MiniGM's Curse of the Crimson Throne E6 (Inactive)

Game Master Vuvu

I AM THE MAP I AM THE MAP I AM THE MAP I AM THE MAP


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Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

"Here." Kara knelt down to put a hand on his wounded leg, and the gash closed up, somewhat.

Fervor healing: 1d6 ⇒ 3


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Donnen tries to inspect the boat, then the door, for traps and hidden/useful objects. He will move as stealthily as he can.

Perception: 1d20 + 5 ⇒ (16) + 5 = 21 Please add another one for Trapfinding if traps are around... Let me know if I should roll different Perceptions

Stealth: 1d20 + 9 ⇒ (9) + 9 = 18


Unnamed

do you get on the boat donnen or do it from the dock?


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

If people are with me already (behind me), then I'll go down to the boat. Otherwise, if you consider I'm scouting ahead, then from the dock


Unnamed

people are with you. so onto the boat you go.


Unnamed

The second Donnen steps onto the deck there is a loud creaking and cracking and the deck gives way

Ref 12 please

Failed it?:

You plummet 10 feet down taking 1d6 ⇒ 5 damage and you find yourself in a room that is

Dark and dank, the ship’s hold smells of mildew. Several
barrels, crates, and other containers lie stacked here and there,
and a shallow layer of river water has collected in puddles. A
soft scratching sound comes from behind a few of the crates.

make a single move or standard action


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Reflex: 1d20 + 7 ⇒ (8) + 7 = 15

Donnen hears the cracking but manages to hold himself. He signals for the rest of the party to wait and be careful because something is wrong here!

As the deck falls and he holds himself successfully, he looks around, trying to spot anything of interest.


Unnamed

Done turns a quick backflip and lands back on the dock. There is a large hole in the deck which extends down into darkness.


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

I will wait the others a little bit before continuing, Mini :)


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

I am a little confused. How many acrobatics rolls will I need to make to catch up?

EDIT: After re-reading the posts I missed, I found no evidence of anyone crawling, though I remember seeing that. Well, the first question still stands.


Unnamed

I assumed that you just took 10.


Vitals:
HP 20/20 | AC 14, T 14, FF 10 | Fort +5, Ref +6, Will +2 | Init +3 | Harrow Card: The Cricket
Skills:
Acrobatics +8, Craft (alchemy) +6, Craft (painting) +5, Craft (sculpture) +5, Intimidate +8, Knowledge (local) +5, Perception +7, Perform (dance) +2, Sleight of Hand +8
Resources:
Grit: 2/2, Bullets: 0/0, Harrow Points: 2/2

Yes, I think I'll choose to do that.

Gene hesitated for a bit. After two years this finally seemed to be happening. Realizing that he was the last one to head down onto the pier, he started taking light steps across the planks. He quickly and easily makes his way to Donnen and takes a look around without getting on the boat.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8

"It is too dark for me to see much at all, my cunning friend. Tell me, have you discovered anything worthy of note?" Gene asks of Donnen in a hushed tone.


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin peers into the hole and shakes his head. Doubtful that Lamm would be using this as his hide out. We should look for acess into the building."


Unnamed

So everyone slowly and carefully moves back around to the front of the building where the door appears to be unlocked


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

After getting healed Bazzle nods in thanks to Kara. He then mutters quietly and uses some spell to dry his clothes and gear.

casts prestidigitation quietly to dry his gear and clothes. If a single casting won't do he dries his cards.

After Kazadarin mentions a way in Bazzle points to the door.


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadrin looks for secondary access points, such as windows, as they move.


Unnamed

Only option is the loading doors that are closed to the west


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

Kara gets her shield out, then opens the door at the front of the building.


Unnamed

A single desk sits in the middle of this room, a moldy chair pushed
up against the far side. A small pile of ratty furs and straw is heaped
under the table.

A blur of green comes from under the desk along with a hiss.

A massive lizard charges immediately into Kaz and attempts to bite [ooc] partial charge in surprise round.

1d20 ⇒ 13 it hits and latches onto his leg dealing 1d8 + 2 ⇒ (5) + 2 = 7 and need a fort save of 14

Failed it:
take 1d2 ⇒ 2 dex damage

GM INIT ROLLS:
6d20 ⇒ (3, 4, 3, 20, 4, 18) = 52 1d20 ⇒ 12

The lizard wins init and doubles down on the biting 1d20 ⇒ 18 and he takes another chunk of leg 1d8 + 2 ⇒ (4) + 2 = 6 and another poison save of 14, or 16 if you failed the first one.

Failed it:
1d2 ⇒ 2DEX damage

GO


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Assuming the creature is by us and I have either two more allies attacking it with me or I can flank it...

Donnen tries to attack the creature with his daggers and deal with it before he kills the entire party.

Attack (main): 1d20 + 4 ⇒ (17) + 4 = 21 Please add +2 if I'm flanking.
Damage (main): 1d4 + 5 ⇒ (1) + 5 = 6

Attack (off): 1d20 + 4 ⇒ (15) + 4 = 19 Please add +2 if I'm flanking.
Damage (off): 1d4 + 2 ⇒ (3) + 2 = 5

Forgot the sneaks (they're applicable if I'm flanking or if at least two more allies are attacking the creature - Gang Up).

Sneak (main): 1d6 ⇒ 1
Sneak (off): 1d6 ⇒ 6


Unnamed

guys there is a map, you can move your tokens around on it. please make use of it.


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Fort sv 1: 1d20 + 4 ⇒ (19) + 4 = 23

Fort sv 2: 1d20 + 4 ⇒ (3) + 4 = 7

Power attack: 1d20 + 6 ⇒ (17) + 6 = 23 +2 if flank.

Damage1d10 + 10 ⇒ (8) + 10 = 18


Unnamed

Donnen has to move and tumble to get into a position to strike, though when he arrives he does manage to cut deeply, and with Gangup he alone gains the benefit of the flank.

Donnen cuts deep and then Kaz splatters brain everywhere, with a loud thud

combat over


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadrain grabs his leg and steps back from the lizard. "That thing must be part alligator!"


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

Darry had just readied his sling prepared to send a stone of pure doom torwards the creature when his new allies well killed the lizard as quickly as it appeared.

I uh... wow I ..sorry I was a bit slow. That thing surprised the 'eck out of us eh Sebastion?

He said keeping his eyes about now a bit more wary.


Unnamed

Stop and search? move on to another door? if so which door. place your tokens outside the door you want to check next


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

First Donnen starts searching around the room.

Perception: 1d20 + 5 ⇒ (6) + 5 = 11

He will try to be as stealthy as possible.

Stealth: 1d20 + 9 ⇒ (19) + 9 = 28

He signs to the others to join him inside. Finally, when everybody is there, he will check the door on the right for traps.

Perception: 1d20 + 6 ⇒ (13) + 6 = 19


Unnamed

Door does not seem to be trapped


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

I moved the tokens because Donnen wouldn't try to check the door without everybody there. I'm sorry if I did bad, guys - just for the sake of moving things on

Donnen will try to unlock the door to investigate.

Disable Device: 1d20 + 12 ⇒ (7) + 12 = 19


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin unslings his bow and readies an arrow.


Unnamed

The door quietly swings open.

A pair of bunk beds sits against the far wall of this room to
either side of a boarded-over window.

There does not appear to be anyone in the room


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

can I get some healing? I am feeling a little woozy."


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Bazzle stands in the back trying to get a good shot in with his drawn card.

In the end he lowers the card "Well I guess you guys can handle a lizard without me."

He begins to look about the desk.

perception: 1d20 + 4 ⇒ (17) + 4 = 21


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

Kara digs around in her bag, and gets out a potion, which she hands to Kazadarin. "There you go."

It's a potion of Cure Light Wounds.

She spots the bunk beds over Donnen's shoulder, and rushes inside, checking under the beds and rifling through the bedding, generally determined to search through the whole room.

Perception: 1d20 + 2 ⇒ (17) + 2 = 19


Unnamed

Searching the two rooms turns up a bunch of nothing. The lizard had a collar that said Bloo. The bunks have obviously been slept in but there is nothing in the room of use.


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

Kara sighs, checks that everyone's ready, then opens the western door.

The one near my token on the map.


skills:
Acrobatics 4; Climb 8 (6); Disable Device 8(6); Intimidate 4; Dungeon 5; Geography 5; Heal 5; Local 7; Perception 7; Stealth 8 (+6); Survival 7 (8 track); Swim 8 (6); Languages: Common, Orc
Harrow:
Points:2 Card:Locksmith
Vitals:
Urban Ranger 3, INIT:+4, AC:18(FF:16/T:12), HP:15/28, F:+4 R:+6 W:+2

Kazadarin mumbles a thanks and downs the potion.


Unnamed

1d8 + 1 ⇒ (1) + 1 = 2 for Kaz

Donnen quickly checks the door for traps and finds it safe.


Unnamed

The stink in this room, a mixture of fish and sweat, is enough
to make the eyes water. To the east, a large wooden trough
holds a hideous mound of half-rancid fish, seaweed, and
brine. Filthy seawater and fish blood stain the floor around
this trough. A pair of wooden chutes lead from this trough
through holes in the northern wall into a larger room to the
east. To the west, a desk and chair sit in one corner while a tall
cabinet sits in the other.

Immediately you see dozens of little lambs around the room, toiling away with pitchforks, tossing the slurry into various places. Pacing around the room is a nasty looking gnome who is smacking kids and barking complaints as he goes.

1d100 ⇒ 84 The gnome doesn't seem to notice the opened door but some of the lambs do and are looking your direction, they look unsure

SM 15:

Not sure if they should shout out, attack, and if they do attack do they attack you or the gnome, or run


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Sense Motive: 1d20 + 4 ⇒ (6) + 4 = 10

Donnen is unsure about the kids, but he isn't about the nasty gnome. He looks at his companions briefly, and then goes for the gnome, trying to catch him surprise and sneak attack him.


Unnamed

Stealth check donnen


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Stealth: 1d20 + 9 ⇒ (19) + 9 = 28


Unnamed

Everyone else can make a surprise round action, that includes trying to deal w the lamms


Vitals:
HP 20/20 | AC 17, T 11, FF 16 | Fort +5, Ref +1, Will +6 | Init +1
Skills:
Climb +4, Diplomacy +6, Intimidate +7, K.Religion +4, Perception +2, Sense Motive +6
Resources:
Blessing 4/4, Fervor 2/3, Harrow Points: 2

Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22


LG Male Dwarf Paladin (Stonelord) 6 Guardian 1 | HP 72/92 | AC 24 TO 11 FF 23 | F +10 R +6 W +9 (+2 vs. poison, spells, SLA, +6 to Stabilize) | CMD 21 (25 vs. BR, Trip) | Speed 20 | Init +2 | Perc +10 DV | Stonestrike 1/6 | Defensive Stance 9/17 | Lay on Hands 1/2 | DR 3/adamantine | Fortification 25% | Immune Fear | +1 Attack/AC vs. Undead | MP 4/5
Defensive:
HP 84/104 | AC 26 TO 13 FF 23 | F +12 R +6 W +11 | CMD 25
Bakkon:
HP 0/13 | AC 17 TO 10 FF 17 | F +4 R -1 W +3 | CMD 13 | Acid 5 Cold 5 Elec 5 | SR 6

Donnen tries to catch the gnome by surprise, while his companions are getting ready to deal with him - or to do something about the children (who he has no clue if are friendly or foe).

Attack: 1d20 + 4 ⇒ (1) + 4 = 5 He misses miserably!
Damage: 1d4 + 5 + 1d6 ⇒ (4) + 5 + (4) = 13


Male Halfling HP 17/28 AC21/14/14 Fort:+7 Ref: +5 Will: +2 Acrobatics +3, Bluff+2,Diplomacy+7,handle animal+7, Intimidate+3,Ride+6,Stealth +3,Sense Motive +4

He didnt like gnomes... they were loud noisy and well problematic. This one appeared to be holding some sort of position of authority over the children and this wouldnt do.

sling of smaking attack: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d3 + 2 ⇒ (2) + 2 = 4


Unnamed

Donnen you already acted with your stealth


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Sense Motive: 1d20 - 1 ⇒ (9) - 1 = 8

Is the gnome the 1 icon? I am thinking of color spraying it won't hurt any kids but the less hit the better cause I am just going for the gnome. Would I need to move to get him in the cone?


Unnamed

Yes he is


Male
Vital Stats:
Gnome Unchained Rogue 8 HP 40/56 | AC 19, FF 15, T 15 | F +2 R +10 W +1 | Init. +3 | CMB 9 | CMD 13 | Speed 20ft
Perception +9

Bazzle hops into the doorway and starts to cast a spell.

Casts Color Spray:
Level 1 (3) DC 13
Color Spray(Illusion)[Pattern Mind-Affecting ] X 1
V,S,M rng: 15ft CT: Dur: Instantaneous; see text
SV Will negates Area: Cone-shaped burst Book: CRB
Description: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its HD. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray.

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