GM DSP |
You convinced him that you were released to erradicate the very real spiders that you would otherwise have run into while digging without armor, armed only with pickaxes. The spiders, drow, and all that are for reals brah! Right now, you can go toward the spiders/drow or you can head back into the prison and break out that way. I guess you could also kill everyone in the prison and take it over yourselves...
GM DSP |
Couple things: 1. I am calculating +11 on stealth checks. How do you have a +19? 2. You didn't actually roll dice there. 3. You need concealment of cover to make a stealth check. It is also possible to cause a distraction and use that to hide, but you still need somewhere to hide. Stealth is not a 'hide in plain sight' sort of skill.
Wootagagazergaba |
The goblin backed away quietly thinking he was out of view. Woota slowly realized the eyes of the group were still upon him, "I might have overestimated the overall darkness of this hall, and underestimated my own person ability to hide." The small goblin stood as proud as he could after making such a fool out of himself. The silence was awkward when Woota abruptly pointed at the dwarf while yelling, "Stop looking at me and slice his freaking neck you undergrown giants!"
GM DSP |
1d20 + 2 ⇒ (18) + 2 = 20
1d20 + 5 ⇒ (10) + 5 = 15
1d20 + 0 ⇒ (17) + 0 = 17
1d20 + 0 ⇒ (2) + 0 = 2
1d20 + 2 ⇒ (20) + 2 = 22
Average=14
"Cut my neck will ya! I don't think so!"
The guard raises a tin whistle to his lips and blows 3 shrill blasts before raising his sword in a defensive stance.
Ok. Your turn friends.
Gromgard |
Gromgard looks to see if the dwarf had locked the door behind him while he was going to "guard" it. If locked, leave, if not, let Volibear and the summon keep the dwarf busy and Gromgard will look to barricade or lock the door.
Perception: 1d20 + 1 ⇒ (4) + 1 = 5
Volibear charges in and and attempts to ravage the dwarf.
Claw 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 241d6 + 2 ⇒ (4) + 2 = 6
Claw 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 61d6 + 2 ⇒ (3) + 2 = 5
Gromgard focuses and summons a Skeever.
Dire Rat CR 1/3
XP --
N Small celestial/fiendish animal
Init +3; Senses darkvision 60 ft., scent; Perception +4
DEFENSES
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 [7] (1d8+1) [1d8+3]
Fort +3 [+5], Ref +5, Will +1
SR 5
Celestial - Resist Acid, Cold, and Electricity 5
Fiendish - Resist Cold and Fire 5
OFFENSE
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 [+3] (1d4 [1d4+2] plus disease)
Special Attacks disease, Smite evil/good
STATISTICS
Str 10 [14], Dex 17, Con 13 [17], Int 2, Wis 13, Cha 4
Base Atk +0; CMB -1 [+1]; CMD 12 [14] (16 [18] vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11; Racial Modifiers uses Dex to modify Climb and Swim
SPECIAL ABILITIES
Disease (Ex)
Filth fever: Bite—injury; save Fort DC 11 [13]; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Smite evil/good
1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).
Augment Summoning: Items in brackets [] represent the spell being cast by a character with the Augment Summoning feat.
Gromgard points to the dwarf.
The skeever scuttles over and bites the dwarf.