Ratfolk Troubleshooter

Mikkitar Blacknip's page

187 posts. Alias of psionichamster.


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Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Linguistics?: 1d20 + 7 ⇒ (4) + 7 = 11

Dunno if it's a skill roll or what, but I do hope we can try again if so.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, now that I've studied the language enough,I think-think I can solve the puzzle easily enough. Here-here, what do you think?"

Mikkitar spreads his notes out on the table and begins to piece together possible answers to the puzzle door.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Don't forget your channel is now 2d6, Sandu


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"No-no, not yet-yet. But that door certainly could-could be blocking access to who knows what-what. I'm just about done learning the old tongue-language, and brushing up-up on the history of this place-place. Give us a few day-days and I'm sure we will-will get that door open."

[Ooc]Mikkitar took Linguistics and Kn(history) for learning about Thassilon and the area, as well as the Identify formula. So our ability to piece together these clues should be a bit higher now.]/ooc]


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Woot!

More burninating all the citizens!


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"We-we found a door with many-many runic markings, in the same language as the puzzle box we solved before-before. Since none-none of us can read the runes, we made notes and will-will need to study the words and see-solve the password."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, back to town olease-please. I am in need of-of reagents, and a library "

Mikkitar buries his nose in his notes, trying to puzzle out the doors answer by sheer stubbornness.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, stupid human-girls made a gang and were being very dumb-foolish. We all lived and they mostly did not-not, so good trade for us, Yes-yes."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, the words and runes are like the puzzle box, but I don't know what they mean-mean. If I can take a good likeness, we can use the library back at-at the Pathfinder house to make some-some guesses."

Mikkitar takes out his book and draws the runes and images as closely as he can for further study.

"I must-must learn this language soon-soon. If we are going to keep finding more-more stuff like this, it only makes-makes sense."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Mikittar approaches the trapped door and observes it from a safe distance.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10
Kn(arcana): 1d20 + 7 ⇒ (15) + 7 = 22
Spellcraft: 1d20 + 8 ⇒ (17) + 8 = 25


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, we can look and see-study the door. I would wager-bet there is a rune phrase or word to open it up, and the girl-girls could not figure it out-out."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"With the girl-humans and their were-rat leadership dead or fled-fled, we have some time now to study-look at that magic door. The puzzle box was using code-code and ancient Thassolonian runes, i see no reason-reason this door would be wildly different-different. What do you all say?"


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Well-well, looks like we must head back-back down to investigate more. Did we clear everything on-on the way here? I seem to recall we missed-missed some rooms on the lowest level-level."

Level 1? I think we may have a few undiscovered rooms down there.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, this place feels like a rat-lived Warren. Too open, though, much-much too much space for one or even two people-living. But I wonder-wonder, where did they go-go? Run away? Hiding?"


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"I dunno, what-what do you think this place was for-for? Giant vault of treasure? Portal to-to another plane? Some vicious monsters jail-jail?"


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Let's go-go to the northwest, then clear the room-level in a clockwise rotation, yes-yes."

Mikkitar makes a bit more jingling noises as he moves, happily wearing his new chain shirt in place of his leather armor.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"No-no idea whose sigil this is. But the pendant is-is valuable, we could sell it for-for some decent gold I'd guess. Theres also coin-coin here, a sword, and some armor. I could use-use the chain shirt, but if one of you needs it more-more, that's fine by me."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Mikittar hands over a sheet of paper and some charcoal.

"Here-here, this should work. Maybe this dead guy has-has something to help us here."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes. Dead and long mummified, I'd guess. I mean, recent era dead, not ancient burial moind type dead, but long enough ago-ago."

Mikkitar rummaged through the corpses pockets and checks the clothing for value in and of itself.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"There were letter-words and a puzzle to link-connect them. And yes-yes, if there is a magic passage-window, no stopping them from climbing-jumpong out. If they have a were-rat like earlier, their rodent form-form should climb just fine-fine."

Mikkitar looks around for hidden doors, switches, or anything the party may have missed.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Uh, what-what are you talking about? The wall is-is there, is it not?"

Mikkitar looks at Sandu and Nocki with some confusion, then runs his own paw along the wall.

Will?: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Weird, I can swear I smell salt-salt air, like being on-on the shore. But when I look around I can't see-see anything like a door or window or anything-thing. Oh well, let's go-go."

Mikkitar follows behind Nocki, crossbow readied.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Will: 1d20 + 1 ⇒ (10) + 1 = 11


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Maybe they-they ran away? I mean, we haven't been very-vwry quiet coming here. If they're smart-sharp, they will have fled-run and not come back."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"After you, friend. "


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Right-right, we should go and find-hunt those remaining tower girls. Then we can seek-look through this puzzle door."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"More-more rats looking on and spying. More than likely another wererat is down below-elsewhere. I wonder if the triangle piece will work-work like a key. Or maybe there is some kind of password-activation?"

Mikkitar makes sure he has a bolt loaded and his crossbow ready to fire.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Perception: 1d20 + 8 ⇒ (12) + 8 = 20


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Me too. Let's burn some stuff!


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Not me. Common, Goblin, aklo, undercommon.

"Yes-yes, the puzzle box and this burning-door must be related in some fashion. Maybe they-they were constructed by the same-same people?"


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Mikkitar let's out a low whistle at the sight of this architecture.

"Well-well, this is-is quite interesting. Someone put a lot-lot of time and effort into this place, God's only know-know how long ago. I wonder what this was for-for, hmm? And those doors are probably the-the burning portal that human-girl spoke of up above."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Kn(Arcana): 1d20 + 7 ⇒ (13) + 7 = 20

"Well-well, here's where they-they ate their meals, at least. I dunno who-who this statue lady is supposed to be, but maybe it's a-a valuable thing to take-sell."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, this magical portal seems too dangerous to be-be left in the hands of these dumb-stupid human-girls. I hope we can do-do better than them at least."

Any leftover alchemical items get scooped up into Mikittars bag, then he checks his crossbow and gets ready to proceed.

"Everyone get-get a climbing kit? Plenty to go-go around."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Bombs? I need more-more time to mix reagents for them-them. Tomorrow at the-the earliest. But-but with these sticky-bags, we can glue them to the-the floor and bash em. And I have some fire flasks that will do almost as-as much fire, just in a smaller blast-blast."

Mikkitar takes an hour and brews up another mutagen, this time a strength enhancing one.

"This-this will let me swing as hard as a fighter-guy, for about 20 minutes, at least."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"I-i could use a few moments, brew up another mutagen. My bomb-grenade catalysts are used up, but I have-have more fire flasks to throw, and plenty of crossbow bolts to shoot-shoot. Maybe the fallen-dead have some potions to use, yes-yes?"

Mikkitar rummages through the dead tower girls stuff, looking for potions or weapons specifically.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Stupid human-girls always ask the same question. Yes-yes, drop blade-knives and speak truth, then be gone. Your dead-dead need not have burned up, but-but that was her choice-choice today."

Mikkitar conveniently forgets he initiated this fight with a preemptive grenade, but thats just semantics as far as he's concerned.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, run-run, tuck tail and flee-scurry before we burn you all to death! Drop your blade-knives and leave now."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Mouse? Mouse? You call me mouse and then taste the fire and burn-burn to death!"

Mikkitar reaches around the corner and fires his crossbow at the woman to the north.

Shoot!: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25 to hit, for Piercing: 1d6 + 1 ⇒ (4) + 1 = 5 damage

Confirm!: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 to hit, for Piercing: 1d6 + 1 ⇒ (1) + 1 = 2 damage

Wererat takes Burn: 1d6 ⇒ 3 damage


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Priest, yes-yes, and more fire to burn you out-out!"

Mikkitar tosses his last bomb at the wererat, hoping to see her and the others go up like candles.

Bomb!: 1d20 + 5 + 1 - 4 - 4 ⇒ (2) + 5 + 1 - 4 - 4 = 0 to hit vs touch, for fire: 1d6 + 3 ⇒ (3) + 3 = 6 damage + 4 fire splash damage 10' radius, DC 15 ref for half.

It lands scatter: 1d8 ⇒ 5 just past his intended target, but in plenty of room to hit most of the foes.

Were rat also takes Burn: 1d6 ⇒ 2 damage from previous failed save.

Just re-read explosive bombs and a target that takes a direct hit gets lit on fire automatically. The save is a full-round action to extinguish, rolling on floor grants a +2 bonus and 2 gallons of water will immediately extinguish as well.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Olander, Nocki, DUCK!"

Mikkitar whips another alchemical bomb over the dwarf's head, targetting the were-rat once more.

Bomb!: 1d20 + 5 + 1 - 4 - 4 ⇒ (8) + 5 + 1 - 4 - 4 = 6 vs touch, for Fire: 1d6 + 3 ⇒ (2) + 3 = 5 damage, DC 15 ref or catch fire, 4 splash damage to all within 10', DC 15 ref for half.

Assuming a miss, that'll land at scatter: 1d8 ⇒ 3 1 square away to the north


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Forgot to add, the were rat will take an additional fire: 1d6 ⇒ 3 damage. GM decision if that ticks at end of my turn or hers.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Mikkitar pokes around the corner and fires his crossbow at Green.

Shoot, PBS: 1d20 + 5 + 1 ⇒ (1) + 5 + 1 = 7 to hit, for Piercing: 1d6 + 1 ⇒ (5) + 1 = 6 damage

"Burn! Burn to death and die screaming, traitor scum!"

Ugg


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

Initiative: 1d20 + 3 ⇒ (18) + 3 = 21

"Stupid girl-girls! We've been merciful-charitable so far but now you need to be gone-gone and away! I'm tired of all this game-play and you-you!"

Bombs + groups + damage resistant target = yes please


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Better idea! How about you catch-catch!"

Mikkitar tosses a bomb directly at the were-rat, hoping to catch her on fire and blast some of her allies in the radius.

Throw!: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 to hit touch, for Fire: 1d6 + 3 ⇒ (2) + 3 = 5 damage, DC 15 or catch fire. All within 10' take 4 fire, DC 15 reflex for half.


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Treasure dump spot-spot? They brought it up-up and stashed here for-for later grabbing, maybe? We should check-check it out, maybe its useful for us going forward-down."

Mikkitar peers into the box and around the amphora, not unsealing or opening anything fully closed.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"This-this seems an ideal spot for an ambush. Watch your bsck-backs."

,Perception: 1d20 + 8 ⇒ (12) + 8 = 20


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Yes-yes, sticky-bags are most dangerous if you get glue-stuck to the floor. It will last less than a minute, but that could be plenty-plenty for a single fight. Best trick is to avoid-dodge them, next best is not get glue-stuck to the ground. For smoke, not much-much to be done. Although it might-might be good to use for moving enemies around where we don't-don't want them."


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"You go-go, do not think to betray us and you will live-live this day. If you go back to Magnimar-city, ask around to see what happened to Natalya-girl and her gobbo scum. Be warn-warned, and go quick-fast!"


Ratfolk Alchemist 3. AC 18 FF 15 T 14 // Fort +4 Ref +6 Will +2 Initiative +3, Perception +9 (Darkvision 60')

"Good-good, smart girl talks and asks, rather than attack-fights and gets shot in throat. Wise choice."

Mikkitar lowers his crossbow slightly, but keeps it ready to fire if she turns violent.

"We met-fought a were-rat down below, she chose to yield-surrender and left this place. We offer you same-same, tell us about Tower Girls, this trapped fire-door-portal, and any other hidden danger-threats here. Also, have you seen a triangle of metal about size of your-your palm, with round slot for stone?"

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