Ratfolk Troubleshooter

Willam Longwhiskers Fredrickson's page

60 posts. Alias of Motomiles.


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Willam wakes up feeling limber and a bit lucky. He rouses when he hears his companions settle into their prayers, but feigns sleep, pretending to snore loudly. Eventually he gets tired of the joke he's made a thousand times and crawls out of bed.

"Feeling better, Mishka? I believe some of your friends are in a bit of a predicament. I propose we seek them out immediately....after breakfast."

Willam chuckles to himself and heads into the main hall to find a bite to eat, especially happy knowing that he's not paying the bill. I may be a man of means, but there's no pleasure like a free meal!

He's ready to go well before his friends and stands impatiently in the doorway as they prepare, swishing his tail and picking his teeth compulsively.


Willam looks at the note with exasperation.

"They couldn't have just waited for us?! The damn fools are going to get themselves killed. They may have been formidable at one point, but age comes to us all, as they say. Gods, we're in a way!"

He calms down a bit after taking along drink of the ale he had been hoping to savor.

"You're right, Veryna. No point trying to find them in our current state. Do more harm than good."

His usual sparkle returns to his eye, bloodshot as it is. "Guess I'll need a few more of these and an early bedtime." He drains the ale and heads to the door.

LEVEL 6!!! TWO ATTACKS!!!


"Mighty strange, indeed. I knew a fellow once that used some of this spellcraft when he wanted to make like he was still around after he skipped town. Might have been working double duty here?"

I sure don't know what's going on here, but I guess it's on us to find out. All in good time, Three-toes. You didn't get here by being impatient.

"I reckon we've found just about all we're going to find around here, and I can't say I'll be sad to leave. Should we get some shut eye before we talk to the prisoner?"


Willam kicks the body in front of him in disgust, his lip curling before he looks around at his friends. He keeps his rapier in hand and his eyes peeled as Veryna heals Astrid.

“You okay, Veryna? Looked like something may have come over you for a moment, there. And you, Zazu? Those little devils caused a bit more trouble than I expected. You think they were left in there as a trap for anyone snooping around the house?”

Willam looks concerned for his companions but he can’t help side-stepping and trying to peek through the hidden door. He puts his back to the wall next to the door and tilts his head so that he could see into the room if he cracked the door.

“I don’t want to rush us, but I’d be happy to get out of here, and the sooner the better. Should we have a quick look next door so that we can finish our sweep and shove off?”


Willam turns his attention to the last creature and unleashes his full fury, stabbing for his estimate of the heart.

blessed precise rapier attack: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
precise rapier damage: 1d4 + 7 + 5 + 1d6 ⇒ (2) + 7 + 5 + (6) = 20

Using a panache point to add my level to the damage and kill this jerk.


Willam sees the creatures appear and strikes out.

Blessed rapier attack: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
damage: 1d4 + 7 + 1d6 ⇒ (4) + 7 + (1) = 12


Willam steps 5 feet forward into the middle of the room and prepares to lash out at any creature he can reach when it becomes visible.

Readying. Don't want to waste a shot putting the other thing down for good.


Willam turns his attention from the door, realizing the boom his friend has given him. “Thanks, Feathers! Let’s see how these little ankle biters do against the divines!”

Blessed rapier attack: 1d20 + 13 + 1 ⇒ (3) + 13 + 1 = 17
damage: 1d4 + 7 + 1d6 ⇒ (4) + 7 + (1) = 12


Willam takes a step towards the partially-open secret door and examines it for traps.

perception: 1d20 + 10 ⇒ (19) + 10 = 29


Willam, seeing the horrible mouths around him, neatly sidesteps the teeth to create some space to operate. He zeroes in on the one directly in front of him (#1) and stabs out.

rapier attack: 1d20 + 13 ⇒ (12) + 13 = 25
damage: 1d4 + 7 ⇒ (4) + 7 = 11

"Eat steel, you little turd!"


“What the hell was that?!”

perception: 1d20 + 10 ⇒ (3) + 10 = 13

“I can’t see these little buggers, whatever they are. Best protect ourselves!”

TOTAL DEFENSE


Willam’s hands go instinctively to his ears, but too late to save him. He opens his mouth and blows out of his nose to clear them but stars immediately explode in front of his eyes, accompanied by a searing pain. Not the first time and probably not the last, Three-toes. Just don’t panic. You’ve seen what happens when people panic. Count to ten. You will not panic. One. Two...

After a few moments, the ringing in his ears quiets enough to hear some sounds from the room. See, told you!

“Sorry, all. I thought I had been thorough but clearly my eyes are getting old. Are you all okay? Veryna, I know Flinn was a friend, but when I meet him I’m going to wring his bloody neck for this. Any chance you could hit me with that wand for old times’ sake?”


Willam turns to the others and points above him, lowering his voice. “I’ll pull the cord. You lot stand clear and cover me.”

He moves under the trap door and checks for traps before quietly pulling down on the cord.

perception: 1d20 + 10 ⇒ (6) + 10 = 16

stealth: 1d20 + 4 ⇒ (3) + 4 = 7


“I’m okay, Zazu. Good to see you’re taking to the blade! That was one hell of a strike. And Astrid, thanks for stepping in to finish the job.”

GM, is the thumping sound upstairs still happening?

“Let’s keep the cup and keep moving. Shall we try to find the source of that noise?”

Willam keeps his rapier in hand and moves to the door, but waits for the other before moving on.


Are these creatures carrying anything on them?

"Good gods, Veryna, you were really out. Didn't even stir at these weird bastards crashing around...the display case! I still think we ought to see if we can't get that sucker opened."

Willam walks over to the cabinet and checks to see if the trap is still active.

perception: 1d20 + 10 ⇒ (16) + 10 = 26

If the trap is spent, Willam will attempt to pick the lock, but I won't risk it if it's still active.

disable device: 1d20 + 11 ⇒ (3) + 11 = 14


Willam jumps to meet the female and stabs with his rapier.

rapier attack: 1d20 + 13 ⇒ (9) + 13 = 22
rapier damage (with panache): 1d4 + 7 + 5 + 5 ⇒ (4) + 7 + 5 + 5 = 21

"Zazu, I think we're past bribery. Time to put that scimitar to use!"


Willam catches Veryna as she slumps to the floor just in time to keep her head from smashing into the hardwood.

"Damnit, Veryna, you won't be beaten by dinnerware!"

heal: 1d20 ⇒ 10

"Zazu, I can't tell what's happening. Do something! Cast something! You're the healer, aren't you! Do something!"

Panic sets in as Willam realizes that he's helpless.

Cashing in a Hero Point to add 4 post-roll!

Willam looks up at Astrid and Zazu as a thought strikes him. "I've seen this before! It's blue whinnis poison. Thank the gods, it's not as bad as I thought. It's probably run it's course by now. She'll be out for a couple of hours, but she's out of the woods. Zazu, help me lift her. We need to get out of here for now. Astrid, grab the chalice, journals, and whatever maps you can cary and cover our retreat. May as well have some reading material while we wait for Veryna to come to. Let's go!"


"Anything good, Mishka? Looks nice..."

Willam has no idea that the chalice is magical and finds it strange that Veryna seems so fixated. Hope she's not compelled. Better draw the steel just in case.

Seeing the journals, Willam grabs them and glances through, starting at the back and looking for clues into Flinn's current state of mind.


"Think we need to find our way upstairs, friends. Veryna, would you happen to know the way?"

Willam absently inspects and then opens the sliding door.

perception: 1d20 + 10 ⇒ (2) + 10 = 12


Willam puts his hand on Veryna’s shoulder, motioning for her to stand to the side and cover his entry. He opens the door and takes a look around.

perception: 1d20 + 10 ⇒ (9) + 10 = 19


Willam turns to look at Veryna. "I didn't expect the door to be unlocked. Think that's a good omen?"

He casts his eyes around the door frame and room that he can see, always wary of an unlocked door.

perception: 1d20 + 10 ⇒ (18) + 10 = 28

Assuming all clear, Willam will step 10 feet into the room


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"Well then, friends, do we knock? I'd hazard a guess that the master isn't home, but there may be servants about that can show us around. No need to barge in if we can opt for the white glove, right?"

Willam doesn't wait for a response before knocking on the front door. Not like we're being stealthy standing out here, anyway. Hope I'm right, though, this Flinn sounds like a challenge if we run into him.


Willam adopts his most deferential tone and tugs at his ear.

"Hello, Chief Constable. Unfortunately we come bearing some sad news that we wanted to inform you of and ask for your assistance with.

We've just been to Mother's Care Home in Hope's Hollow and found it to be overrun by some kind of fell influence. We were there checking in on an old friend when we discovered this. We managed to rid the home of the evil creatures occupying it, but the residents that remain will need help and caring for. Not only that, but it may be prudent to keep a watch and make sure these foul creatures don't return.

I seemed to recall that the hollow is within your jurisdiction, so we came here to alert you on behalf of the residents. Do you think you could spare a few men to investigate and guard the home, and possibly find the owner, or a new owner, to properly care for the inhabitants?"

Never liked being this close to the law. Make me nervous. Never done anything worth jailing over in my life and I still feel guilty. Still, those people need help and I'm the vocal one for now, I suppose.


"What the hell was that?" Willam turns to his friends with a look of concern. "I thought we left that kind of nonsense back in the hollow. Any ideas on what we just saw?"

Been around long enough to see some things, just never developed the magical knack, I suppose. Still, I don't like relying on the others to tell me what's happening.

"I reckon whatever it was, we may still want to head to the constabulary. Maybe they have some idea what's causing the ghostly apparitions?"

Willam casts a look around, trying to catch someone in the crowd in the act of spellcasting or to notice any unsurprised faces.

perception: 1d20 + 10 ⇒ (12) + 10 = 22


“If I recall correctly, the constabulary in Cassomir is responsible for this region. We can head back to warn our friends and alert the guard when we get there. Any objections to getting this show on the road?”


knowledge lokes: 1d20 + 7 ⇒ (14) + 7 = 21


"My my, I'm beginning to like this Dern fellow. Must've been formidable in his time. Mighty kind of him to share his treasures with us.

If I may, I daresay the watch would be particularly useful in my claws. A little extra speed would help any of us, but I'd be able to move through combat like a fiend with this trinket."

Willam would get a second attack AND because he has spring attack he could really move around the battlefield super well. The AC bump would make him even harder to hit as a front line fighter, too (hasted Willam has AC 30 against attacks of opportunity provoked by moving through a threatened square).


"Right you are, Veryna." Willam turns to the warpriest. "Zazu, she called you an idiot."

"Let's get going. We should alert the local authorities and then pick a direction. Far as I can tell, we should warn Branda and Verus that there's trouble and then head to Dern's place to salvage what we can there. Or the other way 'round. How many ayes for the old man's house?"

Willam is feeling a bit foolish for spending so much time with a demented geriatric and is anxious to get moving. His toe taps as he waits for his companions to decide.


"Alright, stand aside. If I've learned anything in my life, it's that everyone loves talking to a rat."

Willam walks over to the man and takes a knee while facing him.

"This other woman seems a dreadful soul, indeed, sir. Care to tell me about Bethany and how you came to be in this place? I'd be most interested to hear how you've been getting on recently." Willam furrows his brow and gazes at the man to show that he's listening. If the crew could see me now....


Willam allows Zazu and Veryna to approach the man. Not the most comforting claw in the group, there, Longwhiskers. He scans the yard for trouble, still acutely aware of the dangers they've dealt with in this place.

perception: 1d20 + 10 ⇒ (9) + 10 = 19

"Veryna, maybe you can establish a bond with him - see what's in his head? Wouldn't mind learning a bit more about this place before we just shove off."


“Could be right, Mishka. It does seem strange that their old friend would trap this man here and commit to murdering his former companions. I’ve seen some compulsions in my day. But I’ve lived enough to be skeptical of giving the benefit of doubt, too. Could be this half-elf snapped when he saw his friends growing old and has turned evil. One thing that’s clear is that we’ll have to find out.”

Willam has been addressing Veryna but gazing directly at Dern, but now turns to his friends. “It does seem a bit...irresponsible to leave here without eliminating the remaining threats. Shall we clear the building and then come back for this man? We’ll need to inform the town guard of what’s happened. Guess we should go back and tell Verus and Branda to keep an eye out and stay safe, too.”

Willam’s brow furrows and his eyebrows raise with an idea. “Did he say a piece of THE WATCH? As in a real watch? And treasures? Seems like we have an awful lot to do before this crazed half-elf gets away with murder.”


“New management, madam. No more sharp-toothed neck-mouthed children for you. We’ll send someone by shortly to do a full examination, just doing a little clean up at the moment.”

Willam stares at Astrid and then tilts his head to the door when his eyes meet hers. I have a feeling there’s more evil in this place. Don’t much like giving the enemy time to plan. Strike while they’re not looking, that’s what I always say. I should say that out loud. Ah, stuff it, Longwhiskers.”

“Should we go, then?”


Willam frowns at Veryna. "My dear, have you known me to be so unprepared?" He pulls of his backpack and fishes around a moment before he raises a claw holding a thin wooden wand. "Of course, I can't use the damn thing, but if you don't mind being the healer this little beauty should do the trick."

It's a wand of CLW. I learned from our TPK!

"Maybe you oughtta hold onto that, mishka. I'm glad I had it on hand, but it's not much use to us in my claws."

After the healing is taken care of, Willam moves down the hall and puts his ear to door of the northern room.

perception: 1d20 + 10 ⇒ (11) + 10 = 21

Once the party catches up, Willam opens the door and peeks in.


Willam steps over the corpse in front of him and around the corner to get in a better position with Astrid. His hands shake, but he steels himself and hopes for the best.

precise strike flanking good aligned shaken rapier: 1d20 + 13 - 2 + 2 ⇒ (14) + 13 - 2 + 2 = 27
good damage: 1d4 + 7 + 5 + 1d6 ⇒ (2) + 7 + 5 + (6) = 20

burned another panache for precise strike bonus damage

"A touch!"


"Would you....why won't you just die?!"

shaken rapier: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12
damage: 1d4 + 7 ⇒ (1) + 7 = 8

fumble confirmation: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22

The tremble returns to Willam's hand as he feels the fear run through him again.

I think Willam is still just 15hp down unless he got hit again since Veryna healed?


Willam is becoming exasperated, having stabbed this creature a fair number of times without the intended result.

"Imagine Three-Toes Fredrickson being bad at stabbing someone in the back! Go down, damn you!"

shaken rapier: 1d20 + 13 - 2 ⇒ (14) + 13 - 2 = 25
damage: 1d4 + 7 ⇒ (3) + 7 = 10

"What do you say to that, you neck-biting little failed attempt at a demon?!"


"Right you are, thanks for the lift!"

Willam steps up behind the creature now focused on Zazu and aims for the spine.

shaken rapier: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
damage: 1d4 + 7 ⇒ (2) + 7 = 9

Would have hit with flanking but Zazu drew a wand!


Willam feels some of his life falls away from him. Sweet Shackles, that smarts. Can't keep this up long.

The smile that normally sits on Willam's face has also fallen away. He focuses, grits his teeth, and stabs out.

shaken flanking rapier: 1d20 + 13 - 2 + 2 ⇒ (11) + 13 - 2 + 2 = 24
damage: 1d4 + 7 ⇒ (3) + 7 = 10

After finding purchase with his blade, Willam steps back behind Veryna. "Cover me, Loudmouth! I've got to get myself healed up a bit."


Willam scampers the long way around, avoiding the reach of Thing 2 as he approaches. Unnerved he tries to hold his rapier steady as he stabs for the neck.

shaken flanking rapier precise strike: 1d20 + 13 - 2 + 2 ⇒ (12) + 13 - 2 + 2 = 25
precise strike damage: 1d4 + 7 + 5 ⇒ (4) + 7 + 5 = 16

Willam braces for the blow he expects in return and calls out, "Mind them going blurry or invisible! They have some sort of ability that let's them hurt us if they manage that!"


Willam steps out of the room and closes the door gently behind him, moving down to the next door. He places a clawed hand on the knob and waits for Veryna to be in position before opening.


Willam grins at the woman. “Just making the rounds, Ma’am. There’s been a management change in the facility and we wanted to make sure everyone is alright. Are you? Alright, that is? We’ll leave you to your rest for now if you’re okay and be back in the morning to clean up some.”

Willam shoots a glance at Veryna and nods slightly to back out of the room. Can’t go getting booted down just yet. Safest place for her for now. Zazu can take care of her once we’ve gotten to the bottom of whatever’s happening here.


“I’ve never been a fan of children, but this seems a bit extreme. Why would these creatures have moved in here just to kill the residents? What were they getting out of it? I guess we’ll find out soon enough. I’m certainly not inclined to exercise any restraint should we come upon any more of these creatures.”

Willam walks up to the next door and opens it with his left hand, rapier in his right ready to stab out.


"You know, it's hard to tell where you are when you wander off the edge of the map."

Willam winks at Veryna and takes a position next to the door.

"Ready when you are, chatterbox."


“What’s that, Zazu? Locked cabinets, you say?”

Willam cracks his knuckles and heads into the room with Zazu and Astrid. He swings his pack onto the floor, slides the drawstring open, and begins fishing around inside. There appears to be absolutely no order to the contents, but Willam’s tail swishes back and forth and he whistles softly while searching for his tools. Haven’t had a chance to do any looting in a while. Nothing like the promise of treasure to make you forget you’re in a terrible, haunted, disease-ridden, feces-smelling, nightmare of old folks home!

Willam finally finds his tools and sets to work unlocking the cabinets, starting at the cabinet farthest from the door and working backwards.

disable device: 1d20 + 11 ⇒ (16) + 11 = 27

disable device: 1d20 + 11 ⇒ (15) + 11 = 26

disable device: 1d20 + 11 ⇒ (14) + 11 = 25


"At the risk of stating the obvious, this is very strange. What happened here?" Willam looks over Veryna's shoulder into the empty storeroom. "Let's close the door to the outside. No use inviting guests at this point. Should we see if we keep looking to see if we can find your friend?"

Willam heads out of the kitchen and into the main hall to wait for the others to join up.


Got a panache point back for confirming the crit!


Willam slides by Veryna and Astrid, attempting to nimbly avoid the slayer's attack.

acrobatic: 1d20 + 12 ⇒ (19) + 12 = 31

Front handspring oughtta do it! Nobody ever expects it.

Now with a clear view on the slayer, Willam lines up his strike.

rapier attack: 1d20 + 13 ⇒ (17) + 13 = 30
damage: 1d4 + 7 + 5 + 1d6 ⇒ (4) + 7 + 5 + (4) = 20

rapier attack to confirm crit: 1d20 + 13 ⇒ (9) + 13 = 22
crit damage: 1d4 + 7 ⇒ (3) + 7 = 10


What might these be, I wonder?

knowledge local: 1d20 + 7 ⇒ (17) + 7 = 24

"Everyone be on their guard!" Willam communicates everything he recalls about the Dark Slayers.

Willam raises his rapier and stares down the blade, aiming under Veryna's arm and thrusting with a flourish.

precise strike holy rapier with cover: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
damage: 1d4 + 7 + 5 + 5 + 1d6 ⇒ (2) + 7 + 5 + 5 + (1) = 20

Spending a panache point to double precision damage.

CHIPS!


Willam strolls up behind Veryna and smiles his best smile. It would be better to keep this cordial, Three-Toes. Something fishy is going on here, but these two may just be innocent idiots.

"Ahoy, there! Calm seas to you both. Lovely place you've got here. Quiet. Must be right good for the residents. We'd thank you kindly to point us in the direction of Mr. Fosimuth.'


Willam tugs at his ear and nods at Veryna. “I’m not exactly a blunt instrument, but I think I can make do. We best join our zealous friend before she walks into it.”

“Zazu, shiny stuff that way! In you go, feathers.”

Willam turns and scurries through the door next to Astrid. Cheery place, this. Glad I don’t need to worry about ending up in a home. No reason to think she’d be wrong about that.

perception: 1d20 + 10 ⇒ (13) + 10 = 23

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