| DM-Camris |
When Zane arrives at the Cypher Lodge, Samaritha ambushes him with a lot of relieved kissing and hugging in a cloakroom.
"I'm glad you're alright." She whispers in his ear.
Right before she slugs him.
"And why didn't you invite me?"
Later, after she conducts him to the main library, you remark on how deadly quiet it is. Even more so than usual.
"All the Masters are frantically trying to find an explaination as to what happened with that wave, before we are blamed.
"Speaker Elias is meeting with the Overlord right now. He has passed the word that until an answer is found, everyone is to say there is NO connection between the Blot and the rogue wave. That if anything, the sea gods are to blame; Failure to Popitiate, or some such gobbldegook.
"It is feared that if a connection is made between the Blot and the Cyphergate, we will be suppressed. Or exterminated."
| Zane Argentus |
Zane enjoys the attention from Samaritha, glad to find her same. When she smacks him for not inviting her to the impromptu celebration he cannot help the small smile that crosses his lips.
"I didn't invite you because Saul's activities have a tendency to end in violence, although considering what actually happened I'm doubly glad you weren't there."
He slips an arm around protectinvely as they walk through the library, silent as a tomb.
"The problem is I'm almost 100% sure that The Blot has everything to do with that wave. At this point I'm starting to think that the blot's not really the issue, more like a symptom of something else. Something that's getting worse."
He runs his hands through his hair.
"The thing is I was watching The Blot when it happened, and it changed just before that wave appeared out of nowhere."
| DM-Camris |
Maelorn helps with the recovery effort throughout the next day, along with others of the religious community who pooled their efforts to find the missing and dead.
Aside from the grim task, you hear rumblings about “Those vile Cyphermages.” Just talk of course. The usual rabid anti-mage conspiracy crackpots are out in force, agitating for a ban on them, but… You can’t help but feel that there is something more organized about this.
As you take up the duties of Floor Manager for the Gold Goblin, you have to begin by cleaning up the office. Your predecessor, Larur Feldin, seemed to be fond of looking through ledgers, making cryptic notes and then put them aside in disordered piles.
Nakoda is stymied by brick walls wherever she looked for answers to the blot. The Seers warning about floodwater turned out to be far more literal than she ever imagined. That, and the memory of the vision quest weighs on you. You could wish you could consult the libraries of the Cyphermages, who have been studying the Blot since it first appeared.
Otherwise it is a light day at the Golden Goblin. Saul seems confident business will rebound though.
Bron spends some time at the Publican House. Lavender Lil finds him there.
After a quick hug, she whispers to him.
“Boss Croat and Clegg Zincher have just made some kind of alliance. I don’t know what it’s all about, but watch yer backs. They hate each other, but they also hate VanKaskerkin too.”
Zane spends as much time as he can before he has to leave the library. However much he searches, even with Amaritha’s help, there is little but thinly (very thinly) supported theories about what the Blot is and does.
The most useful records show details of the Blots actions and timeline. After a day of research, you think that while the Blots actions have not increased in pace, the actions of the Blot have become more sharply defined.
| DM-Camris |
Over the next week, make your rolls for helping out at the Gold Goblin.
---------------------------------
Examples of such duties include:
Barker, calling people on the street to come in and play.
Greeter, welcoming people at the door.
Dealer or croupier (run games for customers).
Crafter, making advertisements.
Staff manager (oversee the help).
Performer, entertaining the crowd.
Spotter (patrol the catwalks or the floor itself and watch for cheaters).
As a general rule, you can assume that a character can spend 4 hours a day working for the Gold Goblin and still have enough time left in his day to adventure, craft magic items, shop, or relax.
-------------------------------------------------
Key skills that influence the profitability of the Casino:
BLUFF (DC 15): Spend 2 hours a day cajoling citizens and tricking them into visiting the Gold Goblin.
CRAFT (DC 15): Spend 2 hours a day and 10 gp to create eye-catching advertisements.
DIPLOMACY (DC 15): Spend 2 hours a day managing the help and greeting customers at the Gold Goblin.
DIPLOMACY (DC 20): Spend 4 hours a day convincing citizens to stop by the Gold Goblin.
INTIMIDATE (DC 15): Spend 2 hours a day working as a bouncer at the Gold Goblin.
INTIMIDATE (DC 20): Spend 2 hours a day threatening customers of competing game halls that if they don’t check out the Gold Goblin, something bad will happen.
PERFORM (DC 15): Spend 2 hours a day performing for customers at the Gold Goblin.
PROFESSION (gambler) (DC 15): Spend 2 hours a day working as a croupier or dealer at the Gold Goblin.
SPOT (DC 15): Spend 2 hours a day looking for cheaters at the Gold Goblin.
Finally, a character can give Saul a bonus to his profitability check by donating gold to the cause.
Every 50 gp donated grants Saul a +1 bonus for that week’s check, up
to a maximum of +5 for 250 gp.
| Maelorn |
Diplomacy: 1d20 + 7 ⇒ (12) + 7 = 19
Between working at the Goblin, Maelorn relaxes by working at the local forge, hiring a set of apprentices to assist, as he has begun to realize the size of the task before him
Taking 10 on Craft (Armor), Total Check is 10+2+10+5 vs DC26 = 702sp value created.
| DM-Camris |
You come to your senses after having amnesia for days now. Last thing you remember, a giant wave struck you...
You are lying in a bunk. From the smell and gentle rocking, you are aboard a ship of some kind. You can hear and smell others around you in the dark, also in bunks.
There is a metal collar around your neck. You don't remember how you got it.
| DM-Camris |
[npc] Nakoda
BOUNCER: 1d20 + 9 ⇒ (15) + 9 = 24
[npc] Bron Hartigan
Perception (Spotter): 1d20 + 5 ⇒ (16) + 5 = 21
Intimidate (Bouncer): 1d20 + 9 ⇒ (12) + 9 = 21
That week, Saul comes out of the counting house with a smile.
Despite the dent the disaster at the docks put on trade in the city, profitability remains good, and with all bonuses the partners take home 75 crowns and the junior partners take home 50 crowns each.
That evening, Saul leads the employees in a candllight vigil for the employees who died in the wave. Other vigils can be seen all around the harbor, making the city uncommonly peaceful and beautiful for a time.
| DM-Camris |
| DM-Camris |
It is early in the morning at the Gold Goblin Casino.
The last customers have just left, the doors locked and the employees doing the cleanup before going home themselves.
Suddenly there is a ripple of very loud BANGs as four of the large stained glass (and Armored!) windows burst inward. Immediately Shoanti warriors charge through the gaps screaming and yelling Shoanti war cries. They start attacking the bouncers and any employees they come across.
| DM-Camris |
| Maelorn |
Maelorn moves north in order to be closer to the center of the room NE 5', then N 25'...Maelorn's breastplate is gone, so he's moving at 30 now.
"Torag, aid us in repelling this threat."
Casting Bless. Since Nakoda actually goes before Maelorn, I expect that it will catch everyone, including the Bouncers.
| Nakoda |
Nakoda comes running at the sound of the (armored) windows shattering, skidding to a halt at the sight of Shoanti running around. For a few seconds, she was confused at seeing them in here, attempting to harm anyone they saw. She was wide-eyed at the sight, shaking her head. There was something wrong about this, but she did not want to fight bretheren if she did not have to.
Taking a deep breath as she walked in, she began one of the hardest song-stories she knew, looking at the four Shoanti that had not attacked anyone yet. It was the story of two parties from different tribes reaching conflict, and eventually a truce, and memorizing the interdependent parts was so very hard for her. She walked around the table, making sure that she could be seen.
Fascinate beginning, DC14 will save for 11, 12, 18, 17, or be fascinated.
| Nakoda |
(edit)Nakoda comes running at the sound of the (armored) windows shattering, skidding to a halt at the sight of Shoanti running around. For a few seconds, she was confused at seeing them in here, attempting to harm anyone they saw. She was wide-eyed at the sight, shaking her head. There was something wrong about this, but she did not want to fight bretheren if she did not have to.
"What is the meaning of this?" She shouted in Shoanti, wondering why so many would come here in force. Hurriedly, she looked over all of them, wondering if she recognized any. Was it something she did that brought them here?
Diplomacy:1d20 + 9 ⇒ (5) + 9 = 14
| DM-Camris |
Round 1
ZANE_______________________
You are stunned for a moment by the sound, and you think to yourself “The sound resembles that of Thunderstones… but amplified somehow. I wonder if they used…” Then the situation crashes into you.
You’re under attack!
Darting forward through an onrush of panicky employees, Zane's hand whips forward, barking an arcane word, a shard of glimmering energy streaking towards one of the invaders coming in from the window. Red-18 is hit for 2 damage.
NAKODA_____________________
Nakoda comes running at the sound of the (armored) windows shattering, skidding to a halt at the sight of Shoanti running around.
For a few seconds, she was confused at seeing them in here, attempting to harm anyone they saw.
She was wide-eyed at the sight, shaking her head. There was something wrong about this, but she did not want to fight bretheren if she did not have to.
"What is the meaning of this?" She shouted in Shoanti, wondering why so many would come here in force. Hurriedly, she looked over all of them, wondering if she recognized any. Was it something she did that brought them here?
Looking at the Shoanti attackers in confusion, it suddenly snaps into focus for you.
Despite the armor, weapons and shouted battlecries, there are little things…
They aren’t Shoanti!
MAELORN__________________________
After a long day in the Floor Managers office, cleaning up after his predecessor (what was that dwarf doing? Like he was searching for something he couldn’t find…), you are about to leave for the day when the assault erupts.
Maelorn moves north in order to be closer to the center of the room, then casts a quick prayer…
"Torag, aid us in repelling this threat."
Bless-- +1 to hit and Fear saves. Affects all allies.
SHOANTI___________________________
Screaming and whooping up Shoanti warcries, they tear through the area, attacking anything that moves.
Red-11 light mace attack vs Maelorn AC 13: 1d20 + 5 ⇒ (17) + 5 = 22 Hit! for 1d6 + 2 ⇒ (6) + 2 = 8 crush damage.
Red-12 thrown axe attack vs Bron AC 16: 1d20 + 5 ⇒ (5) + 5 = 10 Miss.
Red-13 light mace attack vs Bouncer AC 15: 1d20 + 5 ⇒ (11) + 5 = 16 Hit! for 1d6 + 2 ⇒ (2) + 2 = 4 crush damage. Bouncer goes down.
Red-14 light mace attack vs Bouncer AC 15: 1d20 + 5 ⇒ (20) + 5 = 25 Critical hit! Bouncer falls dead.
Red-15 light mace attack vs Bouncer AC 15: 1d20 + 5 ⇒ (3) + 5 = 8 Miss.
Red-16 light mace attack vs Bouncer AC 15: 1d20 + 5 ⇒ (9) + 5 = 14 Miss.
Red-17 thrown axe attack vs Zane AC 18: 1d20 + 5 ⇒ (10) + 5 = 15 Miss.
Red-18 light mace attack vs Zane AC 18: 1d20 + 5 ⇒ (16) + 5 = 21 Hit! for 1d6 + 2 ⇒ (5) + 2 = 7 crush damage.
These guys are shouting gibberish.
BOUNCERS
Bouncer vs Red-13 club attack vs AC 15: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22 Hit! for 1d6 + 2 ⇒ (2) + 2 = 4 crush damage.
Bouncer vs Red-14 club attack vs AC 15: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 Miss.
Beyar rushes out of the bar past Nakoda. "What the hell are ye waitin' for? An engraved invitation?"
Hans rushes out of the counting house to engage Red-12 from behind.
BRON_______________________________
Heavy flail attack vs Red-11 AC15: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Hit! for 1d10 + 4 ⇒ (2) + 4 = 6 crush damage.
11-6
12-12
13-8
14-12
15-12
16-12
17-12
18-10
| Maelorn |
Yup, I'm aware, and it would be the smart thing for Maelorn to do...just not the thing he did :) Getting smacked around by a club may change his mind...
Maelorn unlimbers his hammer, feeling no conflicts about defending the Goblin from unprovoked attack.
Hammer: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14 - Dmg: 1d8 + 1 ⇒ (5) + 1 = 6
| Nakoda |
Blessin effect
This... This just made Nakoda angry. <"You are not Shoanti! You would slander then ame of the tribes for personal gain!">" Why would they want to impersonate Shoanti?
As it was, they had caught the majority of them off-guard. Nakoda had since tired of wearing her chain shirt daily, not to mention that many of the customers that patronized the establishment were not inclined to violence. So that left her with few options, though she did still keep her whip and dagger on her.
Thinking quickly, she summoned an eagle, directing it to help Zane, though they were going to have a problem in a very short time. They were outnumbered.
Summon Monster I cast, Celestial Eagle. If the ceilings are not high enough, a Celestial Dog.
| Zane Argentus |
Zane took a step backward, reeling from the blow. Thinking quickly he brought his cane up, the stylized head glowing as it drew upon the power to call forth any spell in his books.
A moment later, an oily substance spread beneath the feet of his attacker threatening his balance.
5ft step back, cast Grease
| DM-Camris |
Round 2
ZANE_______________________
Zane took a step backward, reeling from the blow. Thinking quickly he brought his cane up, the stylized head glowing as it drew upon the power to call forth any spell in his books.
A moment later, an oily substance spread beneath the feet of his attacker threatening his balance.
Red-18 Ref save to avoid slipping: 1d20 + 0 ⇒ (5) + 0 = 5 Fail!
The thugs legs fly up into the air as he slips and falls on his back. Prone.
NAKODA_____________________
Bless in effect
This... This just made Nakoda angry. <"You are not Shoanti! You would slander then ame of the tribes for personal gain!">" Why would they want to impersonate Shoanti?
Thinking quickly, she summoned an eagle, directing it to help Zane.
A Celestial Eagle dives down on Red-17 with a keening shriek.
Claw: 1d20 + 3 ⇒ (2) + 3 = 5 Miss.
Claw: 1d20 + 3 ⇒ (8) + 3 = 11 Miss.
Beak: 1d20 + 3 ⇒ (5) + 3 = 8 Miss.
MAELORN__________________________
Maelorn unlimbers his hammer and attacks Red-11, but misses.
"SHOANTI"___________________________
Screaming and whooping up Shoanti warcries, they tear through the area, attacking anything that moves.
Red-11 light mace attack vs Bron AC16: 1d20 + 5 ⇒ (10) + 5 = 15. Miss.
Red-12 light mace vs Hans AC 16: 1d20 + 5 ⇒ (16) + 5 = 21. Hit! for 1d6 + 2 ⇒ (2) + 2 = 4 crush damage.
Red-13 light mace attack vs Bouncer AC 15: 1d20 + 5 ⇒ (14) + 5 = 19. Hit! for 1d6 + 2 ⇒ (1) + 2 = 3 crush damage.
Red-14 light mace attack vs Bouncer AC 15: 1d20 + 5 ⇒ (17) + 5 = 22. Hit! for 1d6 + 2 ⇒ (4) + 2 = 6 crush damage. Bouncer goes down.
Red-15 light mace attack vs Bouncer AC 15: 1d20 + 5 ⇒ (1) + 5 = 6. Miss.
Red-16 light mace attack vs Bouncer AC 15: 1d20 + 5 ⇒ (7) + 5 = 12. Miss.
Red-17 light mace attack vs. Celestial Eagle AC13: 1d20 + 5 ⇒ (6) + 5 = 11. Miss.
Red-18 tries to stand: 1d20 + 0 ⇒ (1) + 0 = 1 Fail!
The thug slips again and falls on his face for 1 damage.
BOUNCERS___________________________
Bouncer vs Red-13 club attack vs AC 15: 1d20 + 5 ⇒ (16) + 5 = 21. Hit! for 1d6 + 2 ⇒ (3) + 2 = 5 crush damage.
Beyar Moves to hit Red-18 while he’s down: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18. Hit! for 1d8 + 3 ⇒ (2) + 3 = 5 cutting damage.
Hans attacks Red-12: 1d20 + 5 ⇒ (10) + 5 = 15. Hit! for 1d8 + 3 ⇒ (1) + 3 = 4 crush damage.
BRON_______________________________
Heavy flail attack vs Red-11 AC15: 1d20 + 5 ⇒ (12) + 5 = 17. Hit! for 1d10 + 4 ⇒ (4) + 4 = 8 crush/piercing damage. Red-11 is smashed down.
11-X
12-8
13-3
14-12
15-12
16-12
17-12
18-5
| DM-Camris |
Round 3 --
Bless in effect for all allies.
(npc) ZANE____________________________
Moves over next to Red-18 who is slipping in the Greased area.
Winds up, attacks with his cane vs AC10: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 But misses as he flails around.
(npc) NAKODA__________________________
Moves up and attacks Red-17 with her bow.
Attack: 1d20 + 2 ⇒ (10) + 2 = 12 Miss.
Celestial Eagle attacks Red-17.
Claw: 1d20 + 3 ⇒ (5) + 3 = 8. Miss.
Claw: 1d20 + 3 ⇒ (3) + 3 = 6. Miss.
Beak: 1d20 + 3 ⇒ (6) + 3 = 9. Miss.
MAELORN______________________________
Deciding that Bron can handle the nearby attacker, Maelorn moves to thecentral fight (Double move to O-19).
"SHOANTI"_____________________________
Red-12 light mace vs Hans AC 16: 1d20 + 4 ⇒ (8) + 4 = 12. Miss.
Red-13 light mace attack vs Maelorn AC 13: 1d20 + 4 ⇒ (4) + 4 = 8. Miss.
Red-14 moves up to engage Hans.
Red-15 light mace attack vs Bouncer AC 15: 1d20 + 4 ⇒ (1) + 4 = 5. Miss.
Red-16 light mace attack vs Bouncer AC 15: 1d20 + 4 ⇒ (20) + 4 = 24. Kills bouncer.
Red-17 light mace attack vs. Celestial Eagle AC13: 1d20 + 4 ⇒ (15) + 4 = 19. Hit! for 1d6 + 2 ⇒ (1) + 2 = 3 crush damage.
Red-18 tries to stand: 1d20 + 0 ⇒ (8) + 0 = 8. Slips and falls again.
BOUNCERS_______________________________
Beyar Moves to hit Red-18 while he’s down: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19. Hit! for 1d8 + 3 ⇒ (3) + 3 = 6 cutting damage, finally putting him down.
Hans attacks Red-12: 1d20 + 5 ⇒ (3) + 5 = 8. Miss.
(npc) BRON__________________________________
Steps up and Heavy flail attack vs Red-12 AC15: 1d20 + 5 ⇒ (5) + 5 = 10. Miss.
11-X
12-8
13-3
14-12
15-12
16-12
17-12
18-X
| DM-Camris |
Bless in effect.
ROUND 4--
ZANE_________________________________
Dispelling the grease Zane strides across the room towards the encroaching thugs, his hand quickly going through the arcane gestures that unleash a blinding burst of color.
Color spray DC 15 will save
Red-13 Will save: 1d20 + 0 ⇒ (17) + 0 = 17 Save!
Red-15 Will save: 1d20 + 0 ⇒ (16) + 0 = 16 Save!
Red-16 Will save: 1d20 + 0 ⇒ (3) + 0 = 3 Fail. Becomes unconscious, blind and stunned for 2d4 ⇒ (2, 3) = 5 rounds.
NAKODA______________________________
Finding herself with enough space, Nakoda fires again, this time wounding Red-17 in the right arm for 2.
Celestial Eagle attacks Red-17.
Claw: 1d20 + 3 ⇒ (2) + 3 = 5 Miss.
Claw: 1d20 + 3 ⇒ (4) + 3 = 7 Miss.
Beak: 1d20 + 3 ⇒ (1) + 3 = 4 Miss.
MAELORN______________________________
Maelorn attacks Red-17 with a hammer, but misses.
"SHOANTI"_____________________________
Red-12 light mace vs Hans AC 16: 1d20 + 4 ⇒ (19) + 4 = 23 Hit! for 1d6 + 2 ⇒ (1) + 2 = 3 crush damage.
Red-13 light mace attack vs Maelorn AC 13: 1d20 + 4 ⇒ (7) + 4 = 11 Miss.
Red-14 light mace attack vs Hans: 1d20 + 4 ⇒ (13) + 4 = 17 Hit! for 1d6 + 2 ⇒ (5) + 2 = 7 crush damage.
Red-15 light mace attack vs Zane AC 18: 1d20 + 4 ⇒ (3) + 4 = 7 Miss.
Red-17 light mace attack vs. Celestial Eagle AC13: 1d20 + 4 ⇒ (6) + 4 = 10 Miss.
BOUNCERS______________________________
Beyar Moves to hit Red-17 AC15: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 Miss.
Hans attacks Red-12: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 Miss.
BRON___________________________________
Heavy flail attack vs Red-12 AC15: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 Miss.
11-X
12-8
13-3
14-12
15-12
16-12
17-10
18-X
| Zane Argentus |
With a level of calm and focus unimaginable in the midst of combat, Zane repeats the speall, practically ignoting the thug right in front of him yet leaving no opening.
Casting defensively Concentration check1d20 + 2 + 4 + 4 ⇒ (12) + 2 + 4 + 4 = 22
Color spray DC 15, hits 13,15,17
| Nakoda |
The closest melee handled for the moment, Nakoda turns and fires at who she could see of the further one. From here on, she was going to make sure that she was armed at all times.. She was lucky that she had thought to carry her bow with er.
Attack 1d20 + 2 + 1 - 4 ⇒ (6) + 2 + 1 - 4 = 5@14 damage1d6 ⇒ 3
| DM-Camris |
Bless in effect for all allies.
ROUND 5
ZANE_________________________________
With a level of calm and focus unimaginable in the midst of combat, Zane repeats the spell, practically ignoring the thug right in front of him yet leaving no opening.
Red-13 Will save: 1d20 + 0 ⇒ (18) + 0 = 18 Saves!
Red-15 Will save: 1d20 + 0 ⇒ (3) + 0 = 3 Fail. Becomes unconscious, blind and stunned for 2d4 ⇒ (3, 2) = 5 rounds
Red-17 Will save: 1d20 + 0 ⇒ (8) + 0 = 8 Fail. Becomes unconscious, blind and stunned for 2d4 ⇒ (2, 1) = 3 rounds.
NAKODA_______________________________
The closest melee handled for the moment, Nakoda turns and fires at whom she could see of the further one, but misses.
Celestial Eagle attacks Red-17.
Claw: 1d20 + 3 ⇒ (5) + 3 = 8 Miss.
Claw: 1d20 + 3 ⇒ (5) + 3 = 8 Miss.
Beak: 1d20 + 3 ⇒ (5) + 3 = 8 Miss.
The eagle disappears as it times out.
MAELORN_______________________________
Having had little success so far, Maelorn steps north (Flanking with Beyar) and strikes (at Shoanti 17), hitting him for 7.
"SHOANTI"______________________________
Red-12 light mace vs Hans AC 16: 1d20 + 4 ⇒ (8) + 4 = 12 Miss.
Red-13 light mace attack vs Maelorn AC 13: 1d20 + 4 ⇒ (6) + 4 = 10 Miss.
Red-14 light mace attack vs Hans: 1d20 + 4 ⇒ (7) + 4 = 11 Miss.
BOUNCERS______________________________
Beyar Moves to hit Red-13 AC15: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 Hit! for 1d8 + 3 ⇒ (6) + 3 = 9 cutting. The thug goes down.
Hans attacks Red-12: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Miss.
BRON__________________________________
Heavy flail attack vs Red-12 AC15: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Miss.
12-10
14-12
| DM-Camris |
ROUND 6
Bless in effect for all allies.
ZANE____________________________
Zane looks at Beyar and says, "Quick get some rope to tie these bastards up, they'll wake up blind and stunned but still..."
(npc) NAKODA_________________________
Again fires at Red-12
Shortbow attack vs AC15: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14 Miss.
MAELORN________________________
Maelorn moves south and floods the area with healing energy, seeking to stabilize the bouncers who have fallen. They all regain 4 hp.
"SHOANTI"_______________________
Red-12 light mace vs Hans AC 16: 1d20 + 4 ⇒ (4) + 4 = 8 Miss.
Red-14 light mace attack vs Hans: 1d20 + 4 ⇒ (17) + 4 = 21 Hit! for 1d6 + 2 ⇒ (4) + 2 = 6 crush damage.
BOUNCERS_______________________
Beyar nods at Zane and grabs some guide ropes to tie up the unconscious attackers.
Hans attacks Red-12: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11 Miss.
(npc) BRON___________________________
Heavy flail attack vs Red-12 AC15: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 Hit! for 1d10 + 4 ⇒ (7) + 4 = 11 crush damage. Red-12 is smashed to the floor.
Red-14: 12
| DM-Camris |
You hear some screaming and crashing from both the Kitchen area and Sauls upstairs office. You think it's been going on for a while now and you just noticed it when your combat ebbed.
ROUND 7
Bless in effect for all allies.
CLICK for the Map.
ZANE
NAKODA
MAELORN
"SHOANTI"
BOUNCERS
BRON