Tablark Hammergrind

Loco Billo Billcragg's page

110 posts. Alias of Unspunnen.


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HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

@Callandor "Just one little runt here! Step back a bit and I'll hold him!"

The masterwork rapier makes quick and clinical swishes in the blackness as Billcragg whips it into position for a timed lunge.

Rapier attack. 1d20 + 3 ⇒ (10) + 3 = 13 Damage 1d6 + 1 ⇒ (4) + 1 = 5

"Too g@~%~%n fancy, Billo." he hisses to himself.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

O"I'll shred you up like a turnip you little turd!" hisses Loco most rudely as he aims a combination of nasty pokes at his assailant. rapier 1d20 + 3 ⇒ (3) + 3 = 6 damage 1d6 + 1 ⇒ (3) + 1 = 4k


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco sees Caladius and nods. He knows what to do. Hissing calmly to his comrades.

`"Heads up! Little f**@ers with knives. Fore and aft."

Loco readies his hatchet to launch at any who reaches 10' range.

throwing axe hurled 1d20 + 3 ⇒ (4) + 3 = 7 for damage 1d6 + 1 ⇒ (1) + 1 = 2.
Bah! Stupid axe throw! I'm starting to realize this throwing tactic is ridiculous.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco has been peering about it the gloom with his dark vision to see where things are in the sewer. He examines the walls and the floor with professional scrutiny.

To the west it is then, eh? Alright...but I warn ye...a jolly jaunt through the sewers may well be more dangerous than dealing with those lily-livered Hellknaves up there....heck - even Callandor scared e'm off. Lets say I take the lead. Shel can follow, then Callandor, then Tauni, then Caladius in the rear. Sound good? That way the two of us with the best eyesight are at the ends and Tauni with her light is in the middle. Shel is up here with me in case we run into traps. Tauni, keep a towel or something handy to cover the light when necessary, k?

Loco is using his skills here. Do I need to make rolls? I guess not yet. He is just getting his bearings. I guess I'll let the DM judge....here are Loco's Stats for quick reference

Loco the Plumber:

+5 Know: Local
+5 Know: Dungeoneering
+6 Profession Mining/Excavation
+6 Perception...(add +2 with stonecunning, add with +1 trapfinding)


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Good work! Let me scout it, Shel!

Loco starts making for the tunnel on his turn.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Cursing emphatically in Dwarfish, Loco decides to trust in the cover probided by Caladius and Callandor and tries to unlock the sewer grate himself.

Damn it dice - give me something! Disable Device 1d20 + 6 ⇒ (13) + 6 = 19

How's this look Shel?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Caladius - ready that crossbow of yours. You're obviously useless with the lock. I'll help her!

Loco helps this time. D.Device aid another 1d20 + 6 ⇒ (1) + 6 = 7 Yeargh! Go Shel!


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63
Caladius Rend wrote:

"I've some, uh, experience with locks too."

If there's enough room to help, Caladius will attempt to Aid Another. Disable Device(aid another): 1d20+6

Some experience, eh? But of course. Hah! He isn't just a freak - he's a low-life and a thief too!.

Loco can pitch in if necessary. Disable Device aid another if there is room for him to help. 1d20 + 6 ⇒ (6) + 6 = 12Otherwise he will stand guard.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Haha! The sewers. Perfect. I like your style Caladius. Pick out the the most rat infested corner of the city for us. Don't worry, we've been through the filth in the Rego Crua. We won't dissappoint.

Loco seems down-right chipper about the idea.

He should be in his element down there in the dark


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

"Aye! I'll feel more comfortable in the busy streets. West."


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Survival. A street chase is nothing new to Billo Billcragg. He knows he can't run as fast as a human, but he has the stamina to keep going. He breathes easy and settles in for a long run. Following Shel to the alley he instinctively aims for the shadows.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

I was using a previous map, I think. Not sure about the coordinates. Loco is keeping up with the group...following Shel to that alley.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

@Caladius I'm running like the wind already you goat-headed oaf!
@Shel Take the back alleys! The'll catch up if we hit the open road!

Loco is now in full flight after Shel. Chugging along...

Run to b15 or thereabouts. Know Local for a good route to Rego Scripa to shake pursuit. 1d20 + 5 ⇒ (5) + 5 = 10


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco runs North into the alley after Tauni.

Double move into the alley away from fire. Is there a place to climb to the roof here?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Should have taken the roof!

Drawing his rapier and throwing axe, Loco follows the others out the back.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Speaking for myself at least, I say ay! What you say about the Shadows is true. The city at night belongs to the folk as much as the city does by day. That the townsfolk should have to cower in their dens at the drop of nightfall like little titter mice irks me. Its unacceptable and I will not settle for it. But why should we work with you? Who are you anyway, and who is Father Arael?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Oh goody! Treason. And even I get to risk my neck? Maybe I'll hear what you have to say and then decide whether or not to get involved, eh? But I know enough to know that I'm probably already involved. So. Out with it! Spill the beans! How can we be of service?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

The dwarf shows up with his beard groomed into a couple of neat braids. His boots and leathers are oiled. The cold sheen of new dwarfish mail peaks out from the open collar of his overalls, which are now clean and dusted. The pommel of his fine rapier gleams warmly in the lantern-light. He produces a pipe from one of his voluminous pockets and lights it up.

How ye doin'. The names Billo Billcragg. Some strong ale, please.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Is it feasable that Loco found a couple of other items to add to his kit? ie. A potion of Hide from Animals? A small metal mirror?. Also, he will stop in his garret to lock up his backpack and other belongings before joining the others.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Langdon White? Never knew him. But I was here for the funeral yesterday when I saw the poor sucker cut down by those crossbowmen. I figured I would come and pay my respects to the guy. Did you hear anything about the body...or who those bastards worked for?

Perception 1d20 + 6 ⇒ (5) + 6 = 11
Loco observes the funeral and looks for anything unusual among the onlookers. He's particularily curious about the priests. When that's over he will return to the Innn to meet up with the others. Seeing as he has some time and some on his hands ....and a new pile of cash...he will make a trip to the dwarven quarter for some shopping. He'll look to get fitted with a decent mail shirt. Masterwork. If he has some extra cash he'll upgrade his climbing equipment too.
Knowledge: Local check if necessary 1d20 + 5 ⇒ (5) + 5 = 10. Profession: Miner 1d20 + 6 ⇒ (14) + 6 = 20 for the climbing kit.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Yes, for the dead Dottari. Or did we sleep in?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

I think I messed up what time of day it is (date/time). Is it 16 Neth?

Well, I have a little time to spare. I do not intend to sleep all day! I wanted to see what transpires at the morning funeral too. And I have some shopping of my own to do with my new coin. I can meet you all for drinks a little later.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Damn. Calandius. I'm sorry man. I can be then rudest jackass at the best of times. And times are tough, my friend...But ye gotta understand you know I've seen a lot of crazy s&#~ these days. Things haven't been easy...even since...you know...in the Pit. Hell, we almost bit it down in that filthy abbatoir today - and all on some hair-brained vigilant scheme...hell man! But I shouldn't be so rude, you know? I'm sure life's been tougher for you at any rate.

Then to the rest his colleagues,

Listen Shel. I'm going to take a nap before dinner. You seem keen to liquidate our stash for us. I get it. I trust you'll transact our business wisely. Just try to be fair about my cut when you're ripping me off, ok? Shall we all meet here before 6 bells then?

Loco anticipates a night of trouble and hijinks and uses his brief time before dinner for some R&R


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

What was THAT all about,Calandius? (falsetto)"You may stay with your old friend...?" Who is that ugly harpy to say what you may or may not do? Are you some kind of slave?....or worse...no...please let it not be so...you poor, poor soul....you're married aren't you?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Oh its you? Caladius you freak! Just like you to show up when I don't need you. Hey, so...I see you got some new boots to lick. When are you gonna stop letting all the sense out of your horns and join a real crew? We could have used your little pecker-blade back in the slaughterhouse don't you know.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Pointing at Tauni.

Snoring? That was not me, Elfish biggot! Surely that was her snoring like Daralathyxl on the Crag! What are you doing here and what do you want? Why don't you mind your own business, eh?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Where too? As long as we are in this quarter we won't look completely out of place covered in blood...


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Let's string him up with his his buddies onto those hooks in there. Then we can send note to the Dottari that there is some fresh meat for them to pick up.

Looking for chains, ropes hooks. If necessary slice up fabrics into strips to tie up the crook.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

You really think there's food worth eating in this place, now? You've got guts!

Loco heads back to fetch the concussed cultist. Can he wake him? Get up sleepy head!


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Why anyone would want to raise an ugly f#*&er like this from the dead is beyond me...hey let's take note of the markings tatooed on the corpse. Perhaps we can find someone to decipher them later. Are they part of the ritual? Now what are we going to do with him? Finish him in the ovens? Or should we hook up the whole lot of them outside on the walls to send a message to the Rego. "Don't mess with the Slaugterhouse 5!". That might be cool. And let's not forget Sleeping Beauty back in the other room.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco - in the blackest of moods now - gets up, grabs his rapier and pulls out a dagger too.

I'm gonna gut you and hang you on a hook for the flies to feast!


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco grumbles briefly, then forces his eyes open in alarm. He scrambles for his weapons.

If his hammer and rapier are within reach he will use his move action to pick them up and then launch the hammer at Eldara. Throw hammer 15': 1d20 + 3 ⇒ (9) + 3 = 12 Damage: 1d4 + 1 ⇒ (1) + 1 = 2. He'll aim at her face to shut up her arcane yammering. Otherwise he will get up and get his weapons. If the weapons are not within reach he will pull out his dagger and prepare to face her in the next round.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Dwarfish:

zzzzz. wheeze. mumble...never touched her..zzzz..wasn't me...zzzx...accuse...lying sonofab~&@#!...grmble..snort...zzzzz


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

rolling for crit with rapier for additional 4 damage. 1d20 + 4 ⇒ (10) + 4 = 14


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Making whirling defensive fencing movements with the rapier, Billo whips out his light hammer and then darts his way to the left in an effort to get around the rotting beast - only he nearly collides with Tauni who already advanced that way.

f%$^!

He makes a hasty reversal by pouncing suddenly to the right with a wicked poke aimed at the zombie's abdomen.

Remains in square. Pulls out hammer. Strikes with Rapier. 1d20 + 4 ⇒ (18) + 4 = 22 Damage 1d6 + 1 ⇒ (4) + 1 = 5


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Where did that syphillitic slattern dissappear to now, eh?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco rushes out of the of doorway recklessly and looks for a target to shoot at. The Zombie looms up ahead...blocking his line of fire to the dreaded lady. So Loco settles for the Zombie and flings his axe at it instead.

Move Action: to V10. Hurl throwing axe. 1d20 + 3 ⇒ (11) + 3 = 14 Damage: 1d6 + 2 ⇒ (1) + 2 = 3


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

With his jovial introduction to the poor victim interrupted - Loco - greets the evil cultist in turn

"Oho! Well I'll %$!##$ this #24$%%~ up your pazoozoo you raving $%#$!!"

action coming up...


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Hold on there fella! Don't make a such bleeding racket unless you really love to be tortured. Like the little lady said - we have to take care of business first or it's the meat hook for you. Now - once we're done - I think I can try to open those shcackles for you - unless someone else here is the hoarding the damned key. But no need to worry....if we can't open 'em I've always got my axe. I can promise you a clean cut right through the bone....like butter eh?...hehe"


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

"By the greasy chins of a porcine priest, what do you have bricks for fingers? Let me do that!

Billo tries to disable the lock himself. Care to help Shel? 1d20 + 7 ⇒ (15) + 7 = 22


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

using aid another to give Shel a +2. I don't think modifiers apply - I just need to roll 10 or higher. 1d20 ⇒ 9

Loco steps in close to help Shel and provide guidance with the lock picking.

Perhaps his rosy appearance and frangance are just too distracting for him to have been much help to Shel in this case.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

I think our enemies are north of us. Of course we can work together to disable the trap. Maybe we should check the south room for more information first? Come to think of it...- assuming our enemies are to the north - it might also be wise to unlock all other the doors first incase we need to retreat or flee.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Billo Billcragg shuffles through the rooms in blood-encrusted overalls, spitting and muttering curses under his breath in both dwarven and Chelaxian....for example,

"I'll tomahawk the reeking imbeciles, crazy nitwits, loose-boweled vermin, grmbl, grmble"

When they get to the door....

"psst. Maybe if Shel unlocks the north door...then runs "scared" back to the corner in the East where Kaliana can take over the fight. I'll crouch by the west side and pounce on any pursuers from behind."


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco has been rather sullen and not as talkative as usual since he returned from his flight during the last fight. He assuumes the rear position, which Shel had been taking before. As he passes by the pits, he observes the sludge closely with grim facination.

Things should be back to normal now and sorry for not posting. I hate moving.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Billo, You spineless jelly! You know better than to fall for their twisted magic! You picked the worst time for it too eh?. Oh - but I'll give those scumbags something hard and sharp to think about!


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Billo stops just in time with the point of the rapier wavering over the man's back. His face is the picture of dismay and shock. He lowers his head and turns from the scene. He marches to the corridor - ahead of the rest as he was before and punctuates his departure from the room by spitting at the wall.

Start sneaking up the corridor toward the sound of the spellcasting. Loco took the Rapier, Tauni. I hope that's ok. We'll take the keys too.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

I agree that its an evil act. Especially if this guy presents no danger to the party. But the circumstances are bringing this out in the dwarf. He is not evil. He has no desire to kill anyone. But after the harrowing encounter he just experienced he is understandably distraught and he feels that Parne actually does present a danger. (He thinks the man is an evil lunatic, who will awaken from the concussion and take revenge in the near future). Perhaps one of the other characters can intervene, show that the man presents no danger and stop Billcragg from committing an act which he may later regret.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco returns to exchange his hand-axe for the rapier. He shakes his head at Kaliana in shock. He whispers hoarsley. "Must I do the dirty work? We can't let him live now! He will awaken and come back to screw us as sure as I'm a bloody dwarf! This is no time for mercy. Quickly...there are fell voices ahead! Someone is casting some terrible magic. Lets get 'em before they pull it off and then we're really in deep!

Loco will attempt to perform a coup de grace from behind on the prone Anderhoff brother. (!) A precision stroke deep into the heart with the rapier should suffice. Then he will get in position with Rapier and throwing axe and proceed up the corridor.

Do I need to roll? Sorry Kaliana...that's just his way.


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco shuts his mouth and stops short with his room search, scowling. Then - with axes in hand - he quietly shuffles to the West side of the room, hoping to get a better glance up the corridor.

move to F17 and peer up the corridor. Did he have time to find anything interesting yet?


HP 7/10 - AC 16.13.13 - F+2.R+6.W+2 - Init. +4 - Perc. +6 (+2 stone, +1traps) . GP 25.63

Loco (mockingly): "Pazoo - tzoo? Zooby doo?. What kind of ridiculous name is that?! These loosers are seriously f#*#ed in the head! Shel, finish this loon off will you? The world is better off without nutjobs like this. Kaliana. Where are we supposed to go with such a screwball? Quick! Let's clear out the room and be off. Here - takes these rags I stripped off the other bozo. Hog-tie him and take him home to play if you want...but any hint of inconvenience from him...I'll lobotomize him with my axe!"

Searching the bodies and the room. Looking out the exits. Glancing at those magazines on the blood-spattered floor by the upturned table. Perhaps Tauni and I can do that while the others interrogate/deal with Parne.

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