Brienna Soldado

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Kitsune Game Master

Zephyrus leads you deep into the woods where they are dense and dark even when the sun is shining in a blue sky. While marching through the trees protecting your face with your arms from the branches in the way you hear faint pipe music in the distance. Following that sound you finally you reach a clearing with a bonfire in the center, but even there with no trees blocking the sun the place isn't properly lit. Maybe magical darkness?

Around the fire a feast is going on. Furs are laid out and bowls with all kind of food are all over the place. Grapes, apples, pears and other less common fruits. Peppers, cucumbers, tomatoes and others you don't recognize. And wineskins.

At first glance you see about a dozen people celebrate. Three stunningly beattiful women, five satyrs trying to charm them and four satyr younglings staring. And all of them follow the no pants, no shirt rule.

Know(Nature) about the women DC17:
Those are nymphs, fey creatures.


Kitsune Game Master

Narciso isn|t sure, but Ernhild can tell that the woman is honest in what she is telling. Also, between the yellow eyes and the inside knowledge about what is going on in the sewers you can tell she is a wererat too. And Tisha remembers that besides the unpleasentness of what you can catch when bitten by a wererat, you should bring silver weapons when you want to kill one.


Kitsune Game Master

Even though it takes a while the walk to Kelmarane is scenic and otherwise uneventful. When you arrive you find Nefeshti and her small army have mopped up what little was left of Jhavhul's followers and gnolls.

You meet Garavel there and the other prisoners as well as Seriyle. The princess is not there though.

As you arrive you are quickly surrounded by the locals and they cheer for you having freed them once more. They feel like celebrating. And so, after initial greetings and questions about your well being, they disperse to get what little they still have or can loot from the tower in the center of town to set up a buffet for the spontaneous festivities.


Kitsune Game Master

"I would prefer not to. I'm old, and if persuasion doesn't work I'd only be in the way."


Kitsune Game Master

"It would be one less front to fight for now, so it is for the better of the city." the woman explains with a shrug.

"And luckily it isn't too long a journey through the sewers, I know the closest entrance that leads eventually to that hidden den..." then follows a detailed description on the path to be taken through the sewers. "If you get the turns right you can't miss it. It's a dug out gap on the left, and if you miss it, you run into a rusty grate just around the corner."

"To recognize Girrigz, look for an upright walking rat wearing a chain shirt and a rapier made of some silvery metal."

"I wouldn't expect ambushes, but there are regular rats of all sizes and Girrigz for sure has some loyal followers that guard the den."

From all the inside knowledge and the yellow eyes you suspect the woman to be a wererat herself, even though she hasn't come clean about that.

She leads you to the entrance she talked about which is some narrow stairs, overgrown, a maintenance entry of sorts.


Kitsune Game Master

"Yes. Are you willing to take on this task?" the old lady inquires. "I can't pay you though."


Kitsune Game Master

"There are stupid people doing stupid things. And I tried to talk one of them out of doing something immensely stupid. Deadly stupid even. But he doesn't listen to me."

"There are wererats living in the sewers. One of them was stupid enough to be seen in a dark alley in rat form and some stupid people lynched him. Accusing his kind of being the cause of the plague."

"This encouraged some more stupid people to go into the sewers to hunt wererats. Most of the wererats aren't stupid and simply hide elsewhere. But there is one stupid wererat that deems it a good idea to fight back against those people. And he is collecting followers."

"And now I search someone who can persuade him of the stupidity of his idea. Or if he can't be persuaded, to stop him by all means necessary."


Kitsune Game Master

An elderly woman leaves the path above and comes down to you at the shore. "You are those people who work for the Field Marshal, aren't you?" she inquires. "I have an issue you could maybe help with."

You notice, that she has unhealthy looking yellow eyes.


Kitsune Game Master

Jewel recalls that those fey are called satyr or faun.

The faun chuckles at Tarjun's prude objections. He bows. "I'm Zephyrus, a faun." He takes out his panpipes and plays a catchy song.
Perform(Pipes): 1d20 + 19 ⇒ (20) + 19 = 39
It's a music so enchanting, you've never heard anything like this. The wonderful sound fills the whole area, with floating layers of notes as if several musicians would play with him.

Tarjun Fail Will DC18:
You suddenly feel ashamed of your comment about him not wearing pants. To make it up to him you think it would be a great idea not wearing pants yourself. This is a suggestion.
Jewel Fail Will DC18:
With Tarjun harassing the faun based on his prejudices against other cultures really vexes you. And you find that supporting the faun by not wearing pant to support the faun is the thing to do. This is a suggestion.


Kitsune Game Master

If there ever was something valuable, it's gone with the genies.


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Kitsune Game Master

The Janni see that scary guy on the flying doormat and ponder their options. If he tells the truth, fighting and dying would be stupid. If he is lying and Jhavhul is still alive they might be in trouble too, as that guy comes through the stable and that doesn't bode well in regards to the horses that they should guard.

One of them feels the need to argue that their boss is called Jhavhul and that they are actually at home here but the others silence him and drag him along as they all poof out of existance (on the material plane).


Kitsune Game Master

Ref: 1d20 + 11 ⇒ (15) + 11 = 26

The horse resists most of the lightning only to be reduced to shreds by Ohrmizd.

Cauchemars have no pockets and this 'stable' also offers no valuables.

Moving on through the eastern passage you find a river of lava flows ten foot below. Eight Janni Captains are on guard duty in the cave beyond the lava. So far they only pay attention to each other and the eastern entrance.


Kitsune Game Master

Khedron softens up the target further with his antlers. Ohrmizd cuts one of them into a fiery goulash.

Fort: 1d20 + 16 ⇒ (2) + 16 = 18

@Khedron
Bite: 1d20 + 18 - 1 ⇒ (12) + 18 - 1 = 292d6 + 5 ⇒ (6, 2) + 5 = 13

Cauchemar(110 S), Cauchemar(RIP)
Hazreem, Heshan, Omari, Ohrmizd <--


Kitsune Game Master

Will: 1d20 + 10 ⇒ (2) + 10 = 12
Will: 1d20 + 10 ⇒ (17) + 10 = 27

Omari manages to get one shot to stick.

Cauchemar(110 S), Cauchemar(63)
Hazreem, Heshan, Omari
Ohrmizd <--


Kitsune Game Master

The smoke is in a 15ft cone Hazreem successfully sucks up the sulfurous smoke, which leads to only him having to supress the upcoming nausea henceforth.


Kitsune Game Master

The chest has no markings. It is a chest with a lid, a latch and a simple padlock. Not your everyday crate to deliver cabbage but also not what one would expect for a chest full of coin.


Kitsune Game Master

Unimpeded by the tentacles, Khedron rams his horns into the fiery horse. Ohrmizd does a fly by cutting.

But the cauchemar is not put down that easy. They fight back and their breath fills the space with sulfurous smoke.

The cauchemars have concealment in the smoke. DC 24 Fortitude save or take a –2 penalty on all attack and damage rolls

@Khedron
Hoof: 1d20 + 23 ⇒ (7) + 23 = 302d6 + 10 ⇒ (1, 2) + 10 = 13
Hoof: 1d20 + 23 ⇒ (3) + 23 = 262d6 + 10 ⇒ (4, 5) + 10 = 19
Bite: 1d20 + 18 ⇒ (1) + 18 = 192d6 + 5 ⇒ (3, 1) + 5 = 9

@Ohrmizd
Hoof: 1d20 + 23 ⇒ (9) + 23 = 322d6 + 10 ⇒ (4, 2) + 10 = 16
Hoof: 1d20 + 23 ⇒ (7) + 23 = 302d6 + 10 ⇒ (3, 4) + 10 = 17
Bite: 1d20 + 18 ⇒ (14) + 18 = 322d6 + 5 ⇒ (1, 4) + 5 = 10

Cauchemar(110), Cauchemar(26)
Hazreem, Heshan, Ohrmizd, Omari <--


Kitsune Game Master

It is no surprise that the chest is empty. But checking the surrounding area you find two silver shields.

silver shields are coins.


Kitsune Game Master

While discussing means of pest control you have wandered to the Jeggare river somewhere between North Bridge and Old Korvosa. You see a ship's mast stick out of the water some 100 yards from the shore. Seems to be what is left of the ship that was shot at the night you came back to Korvosa. At the shore you see a broken wooden chest that was opened by brute force.


Kitsune Game Master

Bun-bun isn't as harmless as he looks and could probably keep the house clean of rats - if they don't gang up on him.

The pseudo dragons can understand draconic language and communicate telepathically. Like most critters they can be bribed with food and as they are intelligent they can be befriended if treated well.


Kitsune Game Master

Everything in the area that sticks from the ground, every moss, every lichen and every fungus that clings to dear life in this hot environment grows to gargantuan proportions and grabs for everything. After Heshan got in place to see the evil horses and threw the magic the whole area from where Heshan stands through the next cave as far as you can see gets covered in those grappling vines. Even the cave walls start crumbling under the attack. The cauchemars are caught by surprise and are held tight in the grip of the spells result.

Init:
Ohrmizd: 1d20 + 5 ⇒ (20) + 5 = 25
Heshan: 1d20 + 4 ⇒ (12) + 4 = 16
Omari: 1d20 + 6 ⇒ (16) + 6 = 22
Hazreem: 1d20 + 0 ⇒ (20) + 0 = 20

Cauchemar: 1d20 + 6 ⇒ (14) + 6 = 20
Cauchemar: 1d20 + 6 ⇒ (14) + 6 = 20

Ohrmizd, Omari <--
Cauchemar(26), Cauchemar(26)
Hazreem, Heshan


Kitsune Game Master
Tisha Nerifaren wrote:

I don’t know… but it would be fun to find out…

Tisha keeps glancing at the sky as they do their shopping looking to see if she can see any little dragons the city is known for so she can figure out what they like.

Ok Foxy we want to set up the house. Per the cost of living it looks like this is 10gp per month for average living. Should we just all drop in 10gp each, and say that gets her house back to average and able to accommodate all of us for a month?
Then if we want anything special (Like Tisha is upgrading locks) we can call that out as being worked on till the next downtime.
Then we can move on and not get bogged down in this shopping.

That's fine with me.

Other cities have pidgeons, Korvosa has tiny dragons. The absence of pidgeons hints at their diet. But everyone living in Korvosa knows those creatures that feed on rodents, birds and insects or basically everything that moves and is small enough for them to take down and carry away.


Kitsune Game Master

This will give you no new insight.


Kitsune Game Master

[dice=Knowledge(Planes) DC27]Black tentacles are no SR no save, so that is a plus. As you probably have no time to do a binding circle or something like that, you can only hope that the horses from hell get grappled and then fail their concentration checks for any magical disappearance. Otherwise they disappear to the ethereal plane.[/spoiler]


Kitsune Game Master

through the stables, past the horses? Fighting them, or trying to run through?


Kitsune Game Master

After Omari adds a few arrows, non of the Efreet look lively anymore.

Combat over

Quickly ruffling the corpses show each of them has a +1 mithril shirt, a +1 flaming ranseur and three potions of cure serious wounds on them.

The evil looking horses don't care about the demise of the Efreet.


Kitsune Game Master

The trip to the temple is not very helpful. Ishtani was up to date when telling what is known and nothing new was revealed. A handful of people suspected to have that new disease are awaiting treatment.


Kitsune Game Master

Hazreem tries to make them look like a drowned rat, but there is still fire left in them. A solid magic missile chips away some more of the Efreeti's health.

Hazreem, Heshan,
Omari, Ohrmizd <--
Efreeti(70), Efreeti(86)


Kitsune Game Master

Ohrmizd makes short work of the Efreeti.

The other two keep fighting Hazreem.

@Hazreem
Flaming Ranseur: 1d20 + 22 + 2 ⇒ (4) + 22 + 2 = 282d6 + 13 ⇒ (2, 5) + 13 = 201d6 ⇒ 6
Flaming Ranseur: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 372d6 + 13 ⇒ (2, 3) + 13 = 181d6 ⇒ 4
Flaming Ranseur: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 182d6 + 13 ⇒ (4, 1) + 13 = 181d6 ⇒ 3

Flaming Ranseur: 1d20 + 22 + 2 ⇒ (20) + 22 + 2 = 442d6 + 13 ⇒ (3, 4) + 13 = 201d6 ⇒ 3
Flaming Ranseur: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 372d6 + 13 ⇒ (3, 5) + 13 = 211d6 ⇒ 1
Flaming Ranseur: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 182d6 + 13 ⇒ (5, 5) + 13 = 231d6 ⇒ 1

Flaming Ranseur Crit: 1d20 + 22 + 2 ⇒ (16) + 22 + 2 = 404d6 + 26 ⇒ (5, 1, 6, 2) + 26 = 40

Efreeti(RIP)
Hashan, Ohrmizd <--
Efreeti(31), Efreeti(31)
Hazreem, Omari <--


Kitsune Game Master

Ref: 1d20 + 14 ⇒ (14) + 14 = 28
Ref: 1d20 + 14 ⇒ (13) + 14 = 27
Ref: 1d20 + 14 ⇒ (20) + 14 = 34

The Efreet are very agile and avoid most of the damage.

Efreeti(31)
Hashan,
Ohrmizd <--
Efreeti(31), Efreeti(31)
Hazreem, Omari


Kitsune Game Master

Three efreet become substantial and attack. One right behind Hazreem

Init:
Ohrmizd: 1d20 + 5 ⇒ (14) + 5 = 19
Heshan: 1d20 + 4 ⇒ (19) + 4 = 23
Omari: 1d20 + 6 ⇒ (4) + 6 = 10
Hazreem: 1d20 + 0 ⇒ (11) + 0 = 11

Efreeti: 1d20 + 9 ⇒ (3) + 9 = 12
Efreeti: 1d20 + 9 ⇒ (4) + 9 = 13
Efreeti: 1d20 + 9 ⇒ (20) + 9 = 29

@Hazreem
flaming ranseur: 1d20 + 22 ⇒ (4) + 22 = 262d6 + 13 ⇒ (2, 1) + 13 = 161d6 ⇒ 5
flaming ranseur: 1d20 + 17 ⇒ (7) + 17 = 242d6 + 13 ⇒ (3, 4) + 13 = 201d6 ⇒ 2
flaming ranseur: 1d20 + 12 ⇒ (8) + 12 = 202d6 + 13 ⇒ (3, 6) + 13 = 221d6 ⇒ 1

Efreeti
Hashan, Ohrmizd <--
Efreeti, Efreeti
Hazreem, Omari


Kitsune Game Master

Someone seems to hide in gaseous form.

The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion. If you're almost immune to fire they lose some of their fright, but their snorting sulfurous smoke and their evil hooves that trample everything into the group are still unsettling.


Kitsune Game Master

Planes - Those are very well bred nightmares (DC21 for more).

The war spoils are mundane, but you recognize some transmutation magic in the cavern.


Kitsune Game Master

(D5) Various trophies of war line the walls of this cavern: armor, weapons, and battle standards. Three small stone huts stand in the southern portion of the room, and three huge iron braziers provide dim illumination.

(D4) This oblong cavern reeks of sulfurous smoke mixed with the sharp bite of singed hair. You find two huge fiery horses here that are rather foul tempered.


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Kitsune Game Master

Ishtani presents the golden key he wears on a cord around his neck and casts the spell which douses the girl in holy light. Brianna is immediately visibly better. The color returns to her skin, the dark spots disappear, the cold sweat and the fever are things of the past. She sits up with a smile.

Cheer fills the house as the lingering doom this sicknes is leaves.

DnD 3.5 has no CL check for remove disease and no one cared to put a DC in for the rework of the AP-book.


Kitsune Game Master

You can either cast the spell directly, or if you don't have prepared it, you can't write a scroll either. Also the scroll would cost 250.


Kitsune Game Master

The last erinyes falls into the blade of Ohrmizd and dies.

Loot:
The various silk hangings and other
accoutrements are worth a total of 8,500 gp if they can be
safely transported out of the caverns. In addition, buried
beneath the pillows in the pavilion is a wand of summon
monster IV with 17 charges.


Kitsune Game Master

There is nothing magical in that household and also the pouch that contained the found coins shows no sign of being special.


Kitsune Game Master

Rolls:
50% Miss: 1d100 ⇒ 84
50% Miss: 1d100 ⇒ 13
50% Miss: 1d100 ⇒ 59

50% Miss: 1d100 ⇒ 14

Ref DC23: 1d20 + 11 ⇒ (3) + 11 = 14
Ref DC23: 1d20 + 11 ⇒ (10) + 11 = 21

CL: 1d20 + 15 ⇒ (19) + 15 = 34

Between the arrows, the shaking from the storm and Heshan's magic missiles another devil goes down. Khedron misses and gets caught in the storm too.

Erinyes(purple,RIP), Erinyes(red,64)
Omari
Erinyes(yellow,RIP), Erinyes(blue,RIP)
Ohrmizd, Heshan, Hazreem <--


Kitsune Game Master

Omari kills the devil outside the whirlwind with his first shot.

I'm not sure what the rules are for attacking into the whirlwind. But for now I say: 50% miss chance. Also Khedron is smaller than the whirlwind and has to make a reflex save or join the merry go round.


Kitsune Game Master

Thanks for running it. See you in the next game.


Kitsune Game Master

Ohrmizd sends one of the erinyes back to hell while Hazreem keeps two busy in the shaker. Both are trapped, but are not harmed. But they try to harm Hazreem from inside the whirl.

rolls:
Ref: 1d20 + 12 ⇒ (12) + 12 = 24
Ref: 1d20 + 12 ⇒ (1) + 12 = 13
Ref: 1d20 + 12 ⇒ (15) + 12 = 27
Ref: 1d20 + 12 ⇒ (2) + 12 = 14

@Hazreem
Sword: 1d20 + 15 ⇒ (10) + 15 = 251d8 + 8 ⇒ (5) + 8 = 13
Sword: 1d20 + 10 ⇒ (17) + 10 = 271d8 + 8 ⇒ (1) + 8 = 9
Sword: 1d20 + 15 ⇒ (8) + 15 = 231d8 + 8 ⇒ (6) + 8 = 14
Sword: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 8 ⇒ (4) + 8 = 12

Erinyes(purple,64), Erinyes(red,38)
Omari <--
Erinyes(yellow,70), Erinyes(blue,RIP)
Ohrmizd, Heshan, Hazreem


Kitsune Game Master

Tayce leads the way upstairs and Ishtani tags along. The girl lies in bed, feverish, seemingly weak with dark spots spread all over the skin.


Kitsune Game Master

Those devils are hard to hit and so only a few arrows manage to stick.

@Khedron
Sword: 1d20 + 15 ⇒ (19) + 15 = 341d8 + 8 ⇒ (8) + 8 = 16
Bow: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 6 ⇒ (1) + 6 = 7
Bow: 1d20 + 14 ⇒ (8) + 14 = 221d8 + 6 ⇒ (8) + 6 = 14
Bow: 1d20 + 9 ⇒ (6) + 9 = 151d8 + 6 ⇒ (5) + 6 = 11
Sword Crit: 1d20 + 15 ⇒ (2) + 15 = 171d8 + 8 ⇒ (5) + 8 = 13

Erinyes(purple,64), Erinyes(red,38)
Omari
Erinyes(yellow,70), Erinyes(blue,52)
Ohrmizd, Heshan, Hazreem <--


Kitsune Game Master

Reflex: 1d20 + 12 ⇒ (9) + 12 = 21
Reflex: 1d20 + 12 ⇒ (14) + 12 = 26
Reflex: 1d20 + 12 ⇒ (3) + 12 = 15
Reflex: 1d20 + 12 ⇒ (18) + 12 = 30

Both the erinyes get hit by the 'storm', but avoid being picked up. They change weapons and attack Hazreem.

@Hazreem
Sword: 1d20 + 15 ⇒ (11) + 15 = 261d8 + 8 ⇒ (3) + 8 = 11
Sword: 1d20 + 15 ⇒ (17) + 15 = 321d8 + 8 ⇒ (7) + 8 = 15

Erinyes(purple,64), Erinyes(red,38)
Omari <--
Erinyes(yellow,26), Erinyes(blue,52)
Ohrmizd, Heshan, Hazreem


Kitsune Game Master

CL: 1d20 + 14 ⇒ (8) + 14 = 22

Ref: 1d20 + 12 ⇒ (12) + 12 = 24
Ref: 1d20 + 12 ⇒ (2) + 12 = 14
Ref: 1d20 + 12 ⇒ (11) + 12 = 23
Ref: 1d20 + 12 ⇒ (20) + 12 = 32
Ref: 1d20 + 12 ⇒ (6) + 12 = 18

Heshan takes out another one.

[ooc]Erinyes(purple,52), Erinyes(red,26)
Omari
Erinyes(yellow,26), Erinyes(blue,52)
Ohrmizd, Heshan
Erinyes(pink, RIP), Erinyes(black, RIP)
Hazreem <--


Kitsune Game Master

Ohrmizd cuts the devil down with one mighty swing of his blade.

[ooc]Erinyes(purple), Erinyes(red)
Omari
Erinyes(yellow), Erinyes(blue)
Ohrmizd,
Heshan <--
Erinyes(pink, 76), Erinyes(black, RIP)
Hazreem


Kitsune Game Master

The Erinyes shoot back.

@Khedron
Bow: 1d20 + 14 ⇒ (12) + 14 = 261d8 + 6 ⇒ (6) + 6 = 12
Bow: 1d20 + 14 ⇒ (11) + 14 = 251d8 + 6 ⇒ (6) + 6 = 12
Bow: 1d20 + 14 ⇒ (3) + 14 = 171d8 + 6 ⇒ (5) + 6 = 11
Bow: 1d20 + 14 ⇒ (6) + 14 = 201d8 + 6 ⇒ (6) + 6 = 12

Erinyes(purple), Erinyes(red)
Ohrmizd
Erinyes(yellow), Erinyes(blue)
Ohrmizd, Heshan <--
Erinyes(pink, 76), Erinyes(black, 41)
Hazreem


Kitsune Game Master

O... something for sure ;). It's Omari.


Kitsune Game Master

If you were closer, you could see the erinyes roll their eyes. Two get already up with a bow in hand.

As good devils, the are resistant to almost everything so please make sure to list your damage grouped by type. And roll for spell resistance.

Erinyes, Erinyes
Ohrmizd <--

Init:
Ohrmizd: 1d20 + 5 ⇒ (10) + 5 = 15
Heshan: 1d20 + 4 ⇒ (8) + 4 = 12
Hazreem: 1d20 + 0 ⇒ (5) + 0 = 5

Erinyes: 1d20 + 6 ⇒ (9) + 6 = 15
Erinyes: 1d20 + 6 ⇒ (11) + 6 = 17
Erinyes: 1d20 + 6 ⇒ (1) + 6 = 7
Erinyes: 1d20 + 6 ⇒ (19) + 6 = 25
Erinyes: 1d20 + 6 ⇒ (19) + 6 = 25
Erinyes: 1d20 + 6 ⇒ (2) + 6 = 8

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