GM alientude's Shackled City

Game Master Kyle Smith 700

The frontier city of Cauldron has a dark future rapidly approaching. Will a disparate band of adventurers be able to save it?


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retired

I like Diurn's marching order suggestion with one adjustment:
Out front scouting: Dreygard
1st Pair (front line): Darthal & Adolphus
2nd Pair (middle safety zone!): Luc & Dorian
3rd Pair (rearguard): Diurn & Valamont


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

make it so! agree we are not in take 20 mode, but deliberate search mode.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

GM rolls:

SD 1d20 + 6 ⇒ (3) + 6 = 9
ST 1d20 + 6 ⇒ (17) + 6 = 23

So, looks like this:

1) Dreygard scouting ahead.
2) Darthal and Adolphus in the lead.
3) Luc and Dorian in the middle
4) Diurn and Valamont bringing up the rear.
5) Darthal searches each room, with others assisting. No taking 20.
6) Valamont can cast Dancing Lights to illuminate the area around the party. Dreygard does not need light to scout ahead.
7) I’m going to assume that when Dreygard scouts, he’ll be stealthy, as it doesn’t make sense otherwise.


I'll be posting what Dreygard can see without bothering with spoilers, so I don't need to repost it whenever somebody else moves forward. Just remember where you character is and what he knows.

Dreygard silently walks forward and around the corner. The staircase descends another twenty feet before opening into a room. From this landing, you can hear strange sounds emanating from the chamber below, specifically chirping birds, rustling leaves, and cheery giggles. The landing itself is bare save for an empty iron torch sconce mounted on the south wall.

The room ahead looks about 10 feet tall. Dreygard can just barely make out a passage in the western wall.

Map


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

Stealth 1d20 + 6 ⇒ (17) + 6 = 23
Perception 1d20 + 4 ⇒ (9) + 4 = 13 (trapfinding and stonecunning +1 each if relavent)


retired

Valamont watches Dreygard round a corner up ahead and a shudder briefly shakes his shoulders.
-You know, mother, it would be really terrible if Dreygard wasn't there when we got to the corner.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Waiting for actions from just about everybody, but since Dreygard is scouting, especially him.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

Dreygard stealthily and deliberately sneaks forward scanning for traps while wary of what might be causing the sounds.

He would move west until he can see around the corners into the wider room. I believe moving 7 squares would provide him with that view.


retired

I'm presuming the rest of us will advance in our little huddle to the landing Dreygard is currently on once he begins descending into the Room of Strangely Inappropriate and therefore Creepy Sounds

This raises the question: How far of a distance do we want to keep between us and our scout?


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

I assume our scout continues until he is at doors or major crossroads.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

I should pick up a bulls-eye lantern so he can silently signal the group. Ah, next dungeon.


retired

I have one. Never leave home without it!


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

Could I borrow that? One flash for "all clear, come along." Two for "coming back." A bunch of flashes for "Oh s#@$ get down here before I die!"


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Luc waits for the signal that it is safe to proceed.


Male Dwarf Cave Druid 2

Darthal also waits for the all-clear.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

These dwarves are clever, don't explore underground without one, and two if you are fortunate.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

GM Rolls:

SP: 1d20 + 5 - 3 ⇒ (4) + 5 - 3 = 6
SP: 1d20 + 5 - 3 ⇒ (17) + 5 - 3 = 19

Dreygard moves back to the group, borrows Valamont's bulls-eye lantern, and stealthily moves back down into the darkness as the party moves forward to the next landing.

The staircase ends at a forty-foot-square room with a ten-foot-high ceiling. A slight draft blows into the room from a ten-foot-wide open passage in the far west wall, directly across from the stairs. Two four-foot-diameter circular doors are set into the middle of the south wall. Each door is made of wood and framed with a ring of mortared stones. The westernmost door is closed and inscribed with a strange glyph (Picture). The easternmost door bears a different glyph (Picture) but rests half-open. The half-open door reveals an iron rim of gearlike teeth, and dim light spills from the chamber beyond. Mounted to the walls of this room are twelve tarnished copper masks. The masks are two feet tall and cling four feet above the floor. Each one depicts a smiling gnome’s visage. The soft giggling, chirping, and rustling noises seem to pour from the very walls.

Map (The red marks are the masks)


Male Dwarf Cave Druid 2

I don't see any red marks


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Should be fixed.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

Dreygard will check the area around three masks to his right...

Trapfinding 1d20 + 5 ⇒ (16) + 5 = 21

...and look as far down the halfway with the open door.

Perception 1d20 + 4 ⇒ (13) + 4 = 17

If he sees nothing, he'll flash the lantern once. If he thinks he is in danger, multiple flashes.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

GM Rolls:

DS1d20 + 6 ⇒ (1) + 6 = 7
SP1d20 + 5 ⇒ (20) + 5 = 25
SP1d20 + 5 ⇒ (4) + 5 = 9
SS1d20 + 16 ⇒ (5) + 16 = 21
SS1d20 + 16 ⇒ (19) + 16 = 35

Dreygard inspects the masks but finds no traps. He moves closer to the open door and looks inside, but can't make out much, since the door has been partially rolled into a cavity in the wall, creating a crescent moon shape just wide enough for a medium creature to squeeze through.


retired

This room is sooooooo creepy! friggin', if we find a little girl in a tattered sun dress with her face obscured by her long, dark hair standing in the center of the next room, or heaven forbid behind us when we turn around, I'm OUT! /shudder

If and When Dreygard summons us forward...
Valamont enters the chamber, looking from mask to mask, discomfort obvious in his expression as the faint giggling begins to quickly grate on his nerves.
"...
...
..."

He opens his mouth as if to speak,
then stops abruptly,
then manages, "Creepy. *Very* creepy."


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Dreygard is a medium sized creature :-)

When everyone is assembled, Diurn points to the door.

"Is it trapped? We should be ready to quickly file in behind him if Dreygard goes in."


"Aren't we supposed to 'beware the doors with teeth?' I suggest we only go through that door if there are no other options."


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Assuming Dreygard flashes once... Luc steps into the room and mutters under his breath, "Don't see this everyday of the week..." He walks around the room and gives the masks a quick glance over, as well as tuning out the noises for any other dangers. "Maybe his eyes missed something".. Sunrod in left hand, loaded pistol in right hand.

Spoiler:
Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Male Dwarf Cave Druid 2

"Wait, wait!" Darthal says in a harsh whisper. "Check for footprints and trails before we walk all over them! And let's see if there are any scent markings!"

He brings out Terrem's pillowcase and tells the dog to track the scent. "Good boy! After it! Go!"

Handle Animal 1d20 + 3 ⇒ (8) + 3 = 11

He looks around at the masks and walls, and snorts. "Typical gnomish design. Does anyone recognize any of those runes? Is there anything around here we can use to brace the doors open? I don't trust them, and we were told to beware them besides."


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

"I suppose we could use one of those masks to brace the door."


retired

Valamont pauses for a moment, recalling the map they poured over in Ghelve's shop while Dreygard and Diurn were off with the skulk.

"If memory serves, neither of those doors to the south connected to any ongoing passages. We can certainly search them, but I suspect our half-a-dwarf quarry and the missing children are a bit farther on.

And let's not forget that every step is a treacherous one here. Blasted gnomes and their-
What is making that awful giggling?"

Perception: 1d20 + 2 ⇒ (8) + 2 = 10
Are the laughter and sounds from the walls maybe a spell? If so, Spellcraft:
1d20 + 6 ⇒ (13) + 6 = 19

"And say, these masks look evenly spaced around the perimeter of the room. It looks like one is missing here on the north wall..."


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn finishes, "Where maybe a door could be?"


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Adolphus looks around the room, but he probably does not notice much.

Perception: 1d20 - 2 ⇒ (15) - 2 = 13

He trudges along in his heavy armor. "Alright, let's move on then. The giggling is unnerving."


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Diurn Selestro wrote:
Diurn finishes, "Where maybe a door could be?"

"Good eye, Golden One. Let's see if my own dwarven pair has any luck." The dwarf then moves over to where Diurn is looking at the spot a mask might have been.

Perception 1d20 + 4 ⇒ (1) + 4 = 5 or 7 with stonecunning.

Dreygard stands with his fists on his hips and says with full dwarven stubborn confidence, "I can with all confidence give my word as a Splintershield that a secret door could not possibly be located here."


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Looking at the conspicuous mask gap, "I don't see anything there either." Per 1d20 + 6 ⇒ (2) + 6 = 8


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Dreygard flashes the bullseye lantern once, signaling the all-clear, and the party moves forward. Darthal stop the others before they tromp through the room, sending his dog forward instead. The dog sniffs the offered shirt (Gretchyn gave you a shirt, not a pillowcase, from each of the children's clothes) and moves around the room. He pauses near the southeastern door, the one that's partially open, ears pricked, then moves on. After a full circle of the room, he returns to Darthal, ears drooping in what can only be called disappointment.

Adolphus, distracted by the unnerving giggling, looks around the room but the only thing he notices is that the partially open door is held open by a wedged piece of rock.

Diurn and Dregyard inspect the conspicuous empty space on the wall, but find nothing. Luc walks around the walls, and when he steps in front of the mask just to the south of the western hall, the mask’s mouth moves and a voice booms out,

Welcome to Jzadirune – behold the wonder!
But beware, ye who seek to plunder.
Traps abound and guardians peer
Beyond every portal, behind every gear.

Luc jumps back in surprise, and his foot lands on a loose stone in the floor, causing a section of the northern wall to open directly in front of Diurn and Dreygard. Looking through the now not-secret door reveals a dusty, cobweb-filled hall with a teen-foot-high ceiling and walls carved with frescoes depicting dour gnomes clad in chain shirts and helms, brandishing hooked hammers. There are no obvious doors leading from the hall.

Valamont:
The giggling and other sounds are certainly an effect that could be created by magic.

Map

Don’t forget that you have an (incomplete) Map of Jzadirune.


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

"Well would you look at that. A magic passageway just appeared right where there were none before."


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn is shocked and consults his notes.

"Whoa, and this passage doesn't appear to be on the map. The south passageway looks to be two small rooms off two doors on the Jzadirune map. Should we go west and see if there is five rooms in a cluster at the end of the passage to confirm we are indeed almost in the exact middle of Jzadirune map now?"


"Confirm? This passage confirms it. It leads exactly to this space here," he points to the south of the large room complex at the north. "I'd wager there's a matching secret door at the other end. Perhaps if we examined it for more than a few seconds..."


retired

Valamont smiles at Dreygard's initial analysis of the wall and then offers Luc an approving nod as the door suddenly appears. Dreygard's further explanation for the appearance of the door causes an even larger smile to play across the half-elf's face.

He turns to Diurn then, "Yes, I agree with Dorian. I think the staircase we descended down and this room match close enough for us to be reasonably sure where we are on the map Ghelve provided." Valamont pauses for a moment, looks down at his sword briefly, and nods several times before continuing.

"We were warned repeatedly of all the traps in this place, traps intended for non-gnomes and those unfamiliar with Jzadirune's passages. I think we should follow any secret paths we uncover in preference to more obvious courses for that reason alone. Naturally still, we'd be wise to keep our guard up and ours eyes open, as the very loud and friendly animate mask just suggested. Though I must admit, I am both heartened and worried by this revealed passage. What use do gnomes have for 10 foot high ceilings?"

Alientude:
Was my previous spellcraft check high enough to determine what spell(s) could still be in effect causing the giggling and other noises or did it just get me close enough to realize some kind of spell or spells are at work?


Male Dwarf Cave Druid 2

"Using secret passages to avoid traps? Seems reasonable, but who can predict what a gnome would or wouldn't trap? Let us proceed carefully, but with speed. And perhaps this crazy music has kept the skulks from hearing us... we should be so lucky."

He glances down at the dog. "No scents so far, I fear. We'll try again later."


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"Good point, we may want to particularly watch out for traps in the upper half of the passage. Gnomes would be down low."


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Valamont:
Without Detect Magic, you can't determine if a spell is active, although you can tell that the effects you're studying are possible to create with magic.


retired

Alientude:
I could have (and would have if asked!) sworn that spellcraft could identify ongoing spell effects, but I reread the skill and concede to your greater rule mastery. I need to remember to swap out nearly all my cantrips next time we rest!

Valamont turns to Darthal, nodding in agreement as the dwarf speaks. At Diurn's observation of only the upper portion of a hall being trapped, Valamont's shoulders droop and he hunches forward as he approaches the passage, his eyes glancing nervously to top half of the walls.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

The plan to go throught the secret passage seems sound.

Diurn takes his place in the back as they resume exploring.


Dorian gives Diurn an impressed look, "That's actually not a bad idea. I can at least see if there are any traps of a magical nature." He steps up to the secret passage and then casts detect magic, concentrating on any auras if any exist.


HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)

Adolphus's mood is no sweeter than before the skulk. Perhaps his wound is paining him.

"Let's move then. Proceed cautiously."

He adjusts the weight of the heavy blade to his other shoulder.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

GM rolls:

Dreygard stealth: 1d20 + 6 ⇒ (1) + 6 = 7
Dreygard perception: 1d20 + 4 ⇒ (5) + 4 = 9
Skulk #1 stealth: 1d20 + 16 ⇒ (20) + 16 = 36
Skulk #2 stealth: 1d20 + 16 ⇒ (1) + 16 = 17
Dreygard perception (stonecutting): 1d20 + 7 ⇒ (16) + 7 = 23
Adolphus perception: 1d20 - 1 ⇒ (17) - 1 = 16
Dorian perception: 1d20 + 1 ⇒ (4) + 1 = 5
Diurn perception: 1d20 + 6 ⇒ (9) + 6 = 15
Darthal perception: 1d20 + 8 ⇒ (15) + 8 = 23
Valamont perception: 1d20 + 1 ⇒ (12) + 1 = 13
Luc perception: 1d20 + 7 ⇒ (18) + 7 = 25

Dorian senses one magic aura in the this room, and none down the hall.

Knowledge: Arcana: 1d20 + 7 ⇒ (16) + 7 = 23

As he concentrates, he identifies the aura as a permanent version of Ghost Sound that is creating the giggling and chirping. With no known magic auras down the hall, Dreygard stealthily moves forward down the hall, keeping a sharp eye out for anything that catches his eye.

Dreygard:
As you move forward, your eyes scanning the hall, you relax a bit, seeing nothing out of the ordinary. Just as you’re about to reach the end of the hall, however, you notice a slight lip in the floor just ahead of you. A quick perusal reveals that it’s a hinged lid cleverly concealed into the floor, set to open when 150 lbs. of weight steps on it. A gnome certainly wouldn’t trigger it, but most medium creatures would. (The red square on the map is the trap)

While waiting for Dreygard to scout the hall, Darthal and Luc both watch the half-open door, and a good thing too, as they both see a skulk sneak out of it!

Surprise Round – Map

Initiative Rolls:

Valamont: 1d20 + 1 ⇒ (14) + 1 = 15
Darthal: 1d20 ⇒ 14
Diurn: 1d20 + 1 ⇒ (14) + 1 = 15
Dorian: 1d20 + 4 ⇒ (17) + 4 = 21
Adolphus: 1d20 + 1 ⇒ (18) + 1 = 19
Luc: 1d20 + 6 ⇒ (15) + 6 = 21
Dreygard: 1d20 + 4 ⇒ (12) + 4 = 16
Skulk #1: 1d20 + 6 ⇒ (9) + 6 = 15
Skulk #2: 1d20 + 6 ⇒ (1) + 6 = 7

Initiative Order (bolded characters can act in the surprise round)
Luc
Dorian
Adolphus
Dreygard
Skulk #1 (Unseen, please do not metagame)
Valamont
Diurn
Darthal
Skulk #2


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Luc's sharp senses catch the skulk moving around and he whips his pistol around, letting off a shot!

-2 Range Penalty since past 20'
Attack vs. Normal AC: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Bullets used: 4


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Luc's bullet grazes the skulk's head, opening up a gash but seemingly not doing much to hurt to the creature. Suddenly, another skulk rushes out of the darkness next to its friend, charging at Darthal. Its sword glances off the dwarf's wooden armor, however, and no harm is done.

Attack roll:1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

Map

Initiative (bold is able to act and yet to do so in the surprise round)
Luc
Dorian
Adolphus
Dreygard
Skulk #1
Valamont
Diurn
Darthal
Skulk #2
(2 damage)


Male Dwarf Cave Druid 2

Darthal, knowing that skulks can change shape/color/form whatever, takes a 5' step back and casts faerie fire on the one that just attacked him, to make it visible if it shifts or goes invisible or tries to mimic one of us. (hey, it might, Darthal doesn't know.)

Since this is a 5' radius burst it might get something invisible as well if there's anything there. I'm centering at it the skulk. Your call if it tags anyone else. Can't get both of them with one 5' burst.

Also can't release the dog just yet as it's not a companion and Handle Animal is a move action which I don't have. Next turn.


macros:
Creature #1: hp XX/XX; AC/T/FF XX/XX/XX; Fort/Ref/Will +X/+X/+X; vs Feint X

Darthal’s violet Faerie Fire outlines the skulk that charged him, the color nearly matching the colorful scarf the dwarf wears. The creature looks at itself in surprise and swats ineffectually at the lights. The other skulk recklessly charges at the surprised Valamont. The magi takes a vicious wound as the skulk sinks its sword deep into his stomach.

Attack roll: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15 for 1d6 + 1d6 ⇒ (4) + (4) = 8 damage.

Round 1 - Map

Initiative Order
Luc
Dorian
Adolphus
Dreygard
Skulk #1
Valamont
Diurn
Darthal
Skulk #2 (2 damage)


hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)

F +2; R +4; W +1 (+3 vs spells, spell-like, poison)
AC 14; TAC 12; FFAC 12; CMD 15 (19 vs bull rush and trip)
hp 10/10 Temp 0 | NL 0 perception +4 (+5 traps)

"Huh?" Dreygard rushes down the hallway. As he skids to a stop, he flicks his wrist, and a throwing knife appears in his hand. He underhand tosses at the skulk harassing Darthal.

Attack 1d20 + 2 - 2 ⇒ (20) + 2 - 2 = 20
Damage 1d4 + 3 ⇒ (4) + 3 = 7
Confirm crit 1d20 + 2 - 2 ⇒ (15) + 2 - 2 = 15
1d1d4 + 3 ⇒ (3) + 3 = 6
.
Move action 3 squares down and one diagnally down and right. Swift action to use spring loaded wrist sheath then attack skulk#1. A -2 range increment penalty. I think Darthal's spell was in the surprise round, so I don't think the skulk is in melee, but if so the confirmation roll is an 11.


CG Male Human Fighter 2|HP 30/30|AC 19|F +7 R +9 W +7|Perc +7 (+2 init)|Speed 25ft|Hero Points: 1

Luc reloads, switches gun to his left hand as he spins, stepping to J10 in the process, and shoots Skulk #1 (if dead, apply to next one)!

Using 1 point of Grit for Up close and deadly deed (+1d6 damage)
Attack vs. Touch AC: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 1 + 1d6 ⇒ (8) + 1 + (5) = 14
Bullets used: 5
Grit: 2/3

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