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![]() GM:
Rolls: 2d20 ⇒ (13, 14) = 27 Zeke ponders the intelligence of the fish and whether the translation to "noodle" has some deep meaning before pressing forward to the ship. Whatever danger lurks towards the front of the ship does not seem to manifest as you approach. They seem to stay on their side of the rock. Upon reaching the grate, you peer inside with your sunrod. You see a yawning wound in the ship’s charred timbers which allows murky water to flow easily through this debris-cluttered hold. Loose timbers, small fish, and dozens of identical boxes float eerily in the quiet darkness. Steep but now useless, ladders to the different levels of the hold can be seen at either end of the ship Peering from just outside the ship does not reveal any dangers within. You feel with the ship on it's side, you could easily pry off the grate before you. Or, you might try the hatch that's just off to your left. There is also damage to the side of the ship where you could likely squeeze in from above, should you choose to try that route. posting a full map as crossing this one out room by room is proving to be difficult in the three dimensional space. The top map is rendered in 5 foot squares while the bottom two maps are depicted in 10 foot squares. I will be keeping tabs on your height (z) with the bottom right map, where your horizontal position (xy) will be kept with the top map. ![]()
![]() Luck: 1d100 ⇒ 21 Zeke begins uttering sounds akin to blubbering and spattering bubbles, to the utter confusion of the rest of the party A single fish from a small school of fish nearby is brave enough, (and also curious enough) to approach Zeke. It blubbers back to zeke as if he is speaking to him. To Zeke: The fish, in it's infinite wisdom, utters something loosely translated as "Danger noodle...." it follows that up with a simple "Big Teeth.... Stay away...." before it turns to swim back to it's school. ![]()
![]() Zeke: Between local and and engineering knowledge, you would probably know that there should be some cargo manifests as well as some captains journals aboard the ship. As to where they might be, or if they survived the wreck, you are uncertain. With your previous experience with ships, you might want to invest in profession: sailor or something similar at some point to have it match your character background With the ship on it's side you can clearly see the stairs to the lower deck, and there are several cannon sized holes one could squeeze through as entry points to the ship. Your keen eye also spots an unusual pattern in the mud towards the front of the ship. Almost as if something has made a nest underneath the wreckage. Tullius: You also spot the unusual mud pattern at the front of the ship. Slip Stream spell gives you a swim speed, which means you do not need to make swim checks while the spell is active Kn:Nature DC11: The nest is reminiscent of what you've seen written about eels. You know they can be quite aggressive around their nests. ![]()
![]() GM Rolls:
luck: 1d100 ⇒ 10visibility: 1d8 ⇒ 7locating ship: 2d20 ⇒ (9, 10) = 19 The fishermen do not know where the ship sank that night, however, the thought of a quick bit of coin intrigues one disheveled looking fisherman. He says, "For 10 silver you can all board my boat and jump off at whatever point you wish, but make it quick, I need to set sail soon." Assuming you can point him to the general area he makes a small detour to get you as close he can. You cast your spells and scrolls and jump into the water. It's colder than you expect, but manageable. The pocket of water you jump into is impressively visible for the conditions. You can see 70 feet in all directions, beyond that its too murky to determine any distance. As you dive deeper, the sunlight that can reach you grows dim and your companions take on an almost greenish hew as the remaining light struggles to reach you. Those with darkvision or a means of light can still see the full 70 feet as you touch down on the bottom of the river. You begin your slow slog of a search pattern attempting to locate the vessel. The higher visibility works in your favor, and after 20 minutes of searching, you can see the outline of a busted up ship, which has landed on its starboard side, it's bow split from the stern by a sharp rock upon meeting it's final resting place. What you essentially see from your max visual range is this: Side-View How do you intend to approach the wreckage? ![]()
![]() GM Dice:
GM: 2d100 ⇒ (98, 14) = 112 The night passes without incident, and you awake to a morning of light rainfall. Seeing that you’re going swimming anyway it probably doesn’t concern you much, however, the mood of the residents as well as Theandra, (who is back at work this morning) is quite gloomy. As soon as she sees you coming down, she places your usual orders for breakfast in with the cook. ”What a lovely day” she says sarcastically as she serves your meals. After finishing your meals, you can decide for yourselves the best way to approach the wreckage. If you pick the closest path you will need to exit the city to the docks closest to trails end. You could scale down the wall within the city, but it seems like it would take some unnecessary effort to do so. Assuming you choose to embark from that location (Eels end is another such place you could use, but it is further away) you make your way past the guards at the bridge. You haven’t been out here since your initial encounter with the Soldado girl, and you can see that the area is rather empty now. Whether that is due to the rain or the plague, you are unsure. There are a few fishermen on the docks preparing to disembark with several empty slips of those who’ve already left. Now is the time to prep and dive in ![]()
![]() Responding to Dylan's first prompt, The Marshal looks at Dylan with a confounded look in her eyes. "It's not in my nature to question the rectitude of ones morality based upon the essence divined through mystical means alone. Ones thoughts and actions can be quite different from one another." Seeing the concern in your eyes, she try's to dissuade those concerns. "He is here for a bounty, a bounty that may relate to what is happening within Korvosa. For that reason alone, it may be necessary to set aside our own purity for the greater good." after hearing your response and request for aid in keeping tabs on Tullius, "Unfortunately, I do not have the resources to spare at the moment. However, if the concern is truly that great, you could speak with Vencarlo Orisini. He may have some students willing to take on such a task." --- Grunyar seems happy to assist you and your custom ordered shield and sword ![]()
![]() Grunyar finishes up the transactions: Dylan his new suit of armor, and Zeke's item requests. And anything else the party may have needed and you head to the tavern. Back at the tavern... The bartender shouts your order back to the kitchen as he pours you a quart of mead. Turning to the other members of your party, "Not hungry? Theandra said you guys are always hungry?" If there's nothing more you wish to do tonight I would suggest healing up and we could progress to the next days activities. ![]()
![]() Between the enhanced diplomacy and Zeke’s long recounting of recent event’s Grunyar is absolutely delighted that you came in today. ”I always have time for my best customers!” he says as you enter. As the tales continue, you notice he’s giving you 10% more on the items you are selling him, not just the weapons which are in high demand at the moment, but everything. When Zeke mentions the Mark III, he accepts the invitation to witness it in action, but requests that it be done outside as there is plenty of flammable items nearby. He watches the explosion with the awe. The purchasing of items you request are at cost. As the prices he has are listed at their market value. He needs to go down into a lower shop area to get some of those odd potions and sponges as they aren’t as highly requested items. The shoptalk takes a bit of time but you still arrive back at the Three Rings Tavern a little bit of time before Tullius. Theandra is off tonight and another male bartender is running things instead for the evening. He's seems aware of the arrangement when he asks, "Ahh, Theandra's guard friends, what can I get for you today?" ![]()
![]() Posting the transcript of Tullius's secret actions. As long as you don't let it influence your in character decisions, it's fine to read the spoiler. It is an amusing read. Transcript: GM - Ok, so you do not suspect any of the crew has followed you. You aren't too familiar with the city, but you are able to muddle your way through some diplomacy (Roll 1) to determine where some of the crime ridden locations may be. You hear of "The Shingles" district as well as the well-known "Eels End" as some potential spots to witness some criminal activity. The Shingles district is closer; however Eels End is more notorious.
T - Tullius would head towards eel’s end. GM - You head north towards Old Korvosa. You may remember that Old Korvosa has been hit hard by the plague and a lot of it has been quarantined off. However, Eels End is on the opposite side. There are guards that are stationed at the bridge. Do you wish to try and avoid them? If you show them your guard insignia you should be able to pass through without much fuss. T - Tullius will try to slip past the guards unnoticed. GM - Stealth vs Perception (Roll 2 & 3). You silp by the guards unnoticed. How do you want to approach the crime syndicate within Eel's End? … Lots of Crosstalk about options Tullius can take… T - Ok, i think tullius would go directly in and meet devargo himself. GM - OK, so you decide to just head straight to the source. You work your way towards Eels End. This is Tullius's first time there, but I wont re-describe the location as we've been here before. A young guard greets you at the entrance to the rest of the docks "Hold on there, everyone must be inspected for the plague before entering the casino grounds. Please remove your shirt." T - What kind of guard is he? Is he dressed in city guard stuff or is he a kind of private guard? GM - Very much a private guard. There are a few such guards around the place. Some of them inside of crow’s nest on top of each ship in Eels End. They have crossbows and can be called to open fire at any moment. T - So tullius would lift up his shirt, but not actually taking it off. But in the process of doing so he will make it very clear that he is carrying a lot of weapons on him. A sword, a talon, 5 special daggers across his body, a sheath of some sort on each wrist. Then he will also look into the eyes of the boy with his mask (looks like portions of preserved human faces)
GM - Rather than intimidating the guard (Roll 4) he seems rather impressed. After counting all the weapons, He looks up at one of the Crows Nests... "Hey Latz! I think we have a new record!" He resumes looking for signs of the Blood Veil. Seeing no signs, he allows you to pass... "Just keep those things to yourself of course" T - Thats awesome! Tullius will bow to the boy and continue towards Devargo. …crosstalk about what the mask actually does for Tullius[… GM - Tullius would notice that towards the end of the docks is several guards in front of the last ship in the slip. The rest of them have much fewer guards. The casino being the most open ship with several games going on. You could very much infer that Devargo is probably resides in the ship towards the end of the slip. T - Ok, tullius would head towards the ship at the last slip GM - Once it's obvious that you are heading towards Devargo's ship, the 3 guards intervene. They place their hands on their swords and tell you, "You cannot enter this ship. Please return to the Casino". T - Tullius will continue walking towards the ship GM - The lead guard draws his weapon.... "Are you deaf! I said to return to the Casino" T - How far is tullius from the ship at this point? Also which is the stronger of the 3 guards or the one who looks like they are in charge if any? …GM realizing the ships are closer together than he remembered after looking up the map... GM - it's likely that you would have stepped up onto the biggest ship when they stopped you. So less than 20 feet from the guards. The one that drew his sword is probably the one running things, but it's hard to say …More crosstalk about where he actually is on the map and how many guards are around… T - Ok Tullius will continue moving towards the ship. With Devargo GM - You get the distinct impression you are about to get fired on if you move any closer. The other two guards on ship C2 also draw their weapons, and the lead guard puts his hand in the air causing the crossbowmen to take aim. T - Ok. Tullius will now stop turn to the guards and drop to his knees and look like he is meditating much like Qui Gon Jinn in star wars EP 1 before the battle with darth maul.(thats right tullius is going to be that guy)He will wait for one of the guards to approach him to state anything. GM - The lead guard, now confused as heck as to what this shadowy figure is doing has had enough and moves towards you in an attempt to pick you up and forcibly remove you. T- As the guard moves towards Tullius right before he tries to pick Tullius up, Tullius will attempt to slip his guard insignia onto the private guard and will proceed to say that Tullius is a old friend here that needs to talk to Devargo about some urgent business. I want to make it clear that Tullius is not attempting any hostile moves at this time just a slight of hand. GM - As you attempt to place the guard insignia upon the guard (Roll 5) The guard notices you placing it there (Roll 6). He drops you back to the ground as he pulls out the insignia from his pocket. "Just what are you trying to pull here?" as you inform the guard that you are an old friend (Bluff Roll 7). He rightly calls you out on your bluff (sense motive Roll 8). "Yeah, sure you are." he says snidely... "Now get the hell out of here or you'll find yourself at the bottom of the river"... As he goes to pick you up once again, the door to the ship opens. Devargo says, "Just what the hell is all the commotion out here?" The guard responds, "Nothing we can't handle, Sir." T - Tullius will say, "Devargo i pursume. I have some business to discuss with you, a certain set of skills to offer up to you in exchange for pay. Maybe we can go somewhere more private? Away from the less... well you know" saying that last bit looking over his shoulder at the other guards. …Talk about Tullius’s ultimate plan for his character. The game resumes the next day… GM - Picking back up from where you offered your skill set to Devargo... (I'm going to take a liberty with what your char should do if you don’t mind). The guard picks up on your insult towards him and reaches a hand back to smack you (Roll 9 miss) Quick to respond (Attack of Opportunity), you grab the guards foot and swing it in the opposite direction (Roll 10) causing the guard to fall flat on his face with a resounding thud. Devargo belts out a boisterous laugh before saying, "Very well, Elf, let’s talk. Leave your weapons at the door"... He then goes back into his ship. The lead guard gets up sheepishly and asks that you hand over your weapons. T - Tullius will hand over all his weapons. Then continue with Devargo GM - The lead guard takes you inside after collecting your weapons at the door. As you may personally remember, the inside of the ship is covered in spider webs in nearly every corner of the beat-up vessel. You are directed to a small chair in front of what is basically a large makeshift throne of which Devargo is currently occupying. Various sizes of spider’s crawl around his body and seem to obey his command. The guard hands Devargo your guard insignia that you had tried to secretly place on him earlier before leaving the area.... (Roll 11 luck roll) Devargo says, "I was not aware the guard had any elves in their ranks. You certainly don't look like any guard member I've encountered before. What exactly are you doing here?"... One of the spider’s scurry's across your foot as he speaks. T - Tullius says, "I suppose you could call me something of a problem solver. Currently helping out the city in whatever maybe an issue for them at the time for exchange of pay. At this moment I am looking for something a bit more lucrative to do on the side, for someone that won’t care how it gets done. I am here looking to join up with your organization as a muscle for hire, someone that will do your dirty work. Might also prove helpful to you to have someone that works for the city as well, an inside man if you will." GM - "And why would I need to concern myself with that? The guard generally doesn't bother me here, sure I get a few patrons from the guard here now and then, but they're usually just interested in the House of Clouds, or the Dragon's Breath" (Roll 12 & 13) You can absolutely tell that he really is interested, but trying not to show it. T - "You may want to know what the city knows on the plague and the current state of all the disasters. Seeing how I am part of the group that is spearheading the investigations and working to fix it. Getting those updates as they happen may help your business." GM - His eyes and body slightly perk up at the mention of the group. "You're working with that large half-orc fella?... Emendithouse I believe his name is? He's an amusing one is he. More eloquent than he lets on. There were 3 others with him the first time. I forget who they are, though."... He settles back down in his chair a bit. He sits for a few seconds in obvious contemplation before taping on wooden switch next to his desk. He then responds... "All I really need is for this plague to end. You can't really do that if you're splitting your time working for me as well"... The door opens to the ship and the same guard re-enters. Devargo motions for him to come over, whispers a few things in his ear, and the guard leaves once again.... "But I'm not saying no just yet. What else can you offer me?" T - "Well that depends entirely on what you want. The fact that you haven’t said no means you have something in mind. I will save us both some time here and cut straight to my point, I have a knack for tracking down people and items. I want to become your organizations assassin. I will understand if you are hesitant, how about I offer you a trial run? Give me a name and I will go and carry it out." GM - Devargo seems taken aback by your direct revelation. If also a bit skeptical. Just then the door to the ship reopens and the same guard enters with a beaten and battered middle aged man whose hands bound by ropes. Devargo says to you in an almost mocking official sounding tone.... "I'm actually glad you're here, Mr. Elf. Id' like to report a crime. This man was caught cheating at the big wheel just a few moments ago. Seems he moved his bet AFTER the result was decided.... As a member of the guard, how would YOU deal with this criminal"... (Roll 14) You can sense that Devargo is testing just how serious you actually are. (Roll 15) You also notice one of your daggers just happens to be tucked in the belt strap of the guard whom brought him in. T - Tullius will grab the dagger and ram it into the throat of the man and then turn and look at devargo saying "You can refer to me as Shadow." GM - The bound man brings his hands up to his throat as he looks at you with disbelief. His eyes wide as the life slowly drains from his body... Devargo smiles before saying, "I might have just cut off a finger or two. After all, dead men don't gamble" He motions to his guard who takes the bleeding man, opens the door to the ships lower hull, and tosses him down the stairs. As the door closes, you hear a strange scraping commotion coming from down below. The spiders surrounding Devargo seem a bit more erratic as the sounds continue. "Very well, Mr. Shadow. We'll have to see just how good you are." He leans forward just slightly, revealing to you an insignia built into a ring on his finger of a spider sitting on top of a web-like throne. "I have a few targets in mind, I will contact you when the time is right." T - Tullius will nod and say, "good doing business with you and will turn to leave" tullius will collect his weapons and go to meetup with the group then.
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![]() The four of you leave the citadel, Ammendithas with a cord full of weapons across his back, still bloodied and bruised. Tullius says he has something he needs to do, and starts moving off towards the west, while the rest of you move north towards the Three Rings Tavern for your customary free meal. Dylan stops you once Tullius is out of earshot to mention that he had sensed evil upon Tullius when he was examining the wererats earlier in the day. If you decide to change your actions based on this new information, please do so now. If your plan is to try and follow him you will need to roll at LEAST a perception check (DC26) to beat his stealth, and potentially a stealth check (DC27) to avoid detection by Tullius. Other situational rolls may be needed, such as bluffs and sense motives. It will depend on your actions of course. ![]()
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![]() One thing that might alter what you guys plan to do "First" is the fact that you are all still mildly to heavily damaged from your encounter... I'm guessing Dylan may have some Channel Energy's left to use for the day, as well as the capability of swapping out some spells for heals. But that is something you may want to take care of at some point before the next day. For Tullius's plan, does anybody plan to follow him? Discreetly or otherwise? If so a perception and/or stealth might be a good plan ![]()
![]() Zeke - KN:Local: 1d20 + 9 ⇒ (13) + 9 = 22 Zeke is well aware of the dangers that exist. Aside from the various forms of predatory aquatic dangers such as Jaegger Sharks, Squid, and Sea Serpents, The river is also known to to have the occasional Sea Hag and Merfolk pass through on their way to easier prey up-river. He knows that the depths of the river will be very difficult to navigate even in the daytime, and that visibility will be dark and limited. It could be quite difficult to locate the ship at the bottom of the river even with a near precise location of where it sank at the surface. ![]()
![]() Cressida seems a bit confused as to your coy statement regarding you "knowing a guy". In no mood for games, she says, "Well, if you DO need assistance in that department, you could check with the Bank of Abaddar about contracting out spellcasting services." She looks you over, noticing just how bloodied and bruised from your recent encounter. "If I were you, I wouldn't go venturing into the depths of the Jaegger River in your current state. Especially this close to sunset. The river is known to be quite hostile." She hands you each a pouch containing 20 platinum pieces. "This is for your assistance in hopefully quelling a wererat uprising. Who knows what kind of damage they would have inflicted upon the city without your help." She then wishes you well on your mission and tends to her duties once more as you leave. What is your plan for investigating the sunken ship? ![]()
![]() Cressida listens to Zeke ramble on, having to prod him from time to time to stay on topic. Her tired eyes barely able to keep open. Dylan senses this and offers up a succinct summary of events. When your stories conclude, Cressida responds, “I can’t say that I’m happy that you let these wererats go, but considering the intel you received, it was necessary to do so. Nor am I pleased you left a dangerous beast alive inside the sewers. Our sanitation workers could be at risk” She closes the cell door after Amendithas places Girrigz inside. ”I shall have to send small contingent to take care of the threat.” She motions for you to follow as she heads back to her office. ”This revelation from the Wererat community concerns me. If this was a deliberate act of sabotage upon the city, we need to know everything we can about it. The Guard would like you to investigate the wreckage to see what information you can obtain." As you make it to her office to continue the discussion she aks, "Do you have the means necessary to investigate under water?" ![]()
![]() The guard looks quite sheepish at the dressing down he received from Dylan. He mutters a simple, ”You’re right, my apologies.” as he calls for the gates to be opened for you. He points you to Cressida’s office. It’s likely been no more than 3 hours at most since you last told her your plan to investigate the Wererats. And you can see several more guards inside the citadel than usual, all of them preparing with their immediate commanders. They all stare at you as you take Girrigz past them on your way to Cressida’s office. You can hear several of the commanders informing some of their more naïve subordinates while pointing in your direction that this is what a wererat looks like in it's animal form. The commotion is loud enough to force Cressida to exit her office prior to your arrival. She sees you approaching and points you over to the holding cells. Cressida follows along with you to ask of your encounter. ”I had my doubts that the information you were being fed was the truth, but here it is plain as day. Nevertheless, I felt it a wise precaution to prepare for an attack.” She keeps pace beside you and motions for the cell block guards to prepare a cell. ”Please, tell me everything.” A cell door opens for you to place the unconscious Wererat into. ![]()
![]() Dylan shrugs off the curse, although I'm unaware of any mechanism that lets a character know if he is successful short of waiting to see if the curse takes effect. So if you feel he would still take the Belladona to be certain, I'll leave that decision to you. Before you leave to rejoin Ammy and Tullius, Eries says to Dylan, ”If you plan to explore the ship, I know of an little alchemists shop which happens to have a hidden tunnel in the basement. If you wish, I could acquire a few potions of water breathing for you and your companions for a modest fee of course.” She smiles at the prospect of a potential sale of what you could deduce would quite clearly be stolen merchandise. Assuming Dylan will probably decline this, so I'll move on to the the return trip. I also assume that you all wait to leave the sewers together as Ammy was instructed to wait for Dylan’s return, which should give enough time for Zeke to finish what he was doing. As you move through the streets with Girrigz across the shoulder of the large half-orc, you catch plenty of wide eyes and whispers to check out the spectacle of the man-sized rat being moved towards the Citadel, along with the four of you carrying sacks of weapons confiscated from the encounter… They people leave you be for the most part with only a few curious onlookers getting close enough to be within your reach. When you reach the Citadel gates, one of the guards says, ”Why would you bring that diseased ridden filth here! Kill it and dispose of it properly!” ![]()
![]() Without so much as a thank you, the Otyugh hastily devours the corpse of deceased wererat. A curious fellow, you watch as flesh is torn from bone by hundreds of gnashing teeth. You can't help but marvel at what a fine addition to your collection one of those would make. I'll wait for the conclusion of Eries plot before I start up on the citadel again ![]()
![]() RE Zeke: The Otyugh listens to your rambling with a surprising amount of patience. You can't be too sure it truly understands everything you're telling it. About halfway through your talk he interrupts you. "Pleaase little one... Soo Hungries.. Help me" It is such a strange voice for what is essentially a walking mouth with tentacles. RE Dylan: Eries says to you, "Thank you kind sir." she then signals to the other rats to leave. "Go back and tell the others what happened here. Perhaps that will quell any additional dissenting voices from acting out in the future." Turning back to Dylan and Ammendithas, she says "The curse may indeed instill cruelty to our people, but we live by a strict code. One of which Girrigz was intent on breaking. I have broken the code myself by enlisting you four to cause harm upon my people. I am certain that my betrayal will be met with hostility among my people. I will certainly have to go into exile." Her pale yellow eyes look almost sad if only for a moment. "But before I do, I promised you some information that could help you track down the real source of the disease. This is something better seen than heard, it is not far from here. Will your companions be along shortly?" Depending on if you want to bring Girrigz along for the ride, you could also have someone stand guard over him while others accompany Eries to her revelation. However you decide to handle it, here is what she reveals. She leads you down a series of filthy tunnels until you see a bright light emanating from the far end. As you approach the open-ended tunnel you realize you are standing below the Wall of Eodred overlooking the Jeggare River near North Bridge. She recalls the night where a black-sailed ship was sunk before reaching the harbor and that several of Eries’s brethren were watching as it was being fired upon. They saw nothing on the ship but for one yellow light, but once it sank, strange debris drifted from its hull. Ever the scavengers, a few of the wererats tracked down this floating debris and discovered a few small boxes filled with dead rats and a few pouches of silver coins, conveniently bound to floating timbers. Suspecting that something was wrong with the rats, and scenting some foulness upon the coins, the wererats kicked the debris back into the river. She points out exactly where the ship was sunk. ”It cannot be a coincidence that the plague began to spread shortly after the sinking of that ship. There was foulness upon the debris, foulness that even my people knew to avoid. Your answers lie at the bottom of that river.” ![]()
![]() However you decide to search for treasure, you had decided on marching the prisoners out of the sewers. This is what happens when you do so. Being that there are redundant iron gates blocking your pathway East, and the mechanism to raise them is broken on this side of the gates (provided you actually examine the mechanism of course) the only way out is the way you came, so you head back towards where Eries first lead you to and find that she is waiting for you at the entrance to the sewers. She speaks in the same raspy voice, "You were indeed strong enough to teach these fools a lesson, I see I chose you well" She looks upon the remaining wererats, "I see that some did not survive the encounter? If they ran, I surely would have seen them." If you had revived Girrigz to consciousness before moving, she'll say, "You are a fool Girrigz! How could you possibly think you could stand up to the might of Korvosa? He snarls back at her and calls her a traitor. Regardless of if he is revived to conciousness, she says to you, "Please, take Girrigz into custody if you must, as for the rest of these fools, I implore you... Let them go. Let them serve as an example to others that an insurrection is a foolish proposition." She then pleads with you, "I beg of you though, do not spread the truth of what Girrigz was planning. For my kind will surely suffer if his plan were to become public." She awaits your response before continuing.... ![]()
![]() GM Roll:
1d20 + 12 ⇒ (2) + 12 = 14 Dylan Only: You cast Detect Evil and scan the wererats to see the aura of evil upon them. You think to yourself, This might be an unfortunate side effect of the curse of Lycanthropy itself, and they have little control over their fates. Or perhaps their already evil nature is what might have lead to their transformation. You'll have to do more research. You scan along to the Otyugh and detect no evil aura coming from the monster. Just as you are about to end the enhanced sight, you notice an additional aura. This aura is coming directly from Tullius himself. It doesn't seem as if Tullius is aware that you are detecting evil ![]()
![]() It would be helpful to give a description of the room now as you no longer are in the heat of battle… Several pieces of broken furniture, dried hay, and fragments of lumber burn in a small fire at the center of this open, ruggedly carved cavern. Short alcoves filled with filthy, oversized rats’ nests dot the walls, and the disgusting drip of polluted black condensation echoes through the chamber. A thick flow of sewage spreads across the western edge of the chamber, seeping from a crack in the western wall to another in the south. DC18 Search:
Hidden among the nests are a few small items. 3 smokesticks, a tanglefoot bag, 20 tindertwigs, a bent copper trumpet bearing a pennant with the city’s coat of arms, and a complete set of carpenter’s masterwork artisan’s tools ----------- Assuming you take the time to explore the rest of the caverns, In the room to the top left: The scrapes and scratches of tiny claws cover the uneven walls of this crudely carved cave. Amid these marks, dozens of dark, fist-sized holes dot the stone like a rocky bee’s hive. Hundreds of bones—of rats, horses, fish, and humans—lie scattered across the floor, and a cleft in the earthen wall leads off to the east
DC15 Search:
Amid the rotted food, miles of rope, and dark cloaks that fill most of the crates in this room, your search turns up 22 daggers, 12 short swords, 3 light crossbows, 60 black metal bolts, 4 chain shirts, 12 flasks of alchemist’s fire, a masterwork longsword, and a masterwork suit of chainmail DC20 Search:
Search of Girrigz’s nest also turns up four potions of cure moderate wounds, a masterwork silver dagger, and an eversmoking bottle. -------- Each wererat is equipped with Studded Leather Armor, as well as a light crossbow and shortsword. Girrigz on the other hand ironically carried a ‘silver’ rapier despite the wererat’s vulnerability to silver. He also wore a chain shirt and carries a coin purse with 30gp inside. It's been a while, but as a reminder, you were encouraged by Eries before partaking in this mission, that you should take what you will from the encampment. She feels as though it would help dissuade her people from taking action against the city. ![]()
![]() The rat cowers in fear of Zeke's crossbow when his shape begins to change from his Wererat form into his human appearance; Light skinned with brown hair, the only rat like characteristics are an unusually hairy face and darting, wandering eyes. He simply points at Girrigz and mutters a few incoherent words. "H.. he... but." is all he can manage to bring himself to say. ![]()
![]() From the south, a long armed tentacle reaches out towards the direction of the party, it cannot quite reach despite straining hard to reach you. In a blubbery voice of broken common, the creature pleads. "Pleasee help mee.. Nazty rats trapped me here... So hungries." Its tentacle retracts as it realizes you are just beyond its reach. ![]()
![]() I'm making a slight ret-con to one of the wererats actions. Since I forgot that Zeke's last bomb that knocked Girrigz unconscious would ALSO reignite the fire, W10 would have noticed this and would have tried to put the fire out for Girrigz while saying his words of surrender. This is a full round action for the rat, so if you want to interrupt it, you can go ahead and adjust your actions to do so. Order and Damage
Round 10 Summary Dylan Heals up Tullius with a CLW wand and orders the rest of the rats to lay down arms. Tullius is still unconscious but looks slightly better. Girrigz is unconscious on the ground. on fire W10 plea's to the hero's to show mercy and attempts to put out the fire on Girrigz The other rats lay down arms surrendering to the heros. Zeke moves in and readies an action to attack if necessary Ammy moves in also ready to attack if necessary. Round 10 over, Round 11 Begins ![]()
![]() Round 10 The remaining Wererats, after seeing their leader go down, toss their weapons down in a panic and drop to their knees. "Please doonnt kill us! We surrender!" says the nearest Rat. The other two Wererats follow his example by dropping to their knees as well. Still covered in spiders, they try to clear them away from their faces, tossing individual spiders into the fire in a futile effort to dissolve the massive swarm. ![]()
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Round 9 Summary Dylan casts shield of faith unto Ammendithas hoping that he wont get hit quite so hard next time. Tullius attempts to stabilize but fails, losing 1 hitpoint. Girrigz douses out the flames from the attack from the bomb, while shouting threats about ending Tullius. He has his minions hold their attack. The Wererat minions obey and hold. Zeke could care less what happens to Tullius and launches a bomb at Girrigz snagging a tooth and exploding in his face. Girrigz falls unconscious. Ammy is stunned at Zeke's actions and forgets to move. Round 9 is over Round 10 Begins good time to double check if spells with round durations are still active Dylan heals up Tullius while shouting an order for the remaining Wererats to lay down arms. ![]()
![]() Zeke Miss Chance from last shot (blur): 1d100 ⇒ 55 Hits
Zeke, without any regard for his new found friend casually lobs another bomb at Girrigz, who is still in the middle of putting out the fire from the previous round (full round action). He doesn't notice the small vial heading his direction. He looks up just in time to see the vial glance off of his snarled tooth and explode in his face. The flames engulf him as the concussive shock causes his ears to bleed and his eyes to roll back. He falls to the ground unconscious. Ammy is still up for round 9 yet, then Dylan at the top of 10. Tullius will have stabilized in Round 10 after Dylans round 10 action. Proceed as if he hasn't yet. ![]()
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![]() W10 Reflex: 1d20 + 6 ⇒ (9) + 6 = 15 (Saves for half) Order and Damage
Round 8 Summary Dylan shouts an order to Ammendithas to take a healing potion, while he casts shield of faith on himself. Tullius uses his sword throwing technique to launch an attack at Girrigz, failing to connect Girrigz and one of the rats (W10) seizes the opportunity to attack a weaponless Tullius striking hard. Tullius falls over unconscious from the blows and begins to bleed out. The two other wererats fire at a crawling zeke one of them (W9) finds the mark Zeke launches a bomb at Girrigz finding a soft spot under his armor. He recoils from the pain as the bomb singes both him and his friend. Ammendithas takes his healing potion recovering a small amount of the massive damage done to him just 6 seconds earlier. Round 8 over Round 9 Begins Dylan casts shield of faith unto Ammendithas hoping that he wont get hit quite so hard next time. Tullius attempts to stabilize but fails, losing 1 hitpoint . Stabilizing requires a DC10 constitution check 1d20+(CON MOD)-(Negative Damage). In Tullius’ case that would be 1d20+1-9 for the previous round (I used the roll with the proper numbers so no need to re-roll)… It will be -10 for his upcoming round. Once you hit a negative 12, you will be officially dead. ![]()
![]() Stabilize Rolls:
Rolling dice for each round since they went unconcious. (DC10 target, +3 con, subtract health below zero to roll) WR5: 6d20 ⇒ (18, 4, 20, 13, 5, 11) = 71 Stabilized at 26 damage
For Dylan: Looking back at the damage done, there is risk of WR's 4, 5 and 6 of being healed by a Channel Energy Burst. The others (7,11 and the dire rats) sustained damage enough to outright kill them. ** MAP ** updated to show where these enemies lay. In the future I will leave the unconscious on the battlefield with a semi-transparent look. ![]()
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![]() Dylan quaffs a potion as he gives instruction to Ammendithas to quaff a potion as well. Tullius Throws his weapon towards Girrigz but misses the mark. (weapon to return at the start of Tullius turn) Girrigz see's an unarmed (currently) Tullius and takes a 5ft step towards him making a full attack. 1st Attack
2nd Attack
Secondary
Rat #10 drops his xbow and draws a shortsword making a single attack as he draws closer to Tullius. W10 Shortsword: 1d20 + 4 ⇒ (8) + 4 = 12 (MISS)
Rat's 8 & 9 see Girrigz and the other Rat attacking Tullius and decide to direct their attacks at the gnome crawling along the ceiling. W8 crossbow: 1d20 + 4 ⇒ (3) + 4 = 7 (MISS)
W9 crossbow: 1d20 + 4 ⇒ (16) + 4 = 20
*EDIT - Adding the *** MAP *** . Otyugh shown to the south, but unless you roll a perception, assume you cant see him yet. ![]()
![]() For Zeke Update:
From this perch you can clearly see the telltale sign of another Otyugh tentacle slithering about near the passage to the south. He doesn't appear to be able to enter the chambers himself, but his long reach could certainly snag any unsuspecting victim should they get too close. You can also tell from the rats reactions, that the spiders don't seem to be having much effect. Order and Damage
Round 7 Summary Dylan utters the German equivalent to "HEAL MODERATELY!" as he activates a wand to help Tullius recover some of the damage he's taken. (Tullius: 17-9(heal) = 8dmg Tullius picks himself up out of the muck and moves into range Girrigz unloads on Amendithas dealing heavy damage. However, Ammy's high fortitude allows him to shake off the disease and curse from the bite. With Ammy as the only real target, the other three rats fire at Ammy, 2 of them hitting. (Ammy is in some serious pain) Zeke moves his spiders again and moves into get a better view of the room (see spoiler) Ammy decides to take a tactical retreat while he can still stand. Round 7 over Round 8 Begins ![]()
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![]() Girrigz looks menacingly at Ammendithas with a scarred eye before posturing up with his rapier. He attacks with everything he has. (full attack action) 1st Attack
2nd Attack
Secondary
Landing several successful attacks, Girrigz takes a five foot step back, hoping to keep defensive posture within the corner... ----- The other three rats, with a clear shot at Ammy, load up and fire once more. W8 att: 1d20 + 3 ⇒ (17) + 3 = 20
W9 att: 1d20 + 3 ⇒ (7) + 3 = 10 miss W10 att: 1d20 + 3 ⇒ (16) + 3 = 19
----- I believe Ammy is still up, but certainly took a significant beating ![]()
![]() For Zeke:
With Zekes perception check, you notice the area to the south which leads back to the sewers is unusually wet. Even the ceilings have some moisture Order and Damage
Complete Round 6 summary Dylan heals Tullius for 13 pts with Cure Moderate Wounds wand. (24-13=11dmg) Tullius will move into the muck and fall prone. Good rolls for attack and damage but all for not. Although, 7 is covered in a swarm and I don't think he will try to do anything to Tullius. The Wererats in the other room (8,9,10) take aim at Tullius and Amendithas, and strike both with well placed shots. The Wererats covered by a swarm (7) panics as he runs by Ammy. Ammy quickly decapitates him. Girrigz shakes his head in disappointment. He Barks out some orders while quaffing a potion. Zeke directs the swarm towards Girrigz. They bite at him, but he seems unconcerned. Ammy musters up the strength of a thousand Oxen as he braves the swarm in an attempt to destroy Girrigz. He swings a mighty blow just as Girrigz body shimmers. His cleaving blow lands harmlessly to the ground below, slicing a spider in twain. Round 6 is over, Round 7 Begins Dylan utters the German equivalent to "HEAL MODERATELY!" as he activates a wand to help Tullius recover some of the damage he's taken. (Tullius: 17-9(heal) = 8dmg ![]()
![]() Round 6 Enemies Girrigz barks out a quick order to his comrades, "Let the pink skins come to us! FIRE AT WILL" He then reaches to a small vial on his belt, pops the stopper with a clawed thumb, and tilts back a potion. The three with crossbows load up bolts and fire. Two at Ammy, and the third at Tulius (#10 does not have line of sight on Ammy), W8: 1d20 + 3 ⇒ (17) + 3 = 20
W9: 1d20 + 3 ⇒ (19) + 3 = 22
W10: 1d20 + 3 ⇒ (17) + 3 = 20 (Prone target gets +4AC)
-- W7 suddenly becomes overwhelmed by a swarm of biting spiders. Particularly troublesome given they crawled through a river of disease ridden sludge to get to him. W7 Fort: 1d20 + 2 ⇒ (17) + 2 = 19 In a full panic, the wererat try's to vacate the area and meet up the rest of the pack. He provokes an AoO from Amendithas as he does so. ![]()
![]() Big Thanks to Dylan, whom provided this summary while I was preocupied Order & Damage
Round 5 Summary Dylan seeing he is out numbered in the room and feeling the pain from the bolts that hit him decides to retreat and help his friends but not before casting Admonishing Ray at Girrigz hitting him for 16pt of non-leathal damage. The power of the spell pushed him over giving the group more time. Tullius is waiting to be healed. Wererats gave chase moving to positions getting read to act. W11 gets right behind Dylan. Girrigz gets up and move to behind wall getting read to advance once he gets his bearings. Zeke take a 5 foot step and quaffs a vial from his bandolier, pauses a second, an eyebrow raised, and a mixed look of confusion and panic on his face… his belly gurgles, his mouth opens as he tilts his head back, and an awful, scuttling mass of legs and mandibles scrambles out from his mouth, down his body, and coalesces into swarm in front of him. With a nod, he sends the spider swarm in the direction of #7 (Swarm: 1d6 ⇒ 2 DC11 Fort save vs. poison) Amendithas seeing the wererat on Dylans heels, moves up in an effort to protect his friend and swings his large sword decapitating the unhurt rat in the process. Round 6 Summary so far Dylan heals Tullius for 13 pts with Cure Moderate Wounds wand. (24-13=11dmg) Tullius will move into the muck and fall prone. Good rolls for attack and damage but all for not. Although, 7 is covered in a swarm and I don't think he will try to do anything to Tullius. ![]()
![]() OK, Since i used the wrong map, ignore most of what happened in the previous post... The movements of all the enemies will remain the same, however, #11 will be attacking Dylan instead of Zeke (I'll use the roll already rolled which will be a miss). And 7 will have moved in and readied to attack anyone who comes into reach. The ones wielding xbows will have moved into position and will have a readied action to fire should they have a clear enough shot, and Girrigz will have performed his movement as detailed before. I will resolve any future attacks with new rolls should the need arise. ![]()
![]() Tulius delays action expecting to be healed. ---
Before the vomit swarm happens, the two sword wielding wererats move in. They take up flanking positions as any good rogue would. W7 will attempt to tumble past Zeke (if you don't have a weapon to take AoO's with he wont be tumbling so ignore it) and setup flank for W11 in the opposite corner.
W7 Sword: 1d20 + 3 ⇒ (15) + 3 = 18 (18 hit?)
W11 Sword: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 (Flank)
The three crossbow wielding wererats reload and take fire through the opening at the only target still viable in Zeke. Two of them move to get a clearer shot. W8 xBow: 1d20 + 3 ⇒ (2) + 3 = 5
All three miss. Griggz gets up (move action) and takes a second move to just behind the wall, preparing for his next move. These actions may change how Zeke does his turn. (provoking AoO's for potion use? Direction of Swarm?) ![]()
![]() Removing the previously unconcious or deceased rats from the list to consolidate space Order & Damage
Round 4 Summary Dylan moves past WR4, with his silversheen weapon in hand digs deep into WR7's shoulder for 18dmg. But not before WR4 takes a bite out of Dylans ankle for 3 dmg and then falling unconcious. Tullius fails to knock off any of the swarm W7 draws a sword and swings in retaliation, but misses Dylan The Rat Swarm continues biting at Tullius for 6 dmg You hear Girrigz bark an order to attack and a hail of bolts rush towards Dylan. 2 hit (1 had sneak attack) for a total of 9dmg. Girrigz moves into the room under the effect of Blur. Zeke try's to precision bomb the swarm but has difficulty landing a direct shot.. The splash damage (empowered vs swarms) hits for 4 dmg. Ammy goes to help his friend.. You can see the terror in Tullius eyes as Amendithas takes a gigantic swipe in the direction of the elf. He closes his eyes and awaits the inevitable death from the poorly shaped gigantic blade. A swift gush of air rushes past Tullius and he slowly opens his eyes to find dozens of rats dead and the rest scurrying away. Round 4 over, Round 5 Begins Dylan see's all the rats in the room (They did not re-hide from the initial stealth). Despite the blurred Girrigz, his admonishing ray hits true, and drops him prone. I don't believe this has come up yet (or I forgot about it if it has), but ever since the shrieker has started shrieking, the noise interferes a bit with spellcasting. there is a 20% spell fail chance due to the noise. Spells without verbal components are of course unaffected. ![]()
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![]() Round 4 The Rat Swarm, still fully engulfing Tullius whom failed to kill any of the nasty buggers, continue their assault. Damage: 1d6 ⇒ 6 (No need to roll for disease again as you failed the first one) --- The Shrieker continues to be noisy. -- WR7 Fresh off receiving a heavy crit from Dylan snaps a bite in retaliation. WR7 Bite: 1d20 + 4 ⇒ (6) + 4 = 10 Miss He then drops his xbow and takes a 5-foot step while drawing his sword. --- From the back of the room, you hear Girrigz Bark out a simple order.. "ATTACK!" From various points in the room, crossbow bolts whizz in Dylans direction. Stealth Rolls:
Stealths: 5d20 ⇒ (5, 5, 2, 16, 6) = 34 +8 to each except the last (Girrigz has +0) I'm using your perception roll of 10 as you entered the room You don't see the bolts coming from 8,9 or 11, but do see 10 as he ducks around the corner to fire. You also see Girrigz ever so slightly in the back. He's difficult to make out, as if he's under some enchantment that makes him difficult to see. WR8 Attack: 1d20 + 4 ⇒ (14) + 4 = 18 From Stealth (miss)
WR10 confirm: 1d20 + 4 ⇒ (1) + 4 = 5 no crit WR10 Dmg: 1d8 ⇒ 3
A hail of bolts comes your direction, only a few find their mark. --- WR11 drops his bow and draws a sword in anticipation of melee combat. Girrigz moves into the room with a rapier in hand, his body blurs with every step he takes.. ![]()
![]() Try this link.. it looks like the link to the other one is slightly messed up.. It's in there, but it has a paizo web address in front of it for some reason. If this one also fails due to some new linking rules I'm unaware of, then try putting this in manually: http://beta.ditzie.com/46757/56900e385f910 Hopefully its just something I messed up, and not a new rule, I dont want to miss out on my links! ![]()
![]() #1 is a shrieker, and all it does is make noise.. it will not be doing an AoO. #4 will attempt an AoO as you move from his space. WR4 Bite: 1d20 + 4 ⇒ (20) + 4 = 24
WR4 Dmg: 1d4 + 1 ⇒ (2) + 1 = 3 Dylan must make a DC15 Fort Save vs Disease With his dying breath, the Wererat lunges out at the cleric as he passes, his teeth digging into an small opening near Dylans ankles. A wicked smile crosses the Wererats face as he falls unconscious and begins bleeding out. ---- ![]()
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![]() It's been a while, so I hope I got this right. Correct me if I'm wrong For Ammy; Only with skill checks is there a possibility that you can never fail, or never succeed. For all other rolls, there is a chance for a natural 1 or natural 20, in which you can still fail or succeed no matter how difficult or easy the roll. Ammy will still need to roll a fort save Order & Damage
Round 3 Summary
Tullius Casts Vanish and moves north into the chamber WR7 attacks with his Xbow but misses Zeke WR4 Fails to stand (Dylans AoO just missing) and "attempts" to surrender (Zeke is having none of it) Rat 3 Bite and hits Ammy (Ammy still has a Fort Save DC11) A Swarm of rats come out of slim passageway to the north, Perhaps attracted by the scent of elf. They swarm over Tullius. Tullius kills a few of the rats, but several still swarm his body biting at any flesh they can find (Tullius Failed his Fort. Effects to happen later) Zeke not buying the surrender attempt, incinerates R4 as he lay. Ammy, upset at the Rat's martial prowess, retaliates and makes quick work of the tiny creature. Round 3 over Round 4 starts For all future posts, please begin with an OOC comment as to which round the actions belong to. I've found it quite helpful in the past
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