Day Four: The Pit.   Posted by The Chronicler.Group: archive 0
Nazarin
 player, 213 posts
 Pirate and Thug
 R:4/9
Sun 13 Mar 2016
at 18:48
Re: Day Four: The Pit
22

14:47, Today: Nazarin rolled 22 using 2d20+8, dropping the lowest dice only with rolls of 5,14.  Init.

The Chronicler
 GM, 341 posts
Sun 13 Mar 2016
at 21:30
Re: Day Four: The Pit
The Blacksmith narrows his eyes at Sly and takes the hot blade in his hands and presses it into his chest, where it sizzles and smokes releasing a smell like burnt flesh and the aftermath St. Hermes' Fire.

When he pulls the blade back there is fresh scar, and Sly can see now that his entire torso is covered in such scars.

Round 0:
Escalation Die
+0


PCs are up
Sly and Sensei, then Nazarin


Sly is Nearby the Giant Blacksmith
Nazarin and Sensei are far away


14:18, Today: The Chronicler rolled 18 using 1d20+8 with rolls of 10.  Smith Init.


InitNameACPDMDHPConditions/Notes
30Sly Galvar18201672/72
24Sensei19181757/60
22Nazarin18201440/52
18Master Blacksmith201616100/100

Sly Galvar
 player, 137 posts
 AC: 18 PD: 20 MD: 16
 HP: 72/72 - Rec: 5/8
Mon 14 Mar 2016
at 00:34
Re: Day Four: The Pit
Snatching a hammer from the tool rack, Galvar dashes straight at the giant blacksmith. Before the goliath can strike, Sly leaps up over its hammers and crashes the spiked point of his hammer down into the blacksmith's forehead, pushing off the blow to somersault over its head and land behind the giant.

Bleeding Strike hits for 39 damage now and 13 ongoing. Sly gains momentum and disengages.

Sly Galvar rolled 20 using 1d20+10 with rolls of 10.  Bleeding Strike vs AC 20.
Sly Galvar rolled 39 using 5d8+2d6+10 with rolls of 3,1,7,7,4,6,1.  Damage.
Sly Galvar rolled 13 using 5d4 with rolls of 4,1,1,4,3.  Bleeding damage.
Sly Galvar rolled 23 using 1d20+5 with rolls of 18.  Disengage.

This message was last edited by the player at 00:38, Mon 14 Mar 2016.

Sensei
 player, 226 posts
 Recoveries 5/8
Wed 16 Mar 2016
at 02:55
Re: Day Four: The Pit
Sensei leaps forward and tries to do something similar to the blacksmith, but only draws another welt on the blacksmith's scarred hide.

Attack with Bleeding Strike, miss for 5 hp damage. Engaged with Blacksmith.

19:54, Today: Sensei rolled 15 using 1d20+9 with rolls of 6.  Bleeding Strike on Blacksmith.

Nazarin
 player, 217 posts
 Pirate and Thug
 R:4/9
Thu 17 Mar 2016
at 21:17
Re: Day Four: The Pit
Nazarin slides in, drawing a deep gash his quill.

Move and hit for 44. Nice damage roll!

17:16, Today: Nazarin rolled 44 using 5d8+8+2d8 with rolls of 8,3,3,6,4,6,6.  Sneak damage.
17:16, Today: Nazarin rolled 23 using 1d20+9 with rolls of 14.  BMA vs AC.

The Chronicler
 GM, 343 posts
Thu 17 Mar 2016
at 22:06
Re: Day Four: The Pit
The giant smith's head doesn't even move when Sly brings the hammer down on it. It's skin spilts and dark blood rolls down it's face. The other Tunnel Runners rush forward and strike at the Giant, Nazarin slices his muscular torso.

With a grunt the Giant throws his arms into motion, he presses the forge hot blade against the wound on his stomach and his skin puckers and hardens into another scale-like scar. He spins around, one hammer just catching Nazarin on the shoulder. His others come down in quick succession on Sly like hunk of soft metal on the anvil, cracking a rib and nearly knocking the thief off his feet.

Round 1:
Escalation Die
+1


PCs are up
Sly and Sensei, then Nazarin


Everyone is nearby the Blacksmith.
Sly and Nazarin are engaged with him

Fiendish vigor: As a move action, the Master Blacksmith can heal
50 hp and roll a save to permanently increase it’s AC by 1.

2 hits against Sly, 32 damage total. Miss vs Nazarin for 8 damage
14:47, Today: The Chronicler rolled 26 using 1d20+12 with rolls of 14.  Bonus hit from twelve, Sly.
14:47, Today: The Chronicler rolled 28 using 2d20+12 with rolls of 12,4.  Voidhammers, two strikes, Sly, Nazarin.
14:46, Today: (The Chronicler rolled 16 using 1d20 with rolls of 16.  Fiendish vigor save.
14:50, Today: The Chronicler rolled 2 using 1d20 with rolls of 2.  save ongoing.


InitNameACPDMDHPConditions/Notes
30Sly Galvar18201640/72
24Sensei19181757/60
22Nazarin18201432/52
18Master Blacksmith21161659/10013 ongoing

This message was last edited by the GM at 23:04, Thu 17 Mar 2016.

Sensei
 player, 228 posts
 Recoveries 5/8
Fri 18 Mar 2016
at 01:28
Re: Day Four: The Pit
Sensei calls out words of power and something heals Sly's wound. Sensei then aims carefully and gashes the blacksmith a bit more...

Heal on Sly--Sly, spend a Recovery and gain an additional 10 hp.

Then attack with Sure Cut--miss for 18 hp damage.
21:27, Today: Sensei rolled 16 using 2d8+5 with rolls of 7,4.  Miss damage.
21:26, Today: Sensei rolled 18 using 1d20+10 with rolls of 8.  Sure cut on giant.

Sly Galvar
 player, 138 posts
 AC: 18 PD: 20 MD: 16
 HP: 72/72 - Rec: 4/8
Fri 18 Mar 2016
at 07:13
Re: Day Four: The Pit
Grimacing from the mighty hammer blows, Galvar rolls away as the blacksmith continues railing upon him. Getting an idea, Sly backs away towards the mechanized grinding wheels. As the blacksmith winds up another swing, the pirate tumbles away from the blow, and the giant's hammer smashes through the machinery, sending off sparks and steam.

As the blacksmith stumbles back, Galvar leaps back at him, repeatedly smashing his own hammer into the open wound on the giant's forehead.

As my interrupt during that last attack, using Swift Dodge to make the blacksmith reroll his attack against Sly; if it misses, Sensei can keep his heal, or use it on Nazarin. Assuming the blacksmith still hits, Sly heals 34hp and is back at full health.

Regardless, Sly hits for 28 damage and gains (or already has) momentum, which he spends on Swashbuckling to trick the blacksmith into smashing one of his hammers into the mechanical grinding wheels. Not necessarily for any immediate combat effect, but to keep up with wrecking this place as much as possible.

Sly Galvar rolled 34 using 5d8+16 with rolls of 3,1,6,5,3.  Recovery +10hp.
Sly Galvar rolled 26 using 1d20+13 with rolls of 13.  Tumbling Strike vs AC 21.
Sly Galvar rolled 28 using 5d8+2d6+10 with rolls of 5,2,1,2,3,1,4.  Damage.

Nazarin
 player, 219 posts
 Pirate and Thug
 R:4/9
Fri 18 Mar 2016
at 16:23
Re: Day Four: The Pit
Nazarin keeps cutting.

Hit with Sure Cut for 37.

Will use Roll With It if he hits me vs. AC.

12:22, Today: Nazarin rolled 37 using 5d8+8+2d8 with rolls of 4,8,5,2,4,2,4.  Damage.
12:21, Today: Nazarin rolled 27 using 1d20+10 with rolls of 17.  Sure Cut vs AC.

The Chronicler
 GM, 344 posts
Fri 18 Mar 2016
at 17:44
Re: Day Four: The Pit
Sly dodges and knocks the giant off balance, Nazarin steps in and viciously pierces his Stygian blade through armored scars. The giant jerks and collapses on to his tools. Dark blood pools under the massive frame and the blacksmith is still.


Excellent use of swift dodge, to no avail unfortunately.

10:35, Today: The Chronicler rolled 29 using 1d20+12 with rolls of 17.  Bonus hit reroll.


However you all still managed to best my giant in two rounds. Kudos.


Have a quick rest and give me your tallies of HP and recoveries.

Nazarin
 player, 220 posts
 Pirate and Thug
 R:3/9
Fri 18 Mar 2016
at 19:16
Re: Day Four: The Pit
1 Recovery at average gets me to full hp. 3 remaining.
Sly Galvar
 player, 139 posts
 AC: 18 PD: 20 MD: 16
 HP: 72/72 - Rec: 4/8
Sat 19 Mar 2016
at 08:50
Re: Day Four: The Pit
"Through there. Need to keep moving, before the guards catch up with us." Galvar grunts, pointing over at the open door.

4 recoveries left.
The Chronicler
 GM, 345 posts
Sat 19 Mar 2016
at 17:43
Re: Day Four: The Pit
Sly heads for the open door and finds, rather than an exit, a huge vaulted room lined with racks of weapons and equipment.

The Armory contains racks of weapons made from this strange metal. It is lightweight, a dark matte blue-black in color, feels just slightly strange to the tough, the same cold/heat that was used to forge it seems to be held within the finished product.

There are sets of chain, ring, and scale mail. As well as thin pinkish leather jerkins, unlike most hides the Tunnel Runners have encountered before.

Racks of infernal weapons of every type line the walls. There are claymores, longswords, sabers, rapiers, and short broadswords. There are large and small daggers with the fullers, or blood grooves cut out from the blade, leaving empty space and making them so light they feel almost insubstantial. There are Great Axes, war axes and tomahawks; Hammers, Banded cudgels, and bows of curious design, cables and wheels attached to the limbs, as well as crossbows of varying design.

Against one wall there are several gilded cases of glass that contain the finest examples of craftsmanship the Tunnel Runners have ever seen.

This message was last edited by the GM at 06:05, Sun 20 Mar 2016.

Sly Galvar
 player, 140 posts
 AC: 18 PD: 20 MD: 16
 HP: 72/72 - Rec: 4/8
Sun 20 Mar 2016
at 05:20
Re: Day Four: The Pit
A grin spreads over the pirate's face.

"Now this is more like it."

Sly pulls a curved blade from one of the racks, of a similar length to his old cutlass. He taps the flat of the metal against his palm, testing its weight in his hand.

"Maybe we've got a chance after all." Sly turns back to Sensei, speaking as he fits several of the smaller knives into a bandolier. "You know the afterlife better than us... what now? Think there's a way out deeper into the mines, or do we fight our way back up?"
The Chronicler
 GM, 348 posts
Sun 20 Mar 2016
at 16:48
Re: Day Four: The Pit
All of the leather in the armory seems to be made of the same unusual hide, though not all of it is pinkish. There are lighter and darker tones, some mottled items, and a few pieces that are very light tan, burnished brown, or grey black.

Also you can find some light chain mail, or leather and scale.

There is some dark metal armor on display in the glass case.

This message was last edited by the GM at 16:49, Sun 20 Mar 2016.

Nazarin
 player, 222 posts
 Pirate and Thug
 R:3/9
Sun 20 Mar 2016
at 17:09
Re: Day Four: The Pit
Nazarin shrugs into a light chain shirt and picks up a large knife and three balanced throwing blades after inspecting several. He lingers over the glass, studying what's behind it.

AC now 21

This message was last edited by the player at 17:11, Sun 20 Mar 2016.

The Chronicler
 GM, 349 posts
Sun 20 Mar 2016
at 17:28
Re: Day Four: The Pit
Locked behind the glass of the display cases are several pieces of craftsmanship that far outstrip the items hanging in the armory. Next to a pitiless made weapon of exquisite make, there is a dagger with a hollow blade and a night-black pommel carved with religious symbols, two sets of armor, one that seems to be made of interlocking plates, and the other which is... well the thing about it is... it is dark, that's for sure.

There is a pair of boots with strangely intricate metalwork on the heels. And a coil of fine sturdy chain with a sharp looking grapple at the end.
Nazarin
 player, 223 posts
 Pirate and Thug
 R:3/9
Sun 20 Mar 2016
at 17:30
Re: Day Four: The Pit
In reply to The Chronicler (msg # 186):

Nazarin breaks the glass with the pommel of the blade he'd already picked up so he can look at the items more carefully. It's far too late to worry about alarms.

This message was last edited by the player at 17:30, Sun 20 Mar 2016.

The Chronicler
 GM, 350 posts
Sun 20 Mar 2016
at 17:45
Re: Day Four: The Pit
As Nazarin shatters the glass, a dark flash comes from the glyphs that decorate the cases' metal frame, his arm goes numb, then his whole body and he falls back bonelessly.

36 negative energy damage to Nazarin.
10:34, Today: The Chronicler rolled 18 using 4d6 with rolls of 6,3,5,4.  Negative energy trap damage Crit!
10:31, Today: The Chronicler rolled 30 using 1d20+10 with rolls of 20.  Negative energy trap vs Naz  pd (20).


With the case now open, And Nazarin lying dazedly on the floor Sly and Sensei have first pick of the swag.

quote:
Infernal Masterwork (+2 Melee Weapon)

Recharge 16+: Choose an enemy in this battle. The Masterwork inflicts +2 extra damage dice on that enemy when you
hit.

Furthermore, whenever the chosen enemy attacks, note the results rolled for any of its attacks this round. You may use one of those dice rolls instead of rolling when you next attack
that foe.

However, The weapon may only be tuned to one enemy at a time. If the chosen foe is not slain at the end of battle, the recharge ability cannot be used again until it is slain.

Quirk: Merciless


quote:
Judgement (+2 dagger)
This black hilted dagger has harsh looking religious symbols scrolled all around it.
Always: Fires of the void. This Blade does both Cold/Fire damage, depending on the target’s resistances and vulnerabilities.

(quick action - recharge 11+):  Your next attack that would normally target AC now
targets MD instead, as your dagger finds their guilt and delivers punishment.

 Quirk: Harsh Judge of Character


quote:
The Perfect Plate (Light Armor):
This impossibly light plate armor is made of numerous solid segments encircling the wearer.
It receives the heavy armor bonus without the attack penalty (Base armor 13+2 for rogues) However it decreases your flexibility and you receive -1 to PD

It also increases your critical hit threshold by 2. Your threshold can’t go above 20, but this armor ameliorates the effects of vulnerability and other conditions that make you more likely to suffer critical hits.

Quirk: Feels invincible, and underestimates danger


quote:
Shadow Mail (light armor) +2

This dark metal chain is impossibly light, and seems to blend cause the eye to unfocus.
+5 to Hide checks. Once a day wearer can use Shadow walk like a rogue with that talent, and feats up to their tier.

Rogues with shadow walk already get a daily automatic success with shadow walk.

Quirk: hates being the center of attention



quote:
Fiendish Masterwork chain (Belt, increase your number of recoveries by 2)

This fine, seemingly unbreakable chain wraps comfortably around the body. It has a hooked blade on one end that has a knack for finding purchase wherever available. When thrown the chain can stretch to lengths up to 50’, and when pulled on the chain retracts into itself pulling the bearer along.

Anytime: This chain can be used to ascend nearly any surface with an easy skill check. If used to bind something, the chain tightens and is nearly impossible to escape from without its master’s command.

Recharge 16+ - Standard action:
Attack 10+ vs PD:
on a hit the target takes d4 times your level damage, is “grabbed” and is pulled into engagement with the user. Being pulled across the battlefield can result in opportunity attacks, also negates flight. Huge and Giant targets require (15+, 20  saves, respectively) to pull, otherwise the user will be pulled instead

Quirk: You hug too long and too tightly



quote:
Springheel Boots (recharge 11+): +2 to disengage checks and any skill checks for fancy footwork.  You may make astounding leaps and jumps. Once per battle, as a move action, roll a d20. If you roll 3+, you may place yourself in a nearby location you can see. If you roll a 1 or a 2, the GM chooses the spot you’ve jumped to based on what would be funniest or most interesting.
Quirk: Enjoys surprising people

This message was last edited by the GM at 05:11, Tue 22 Mar 2016.

Sensei
 player, 235 posts
 Recoveries 5/8
Wed 23 Mar 2016
at 23:31
Re: Day Four: The Pit
Sensei pulls out items, looks at them, puts them back for a moment and helps Nazarin up, healing him with an uttered word of something.

Heal--surge + 10 hp back, Nazarin.

He pats the warrior on the back. "How do you feel?" he asks as he picks up and examines a dark-bladed dagger...
Nazarin
 player, 228 posts
 Pirate and Thug
 R:4/11
Thu 24 Mar 2016
at 00:44
Re: Day Four: The Pit
Nazarin's eyes light on the plate, once he's recovered, and feels its suppleness. "Better than a chain shirt, I think." After he changes armor, he studies the chain belt.

Thanks, Sensei. I'll take average and be down 3.
Sly Galvar
 player, 144 posts
 AC: 20 PD: 20 MD: 16
 HP: 72/72 - Rec: 4/8
Thu 24 Mar 2016
at 08:03
Re: Day Four: The Pit
As Nazarin collapses and Sensei helps him, Sly looks over at the broken glass case... and an even more wicked-looking curved blade than the one he just picked up.

The pirate glances back and forth between the cutlass in his hand, and the one in the case. After a moment, he drops his weapon to the floor and picks up the infernal masterwork.

"Better and better." he smirks to himself.

"Now to find a way out..." Sly mutters, as he fits himself into one of the leather jerkins, and straps on the strange-heeled boots.
Sensei
 player, 236 posts
 Recoveries 5/8
Thu 24 Mar 2016
at 15:06
Re: Day Four: The Pit
Curiously, Sensei appears to have disappeared.

[Private to GM: Going to mess with the others for a minute.]
Sly Galvar
 player, 145 posts
 AC: 20 PD: 20 MD: 16
 HP: 72/72 - Rec: 4/8
Fri 25 Mar 2016
at 07:42
Re: Day Four: The Pit
"Huh?" Sly glances around, realizing Sensei's vanished without a trace. Galvar's no stranger to sneaky skullduggery, but even he's impressed by how seamlessly Sensei's slipped away.

"It's that armor, isn't it? They know their craft down here..." he grins. "Let's go."
Sensei
 player, 238 posts
 Recoveries 5/8
Sun 27 Mar 2016
at 18:49
Re: Day Four: The Pit
Sensei bursts out in laughter as he reappears from the shadow. "Fah, you learned your lessons too well, lad. Let's get out of here and see what kind of hell we've found ourselves in..."