Eberron Adventures

April 30, 2005

Come on 10%

Kaspar isn't even close on his sense motive check. He rolls a 2 and takes the damage like the half-orc he is (total of 2+1+4=7). Then again, 11 points of damage is going to not only take him down to -5 hit points, it will also knock him unconscious quicker than Fast Eddie can finish his mad rant. Not even an action point would save him now. Time for Castille to act fast. Man I wish I saved that heal potion for myself.

Castille sees Kaspar go down. More than that, he sees Kaspar go down at the hand of a man he has learned to hate. Without hesitation Castille looses a magic missile and then begins to climb the ladder as quickly as possible.

With any luck, Fast Eddie will fail his save and take a whopping 3 points of damage. Grinning, I say, "Maybe he has a low pain threshold?"

On his way up he shouts to Merrick with desperation, "Please help me. Kaspar is hit. He's dying."

April 29, 2005

Don't Sweet-talk Me!

The Diplomacy check is so bad that...I can't think of an appropriate vaudville finish. Let's just say that it doesn't work.

Kaspar can't back up without falling, but he can move to the side. Fast Eddie will have a +2 to his AC due to cover provided by the angle of attack.

Castille's initiative tops Fast Eddie's, I am assuming that you want to delay your count to see what FE does. Keep in mind that your initiative is now 12, behind Fast Eddie.

FE is now standing next to Kaspar. As FE has the Improved Feint feat, he makes his bluff check at +9 ("a real smooth liar!" - Aerosmith) as a move-equivilant action. The online dice roll was 13, so that's a bluff of 22. His attack roll was (with modifiers) a 15 (What's your AC?).

If he hit, but you sense motive'd his bluff, then he only did 3 hp of damage. If he hit and you failed to sense the motive (remember to add your base attack bonus) then he got in sneak attack as well, and the damage to you is 11 instead of the measly 3.

In the meantime FE continues his rant. "Can you imagine, after years of making payments I was tossed aside as nothing? I'd testify, but the Duke is going to hang everyone or no one, he doesn't care, and when he does it's just not worth it to be around! Oh no! Ever since his daughter got killed by the warforged legion during a battle he's been brooding. I'd love to have warforged in this city working but the Duke hates constructs now, enocurages this idiocy! And you, YOU, you ought to - Agh! I HATE you!" He pauses and says "But this is business, it's nothing personal, you vile thug scombag, you."

Talk, Kaspar!

Kaspar is too paranoid to fall for Eddie's feint. He scores an 18 on his sense motive check in opposition. As for Castille's upcoming initiative check, he gets a very respectable 24.

Moving his rapier only in defense, Kaspar keeps his feet swift.

"Edward. It don't have to be this way. It's not all your fault. I understand." Pointing back to Castile, "He'll understand. Why kill us? It don't make sense. We ain't goin' to expose no one if you don't want us to. Let's make it work."

Pausing to deflect another of Eddie's blows, Kaspar's voice takes on a tone of desperation.

"Edward! A deal. We can make a deal. If they're blackmailing you, then let's get one up on the whole counsel. Castille and I don't live here. We have nothing to lose. Let's make 'em pay. Please, Edward. I don't want to fight you.

"You said it yourself. There're suicide goin' on right now. Let's just take it one step further. We could be on your side."

Diplomacy is not Kaspar's strong suit. He rolls a 3, for a total of 1. All that roleplaing and nothing to show for it. Such is life.

Kaspar continues to back himself up -- at once to deflect Eddie's sword and in an attempt to expose the villain to a ranged attack from the ground below.

Kaspar thinks to himself, "If I can't talk my way out of this one, then I can at least give Castille the shot he's been waiting for."

Castille, meanwhile, does in fact move across the tunnel closer to the encounter between Kaspar and Eddie. He motions for Merrick and Praime to seek some sort of cover out of the way. "Whatever they can manage," he thinks, "will be better than where they sit now."

Castille then holds, hoping to gain some sort of audible clue as to Kaspar's situation above.

I realize that Castille is next up in the initiative round, but I wanted to wait for the remainder of Eddie's round one actions before declaring any further action.

As for all of you readers who have been wondering what happened this past week. Why haven't there been any updates from me? ... To that I say, "law school finals." Ok, and laziness. But now, as finals continue, I'll actually be updating.

April 22, 2005

You Don't Have To Hold Out For Very Long

Fast Eddie's initative is 13. He takes his move and closes in to feint. You quickly realize that turning your back on him and going down the ladder = AoO with fast-whipping blade.

The purpose of the feint is to deprive you of your Dex mod on the next combat round. Essentially it is his bluff check versus your special Sense Motive check (Sense Motive mods added to Base Attack Bonus). More details are in the feinting in combat section of Chapter 8 of the PHB.

Fast Eddie has a high bluf mod...and I rolled horribly. His total roll with mods is 12. He is trying to feint you, so you don't need a 13 on your special sense motive check, 12 will do.

As for light, there is some small sliver of light from a few drains, but not even for even someone with low-light vision. How Eddie saw you is no mystery, you came up here with a sunrod. But then you threw it down, so how can he see you?

Since you looked for it, the Spot check DC falls to within certainty. (There is no automatic failure on a natural 1 for skills checks or automatic success on a natural 20. Some things are impossible to fail or to succeed.) There is some glow around Fast Eddie's eyes, faint, but there. Fast Eddie has recently drunk a potion of Darkvision. You see some other potion flasks in a belt on the corpulent financier. (Altho now that he is facing you, he seems less corpulent. He actually is in very good shape. The man has disguise ranks as well.)

"Trying to hide?" Fast Eddie snarls. "I. See. You. I see just like you half-breed. I spend enough time around dwarves, more than I ever wanted to, I learned about your special darksight."

The rapier flicks, points, seeks flesh. Kaspar keeps an eye on it, keeps his feet moving.

"You think I'm the villian of this piece, don't you?" Fast Eddie snarlks. "Like it's my fault! Those corrupt slugs on the council were the ones demanding kickbacks, I had no choice! But the people sit for it! The Duke does nothing about it! Do you think I wanted all this bad publicity? Do you think I wanted my workers to start disappearing? I told them that their pet kobold assassain was losing his marbles! I warned them that the little walking alligator bag was picking off civillians! Did they listen? No! They threatened me! Blackmailed me!"

Fast Eddie's eye squint. "But I got the last laugh. I just released some of the dirt I have on them. There are arrests and suicides going on as we speak. And your friend Einian? He's a dirty cop, don't mistake it." The rapier point moves again. "I just wanted to leave. I could you know, escape easily. But you and your buddy worried them. They're afraid that you'll find their inner circle."

He moves in for the kill. "Nothing personal, punk, but this is business."

In the meantime Castille sees the water dripping and can tell that he catwalk has collapsed. There is no one there to be seen. While he is keeping an eye on the back route for flanking attackers, he suddenly hears Fast Eddie's ranting. (The Listen check was so low that again you couldn't miss it.) Merric and Praime gape up at the pipe. They can see Kaspar's back, see him facing off against a voice that they know too well.

(Given the width of the tunnel Castille can easily move to the other side of it and then cast or shoot upwards at the pipe with Kaspar and Fast Eddie.)

To Do:
Kaspar should make his special sense motive check. Then Kaspar should take his action. Then Castille gets a partial move in this round which I assume will be a move action across the tunnel but hey, that's up to you. Then roll Castille's regular initiative and we will proceed with round two.

Silence: Holding out for a double-cross

First, I'm assuming there is some sort of light source in the tunnel. Else, how could Eddie see me?

As for initiative, Kaspar rolls only a 5, for a total of 7.


After throwing his rock, Kaspar does in fact turn his back on the scene. However, upon hearing Fast Eddie's voice, the half-orc pauses. He turns on his heel, silently. Staring off down the tunnel, it is Fast Eddie's clothing that first catches Kaspar's eye. Then it's the tip of the rapier. Then, Fast Eddie's unmistakable grimace.

Without a word, Kaspar backs away -- back toward the ladder and Castille. He does not raise his sword. He does not even so much as gasp in surprise. Hoping that the shadows are dim enough to obscure Fast Eddie's view, Kaspar instead holds his course, waiting for his employer to make the first move.

If he makes the ladder before Eddie demands an answer, then Kaspar will count himself lucky and descend. But in his mind, Kaspar knows that he won't make it even half that far before his surprise will have to give way to shrewd words.

Castille, on the other hand, knows that trouble is afoot. When the sound of the catwalk collapsing reaches his pointed ears, he immediately begins to look about for intruders. Thoughts of Kaspar lying dead in the tunnel above briefly flitter in his imagination. Castille's injured companions shift. But the half-elf raises a finger to his lips, calling for silence. Then he motions for them to stay.

Castille moves towards the entranceway leading to the retention vat. He will peer around the corner, just barely enough to inspect the tunnel. All the while he will be sure to keep his light held back and out of view. Merrick is still holding the sunrod.

April 19, 2005

Guess Who...

Your Listen check was 18, and the other's Move Silently check was 12 (with the appropriate penalty for the other's moving at a normal rate). Someone is in that mist, a medium-sized creature that breathes and has two legs.

Your Spot check was 15, well enough to see the caltrops. Sharp, pointy jacks that you don't want to step on. They weren't here when you were last up hear with the sunrod. The pipe is ten feet wide, but there are caltrops laid down in strips 2.5 feet wide on either side, leaving only a 5-foot wide path in the middle. (These caltrops begin 20 feet away from you, ten feet before the mist begins.)

Your stone clatters - and then thumps. Someone curses. A familiar voice.

The mist parts. Fast Eddie stands there. He has his cane rapier out. "You - interferer!"

Do you still want to turn your back on him?

Below, Castille hears a groan and a splash. Someone has sabotaged the catwalk over the retention vat. The only way is out is up that long ladder - what is taking Kaspar so long anyway?

Roll for intiative Kaspar.

Now what do you suppose that is?

Listen check for Kaspar comes up 18. His spot check is a 15.

As for the mist, Kaspar won't be going it alone. After making sure there's a bit of distance between it and himself, Kaspar will pick up a stone and throw it into the mist. Regardless of the outcome, he will head back to the ladder -- for support if he needs it.

April 18, 2005

Keep Your Eyes Open

Praime wakes up sputtering, but the potion of light wounds in the kobold's vial returns him to health. Merrick quickly explains the situation, and Praime hugs his fellow half-elf.

Above, Kaspar sees something as he enters the pipe once again. A mist, the edge of which is some 30 feet away. It is impenetreble to darkvision, like any thick cloud would be. Altho the chance of a sudden fog cloud down here is...well, the odds of it occuring naturally are slim.

Make Listen and Spot checks for Kaspar.

Ahem... yes, that's what I meant to say.

As Charles pointed out to me via email, it's hard to have a conversation with an unconscious half-elf. Moreover, a half-orc with darkvision doesn't really need a sunrod to see in the dark. This is what happens when I write under the auspices of exhaustion. Ah well...

Kaspar, upon reaching the top of the ladder performs his quick inspection and then turns back to the group below. "I'm heading out a bit. I'll return shortly. Castille, take the vile we got off the Kobold and give it to Praime. He needs it more then we do."

Kaspar then drops the sunrod back down to Castille, draws his rapier, and begins to slowly explore the tunnel. Along the way he will keep an eye out for traps and cult members of course, but also any sign of the manhole.

Down in the cavernous room, Castille hands the sunrod to Merrick. "Hold this for me please." He then uncorks the healing potion found on the Kobold and delivers it to Praime. For added effect, the sorcerer even mutters a few words to the heavens in elven. "With any luck, Praime will wake to the sounds of a more beautiful language," Castille thinks to himself.

If Kaspar finds the manhole, or at least makes it 40 or 50 feet without incident, he will turn back and help both Merrick and Praime up the ladder.

April 15, 2005

Kaspar Up, Up, And Away!

I have good reason to hate blogger, once again I have had to re-type this post as Blogger's servers cut out on me.

I emailed the tunnel explanation to you, yes this should lead out.

The Search check was for the ladder and the lip of the pipe I presume. No, the ladder has not been rigged with loose rungs or anything, and no there are traps at the top of the pipe. What you do find is an impression in the mold and yuck left by a pair of boots. Medium-sized creature boots. How recent they are you don't know. (You would need Track, Investigate, or a point in Survival.)

You see nothing for the 60 feet that your darkvision gives, except pipe, pipe, the occasional gutter grate opening that lets in a thin bit of sunlight, and more pipe. The manhole is supposed to be some 80-90 feet away.

Are you going forward with the sunrod or tossing it back to Castille? Also, do you have healing for Praime?

April 14, 2005

The Dragon Below

The Knowledge Religion check is good, altho the 18 is the same as a 10 (untrained you can't roll higher than a 10 on any Knowledge check), but 10 was the DC.

The symbol that Merrick sketched looks like this.

The Dragon Below is a scattered group of cults in Khorvaire, mostly they are disorganized and plan some evil. The ancient myths of Eberron have the world formed by three fighting dragons, one of whom was Khyber. Khyber lives 'below' and is considered to be locked into the world. The Underdark of Eberron is called Khyber. Cults who worship the Dragon Below range from orgaqnized and sisister crime/religious cabals to nitwit wanna-be goth kids rebelling as can be found here.

So who knows what it means...

Encumbrance

"Merrick," Castille begins, "I want you to have something to eat before we carry you out of here. Take this." Castille hands Merrick his trail ration and motions for Kaspar to do the same.

Kaspar, however, is still in hiding. Rounding the corner, he drops his secretive pretense and removes the pack from his back. "Well then, let's get you something to drink as well."

After giving the injured what they have to eat and drink, Castille and Kaspar give each other a look as if to communicate their anxiety. Castille for one, is wondering how to best move Prame without further injuring him.

"Prame, if Kaspar here carried you on his back, would you be able to hold on? Otherwise, we'll have to fashion some other solution."

If they can manage, the team will hoist both Merrick and Prame on their backs. Each patient will have to wrap his arms around the adventurer's neck. Frequent rest will be in order, but Castille and Kaspar will haul the men back into the large room first.

From your most recent post, Charles, you say that the ladder there leads topside eventually? Is that correct? I guess I'm just a bit confused as to which ladder you were referring to.

From the large room, Kaspar will first climb the ladder and check for traps. More importantly, he will travel a short way with the sunrod in search of any danger -- or hopefully a manhole.

Search check: 25. Sweet roll. I think you should invent a trap for Kaspar to find that roll was so good.

While Kaspar is busy exploring, Castille will cast a Light spell on his spearhead to illuminate the cavern. He then turns to Merrick, "You spoke of a cult down here. Where did you see this symbol? Can you describe it to me?"

Castille rolls an 18. He doesn't have the requisite knowledge skill, so he fails. But hey, an 18 is a pretty good roll. I thought I'd show it off.

Well Done

By dropping your weapon and mentioning his family, Castille got a circumstantial bonus to his Diplomacy check that was enough to calm the man down.

"Thank the Divine," the man gasps. "Thank the Divine." The broken bottle slips from hsi hand to crash to powder, and he hugs Castille with all his strength (which ain't much, he's starving and hasn't slept).

He is Merrick. The unconscious half-elf is Praime. They were down here with a third man, fixing the welds on that grate, and doing a good job, when they heard a roar. A warforged came charging down the tunnel, screaming slogans from the Last War. The three ran, only to catch a crossbow bolt in Merrick's side. The warforged had snarled "The sniper!" and run the other way. The third man had tried to climb up the side of the retention vat, but the sniper's crossbow had felled him into the water. (You recovered that body already.)

Merrick had paused to write a warning about the sniper in his (Merrick's) own blood on the wall, and then he and Praime had run back towards the grate, hoping to climb up that ladder to the other pipe. (It runs paralell to the first pipe that you were in way back in January, and it has street access.) But somehow the sniper had made a shot from really far down (truestrike spell) and brought Praime down. Merrick dagged Praime's body here, stopped the bleeding, and then sat here with the guttering candle. He hasn't eaten or drunk anything in over a day, and only slept in snatches, afraid that the sniper would get him.

He and Praime will both need food and water, and Prame will need magical healing, because there is no way they can walk out of here under their own power in their current condition. Once you decide what to give them (or alternatively carry them, but then you can't fight well) you ahve to pick a way out.

Merrick also warns you about one big alligator, which you killed already, and he also mentions that he saw a sign of cult activity when he was down here, a symbol of some kind. He can describe it to you and then you both can make a Knowldge Religion check (DC 10).

April 13, 2005

Easy Now

Kaspar will remain hidden around the corner of the alcove. Meanwhile, as Castille continues to approach, he will enter into the actual alcove. He puts his hands out to the side.

"I have no reason to hurt you. Calm down. Your friend is hurt. He needs a healer. Let me help you bring him to the surface. You see my spear? I am putting it down."

He does so, and continues to press forward. Kaspar, on the other hand, is left with an uneasy feeling. Once again, Castille is walking down a corridor towards what could be a deadly enemy.

Castille continues, "There are only two of us. We simply want to help. Your wives are waiting for you. Let me help you. Put your bottle down."

Everyone seems to be holding, waiting for the other to make a move. If the man doesn't lower his bottle soon, Castille will cast his sleep spell and let Kaspar rush in to finish the job. Most importantly, neither Castille nor Kaspar are looking to injury the men -- if indeed they are who they appear to be. Until then, Kaspar will remain out of sight, relying on his successful Hide check.

Shellshocked

Two figures are here. One is a half-elf, lying on the floor with his eyes closed, barely breathing, his guts held in only by a makeshift bandage. (He is at -4 hp but has been stabilized.) The other is a panicked human who is wounded but alert (down to 2 hp), holding a broken glass bottle, and trying to see from the light of a guttering candle.

"How many of you are there?" he asks shrilly. "What weapon have you got? Show me! No wait, don't! You - you try anything and I'll - I'll -" He waves the broken battle at Castille, trying to be menancing.

> On his Hide check, Kaspar comes up 17. Move Silently isn't as successful, with a 14.

Well, the person doesn't see you or hear your footsteps. But they did hear what Kaspar said, and hearing that while not seeing or hearing the person who said it will certainly put a panicked individual at ease!

> He would also like a Sense Motive check... that comes up 6.

Kaspar gets nowhere.

> Castille will also make a Sense Motive check at 4.

Castille gets less nowhere.

> Would Castille's actions aid Kaspar's Move Silently check in any way?

Yes and no. Castille is doing a good job of being a distraction, but Castille is holding a sunrod, so Kaspar does not have shadows to Hide in. (I am assuming that Kaspar is standing just around the corner.)

> I'm not sure if his words can act to calm this unseen person down, and I'm not sure what skill would apply, but a straight Charisma check results in 3+3=6.

Diplomacy check, for which you get a +2 for being a half-elf, but an 8 doesn't do it either. It is enough to keep the panicked human from attacking you immediately, however.

Effectively, due to your Diplomacy check 8, the human has decided to delay his action. Note that your further actions in this encoutner will add to or subtract from this number. You cannot change the base check roll. (First impressions and such.)

The panicked human is some 4 squares from Kaspar, I'll send you a map shortly.

Given Kaspar's higher dex mod, he will go and then Castille can go again. While speaking is technically a free action I'll trust your judgement. At some point the panicked human may snap and use a readied action.

Suspicious Rescuers

Kaspar is the first to react to the panicked explorer's screams. Ducking into the cover of shadow, he begins to creep towards the source of the voice. Before getting too close, however, he calls out to the person. "Calm yourself. We have defeated the assassin. I am carrying what's left of his crossbow in my pack. You have nothing to fear. We only mean to escort you out of the sewers."

Kaspar then continues to move into position, attempting to get a look at whoever is calling out.

On his Hide check, Kaspar comes up 17. Move Silently isn't as successful, with a 14. He would also like a Sense Motive check... that comes up 6. Finally, a check against his Perform Oratory (is that right?) to calm the panicked down is an 11+1=12. Feel free to substitute out the +1 for a more appropriate modifier as you see fit.

Meanwhile, Castille follows closely behind, but in the open. He nods at Kaspar's words and adds, "It's all right. We work for Einian. We have already succeeded. You have nothing to fear anymore."

Castille is proceeding carefully, but his ultimate goal is to draw attention away from Kaspar. He is also readying a sleep spell in case the need arises.

Would Castille's actions aid Kaspar's Move Silently check in any way? Castille will also make a Sense Motive check at 4. I'm not sure if his words can act to calm this unseen person down, and I'm not sure what skill would apply, but a straight Charisma check results in 3+3=6. Not rolling well today.

Also keep in mind that I don't have my PH with me right now, so I may have forgotten something when it comes to Kaspar's sneaking. Please forgive.

April 12, 2005

A Soft Shuffling Sound

(By the way, there wasn't a whole lot left of that lantern to kick.)

You move cautiously down the long corridor, as detailed on the map that I will eventually email to you. The blood drops become loonger and farther apart, as if the wounded person was running. You pass the dripping feeder pipe high in the wall on your left. You then pass a small, collapsed maintenance tunnel. The Survival DC for tracking this trail is 5, so you do not need the Track feat or a rank in Survival.

Up ahead is a large, wall-to-wall, floor-to-ceiling steel grate. It is heavy and thick, and it was installed at the end of the war to prevent another warforged incursion. Beyond the grate the sewage continues to burble out to the swamps and away from the current adventure.

And just to the left, is one more maintenance tunnel, five feet wide and eight feet tall. The tunnel goes in about twenty feet before turning a corner. You hear a soft, shuffling town behind that corner, and a voice calls out "I've got a weapon! You come back here I'll kill you, I swear!"

Someone is very panicked.

A Wealthy High

I'm back from Cincy! Now, let's get back to it.

Kaspar looks up at the triumphant Castille. Kaspar is tired. He's bleeding, and he has a scowl across his face. Removing a strip of tattered cloth from his shirt, he dresses his wounds and then manages to stand up. Castille is already searching the kobold's body.

Castille is actually the one who uncovers the masterwork toolkit. He turns towards his companion and tosses the bag in his direction. "Forget about that old bag of picks. Try these on then next lock we come across."

Kaspar manages a smirk and then trades his old kit for the new.

Once the body has been thoroughly looted, Kaspar helps Castille drag it towards the vat ladder. They prop it against the first couple of rungs and neatly stack the items they'll be leaving behind next to it. Most of what had turned to dust is kicked aside, and the only things that come with the team are the necklace of fingers, the broken key, the potion, and the charred masterwork bolts. Of course the money is also stowed.

"Perhaps we can find this beast's lair, and the rest of the bodies," Castille starts.

"I say we get after that blood trail. If anyone is still alive, he'll be glad to know this assassin is dead. Better we let the poor wretches down here know first before travelling topside. Come on. Give me that torch back."

Grabbing the sunrod from Castille's hand, Kaspar begins down the tunnel again. This time he manages to kick the lantern a final time, checking for any leftover firebombs. Back into the large open room. He pauses only to loosen the silk rope from its hold.

"The rope can stay, but we might need the grapple," Kaspar tells Castille as he places it in his pack.

Meanwhile, Castille is still smiling from ear to ear. His eyes are shining even in the dim light of the cavern. The hairs on his arms are standing straight.

"Do you feel it Kaspar? Do you feel the power in this place? It's all around."

"That's enough out of you, sorcerer. Take your voodoo and bottle it."

With that the team takes off following the blood trail.

April 07, 2005

Saving Throws For Objects

Well done, you've got a kobold corpse, easily identifiable as a kobold, and the necklace of fingers.

Checking to see what survived the fire...

Hm, the kobold's 4 remaining bolts do not. They were masterwork, but now they are charred and unusuable. They still are evidence tho, and you can see the same maker's mark, this is good military surplus.

The crossbow is shot to, hey it was mostly wood. There seems to be nothing remarkable about it, but you can bring the kindling along.

Kobold had a potion...of something. You need to identify it, altho Scowlen may be able to help you.

Kobold had a tool kit, regular craftsman's stuff for setting traps. Since you do not have the Investigate skill that's all you know.

The scroll he had is toast.

13 silver pieces in a pouch.

The map he had of this area of the sewers is toast (paper doesn't do so well in fire).

He had a bronze key. It is warped from the fire, but a mending spell might fix it. (By the way, your spells for the day rebooted when you went up in level.) What it goes to you don't know, although you do not know where the kobold's lair is.

His harness is too charred to be usuable. (His silk rope and grapnel is still back at the alcove.)

And...nice save. Kaspar just scored himself a masterwork kit of thief tools. That's a +2 on Disable Device and Open Lock checks now.

That's it. When you get back on Sunday decide what you want to haul around, what you want to give up as evidence, and what you want to keep. (Feel free to keep the mwk thief tools.)

Also, how will you get the body up there and jump across that gap?

And weren't you following some bloodstains?

Have fun in WKRP-land.

Teamwork

I choose number 1. Keep it simple. The check comes up 15.

Castille struggles with the kobold. The creature's body burns, but Castille fights on. His cloak has caught fire. The kobold is a lump of fleshy remains.

From the vat wall, Kaspar leaps right into to the fray. He rolls the kobold's body along the ground and Castille quickly catches on. The two are coughing from the smoldering fibers. Nonetheless, they work together until the flames are extinguished.

Kaspar coughs, "Castille. You idiot. I should unleash the vat on you." Kaspar stumbles and falls.

Castille, though, pats out the last of the embers hanging onto his coat. Then, he spots the finger necklace. Grabbing the string, he holds it up as if it were a trophy. "You see! This is justice Kaspar! It was not for waste. Show this to Einian."

April 06, 2005

Aid Another Or Your Own Check

I had to re-read your post, I thought Kaspar was going up for the water.

You have two choices. Kaspar can try to put the flames out now himself, or he can use the aid another action to give Castille a +2 on Castille's next check. You already fumbled your water with that natural 1 roll.

To put yourself out is a Reflex save DC 15. To put someone else out is a Dex check, not a save. The check should be DC 15, but you don't care about saving the kboold's life (he's dead anyway), you just want to save the evidence. That lowers the DC to 10, 8 if you have something to smother it with like a wet cloak.

So, your choices are:

1) Kaspar attempts to put out the fire himself, which will require a Dex check DC 10.

2) Kaspar attempts to yank the wet blanket out of Castille's hand, which will require a successful touch attack on Castille, and then Kaspar has a Dex check DC 8.

3) Kaspar does the aid another action, giving Castille an additional +2, so that the Half-elf has a Dex DC of 6.

The only problem with #3 is that you don't want the best evidence (the fingers) to shrivel from the heat. If you choose #3 I will make a percentile roll, 25% or less the fingers on the kobold's necklace are shriveled.

Let me know what you choose.

It Burns!

Kaspar comes up 18 on the reflex save. No problems there.

Kaspar only has time to widen his eyes in surprise before tumbling his way out of the explosion's path. And as he does so, Castille runs forward.

"Kaspar! He'll burn to pieces. We have to put him out before his corpse is ashen beyond recognition. I want those townspeople to see the face of their assassin. Hurry -- up the ladder. Fetch some water!"

As Kaspar recovers, he makes his way to the vat ladder. Castille, on the other hand, has removed his cloak. He douses it with whatever remains in his waterskin. Castille tosses the empty pouch to Kaspar. Then, holding the cloth out in front, he rushes into the flames and pushes the kobold out. With any luck, he will be able to smother the fire both on his enemy and on himself.

Kaspar, two rungs up the ladder, thinks to himself, "Sewage water? Castille has lost his mind."

Leaping off the ladder, Kaspar takes whatever he can off his own back and rushes in to help.

From my PH, it seems Castille will need a DC 15 reflex save to smother the flames. Any modifiers? Do I get the +2 for rolling on the ground/using the wet cloak? The roll comes up ... oh shit ... that's a 1.

Come on Kaspar. You can do it.

April 05, 2005

Bruised, Battered, Bloodied, But Still Standing

The kobold had 3 hit points left. Now, as the magical arc slams his body, crackling along the cell walls and sinew, he is at 0. A creature at zero hit points is staggered. Tired. Only one action per round.

Blood trickles out of the corner of his mouth as he engages in a dramatic soliliquiy that he shouldn't have the time for, but I'm the DM, darnit.

"Thought you were smart...you big mammals...think...so smart..."

His hand leaves the lever to your surprise.

"Heh, was faking..." he coughs. "I didn't fix the - HACK - valve...Someone did, but...I can't figure out..."

Both hands grip the crossbow now, and level it carefully.

"Not going...to..not make...a spectacle...out of me..."

He fires.

Not at Kaspar or at Castille.

At that lantern that the warforged left that you never looked at.

Keep in mind that a kobold's lair is ALWAYS riddled with traps since the little buggers are so good at making them.

Firing at a tiny object, AC = 7. The kobold shoots...and hits. Damage, hardness, yep. He hits and bursts it.

And the three bottles of alchemist's fire that the kobold had tucked inside of it some time ago, hoping that a stupid adventurer would pick it up without checking for traps first.

BOOM.

The kobold deliberately fails his save, and gets caught in the fire.

Castille is too far back to be affected.

Kaspar, make a Reflex Save DC 13. You have the Evasion class feature so don't worry about damage if you make the save.

Dice? What Dice?

You were rolling so well for me. Ah well, I suppose I can roll just this once. Damage for the magic missile comes up 3.

Kaspar will act as written regardless of whether the kobold drops. Although now I'm thinking it might turn into a grapple attack. I suppose I should roll for that too, but we'll cross that bridge when we get to it.

d4s Are Good, Feel Free To Use Them

Gee, I'd love to let you know how fares the kobold, but you need to roll a d4+1 and tell me the damage. If it's enough, he drops. If not, he acts.

Hm?

A Mighty Spell

Castille chants loudly as he continues his slow but steady approach towards the Kobold. When Kaspar's thunderstone goes off, Castille is almost phased, but seizes the opportunity instead. He let's his caution go and puts the finishing touches on his magic missile spell. The culmination of all his chants rise to a crescendo as the energy emanates form his fingertips.

If the kobold falls to the ground in pain (and oh is Kaspar hoping he does) then the half-orc will follow Castille's lead and pounce. He isn't really trying to finish the kobold off, but rather attempting to get himself in between the the vat latch and his enemy. The next step would be to kick the crossbow out of the kobold's scaly little fingers. A rapier point at the creature's neck should finish the job nicely.

April 01, 2005

d20s Are Good, Feel Free To Use Them

> I'm standing right next to the thing

No you're not, go back and read the postings. You're about 20 feet away. And a thunderstone has a 10 foot radius area of effect.

You're trying to bluff him, so why didn't you roll a d20 and make a bluff check against the kobold's sense motive check. (Cha mod -2, circumstantial mod +2 since the kobold wants to believe you.) I'm rolling for you. You got an 11 and he got a 9, you fooled him, he does not get his readied shot at you, we continue in regular intiative order.

Yes, you roll to target the square and if you miss you roll to see where it went. As it is...a 12, you got the square he's in. BANG! The kobold has to make a DC 15 Fortitude save. And...nope. The kobold is now deaf. That means that his initiative drops by 4 (Castille will start going before the little runt) and he has a 20% chance to miscast any spell with a verbal component (which is almost all of them).