May 7th, 1371
The adventurers divided into three groups. Group 1 consisted of Talathel, Gurkirat, Starks, and 2 henchman. Group 2 included Grumbleshanks, Hring, Arngrim, and 2 henchmen, and group 3 included Darvin, Beranhond, Thjodolf, and Scriptus and Codex. Everyone tried to be sneaky and perceptive. Cross Section of the Sewers.
Darvin and Beranhond (And Nym):
Upon entering the sewers, Darvin immediately discovers a secret door. Beranhond inspects the door for magic, and finds two auras. Darvin got everyone into position, while Tigrisclawu smelled for things. Tigrisclawu warned everyone that there was a person and something unnatural and foul behind the door. The group gets tense, and opens the door. They find a small tunnel, and continue to explore deeper, when an undead creature attacks them. Beranhond shoots arrows at it and Darvin attacks it with his cutlasses, and with a bit of help from a henchman, the wight goes down, almost draining Darvin.
As it dies, they are surprised to find a teenage half-elf boy trapped nearby. The boy introduces himself as Nym, and Beranhond and Darvin introduce the rest of the party with them to this mysterious stranger. Nym is very concerned that they are going to continue the abuse he's already been subjected to, and is not helped by Darvin's introduction as a pirate, though Beranhond helps to calm him down. Nym shows off some magic tricks, and Beranhond begins to suspect, with Tigrisclawu's help, that Nym is actually a girl. They keep talking, and Beranhond openly asks Nym if he's a girl, which Nym denies with a very blatant lie. The conversation continues, with Nym getting worried, but being soothed by Beranhond. Nym joined the party, and they set off again as Beranhond notices that Scriptus and Codex are sweet on each other.
Nym follows the group as they investigate the other doors in the corridor where they found Nym, wishing she could run. They find a body that has been dead for several hours, which Beranhond tries to heal and which makes Nym both curious and squeamish. Beranhond uses this as an opportunity to ask Nym about religion. They have a short discussion as they continue their search, while Darvin gets lost in thought. They enter a room with some rather odd things sitting around. They search the room, and find some magical stuff, including a Lathanderian robe. Nym grabs a light orb and rambles for a while, Beranhond finds a book, which he tries to open, but it explodes in his face. He heals those who need it. Not one for pleasantries, Darvin hurries them along to get back to the action, after Beranhond saves what he can from the charred remains. Nym is a bit confused about what's going on, but they get going again soon.
As they travel, Nym trails a little behind and gets caught in a daydream, but they travel on. Nym gets caught up on fighting wererats as they travel, and Beranhond gives her some silver arrows and advice. She is very nervous still when they come across a wererat that runs from them and leads them into a smoke cloud, which they quickly backtrack from to think through their actions.
Grumbleshanks:
Grumbleshanks hands out 1 Stinking Cloud Gas Grenade to himself, Arngrim, and Hring, and enters the sewers. They use some very handy hand and footholds that someone very considerately carved into the walls of the sewer. He continues adventuring down the sewers, preparing for the worst. Grumbleshanks hears something, and stands and listens for rats. He finds some, and attacks with his compatriots. The battle is over very quickly. Grumbleshanks got up and started off again down the tunnel.
He came upon another group of enemies, and tries unsuccessfully to sneak up on them. He attacks, and throws another Gas Grenade, disabling an enemy, who falls back to regroup.
Talathel and Gurkirat:
The group enters the sewers and comes upon some rats that they can't see but can hear. They decide to attack, trying to do so before they are noticed. They sneak up, and catch a wererat in human form unawares with several of his "friends."
They attack, Gurkirat swiping first before the rat-folk retaliate and attack feebly against Talathel. Talathel fights back, and Gurkirat throws a Stinking Cloud Grenade at the enemies. They trade another round of blows, both sides absorbing some small damage. And another round goes by, with all participants starting to feel somewhat pathetic by the time the enemies fall to Talathel and Gurkirat's attacks.
Showing posts with label Sewers. Show all posts
Showing posts with label Sewers. Show all posts
Tuesday, March 26, 2013
Tuesday, December 22, 2009
Dragon Age, ftw
Gurkirat felt a little disappointment that the battle was over already, but perhaps that could be blamed on how good a musician he was. He scanned the room and saw most of the obvious things were already being looted. There was a chest that remained untouched so we wandered over and examined it.
Perception:16+7=23 - (No traps I hope!)
Assuming no traps or locking mechanism, I'll just open it and ....
Appraise: 20+6=26 - (good to see I can get good rolls in non combat situations ...)
Knowledge(arcana): 19+3=22 - (are you f-ing serious)
WOAH!!
Nym yips with glee as the wererat queen falls dead to the floor. After Beranhond sends out his healing pulse, she looks around, noticing how many people are in the small room. WOAH! Who ARE all these people?! Are you guys friends with all of them? Why was that lady a bitch? ...and a whore? Were those all the wererats? What are you going to do about the man tied up back there? Nym gestures to the door, beyond which lays the cloaked man. Is he okay? She swings her arm around to point at Hring. I'm hungry. Are there MORE rat people out there? Are you going to fight them too? To Beranhond: How do you do those weird healing explosiony things? Nym turns and looks at the pile of gold. What do rats need with gold? This place is weird. She wanders around the room, eventually ending up next to the gold pile. She squats in front of it, moving pieces around with the end of her bow aimlessly. Perception: 11+5/16 She picks up a silver piece and turns it gold and then back to silver, entertaining herself with cantrips as usual. Prestidigitation.
The Queen is Dead...
Darvin looked disgustedly at the dead queen. He spat in her general direction. The he walked over to the body. Drew his cutlass and chopped off her head. He then reached into his pack and pulled out Ramman's head. While holding the heads he turned to Hring and said, "I believe these are for you...Now, about that party."
Labels:
1.2,
Baldur's Gate,
Sewers
Rhora's Death Follow Up
Hello all! There are just a couple things to take care of before we all get to celebrate the victory and take a break for the holiday.
1. I am assuming you are going to loot the place? If anyone has any objections or would like to look at/grab anything in particular, please let me know. Otherwise, I will just give you descriptions in general of the things in the room.
2. What are you doing with Rhora's body?
3. What are you doing with the cloaked man in the hallway?
Let me know! Thanks!
1. I am assuming you are going to loot the place? If anyone has any objections or would like to look at/grab anything in particular, please let me know. Otherwise, I will just give you descriptions in general of the things in the room.
2. What are you doing with Rhora's body?
3. What are you doing with the cloaked man in the hallway?
Let me know! Thanks!
All good things...
Beranhond knew that the rat-queens seconds were numbered when the sword connected with her body. As she hit the ground Beranhond wiped the blood of his sword with her body and looked at Hring, who was quite weakened.
"It is finished, though you might want the head. Darvin has Ramman's head if you want that to." Beranhond realized how morbid he was sounding and quickly shutup. However, Hring's eyes stayed on the body. Seeing the damage he had taken, Beranhond raised his shield and sent healing waves across the room.
Channel Energy:
Roll(1d6)+0:
4,+0
Total:4
"It is finished, though you might want the head. Darvin has Ramman's head if you want that to." Beranhond realized how morbid he was sounding and quickly shutup. However, Hring's eyes stayed on the body. Seeing the damage he had taken, Beranhond raised his shield and sent healing waves across the room.
Channel Energy:
Roll(1d6)+0:
4,+0
Total:4
Sunday, December 20, 2009
Game Time Continued (Mine wouldn't post as a comment for some reason!)
Nym prepares a magic missile to throw at the rat lady. "Well this is the last of these I'll be able to make today..." she says to no one in particular since no one is really near enough to her to have heard her above the battle noise.
Magic Missile v. Reflex
(1d20)+6
9+6
15
Damage:
(1d4)+1
3+1
4
"Take THAT you rat... whore?" Nym yells, raising an eyebrow and looking at the others for approval. Everyone else had been calling the rat lady a whore, and she wondered if there was something to it. She pulls out her bow and prepares an arrow...
Magic Missile v. Reflex
(1d20)+6
9+6
15
Damage:
(1d4)+1
3+1
4
"Take THAT you rat... whore?" Nym yells, raising an eyebrow and looking at the others for approval. Everyone else had been calling the rat lady a whore, and she wondered if there was something to it. She pulls out her bow and prepares an arrow...
Thursday, December 17, 2009
Peepers and Squeakers
Grumbleshanks and company slunk back to the group from sewers splattered with blood. "We had best get on with this. There's a swarm of squeakers down the way. They're content right now, but we had best not wake the dragon until we're ready. We ran into a few anklebiters ourselves." He said pointing to the bloody and gnawed on Hring. "Anyone have a bit of healing for him?" Soon afterwards, Darvin spoke his peice and the party charged into the hidden chamber. While the rushed the queen, Grumbleshanks ordered his two henchies to watch the opposite direction while Arngrim and Thojlkf kept their eyes and ears peeled for the swarm.
Maaaaagic Missile
To anyone looking at Nym, it is clear she is trying to talk despite being unable to make or hear a sound in the room. She nimbly follows the others into the room, still 'talking,' until she finally becomes frustrated and stops her attempt to speak. Seeing Darvin take a swing at the Wererat Queen, she smirks as she holds her hands in front of her as though she was holding a ball. A spark appears between her hands, and then almost as quickly as the spark has appeared, a white-red orb appears between her hands. She flings it at the Wererat Queen.
Magic missile
(1d20)+6 v. reflex
12+6
18
(I can't figure out how to add this to the combat sheet...)
If it:
Damage
(1d4)+1
4+1 (SCORE!!!!)
5
Magic missile
(1d20)+6 v. reflex
12+6
18
(I can't figure out how to add this to the combat sheet...)
If it:
Damage
(1d4)+1
4+1 (SCORE!!!!)
5
Game Time...
Darvin looks at Talathel and starts signaling to him that there is a trap on the floor. He makes it clear that the only way to avoid it is to hug the right hand wall. He turns back to Hring and does the same. Hring then sends the message back to everyone else. Once the game of charades is over Darvin makes his way over to Rhora, avoiding the trap of course, and swings with his cutlass.
Attack:
Roll(1d20)+2: 15,+2 Total:17
Miss...
What do you gotta roll to hit this bitch?
Labels:
1.2,
Baldur's Gate,
Sewers
The Open Door
As you open the door, you notice a cleverly disguised pressure-sensitive trap on the floor.
The rest of you:
The center of the room contains a table with 4 chairs around it, and Rhora is standing to the back and right of it. Counterclockwise from Rhora, you see a small table with several small objects on top of it and a chest underneath it, a small pile of gold pieces, and a bed.
Rhora is wearing a large, heavy black cloak, with the hood down. She has a scroll in her hands, and as you enter the room, she mutters several words, and an arrow conjured from the air whizzes toward Talathel, alive with acidic liquid green malevolence. The missile narrowly misses Talathel, hitting the now open door, and there it slowly burns through the rock. As soon as the arrow is released, she puts the hood on her cloak up, and suddenly there is silence in the room. The silence is unnatural and still, and as she draws her short sword, there is no sound that could have given her away. This silence extends into the hallway, and everywhere on the map. There is silence within a 30' radius of her, so nobody can cast a spell or do anything requiring sound within that zone. Grumbleshanks: You prepared a spell beforehand, so you may still release it, but you cannot cast any more from within the zone of silence.
Ranged Touch Attack for Acid Arrow: Roll(1d20)+8:
4,+8
Total:12
Labels:
1.2,
Baldur's Gate,
Beranhond,
Combat,
Darvin,
DM,
Grumbleshanks,
Gurkirat,
Map,
Sewers,
Talathel,
Wererat Queen
Wednesday, December 16, 2009
Oh Crapwilikins
Nym hovered toward the back near Beranhond, still feeling particularly weak. She shifted slowly from one foot to the other.. She readied her bow slowly and stared at the door ahead, wondering what exactly the "Queen" was and if she was in over her head.
Labels:
1.2,
Baldur's Gate,
Beranhond,
Nym,
Sewers,
Wererat Queen
A Viking We Will Go...
Darvin finished checking his gear and then addressed the group.
Darvin turned and stood next to Talathel and pushed the door open...
Take 'er away Dan.
Labels:
1.2,
Baldur's Gate,
Sewers
Vested Interest
Grumbleshanks:
In the interest of not making everyone else wait, can we find a time to meet online and do any battling/exploring you do in that 10 minutes out of sequence? I think that 10 minutes has already passed for everyone else, so to do it now would just disrupt everyone's play. I am happy to facilitate your 10 minutes of exploring/fighting, but if everyone else is about ready to start a fight, it seems silly to make them wait so you can have another fight in between.
As to your question about entangle, the answer is yes. My understanding of the spell is that it affects everything within a 30' radius, so if you cast it outside the door, it would affect things on the other side of it, as well. I thought you only prepared 1 use of the spell today, though?
Everyone:
It seems to me that you are all ready for opening the door, but before you do, please let me know what oformation you are in outside the door so I can see who has line of sight and such. Thanks.
In the interest of not making everyone else wait, can we find a time to meet online and do any battling/exploring you do in that 10 minutes out of sequence? I think that 10 minutes has already passed for everyone else, so to do it now would just disrupt everyone's play. I am happy to facilitate your 10 minutes of exploring/fighting, but if everyone else is about ready to start a fight, it seems silly to make them wait so you can have another fight in between.
As to your question about entangle, the answer is yes. My understanding of the spell is that it affects everything within a 30' radius, so if you cast it outside the door, it would affect things on the other side of it, as well. I thought you only prepared 1 use of the spell today, though?
Everyone:
It seems to me that you are all ready for opening the door, but before you do, please let me know what oformation you are in outside the door so I can see who has line of sight and such. Thanks.
Labels:
1.2,
Baldur's Gate,
Beranhond,
Darvin,
DM,
Grumbleshanks,
Gurkirat,
Sewers,
Talathel
Girls and Ale
A warm blush came to Nym's face as Darvin spoke to her, making her look rather like a painted doll as her skin was still quite pale after taking the Belladonna. She nodded and smiled. A party? I wonder if I can find a dress. When Darvin winked at her, her smile grew even wider and she looked at her feet. The pebbles around her feet began to float slightly, as she absentmindedly straightened her sleeves. Unintentional Prestidigitation.
Suddenly she heard one of the newcomers yell And then it's back to the surface for a pint and a whore! which caused all the pebbles to fall with loud clacks and Nym to look up confused at this strange loud human. I really never will understand that race... She thought, the blush leaving her face as her brow knotted in something between confusion and annoyance at being distracted.
She looked around, realizing the net-wielding, yet unintroduced halfling had disappeared with some henchmen while Beranhond had seen to her foot. Where'd Mr. Halfling go?
Suddenly she heard one of the newcomers yell And then it's back to the surface for a pint and a whore! which caused all the pebbles to fall with loud clacks and Nym to look up confused at this strange loud human. I really never will understand that race... She thought, the blush leaving her face as her brow knotted in something between confusion and annoyance at being distracted.
She looked around, realizing the net-wielding, yet unintroduced halfling had disappeared with some henchmen while Beranhond had seen to her foot. Where'd Mr. Halfling go?
Rule Number 79: Know your henchmen
Beranhond's introduction of Nym made Talathel notice something. He did not know who the henchmen were that had followed his group down there. (And, since they aren't even depicted on the handy map a few posts down, Talathel forgot what they looked like.)
Sheepishly, Talathel walked over to them.
"Gentlemen," he said, trying to convey a sense of civility in the stank sewer, "we have journeyed down to the sewers and fought together. I will not pretend we have endured long battles together and forged ties that only war can bring..."
"Is there a point to this speech?" One of the henchmen asked. He was a human. The only this worse than a half-elf, Talathel thought, though he was relieved to see that the other henchmen was an elf. "We have better things to do than listen to this."
"Well, I was just going to ask for your names."
"My name is Lofa," said the human. "This here is Aldaho. He doesn't talk much, but seeing as how you don't shut up, maybe its for the best that we have a silent elf."
Talathel very much so wanted to punch his now named human companion. He resisted the urge.
"Excuse my friends gruffness. I'm afraid he's growing a tad impatient. We understand that this Nym girl is in danger, but we are not paid to wait for medicine. We are paid to fight," Aldaho said, his voice was soft and was almost soothing. The tone did not seem to fit the situation, but perhaps Aldaho was just reflecting his experience with the way he spoke.
"You are good men, Lofa and Aldaho. We shall be fighting again soon. The rest are getting prepared to go through the newly found door and fight the queen."
"And then its back to the surface for a pint and a whore!" Lofa yelled, directing the attention of some of the group. An awkward silence came over the sewers.
"Humans..." Aldaho said shaking his head. Talathel did not say anything, since rum and wenches were very much on his mind as well. He did his best to block it out as the strategy would be in place soon.
Labels:
1.2,
Baldur's Gate,
Henchmen have names too,
Sewers,
Talathel
Rule #1: Eat your vegetables.
Beranhond turned and looked at the stoic Thjodolf.
"It is more than that." He took out his medical knife and a length of leather. "Now, this might hurt a bit, so bite down on this." He handed the leather to Thjodolf who put it into his mouth.
Beranhond moved the knife over and gently cut around the bolt; Thjodolf made no sound, though he clenched firmly on the leather. Once a small gash had been made, Beranhond carefully turned the shaft and deftly removed the fishook bolt from his skin.
"All out." Beranhond put his knife away and took a length of line out and begin to stitch up the small wound. After a moment, he had the wound closed and he begin to put away all his medical equipment. He reached into his backpack and pulled out the healing potion (that was not given to Nym) and handed to Thjodolf to drink.
"My friend, do tell me such things!"
The half-orc looked quizically at him."Tis but a flesh wound!" He said as Beranhond looked at the bolt in his back."It is more than that." He took out his medical knife and a length of leather. "Now, this might hurt a bit, so bite down on this." He handed the leather to Thjodolf who put it into his mouth.
Beranhond moved the knife over and gently cut around the bolt; Thjodolf made no sound, though he clenched firmly on the leather. Once a small gash had been made, Beranhond carefully turned the shaft and deftly removed the fishook bolt from his skin.
"All out." Beranhond put his knife away and took a length of line out and begin to stitch up the small wound. After a moment, he had the wound closed and he begin to put away all his medical equipment. He reached into his backpack and pulled out the healing potion (that was not given to Nym) and handed to Thjodolf to drink.
Rule #76: No Excuses, Play Like a Champion
"Actually, Beranhond, if you could take a look at ol' Thjodolf over there. It appears he has a bolt sticking out of his back and it does not look good." Darvin had grown fond of the half-orc down in the sewers. Thjodolf never complained and had a terrible bit of luck down here. First, with absorbing the brunt of the magic trap and then getting shot in the back by one of his own party members. The guy was tough, no doubt about that.
Darvin also couldn't help but notice the change in Nym's demeanor. The belladonna had obviously made the poor girl feel miserable. Well, a little miserable now is better than turning into one of these wretched wererats I'm sure. He thought to himself.
He walked over to her and softly said, "How are you feeling? I think it best you stay in the back and support us with your bow as best you can. And just think when we get through this there's a party up at Hring's." He finished by giving her a wink and walked off to check his gear.
Labels:
1.2,
Baldur's Gate,
Sewers
Tuesday, December 15, 2009
We're not done here
After the interrogation, Grumbleshanks untangled, folded, and stowed his net. Looking with mild concern, but mostly with curiosity (What will happen to her personality if she becomes a wererat?), the halfling heard Beranhond inform everyone about the 10 minute onset of the belladonna's effects. Upon hearing this, he said, "No point in twiddling our thumbs. Who's up for a bit of spring cleaning?" He gathered his squad and anyone else interested then marched down the tunnel hunting rats. Hring and Arngrim led the troop, blades drawn. As they marched away, he made a mental note to return in roughly 10 minutes' time.
Perception:12+8=20
Stealth: 16+2=18
Initiative, if needed: 5+2=7
We hack, bash, and poke anything with a funny smell and mangy fur--everything that is except Gurkirat and Tigrisclawu.
Perception:12+8=20
Stealth: 16+2=18
Initiative, if needed: 5+2=7
We hack, bash, and poke anything with a funny smell and mangy fur--everything that is except Gurkirat and Tigrisclawu.
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