PSS #29: The Devil We Know (Pt.1) - Shipyard Rats

[sblock=OOC] Well clanking armor and creaking dock boards (-5 to Stealth btw) and you are all pretty sure whoever brought the captives here surely knows you are outside. Question: do you wait for them to get prepared or charge in blindly to maybe get the drop on them? [/sblock]

"There were alot of people..." Nefti starts to say but whinces as more creaking come sfrom the old dock as you head near a side door. "He stops and then continues. "There were alot if people at the auction, and when the slavers came in I slipped out the back and ran. I saw maybe three."
 

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Baliere Duldrem, human cleric

Baliere sighs as they manage to make even more noise.

"All right, call for their surrender, or charge the door?" he says, hands ready to pull either morningstar or crossbow depending on what the others decide. He also looks around for the best spot to gain some cover should they decide to try lay seige to the bar.
 

"Wanna have some fun?" Kade says, drawing his two-handed blade.

[sblock=ooc]
Well, if we wait we still have to charge in anyways or let them fire at us from cover. I'm all for running in.
init (1d20+4=14) - once needed [/sblock]
 



[sblock=OOC] Going to kick in the door Sunday Night ;)

Will check on alchemist equipment and stuff before then to let you know.

HM [/sblock]
 

The group hurries (as quietly as they can) to the side door that isn't boarded up and looks to be the easiest way in. A quick check and of course it's locked so Kade(K) looks over at Kronk(H), and the half orc nods once. Ingio(I) and Baliere(B) watch from behind the two warriors as Nefti(N) stands back away from the potential combat.

Then as one they pair of warriors each lift up a foot and smash in the door leading into the Unlucky Sailor.

Inside they see that th edim lit tavern is indeed holding what looks like captives(C) tied up in a corner of the room, while one is tied to the bar. A man in brown and black robes(S) stands with a glowing weapon in his hand. "Ye have come at the right time! I plan on ridding the world of humanity and I guess ye will be the first to go!" he says waving his weapon aloof.

Three huge rats(R) in the room look at the group with evil beady red eyes and squeakingly advance on them.

[sblock=OOC] There did I get everyone? Ok this well be straight forward please post an INIT and action for round 1 I will then edit actions. If anything or anyone chumps your actions we can always go back.

I really need stat blocks for everyone or I would have had the init done. Alchemist can start with a mutagen if you wish. It is late in the day so you would have made it before going to see the VC. Please pick spells or extracts and list a few important numbers like AC and HP plz. [/sblock]
 

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Keyed up by his first adventure and a little overeager, Ingio rushes through the doorway. He takes one of the many stoppered vials from his vest and gives it a quick shake to mix the chemicals, then lobs it at the rat in the corner. The vial hits the rat and bursts into flame; rats hiss and squeal as their fur is singed . . .

[sblock=Actions]Move to the square 2 N and 1 W of the northernmost rat and toss a bomb at the Rat in the SW Corner. That rat takes 7 points, the ones to the N and E of it take 4 Splash Damage. The 'splash damage rats' can save for half (Reflex DC 13).[/sblock]

[sblock=HM]LOVE the map! Well worth the effort.[/sblock]

[sblock=Stat Block]
Code:
   HP: 09/09       AC: 16      AC(T): 13  AC(FF): 14   Init: +03
  BAB: 00     CMB/CMD:-01/11     ACP:-01     ASF: 15    Per: +06

Saving Throw   Total  Base   Mod  Misc   Special
Fort:            03     2     +1          
Ref:             04     2     +2          
Will:            00     0     +0          

Weapon                  Attack    Damage      Critical     Special
Cestus                  +1        1d3         19-20/x2     
Dagger (Ranged)         +1 (+3)   1d3         19-20/x2     
Alchemical Bomb (5/6)   +4        1d6+3          20/x2     Splash (20')
                                                           Save DC: 13

Prepared Mutagen: +4 CON, +2 Natural Armor, -2 CHA (10 Minutes)

Extracts Available:
Formula Book:
    * 1st Level
      * Cure Light Wounds
      * Shield
[/sblock]
 
Last edited:

Baliere Duldrem, human cleric

"Is that so?" Baliere says, charging through the room to close the distance between himself and the caster. "And what ridiculous deity supports a self-destructive decision like that?"

[sblock=OOC]Double move. Depending on how you count it, I believe he can get to the square directly south of the robed man this round, though that's with every bit of movement he's got, so he can only hope to prevent further summoning.[/sblock]

[sblock=combat block]
Code:
HP: 9/9
AC: 17
Init: +2
Speed: 40/30
Saves: Fort +2, Ref +2, Will +5

Weapon                  Attack   Damage    Critical
Gauntlet (armor)..........+2.....1d3+2............20/x2
Morningstar...............+2.....1d8+2............  20/x2
Morningstar (2-hands).....+2.....1d8+3............20/x2
Starknife.................+2.....1d4+2............  20/x3
Starknife (thrown)........+2.....1d4+2............20/x3, range 20 ft.
Light Crossbow............+2.....1d8...........19-20/x2, range 80 ft.

Spells prepared: 
Orisons (3) (at will, DC 13): Detect Magic, Light, Mending
1st level(1 +1 Wis +1 Domain)(DC 14): Bane, Longstrider, Shield of Faith
[/sblock]
 

Kronk moves forward (diagonally 30 ft), then throws a bomb at the man.

[sblock]
HP: 10/10 AC: 16 AC(T): 12 AC(FF): 14 Init: +4
BAB: 00 CMB/CMD: +3/+15 Per: +04

Saving Throw Total Base Mod Misc Special
Fort: +4 2 +2
Ref: +4 2 +2
Will: +0 0 +0

Weapon Attack Damage Critical Special
Battleaxe +3 1d12+4 20/x3
Sling (Ranged) +2 1d4+3 20/x2
Alchemical Bomb (6/6) +3 1d6+2 20/x2 Splash (5')
Save DC: 12

Prepared Mutagen: +4 STR, +2 Natural Armor, -2 NT (10 Minutes)

Extracts Available:
Formula Book:
* 1st Level
* Cure Light Wounds
* Shield
[/sblock]

Initiative: 11 (rolled above)
Throw bomb, miss, he can adjust where the bomb falls (per feat) by 1 sq., so will try to get the man or rat in the splash area.
 

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