| GM Niles Iron Gods |
Round 4 Haste 2/6
Seven ignores the stun and summons a Cheetah that snarls and rips apart an acolyte.
Guaire drops his new fancy grenade launcher and stands there stunned
Jarreck drops his sword and stands there stunned
Nalakai casts Hold Person on Omo, DC 15 Will save or be paralyzed.
Omo
Mort
Acolytes
Omo and Mort are up
| Mortimer 'Mort' Burrwaddle |
Mort attacks Grey twice.
Attack 1, Haste: 1d20 + 9 ⇒ (14) + 9 = 231d4 - 1 ⇒ (3) - 1 = 2
Attack 2, Haste: 1d20 + 9 ⇒ (4) + 9 = 131d4 - 1 ⇒ (4) - 1 = 3
| Omo Nijj |
Mr. Robot continues with his programing.
Buzz Saw: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d4 + 6 ⇒ (2, 1) + 6 = 9
Omo on the other hand is stuck in place.
Will: 1d20 + 3 ⇒ (2) + 3 = 5
I assume he doesn't need to make a concentration check to cast even through he is stuck with a sharp piece of adamantine.
Corrected Damage: 1d8 + 6 + 1 ⇒ (4) + 6 + 1 = 11 I think that giving him soft cover because Omo is short is just mean though. Way to seize my crit glory. :-p
| GM Niles Iron Gods |
I've always done soft cover...I don't even apply the rule as its written! I do a much less penalizing version. (It's the one my college 3.5 group came up with)Also, no he doesn't need a concentration check since he isn't being damaged or drug with the autograpnel
Round 4 Haste 2/6
Seven ignores the stun and summons a Cheetah that snarls and rips apart an acolyte.
Guaire drops his new fancy grenade launcher and stands there stunned
Jarreck drops his sword and stands there stunned
Nalakai casts Hold Person on Omo, DC 15 Will save or be paralyzed.
Omo [paralyzed DC15) stands still, Mr. Robot continues eviscerating the Acoyltes.
Mort hits once for 2.
Acolytes
Pink v Jarreck 1d20 + 3 ⇒ (15) + 3 = 18 hitting jarreck once for 1d4 + 4 ⇒ (2) + 4 = 6
Green, Blue, Red v Pilo 3d20 ⇒ (5, 11, 1) = 17 +5 bunch of misses
Gold v Omo 1d20 + 5 ⇒ (4) + 5 = 9 miss!
Seven, Guaire and Jarreck are up
Round 5 Haste 1/6
Seven
Guaire
Jarreck
Nalakai
Omo
Mort
Acolytes
| Guaire |
I can imagine...
Guaire snaps out of the stunned...
"...darnit."
He picks up the grenade launcher.
I don't have a proper view yet.
Guaire moves to the square NW of seven.
Acrobatics, avoid AoO: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
Spike keeps going, against the north one.
Gore, PA: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13Dmg: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Tail slap, PA: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21SLap: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6
| Seven.teen |
With one target down, the cheetah dances west to continues its assault against another, assisting Jarreck!
It's moving 5' to full attack Jarreck's target
Bite: 1d20 + 7 ⇒ (8) + 7 = 15Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Trip if bite hits?: 1d20 + 7 ⇒ (8) + 7 = 15
Claw 1: 1d20 + 7 ⇒ (3) + 7 = 10Damage: 1d3 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 7 ⇒ (5) + 7 = 12Damage: 1d3 + 5 ⇒ (3) + 5 = 8
Seventeen selects the wand of scorching and points it at the enemy attacking Omo. She whispers the command word and a thin gout of flame leaps out!
Ranged Touch: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9Fire Damage: 4d6 ⇒ (1, 6, 4, 4) = 15
Lol such awful dice rolls.
Jarreck Lightfoot
|
Pink's attack snaps Jarreck back to the present and he quickly surveys the scene before him. Flicking both wrists wicked edges gleam in both hands.
full attack
silver dagger: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10
Dmg(silver): 1d4 + 3 ⇒ (3) + 3 = 6
+1 dagger: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Dmg(+1): 1d4 + 2 ⇒ (2) + 2 = 4
silver-haste: 1d20 + 10 - 2 ⇒ (20) + 10 - 2 = 28
silver(confirm): 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Dmg(haste): 1d4 + 3 ⇒ (2) + 3 = 5
Dmg(Conf): 1d4 + 3 ⇒ (4) + 3 = 7
Niles, If Pink goes down Jarreck 5' steps in front of Mort and throws the silver dagger at Green otherwise haste attack is for pink acolyte.
| GM Niles Iron Gods |
Round 5 Haste 1/6
Seven's cheetah and Seven both miss!
Guaire picks up his weapon and Spike smacks the acolyte for 6
Jarreck stabs pink for 9! Pink drops dead.
Nalakai yanks on the Autograpnel CMB: 1d20 + 8 ⇒ (2) + 8 = 10 but it holds fast to Omo
Omo [held DC 15]
Mort
Acolytes
Omo and Mort are up
| Mortimer 'Mort' Burrwaddle |
Mort 5-foot hovers towards the south-east and attacks green twice due to haste.
Attack, Haste, Slam: 1d20 + 9 ⇒ (4) + 9 = 131d4 - 1 ⇒ (3) - 1 = 2
Attack 2: 1d20 + 9 ⇒ (4) + 9 = 131d4 - 1 ⇒ (4) - 1 = 3
| Omo Nijj |
Buzz Saw: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12
Another acolyte gets the business end of a buzzsaw.
Will: 1d20 + 3 ⇒ (12) + 3 = 15
Omo's mind struggles against the iron priest's mystical bondage. Once he is free, he starts pulling the priest closer, but it jams a bit.
Pull: 1d20 + 16 ⇒ (1) + 16 = 17
| GM Niles Iron Gods |
Round 5 Haste 1/6
Seven's cheetah and Seven both miss!
Guaire picks up his weapon and Spike smacks the acolyte for 6
Jarreck stabs pink for 9! Pink drops dead.
Nalakai yanks on the Autograpnel but it holds fast to Omo
Omo [held DC 15] resists the Spell! He turns the Autograpnel to pull, but it cannot drag Nalakai this turn. Mr. Robot smacks an acolyte hard
Mort misses his attacks
Acolytes
Gold v Omo 1d20 + 5 ⇒ (6) + 5 = 11 miss
Red and Blue v Pilo 2d20 ⇒ (12, 19) = 31 +5 hitting the Pilo once for 1d4 + 4 ⇒ (3) + 4 = 7
Green v Mort 1d20 + 5 ⇒ (1) + 5 = 6 miss
Round 6 LAST HASTE ROUND
Seven
Guaire
Jarreck
Nalakai
Omo
Mort
Acolytes
Seven, Guaire and Jarreck are up
| Seven.teen |
The cheetah turns its attention to the creature next to Mort. It tries ineffectually to bite and claw it.
It's moving 5' west to full attack green
Bite: 1d20 + 7 ⇒ (4) + 7 = 11Damage: 1d6 + 5 ⇒ (4) + 5 = 9
Trip if bite hits?: 1d20 + 7 ⇒ (17) + 7 = 24
Claw 1: 1d20 + 7 ⇒ (8) + 7 = 15Damage: 1d3 + 5 ⇒ (2) + 5 = 7
Claw 2: 1d20 + 7 ⇒ (9) + 7 = 16Damage: 1d3 + 5 ⇒ (1) + 5 = 6
Seventeen again attempts to burn the enemy attacking Omo. She whispers the command word and again a thin gout of flame leaps out!
Ranged Touch: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Fire Damage: 4d6 ⇒ (2, 3, 2, 3) = 10
Meh, Seventeen gets to suck this combat.
| Guaire |
I moved (unless it was somehow obstructed) to the square NW of seven last turn.
Guaire puts the launcher on his shoulder and aims for the square that is adjacent to the circle's West.
Can't edit, so i can't indicate it otherwise.
Blast radius schematic
I'm hoping to avoid having Spike take dmg.
Away vs AC 10: 1d20 + 9 ⇒ (13) + 9 = 22BOOM to all within 20ft radius: 5d6 ⇒ (1, 2, 2, 6, 3) = 14
| GM Niles Iron Gods |
Just be aware Guaire that you take a -4 for non proficiency. Your shot will catch Red, Blue and Nalakai. Botting Jarreck since its been over 24 hours.
Round 6 LAST HASTE ROUND
Seven and her cheetah miss a whole bunch more Sorry, with the -4 for firing into melee you miss touch AC too!
Guaire aims the Grenade launcher and thump a grenade goes off in the distance Reflexred/blue: 2d20 ⇒ (7, 1) = 8 +0 Reflex Nalakai: 1d20 + 1 ⇒ (8) + 1 = 9 did you use the nonlethal grenade?
Jarreck only has 4HP left so he wisely decides to forego melee and he draws his Inferno Pistol and fires it at Green 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14 which hits for 1d6 + 1 ⇒ (1) + 1 = 2 and 1d20 ⇒ 16 the pellet doesn't catch the Acolyte on fire.
Nalakai charges forward For the GodClaw! For Hellion! and he channels the power of his god to harm the intruders (and his own people) Channel Negative: 3d6 ⇒ (4, 2, 1) = 7 Will DC 15 for half Will Saves Gold/Red/Blue/Green: 4d20 ⇒ (15, 16, 9, 10) = 50 +5
Omo
Mort
Acolytes
Omo and Mort are up. Don't forget the Will Save DC 15 Mr. Robot is affected normally but he also has hardness 5
Jarreck Lightfoot
|
Jarreck flips the silver dagger over and throws it end over end at the green acolyte.
dagger+PBS @ 15': 1d20 + 11 - 2 ⇒ (19) + 11 - 2 = 28 crit?
dagger(confirm): 1d20 + 11 - 2 ⇒ (17) + 11 - 2 = 26 yes
damage+PBS: 2d4 + 6 + 2 ⇒ (3, 3) + 6 + 2 = 14 think the PBS gets doubled as well
Before reaching down to get his dropped sword.
Jarreck Lightfoot
|
Niles appears we were typing at the same time this morning. as for the 24 hours, your post last night was 24 hours after my previous post that brought Jarreck back to initiative order. When I tried to post last night Paizo's server gremlins were my only view so I went to bed.
| Mortimer 'Mort' Burrwaddle |
Will Save + Resist Death's Call: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22 Taking 4 damage
Mort attacks green yet again.
Attack 1, Haste: 1d20 + 9 ⇒ (10) + 9 = 191d4 - 1 ⇒ (4) - 1 = 3
Attack, 2 Haste: 1d20 + 9 ⇒ (2) + 9 = 111d4 - 1 ⇒ (3) - 1 = 2
| Omo Nijj |
Will (Mr. Robot): 1d20 + 1 ⇒ (9) + 1 = 10
Will (Omo): 1d20 + 3 ⇒ (3) + 3 = 6
Buzz Saw: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d4 + 6 ⇒ (1, 3) + 6 = 10
Mr. Robot saws into giving flesh. Omo finally gets the winch to work.
Pull: 1d20 + 16 ⇒ (19) + 16 = 35
| GM Niles Iron Gods |
Seven and her cheetah miss a whole bunch more
Guaire aims the Grenade launcher and a grenade goes off in the distance
Jarreck flips his dagger forward and it stabs Green between the eyes.
Nalakai charges forward For the GodClaw! For Hellion! and he channels the power of his god to harm the intruders (and his own people) Channel Negative: 7 Will DC 15 for half
Omo had Mr Robot hack apart Gold, while Nalakai is drawn closer.
Mort knocks out Red
Acolytes are all dead
Seven, Guaire and Jarreck are up! Don't forget the will save versus the channel damage
Round 7 No more haste
Seven
Guaire
Jarreck
Nalakai
Omo
Mort
| Guaire |
Will Self: 1d20 + 3 ⇒ (13) + 3 = 16
Will Spike: 1d20 + 5 ⇒ (18) + 5 = 23
With no clusters of enemies, Guaire lets out a yell at the fanatic.
"The others are dead! So will you die a meaningless death!"
Intimidate: 1d20 + 10 ⇒ (2) + 10 = 12
"Spike, flank him.", Guaire nods at the fanatic.
Spike attacks some more, first making a 5ft step to get behind the fanatic.
Gore, PA, flank: 1d20 + 7 + 2 - 1 ⇒ (12) + 7 + 2 - 1 = 20Dmg: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Tail slap, PA, flank: 1d20 + 7 + 2 - 1 ⇒ (1) + 7 + 2 - 1 = 9Dmg: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6
| Seven.teen |
Seventeen Will Save: 1d20 + 5 ⇒ (18) + 5 = 23
Seventeen feels waves of malevolence wash over her, she ignores the warnings and errors scrolling up her HUD and instead concentrates, gathering her energies. She points at the enemy cleric and whispers, "Disruptus!" A small magical arc of lightning develops around the priest trying to safely discharge the energies of his most powerful spell!
She casts Dispel Magic, targeted at Nalakai. He's probably spent the last 3 rounds buffing like clerics do ;)
Dispel Magic: 1d20 + 7 ⇒ (17) + 7 = 24
The Cheetah yelps in pain when the unholy energy floods the area, and it darts past mort to leap snarling at the source of the pain and torment!
Cheetah Save: 1d20 + 2 ⇒ (13) + 2 = 15
Cheetah Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Cheetah Bite: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Cheetah Trip: 1d20 + 7 ⇒ (13) + 7 = 20
Jarreck Lightfoot
|
Sword and Dagger in hand, Jarreck moves around the room to come up behind Nalakai (40' movement) opposite of Omo.
Longsword: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
+1 dagger: 1d20 + 9 - 2 ⇒ (7) + 9 - 2 = 14
Dmg Longsword w/SA: 1d8 + 2 + 2d6 ⇒ (4) + 2 + (2, 5) = 13 also will choose to apply the disoriented version of Dibilitating Injury. Short version-Nalakai now has -2 attack vs everyone else and -4 against Jarreck
Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
Hampered: All of the target's speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
| GM Niles Iron Gods |
Why did no one tell me the map was set to view only!!!!!! For the future, I should be setting those to be fully editable. I trust you guys not to break anything.
Round 7 No more haste
Seven dispels one of Nalakai's buffs. The cheetah misses.
Guaire sends the Pilo exactly where Jarreck wanted to be... The Pilo hits for 6, Nalakai ignores Guaire
Jarreck didn't roll his will save....Will: 1d20 + 2 ⇒ (11) + 2 = 13 I edited your HP to reflect your post in the discussion thread. Jarreck stabs Nalakai with his sword Only 1 attack... and not a SA since you aren't flanking hitting Nalakai for 6.
Nalakai shouts Master! Master! Aid me! Lend me your Strength!and nearby Hellion Appears! and casts a spell on 1d5 ⇒ 2 Guaire Will Save DC16 or suffer from Confusion Nalakai channels energy again 3d6 ⇒ (2, 4, 2) = 8 and everyone must make another Will Save DC 15 for half.
Omo
Mort
Good guys go!
Round 8
Seven
Guaire
Jarreck
Nalakai
Omo
Mort
| Mortimer 'Mort' Burrwaddle |
Will Save + Resist Death's Call: 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25
Mort looks towards the figure of Hellion and flies a little towards him.
The swirling mists of his current form, turn a dark hue, becoming dark blue and later even pitch black until he releases magical energy at Hellion.
Casting Blindness, Fort Save DC 17 or be blinded permanently
| Guaire |
Oh joy..
Will vs confusion: 1d20 + 4 ⇒ (3) + 4 = 7
Effect: 1d100 ⇒ 89
Uh oh
Will vs channel: 1d20 + 4 ⇒ (11) + 4 = 15
Will Spike vs channel: 1d20 + 5 ⇒ (1) + 5 = 6
An intruding feeling seeps into Guaire's head, as he blinks as if getting a major headache.
Guaire drops the grenade launcher....draws his flail and makes a swing at seven.
Flail: 1d20 + 9 ⇒ (20) + 9 = 29Dmg: 1d10 + 3 ⇒ (8) + 3 = 11
Crit?: 1d20 + 9 ⇒ (9) + 9 = 18Dmg: 1d10 + 3 ⇒ (10) + 3 = 13
Sry seven.....
Spike continues.
Gore, PA: 1d20 + 7 - 1 ⇒ (19) + 7 - 1 = 25Dmg: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Tail slap, PA: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19Dmg: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
| Seven.teen |
Niles in the previous encounter Seventeen cast Shield. That lasts 6 mins, is it still in effect?
Will Save cheetah: 1d20 + 1 ⇒ (13) + 1 = 14
Will Save Seventeen: 1d20 + 5 ⇒ (19) + 5 = 24
Stung by the negative energy, the cheetah goes berserk!
Bite: 1d20 + 7 ⇒ (15) + 7 = 22Damage: 1d6 + 5 ⇒ (1) + 5 = 6
Trip if bite hits?: 1d20 + 7 ⇒ (1) + 7 = 8
Claw 1: 1d20 + 7 ⇒ (18) + 7 = 25Damage: 1d3 + 5 ⇒ (3) + 5 = 8
Claw 2: 1d20 + 7 ⇒ (19) + 7 = 26Damage: 1d3 + 5 ⇒ (3) + 5 = 8
Seventeen tries to scorch the cleric yet again, maybe her aim will be better this time? 15/40 charges used
Ranged Touch: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18Fire Damage: 4d6 ⇒ (4, 1, 5, 4) = 14
And then Guaire ties to murder her for not being human.
| GM Niles Iron Gods |
Nope, no Shield remaining. It's been over 6 minutes.
Omo *waiting on actions
Mort casts a spell on Hellion Mort make a DC15 Will save please Will: 1d20 + 11 ⇒ (15) + 11 = 26 Hellion resists the Druidic magic.
Round 8
Seven's cheetah shreds into Nalakai, leaving him bleeding and unconscious. Save the charge he is at like -11
Guaire smacks Seven from behind, she falls to the ground unconscious -6HP
Jarreck *waiting on actions
Hellion?
Omo
Mort
You are no match for my power! I am the God Claw! The render of Flesh! The destroyer of your puny mortal world! Even you sister cannot stand versus my power, no matter what fleshlings Unity sent with you! See how I turn them against you! I do not know how you escaped Iadenveigh but I will have your memories and learn Unity's secrets! Hellion boasts as he sees Seven go down
| Seven.teen |
I'm going to try and remember to use the meta magic rod more.
| Mortimer 'Mort' Burrwaddle |
I did make the Will save for the channel energy Niles or do you mean another Will Save? I took 4 damage.
| Omo Nijj |
Will (Omo): 1d20 + 3 ⇒ (17) + 3 = 20
Will (Mr. Robot): 1d20 + 1 ⇒ (7) + 1 = 8
Mr. Robot moves next to the fake god.
Omo stares in horror at Jarreck but refuses to leave his sister's side. He pulls out the hypogun and tries to help her.
Heal: 2d8 + 3 ⇒ (7, 1) + 3 = 11
| GM Niles Iron Gods |
Mortimer disbelieves the illusion effect, he sees that Hellion is in fact a hologram like illusion. The emitter beneath his feet is creating the illusion.
| Mortimer 'Mort' Burrwaddle |
Mort attempts to fly through the illusion to prove it is one, if that doesn't work he'll transform after the flight and relay the message to the others.
Jarreck Lightfoot
|
will: 1d20 + 2 ⇒ (15) + 2 = 17 -2 hp from negative energy
Jarreck turns and moves towards the creature boasting in the corner, swinging his sword when he arrives to join the bot in its attack.
Longsword w/PA: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
DMG if hit: 1d8 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Niles, gonna assume you want a will save again. Walked out the door this morning and left my phone at home.
will: 1d20 + 2 ⇒ (1) + 2 = 3
| GM Niles Iron Gods |
Mort flies through Hellion, giving everyone a good idea that Hellion isn't here just an image of it. Jarreck's attack only reinforces that when it hits naught but empty air.
Omo heals Seven, bringing her to consciousness. The Hologram of Hellioncontinues its rant
I will boil your tissues from your brittle bones and scrape the last remnants of thought and self from your brutish skulls! You bloodbags will never defeat the GodClaw! Servants of Unity! You will all die!I will clone your bodies and inflict a multitude of horrors upon you!
Combat is ostensibly over
| Mortimer 'Mort' Burrwaddle |
Mort swirls through the room, looking forany more signs of comabtants, then transforms back into his own self.
"Well that's a damn annoyance. Next time we go for whatever eyes that Hellion guy or thing has all over this place. Though he might be just somebody smaller than that illusion pretends to be. Anyone in need of healing?"
I believe we had a few charges left, not much but at least some CLW to heal a few up.
| Guaire |
Might want to get me to my senses, Niles mentioned my confused condition lasted 8 rounds.
Unless, of course, he decides it's finished with the end of combat.
Will 7 rounds: 7d20 ⇒ (14, 14, 13, 4, 4, 7, 16) = 72
3 rounds of chaos
3d100 ⇒ (35, 97, 32) = 164
2 rounds of talking nonsense
1 round attacking the nearest friendly.
| GM Niles Iron Gods |
As soon as combat ends (the threat is over) then the Confusion effect wears off...but FYI in the future, you don't get a Will save each round.
| Omo Nijj |
Omo still gives Guaire slightly wary glances for a few moments, not entirely sure that the magic is gone.
For Omo
Heal: 2d8 + 3 ⇒ (8, 5) + 3 = 16
Heal: 2d8 + 3 ⇒ (4, 5) + 3 = 12
For Seven
Heal: 2d8 + 3 ⇒ (8, 1) + 3 = 12
Heal: 2d8 + 3 ⇒ (7, 6) + 3 = 16
For Guaire
Heal: 2d8 + 3 ⇒ (7, 5) + 3 = 15
Heal: 2d8 + 3 ⇒ (5, 1) + 3 = 9
Heal: 2d8 + 3 ⇒ (1, 7) + 3 = 11
For Jarreck
Heal: 2d8 + 3 ⇒ (3, 3) + 3 = 9
Heal: 2d8 + 3 ⇒ (6, 7) + 3 = 16
For Mort
Heal: 2d8 + 3 ⇒ (7, 5) + 3 = 15
Heal: 2d8 + 3 ⇒ (4, 7) + 3 = 14
For Sonic
Heal: 2d8 + 3 ⇒ (7, 3) + 3 = 13
Heal: 2d8 + 3 ⇒ (5, 8) + 3 = 16
Heal: 2d8 + 3 ⇒ (4, 1) + 3 = 8
Omo sets to healing the wounded, which takes more than a canister. He then examines Nalakai's rope.
Knowledge: Engineering: 1d20 + 28 ⇒ (18) + 28 = 46
"We need to press forward while our wards hold."
Then he opens the northern door. Perception: 1d20 + 11 ⇒ (1) + 11 = 12
How's that for a moving things along post?
| GM Niles Iron Gods |
Are you keeping track of charges on that Hypogun....because it only has 10 per Nanite Canister not 50
Omo knows that this is no mere rope, this is a power charging cable. Perhaps Nalakai had some special rite in which he used the technological device!
Omo opens the door and sees The eastern portion of this room is a shambles of twisted metal and debris, leaving the western portion to serve as a combination bedroom and personal shrine.
@Omo, Perfect!Also, I edited the HP to keep track of that healing.
| GM Niles Iron Gods |
Only one item stands out a battered Prayerbook/Journal written entirely in Orc. To fully understand the journal would take a few hours and a Linguistics check.