Saboteur 5
Zeke stops. Stands in the street. Blinks a few times. Looks at Dylan and shrugs, a perplexed look on his face.
Gnome Saboteur 5
Zeke continues to converse with the Otyugh. "Well, I can't very well let you out of there... For one, I haven't the key... And B, I let you out and you'd eat me right up now wouldn't you?... Hmmm, what do we have here...?" Zeke eyes the headless wererat that Ammy decapitated earlier... Zeke pulls a tooth from the head for his collection, then tosses the head onto the corpse and drags the body over to just beyond where Zeke saw the Otyugh barely able to reach, and then carefully pushes the body to within his reach.
After he finishes his search and sorting, he (and Ammy?) begin hauling loot back to Ryder's place.
I'm assuming/suggesting Dylan goes with Eries while Zeke searches, and Tullius and Ammy escort/carry Girrigz to the Citadel?

Gnome Saboteur 5
Zeke begins his thorough (take 20) search of the caverns, and quickly recognizes the volume of goods to be removed. He'd normally ignore all the low-value junk, but he wants to heed the instructions to rid this rebellion of their resources. So, he asks Ammy if he'll return immediately to the cave after escorting the prisoners to help carry gear out. Zeke then resumes his thorough search, and sorts the gear into piles in the main room, ensuring he keeps his distance from the Otyugh.
He then uses up to half (6) of the Alchemists Fire to torch as many nests and other flammable materials as possible, tossing other utilitarian items of low value into the bonfire. As he works, he'll regale the Otyugh with a long winded history of Korvosan municipal infrastructure.
“So, you're, uh, really stuck in there, eh? Surprising really, considering the poor state of disrepair these sewers are in. All those taxes collected and what do we see for it? These sewers were built back in <appropriate year> under the direction of <ruler/ruling body>...."
Other than the items that Tullius took, I'll put everything else on the loot sheet, less a few Alchemist Fires that Zeke will keep for himself.
Gnome Saboteur 5
Zeke suggests to the others that they escort the prisoners back to the Citadel while he stays behind and does a thorough search. Take 20
Gnome Saboteur 5
Retcon for order of Dylan's post: Dylan takes the shackles from Zeke first, then, after the prisoners are all shackled, and Zeke finds the bites and gets angry, then Dylan would demand that Zeke stands down. I imagine Dylan would sort of come up alongside the bound wererat, almost turning his back to him, to face Zeke and demand he stand down.
In response, Zeke takes a moment, his eyes darting back and forth between Dylan and the wererat...catches his breath, stares intensely at the wererat, then, after a tense pause, Zeke withdraws his crossbow and slowly lowers it, his eyes fixed on the wererat. "You better hope none of us catch your filthy disease, or I will make you all pay for it."

Gnome Saboteur 5
Zeke offers up his shackles to Dylan to apply to one of the prisoners while still maintaining vigilance over them. He draws his crossbow and stays ready to fire upon any who try anything.
When the prisoners are shackled, Zeke asks with a very concerned and urgent tone ”Is anyone bit?!” He looks each of his companions over looking for bites:
Perception: 1d20 + 12 ⇒ (6) + 12 = 18
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Assuming he finds the bites or is told:
”Here, take this Belladonna. You can pay me back later.”
The Belladonna is a poison that can cause Str damage, but it gives you another save vs the were-disease
Zeke then turns toward the nearest wererat, pointing his crossbow directly in his face. ”You foul disgusting monsters! How can you do that to someone! I should end all of you! You sicken me!”
Zeke's anger is palatable. He seethes and fumes. He spits his words at the creature before him. He presses the tip of his loaded crossbow bolt into the cheek of the wererat, his finger twitching near the trigger.
Gnome Saboteur 5
Round 10
Zeke moves back into the east chamber, moving past Dylan and Tullius, and up to Girrigz’s body. With one hand on his pliers, and a look of angry suspicion on his face, he readies an action to lob a bomb at any wererat that makes any suspicious move. As he moves into position, the swarm of spiders scatters and disappears into a thousand dark recesses of the cavern.
Acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21 vs DC12 muck, if necessary
***MAP***
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Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when they entered the sewer. Blessed (by Dylan). Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 34/37 | 1/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4
Gnome Saboteur 5
*No splash damage to Tullius's square.
Autocorrect, amiright?

Gnome Saboteur 5
Round 9
Zeke moves 10’ to the south along the ceiling (I'm assuming he can get all the way up to the ceiling from his current position on the wall without adding a square to the distance) and lobs another Explosive bomb at Girrigz, shouting as he does so, “Hah! Just met the guy!”
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (9) + 6 + 1 + 1 = 17 (PBS,Bless) Girrigz may have cover or partial cover from the wall he's adjacent to? … But then does Zeke get a ‘higher ground’ bonus from attacking from the ceiling, or is that a melee only thing? Explosive bomb:10’ radius, direct hit catches fire & takes 1d6/rnd until extinguished
'Splode: 3d6 + 3 + 1 ⇒ (3, 5, 6) + 3 + 1 = 18 (PBS)
Splash damage to Rat #10: 6 (DC 15 Reflex save for ½ damage)
No splash damage to Ralof’s square (Precise Bomb)
Meanwhile the swarm continues to pester the wererats in the corner (last round) … Apparently incapable of causing any damage?
Someone will have to update the map for me, or I'll do it later... Zeke is two squares down from his Last Position
_____________________________________
Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when they entered the sewer. Blessed (by Dylan). 5 rounds of swarm starting in round 5 (1 round remaining).Vomit Swarm, Spider Swarm
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 34/37 | 1/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4
Gnome Saboteur 5
I just noticed Zeke's last attack threatened a crit.
Confirm the crit:
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (15) + 6 + 1 + 1 = 23 (PBS,Bless)
'Splode: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 (PBS)

Gnome Saboteur 5
Round 8
Zeke lobs an Explosive bomb at Girrigz:
10’ radius, direct hit catches fire & takes 1d6/rnd until extinguished
Bomb (ranged touch): 1d20 + 6 + 1 + 1 ⇒ (20) + 6 + 1 + 1 = 28 (PBS,Bless)
vs 20% miss chance: 1d100 ⇒ 81
'Splode: 3d6 + 3 + 1 ⇒ (4, 4, 3) + 3 + 1 = 15 (PBS)
Splash damage to Rat #10: 6 (DC 15 Reflex save for ½ damage)
No splash damage to Zeke or Ralof’s squares (Precise Bomb)
...and then moves away from Girrigz along the ceiling/wall back around by Ammy. Climb speed 10 from Mutagen
...and the spiders continue to mildly annoy the rats in the corner.
***MAP***
_____________________________________
Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when they entered the sewer. Blessed (by Dylan). 5 rounds of swarm starting in round 5 (2 rounds remaining).Vomit Swarm, Spider Swarm
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 2/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4
Gnome Saboteur 5
between rounds free action:
From his vantage point up on the wall, Zeke warns the others about the danger to the south.
"Otyugh in the passage to the right - stay clear of his reach!"

Gnome Saboteur 5
Round 7
Zeke concentrates on his swarm (standard action) and sends it across the chamber toward creeps 8 & 9.
Nasty Creepy Biting Spider Swarm Damage: 1d6 ⇒ 3 (DC11 Fort save vs. poison & distraction)
Zeke then climbs up the cavern wall along side / above Ammy to get a better look into the next room. Climb speed 10 from Mutagen; I added a little green arrow by Zeke's marker to remind us he's climbing up on the wall.
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
***MAP***
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Effects: Chameleon Mutagen: -2 Str, +2 Stealth, Climb speed 10, for 50 minutes from when they entered the sewer. Blessed (by Dylan). 5 rounds of swarm starting in round 5 (3 rounds remaining).Vomit Swarm, Spider Swarm
Stats: AC 16; T 13; FF 14 | F+5; R+6; W+2; (+2 v illusion, +4 v poison) | Init+2; Per+12
Status: HP 37/37 | 3/5 explosive bombs, 3/5 bore bombs | Prepared Extracts: "B", 1st: 5/5, 2nd: 2/3 | Mutagen: 0/1 | Con HwP: 4
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