The tales of Caldir the Rogue

Game Master Torvald Torvaldson

Solo adventure for Mr. JAG


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Morosino gets you a small mirror in which you can see that your back is now covered with the image of a shimmering and translucent butterfly. The wing tips stretch from shoulder blade to shoulder blade and down towards the kindeys at the bottom. There are two silvery stars (looking much like the star on the shield from your dream) in each wing, two stars for eyes (which looke oddly elven), two stars at the tip of each antennae (which resemble shooting stars), and a star at the tail (which looks like a green eye with wings over it). Even when you aren't moving the tatoo seems to "flutter" on your back and glows with a faint violet light (like faerie fire). You feel energy radiating from each star into different parts of your being.


Later that day, Gorvio returns to the shrine bearing you a finely wraught chain shirt. I had to go to a few shops to find one that would best fit you. Try it on and let's see if my efforts were worth it! He smiles at you.

You try on the shirt and it is indeed a good fit for your frame. You spend the next few days laying low at the shrine before Janiven feels that things are clam enough for you to return to your room at the Inn. I've had it kept for you in anticipation of things dying down. I told the inn keep that you were working another job for house Salisfer, which while not exactly the truth isn't exactly a lie either. Go back to your room and resume your normal activities. I'm tracking down a few rumors that if they prove true might require the Nine Star Knight's attention. Once I get some solid leads I'll look for you in the tap room.

Before you set off to your room at the inn, Arael finds a moment to talk to you alone. A thoughful look on his face, Morosino told me about the marking on your back and of the dream you had. I'm not sure if the dream was real or a dream or a portent or what, but I do know from my studies that dreams of that nature always mean something. Dreams like that resulting in mystical tatoos on your back probably deserve a little more scrutiny. I have been praying to Iomedae but have received no guidance on the matter. None the less, I will continue to pray on it and see if I am given any signs of my own. May the blade of The Inheritor watch over you my friend.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

To Gorvio: Thank you, fits perfectly.

To Janiven: Okay, see you soon, stay out of trouble.

To Areal: As crazy as it might sound I think my dream means that my goddess Desna and your goddess Iomedai want to bring Aroden back, and we are going to help.

Head back to the Inn! Keeping an eye out for anyone that might be following me or seems to interested in me.


You make your way back to the inn and don't sense anyone taking particular note of you. You do, however, notice significantly more armigers and knights of the Rack walking the street and generally pestering the populace with questions and baleful looks. You manage to avoid any encounters with them, slipping in to the inn to the welcoming haloo of the inn keep. Haloo there friend, welcome back. I've kept your room clean and fresh ser Caldir and trust you will find everything as you left it. Care for a pint?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Thanks, a pint sounds great."


You sit back enjoying your pint thinking about all that has happened over the last few weeks. One pint turns in to several and you find yourself enjoying the company of some of the regulars by the time dusk arrives and the room starts to fill with those getting off the streets as darkness falls.

The room is still abuzz with the recent rescue of a prisoner of the Rack. You keep your head low as you hear several versions of the rescue that have very little indeed with what actually happened. The most fantastic version of all has several magical storm giants assaulting a war column of Rack knights to free the prisoner!

Besides that talk you hear more persistant rumors of real banditry on the roads and complaints that if the Rack wanted to do something useful it should spend its time reducing crime in the city and on the roads leading to it. In addition there is some concern about reports of a goblin infestation manifesting in a ruined part of the city up by the North wall. As if it isn't bad enough that our city is beset by night terrors, now we have green little menaces running about all hours of the day!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Where exactly are these ruins located? Now that my latest job is finished I can earn some money goblin hunting, they must have some treasure, and if it helps the city out that's a good thing."


Up in the Rego Cader [the abandoned Northern part of the city that has fallen into ruin] is where the goblins are said to lair. I hear that they have found an access way into the sewers and are using them to infiltrate into the populated portions of the city and steal, murder, and incite general mayhem. If you are interested you should head up to Keep Dotar in that area and speak with the commander, Arik Tuornos. He's the man responsible for the rundottari [ruin wardens] that watch over the streets of that part of the city.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"I will head up there first thing tomorrow morning, anything special I need to know about Arik Tuornos? And if I don't come back, let Janiven know where I was last headed."


From what I hear he is cynical but fair and rumor has it that he took that job only to prevent Eccobar Drumanis, a long-time family enemy, from assuming command of the Keep and wasting the lives of friends and good soldiers. It's a crap post for someone of his family standing so I can only assume he REALLY despises Eccobar. His men do a good job, but this goblin thing has definitely been frustrating them. If your lady friend comes a-looking for you I'll let her know. At the last he gives you a knowing look and a wink.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Thanks my friend and good night."
I get some sleep, head out the next morning at first light.


As you travel to the northern section of the city you find the buildings more and more dilapidated and the looks on the city watch's faces become more and more unfriendly. The buidlings are built smaller and the smell becomes more rank.

Eventually you reach the Obrigan Gate, heavily reinforced and standing more than three stories tall and twice as deep as the walls that surround it. There are four doors and a pair of portcullises all closed and secured. A large force of rundottari watch over the gate house.

As you approach a stern voice from one of the guard calls out, Hail traveler! Approach no further or you will be shot. What business brings you to Obrigan?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Hail, I seek the honorable Arik Tuornos. I believe I can be of assistance to him"

diplomacy: 1d20 + 8 ⇒ (11) + 8 = 19


You believe, huh? Well you look lethal enough anyways. Denros! a young trooper trots forward, Gather up a squad and take our friend here to the Keep. If the captain isn't happy with him enough to accept his "assistance" than he can find his own way back through the Cader.

Denros quickly assembles a squad of 5 other troopers and looks at you expectantly, You ready?


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Yes Denros I'm ready, let's go, my name is Caldir. Do you always travel in groups? Is it that dangerous here?"


Looks at you sceptically, New to the city, eh? Always in groups? YES, always in groups. Six is our standard squad size and we post 12 squads here at the gate and a similar amount at the keep. The Cader is the toughest Rego in the city to patrol and keep clear and that's just from the squatters, barbarians, and other scum that occupy the ruins. We very rarely patrol at night as the native inhabitants are busy fighting for their lives against the nightly terror. Not sure which is worse. Turns and spits. All right then boys, at the quick trot!

He leads his squad through one of the doors and out the other side of the gate, never looking back to see if you stay with them. After a quick 20 minute jog through the streets of the Cader you realize now that the slums and shanties you saw approaching the gates were palaces to what remains in this section of the city. You start to wonder why they don't just level this area and start over.

The file of troopers begins to slow their pace as you approach what must have once been a majestic city office and is now for all intents and purposes a fortress. There is a 100 yard field of fire between the walls of the building and the next closest structure and you see several troops on the roof patrolling while a few more are manning floor mounted scorpions at the corners that remind you of your recent rescue encounter.

The jangle of the troops gear stops as the file of troops catches their breath in the area before the main doors. Denros checks in with the head of the watch and water is brough out to you and his file while word is taken to the comander of your arrival.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Take a drink of water, look around and wait for the commander.


After a while a trooper comes down and speaks with Denros. He nods and walks over to you, I guess it's your lucky day, the Captain agreed to see you. Come on.

He walks into the fortified building, again not bothering to look back and see if you follow.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I follow the trooper.


Denros walks you through several secure rooms filled with armed and armored men, out in to a courtyard and then up some stairs to a room near the top of the building that has views in all directions. Although the room is well appointed, it is far from opulent and the man sitting behind the desk looks like he is all business.

Welcome, Caldir is it? My name is Arik and I am the Captain in charge of maintaining the Rego Cader. My men tell me that you can "help" me in my efforts. I'm listening. He leans forward intently with frown on his face, his menacing stare a grim reminder that you are indeed in indian country now.

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


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I think I am intimidated. Hard to believe there is no opposed check like sense motive for bluff!

"I just wanted to hunt some goblins, I had heard they were kind of a headache for you and I could use the treasure as I am between jobs right now."


Caldir wrote:

I think I am intimidated. Hard to believe there is no opposed check like sense motive for bluff!

"I just wanted to hunt some goblins, I had heard they were kind of a headache for you and I could use the treasure as I am between jobs right now."

Influence Attitude

You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier.


Captain Arik continues to stare hard at you, Well maybe I can find some use for you then. Anyone that wants to hunt goblins, especially now, is welcome to the Cader. I can't offer you much except where to start looking and the use of the Keep if you need a place to rest. Show me that you can successfully hunt down goblins and I'll find myself more pleased to see you next time. Denros-take your squad and show him where most of the goblin sightings have been recently. Dismissed.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Thank you sir!"
So the DC to intimidate Caldir is 15? 10+3+2
That seems awfully low, think I am gonna start using it on people!


Caldir wrote:

"Thank you sir!"

So the DC to intimidate Caldir is 15? 10+3+2
That seems awfully low, think I am gonna start using it on people!

I think it works really well on low level CHAR, especially if used by higher level (better mod), which makes sense. When you are a peon you are a little more afraid of s$+% vs. when you are a slayer yourself.


Denros escorts you out of the office and stops once you reach the courtyard. He looks at you a little confusedly, Well. That went better than I had thought it would. The Captain is a stern man and proud; he must be really concerned about these goblins to take your offer, especially being that none of us here know who the hells you are. Before I take you back out to the Cader is there anything you want to do or get here at the Keep? We'll be dropping you off on our way back to our post at the Gate.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Thanks, I think I have everything I need unless you have any suggestions?"


Well you seem to have enough blades and armor. Make sure you have enough water and food for a few days in case you have to hide out before making your way back here or to the Gate. Do you have rope? Never know when you might need it.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"Yes, I have food, water and rope."


Male Elf Druid/1 AC:20 HP:24/24

Denros smiles, Figured you would, but had to double check just in case. Anyone crazy enough to "volunteer" to help clear the Cader is either REALLY crazy or really ready for action. Looks like you are the latter.

He takes you out to his squad and they march you to the area that has had the most goblin sightings. This is where we have heard that most folks have seen the little beasties. We haven't seen many, but those we have were also in this area. The ruins around here are ripe for a warren of the little buggers. We don't have the manpower to go ruin to ruin clearing, just barely enough to watch the "streets". Desna's luck to you Caldir. If you run in to trouble and are still alive, fall back to the Gate or the Keep. We'll let you in either one now.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

"My thanks Denros."

As they leave I'm gonna try to blend into the surroundings and carefully observe the area to see if I notice something useful or out of place.

Perception: 1d20 + 13 ⇒ (20) + 13 = 33

Stealth: 1d20 + 11 ⇒ (18) + 11 = 29


Watching the file trot off in the general direction of the Gate you find a discreet location to watch the area from. Quickly settled in, you notice that Denros finally did turn around to look for you and you can clearly see the look of amazement on his face that you have disappeared from sight so quickly!

About 20 minutes of observation after the exit of the troopers you begin to pick up a strange pattern in the streets. It's not what you see, but instead what you DON'T see. There is a certain area leading to a large ruined building; the building looks like some type of crumbling slave market given from all the bars and cages on the exterior. What catches your eye in this area is that the approaches to it seem a little to clear and clean. Where the rest of the streets have random trash and obstructions, evidence of the passage of the denizens of the Cader, this area seems like it's being swept clean. As if someone is trying to cover their tracks...


Caldir wrote:

"My thanks Denros."

As they leave I'm gonna try to blend into the surroundings and carefully observe the area to see if I notice something useful or out of place.

[dice=Perception]1d20 + 13

[dice=Stealth]1d20 + 11

Fantastic rolls, BTW. You guys could use some of those in the Kithios campaign before to long...


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

We are hurting in Kithios!

I will pick out what I think is the best approach to the busing and warily approach, keeping an eye open for traps and guards. If there are multiple entrances to the building I will try to approach the most out of the way, least likely to see heavy use.

Let me know if I should make more rolls or you can roll for me.


Your first rolls were so magnificent I'll let them stand for a while

There appear to be 3 ground level entrances and one second story entrance that you think you could climb to. One of the ground entrances looks fairly filled with rubble and you can't imagine that anyone uses that on any type of a regular basis.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

I will go for the rubble entrance, if that doesn't work out then second story would be my next choice.


DM screen:
perception: 1d20 + 13 ⇒ (3) + 13 = 16

The entrance looks like you will have to almost crawl on it to get through; about 15' of very rough ground to cover with 4' of clearance between the rubble and the ceiling.


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

If that perception roll involves traps I get to add 1/2 rogue level as well.
I will scramble through.


Caldir wrote:

If that perception roll involves traps I get to add 1/2 rogue level as well.

I will scramble through.

He says to the guy that plays Theskeller Fumblefingers!


As you make your way carefully through the rubble you discover why this path is infrequently used as a colony of giant centipedes swarms up and attacks you!

GC: 1d20 + 2 ⇒ (9) + 2 = 11
GC: 1d20 + 2 ⇒ (5) + 2 = 7
GC: 1d20 + 2 ⇒ (20) + 2 = 22
GC: 1d20 + 2 ⇒ (2) + 2 = 4
GC: 1d20 + 2 ⇒ (10) + 2 = 12
confirm: 1d20 + 2 ⇒ (20) + 2 = 22 OOOH double crit!
Juicy Crit Damage: 2d6 + 2 ⇒ (2, 5) + 2 = 9

Most of the colony squirms about you unable to get through your chain shirt and leather leggings, but one particularly savage critter bites you in the neck for 9 points of damage and you must make a DC 18 save or take 1d4 ⇒ 4 of poison damage and 1d4 ⇒ 1 of DEX damage.

GC initiative: 1d20 + 2 ⇒ (18) + 2 = 20


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Guessing this is a Fort save.
Save: 1d20 + 5 ⇒ (9) + 5 = 14
Initiative: 1d20 + 7 ⇒ (9) + 7 = 16

Attk: 1d20 + 5 ⇒ (1) + 5 = 6
Dam: 1d6 + 5 ⇒ (4) + 5 = 9

Attk: 1d20 + 5 ⇒ (18) + 5 = 23
Dam: 1d6 + 5 ⇒ (4) + 5 = 9


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Gonna use mythic power to surge on the Saving Throw.

Save: 1d6 ⇒ 6


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Sweet! I make the save with the help of Desna!


Caldir wrote:
Sweet! I make the save with the help of Desna!

BEHOLD the power of the SUUUURGE!


critical fail: 1d8 ⇒ 2

You first attack misses so badly that your actions for the next round are spoiled!

Round 1 (after surprise round)
GC: 1d20 + 2 ⇒ (17) + 2 = 19
GC: 1d20 + 2 ⇒ (9) + 2 = 11
GC: 1d20 + 2 ⇒ (12) + 2 = 14
GC: 1d20 + 2 ⇒ (8) + 2 = 10
GC: 1d20 + 2 ⇒ (20) + 2 = 22
GCD: 1d6 + 1 ⇒ (5) + 1 = 6
GCD: 1d6 + 1 ⇒ (1) + 1 = 2

Two critters slide in and nip you for 8 points. 2 DC 14 saves (FORT) or take 1d4 ⇒ 11d4 ⇒ 4 points of poison damage and 1d4 ⇒ 21d4 ⇒ 2 points of DEX damage.

Round 2 (your lost round)
GC: 1d20 + 2 ⇒ (4) + 2 = 6
GC: 1d20 + 2 ⇒ (14) + 2 = 16
GC: 1d20 + 2 ⇒ (10) + 2 = 12
GC: 1d20 + 2 ⇒ (11) + 2 = 13
GC: 1d20 + 2 ⇒ (17) + 2 = 19
GCD: 1d6 + 1 ⇒ (6) + 1 = 7
GCD: 1d6 + 1 ⇒ (5) + 1 = 6

You get bitten twice more, this time for 13 points and make two DC 14 saves or take1d4 ⇒ 11d4 ⇒ 4of poison damage and 1d4 ⇒ 21d4 ⇒ 2of DEX damage.

Round 3 (the next round; you go after critters)
GC: 1d20 + 2 ⇒ (11) + 2 = 13
GC: 1d20 + 2 ⇒ (2) + 2 = 4
GC: 1d20 + 2 ⇒ (17) + 2 = 19
GC: 1d20 + 2 ⇒ (3) + 2 = 5
GC: 1d20 + 2 ⇒ (4) + 2 = 6
GCD: 1d6 + 1 ⇒ (2) + 1 = 3

You are bitten for 3 points and must make a DC 14 save or take 1d4 ⇒ 1 of poison damage and 1d4 ⇒ 1 of DEX damage.

Your action!


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

So 5 saves...
save: 1d20 + 5 ⇒ (19) + 5 = 24
save: 1d20 + 5 ⇒ (3) + 5 = 8
save: 1d20 + 5 ⇒ (19) + 5 = 24
save: 1d20 + 5 ⇒ (10) + 5 = 15
save: 1d20 + 5 ⇒ (12) + 5 = 17


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Gonna surge again, see if I can get lucky and make that last save.

save: 1d6 ⇒ 6


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

That helps a bit. Still down by 30 hit points.

attk1: 1d20 + 5 ⇒ (15) + 5 = 20
attk2: 1d20 + 5 ⇒ (10) + 5 = 15

dam1: 1d6 + 5 ⇒ (6) + 5 = 11
dam2: 1d6 + 5 ⇒ (6) + 5 = 11


Half-Elf Rogue-4/Ranger-3 AC:29 HP:84 Init:+18 Melee:+18/+13_+16/+12_+13/+13_+11/+12
Saves:
Fort+8/Ref+17/Will+7 (+2 vs enchantment spells/effects)
Skills:
Acrobat:20 Appraise:7 Bluff:10 Climb:8 Crft: 3 Diplo:12 Disable:22 Disgise:7 EA:14 Fly:10 H/A:6 Heal:7 Intim:7 KN dung:9 loc:9 nat:9 geo:7 Percep:18 Perf:8 Ride:14 SM:13 SOH:15 Spell:7 Stealth:20 Surv:9 Swim:6 UMD:8

Use mythic power for third time to do Champions Strike Sudden Attack this round as well, roll twice and get better result on the attack.

Attk: 1d20 + 6 ⇒ (18) + 6 = 24
Attk: 1d20 + 6 ⇒ (15) + 6 = 21

dam: 1d6 + 5 ⇒ (6) + 5 = 11


Burning in fury at your prediciment you hack down two artropodic antagonists.

The remaining three skitter about biting at you:

GC: 1d20 + 2 ⇒ (2) + 2 = 4
GC: 1d20 + 2 ⇒ (3) + 2 = 5
GC: 1d20 + 2 ⇒ (13) + 2 = 15

All three miss although one almost nips through your leather greaves.

Your action!

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