Harsk

Bedlam Bottomland's page

1,844 posts. Alias of Dorian 'Grey'.


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Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Now you've gone and done did da thang!

My character will be:

Bedlam Bottomland Dwarf Alchemist (Mutagenist) [Barbarian] !

Please tell me you will allow Fred Archetype!? Pleeeeeease!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam begins digging inside his pack for the cheese grader....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

I am of the opinion that we had a fantastic run and I am looking forward to another once you are ready to run your new one.

Thanks everyone for the memories provided by this Table!

Who knows, perhaps, Bedlam will be reborn!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam peeks open a blood crusty eye. The dwarf uses it to wink at Terapin.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam looks in his mailbox for the thirtieth time. The dwarf saddle shakes his head.
Be new address mayhaps?


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam lies on the cold stone floor as he is unconscious....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam grins as the burning burns and burns and burns so good....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Well howdy ho neighbor!


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Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Thanks!

In Florida now visiting and preparing to bring family up to New homestead!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam continues to nap on the cold, hard flooring as all the excitement happens around him....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam continues to just lie quietly on the nice mosaic flooring. Grateful that the lava has cauterized his wounds....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Be just great ye barbarian! Da Parrot be no need'n dem thpes ov ideas! Now we be need'n ta make fire mephits!

Sweet find, Lolly!

EDIT!

I missed this question! Apologize!
Are any of you experienced PbP DMs at this and higher levels in Pathfinder 1st edition? Just checking...

PF1e is a bit pc lopsided after 11th, although there are ways to mitigate it.
I have had many PFS and non-PFS characters make it to 16th, as most PF1e APs end at 16th.

My Strange Aeons PbP just ended. We won! It was certainly challenging and we did loose our Sorcerer. She got eaten and turned into a Seeded and we had to fight her too. It happens. But we were 16th.

I have had 1 PFS character make it to 20th. My "home group" did Season 5 and 6 plus conventions to get it done. We made The Thread.

I say this to say that it most certainly can be done. But I agree that for the DM of these experiences it can be a bit frustrating. Some groups run all over the bads, while others TPK in the same combat.

You run whatever it is that strikes your fancy. I would be honored to be a part of any story that you are telling!

Thank you for this ride!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam would like to wake up, but he is having a nice dream of roasted mutton and cheese cake....
Stabilization check DC 12: 1d20 + 3 ⇒ (12) + 3 = 15

And the restaurant just ran out of cake!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Hmmm....I may have read that incorrectly then....happens...lol.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Hot! I had my last physical therapy session yesterday, so now ready to literally move on!

I've had a few interviews these last 4 weeks, but still waiting on call-backs, or something that fits our lifestyle.

I may just work at Macdonald's for a month just to get back used to working on my feet all day.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Will DC 16, heroism, hardy +3 spells, sp, poisons: 1d20 + 12 ⇒ (6) + 12 = 18

Bedlam exercises his dwarven right to move his extremities.
Be un durn pain un me arse, dat un!

EDIT!

Bedlam dazed and confused decides that having suffered some lava intrusion sleeps a bit for the interum....

Currently at hp -1...

Stabilization check DC 11: 1d20 + 3 ⇒ (3) + 3 = 6

Stable Characters and Recovery:

Source PRPG Core Rulebook pg. 190
On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. An unconscious or dying character cannot use any special action that changes the initiative count on which his action occurs.

Characters taking continuous damage, such as from an acid arrow or a bleed effect, automatically fail all Constitution checks made to stabilize. Such characters lose 1 hit point per round in addition to the continuous damage.

You can keep a dying character from losing any more hit points and make him stable with a DC 15 Heal check. If any sort of healing cures the dying character of even 1 point of damage, he becomes stable and stops losing hit points.

Healing that raises the dying character’s hit points to 0 makes him conscious and disabled. Healing that raises his hit points to 1 or more makes him fully functional again, just as if he’d never been reduced to 0 or lower. A spellcaster retains the spellcasting capability she had before dropping below 0 hit points.

A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers hit points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.

Recovering with Help: One hour after a tended, dying character becomes stable, the character must make a DC 10 Constitution check to become conscious. The character takes a penalty on this roll equal to his negative hit point total. Conscious characters with negative hit point totals are treated as disabled characters (see page 189). If the character remains unconscious, he receives another check every hour to regain consciousness. A natural 20 on this check is an automatic success. Even if unconscious, the character recovers hit points naturally. He automatically regains consciousness when his hit points rise to 1 or higher.

Recovering without Help: A severely wounded character left alone usually dies. He has a small chance of recovering on his own. Treat such characters as those attempting to recover with help, but every failed Constitution check to regain consciousness results in the loss of 1 hit point. An unaided character does not recover hit points naturally. Once conscious, the character can make a DC 10 Constitution check once per day, after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally.

The dwarf dreams of a running river of red....
Current hp -2


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

The Buffs are always forgotten by most everyone save the Buffer...lol.

Although, I tend to forget my buffs too so....

How is your end of year going?


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam damage from Big Bad Boss Fight!

Wed, Jun 1, 2022, 04:18 pm Channel, Will DC 14: 3d6 ⇒ (1, 3, 6) = 10 for 5

Thu, Jun 2, 2022, 07:07 am hannel SW Acolyte 1, Will DC 11: 2d6 ⇒ (6, 4) = 10 for 5

Channel SW Acolyte 2, Will DC 11: 2d6 ⇒ (6, 5) = 11 for 5

Channel SW Priest, Will DC 14: 3d6 ⇒ (3, 4, 2) = 9

Thu, Jun 2, 2022, 03:29 pm Aurora Aid Temporary HP: 1d8 + 8 ⇒ (6) + 8 = 14

Sun, Jun 5, 2022, 09:29 am Channel SW Priest, Will DC 14: 3d6 ⇒ (4, 4, 2) = 10 for 5

Tue, Jun 7, 2022, 11:45 am Immersed in Lava vs Fire Resistant Armor: 10d10 - 10 ⇒ (3, 4, 7, 10, 2, 8, 5, 2, 2, 6) - 10 = 39

Yesterday, 10:26 am Channel Neg: 3d6 ⇒ (4, 2, 4) = 10 for 5

Total: 59 damage Hp 72 starting hp so current hp 13

Bedlam is still awake thanks to Aurora's Aid spell! Thanks (always) Aurora!


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Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam--smoke drifting angrily away from him--lies completely still. The pool of dwarf skin and dwarf hair and dwarf dwarf do seem to be a bit pooled underneath him.
He has looked better, but really let's be honest, the dwarf was never going to win 2nd place in a beauty contest.

Having gone over to the red dragon dark side, the Alchemist hasn't really looked that much different than he is currently.
He does give a thumbs up to Magnus, LaVar and Terapin even got a wink.

Bedlam then lays quietly a bit red in the face!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Be sumting wrong bout dis new situation! Me chicken legs be overcook'n!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Forgot Haste also, but how nimble are clerics really!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam watches all the cultists casting their spells, the clerics blasting everyone with their negative channels. The Vrock not being seen, but buffing the shit out of itself!
Hey Vrock! Be yee un bit 'fraid ov us? Be piss'n yerself!

The grinning dwarf then decides to Fly up and over to hoover above the sweet-ass lava pit dais area!
Fly (Dex), hover DC 15 : 1d20 + 19 ⇒ (1) + 19 = 20

He then begins laughing at the stupid cultists hugging each other.
'ello boys!

Range bomb touch, Tanglefoot Ref DC 19, splash weapon mastery, precise bombs, Unstable Accelerate, heroism, prayer, divine vessel, splash 10: 1d20 + 8 + 2 + 1 + 2 ⇒ (2) + 8 + 2 + 1 + 2 = 154d6 + 5 + 1d6 ⇒ (6, 5, 3, 1) + 5 + (2) = 22
/x2)20' 13/12


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam looks up from slurping down some Ramens with a guilty pleasure face at Anzath!


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Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam watch Terapin trying to count on his invisible fingers.
Ye be need'n ta carry da un!

The dwarf smiles at the gnome.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam grins evilly.
Me be know'n!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam looks to Lolly. The dwarf breaks the 4th wall and peers at Parrot.
Ye fellas be speak'n da truths! Wat be spilt brains between friends!

Bedlam sauters, skips, somersaults, sashes, swashbucklers into the dreadfully decorated chamber....
Will, heroism: 1d20 + 9 ⇒ (15) + 9 = 24 +3 spells, sp, poison


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Technically, Bedlam stopped at the doorway once he seen Lolly and Trag begin seeping brains all over the floor.

Bedlam thinks that having one's brains seep from one's orifices is cause for concern and a mop.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Make them however would be most entertainment is my motto! DMing only homebrew until I got into PFS has taught me both written and my homebrew always have mistakes...lol!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

I am (almost) certain that I have told the story of back in the day (2000s), as DM, I TPKed our group with clerics using Hold Person and their Rogue minions CDGing each as they failed against Hold Person?

They dared me to make an encounter that could kill them...lol.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam waves at Parrot. The dwarf seems to be miming let it go, me guud Parrot!....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam closes his eyes, spins around in a circle and tosses a Bomb at a group of cultists closest to them!
Range bomb touch, Tanglefoot Ref DC 19, splash weapon mastery, precise bombs, Unstable Accelerate, heroism, prayer,splash 10: 1d20 + 8 + 2 + 1 ⇒ (2) + 8 + 2 + 1 = 134d6 + 5 + 1d6 + 1 ⇒ (3, 6, 3, 2) + 5 + (6) + 1 = 26 /x2)20' 13/13


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Parrot:
Bedlam has See Invisible if that Vrock is somewhere dancing...lol?


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam better bundles bunches of bees because bits be beetchin'!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Too being da fair; me wisdom not dat high un da first place!

The dwarf roars with laughter!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Me be need'n da soap?


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Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam watches with glee as the barbarian rushes into the chamber to confront the demon!
Kick 'is arse, barbarian! You kin do it...wat da f!@* be wrong wit yee! Be dat yer brains runn'n out yer noise?

The startled dwarf then also watches with glee Tragershan rushing into the chamber, casting spells and being the wizard!
Well played, wizard! Be feel'n faster and...wat da f@%* be wrong wit ye now! Be dat brains com'n frum yer ears!

The--intelligent--alchemist then begins putting 2 and 6 together!
Stupid cultist! Be need'n ta drown dem!

Bedlam then takes out an alchemical weapon and tosses in between the 3 nearest cultists!
Ranged Touch AC 5 corner of square: 1d20 + 10 ⇒ (1) + 10 = 11 DC 15 Fortitude save or be deafened for 1 hour
Thunderstone

Dere be sumting wrong wit da room! Making folks piss dem brains out da oralfices!

Really! A nat 1! Not a great start here folks!
random square with splash weapon mastery: 1d8 ⇒ 1
right in front of Targeted corner! Splash weapon mastery move it over 1.

Bedlam begins to roar with laughter at the foolishness of it all! The Thunderstone explodes in his face (along with 2 of the cultist)!
Fort DC 15: 1d20 + 14 ⇒ (18) + 14 = 32

Wat da f%+~!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Git yer arse moving, barbarian!

Lolly's Turn Round 1:

Free Action=Rage (19 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Move Action=Hasted Stride 65' to get on far side on Vrock and draw Greatsword.
Standard Action=+1 furious greatsword, rage, haste, power attack, Ferocious Strike, Surprise Accuracy,Elemental Blood, Lesser (Electric) : 1d20 + 17 + 1 - 3 + 2 ⇒ (6) + 17 + 1 - 3 + 2 = 232d6 + 10 + 9 + 1d6 ⇒ (4, 5) + 10 + 9 + (6) = 34

I feel like a Flank would be helpful...


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam smiles warmly at the gnome!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

The dwarf seems to be setting up a game of Lords of Waterdeep....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam grins as the first thing he notices is a four-sided staircase that rises over a pool of molten lava.
Ye boys be go'n fer un swim! Ye didn't be eat'n nutt'n first? Be lucky den dat we be 'ere ta stop ye!

The dwarfhulk looks at the the shrieking, feathery demon, one that towers over the humanoids in the room. He blows him a kiss...
Dat un be fer me!

The laughing dwarf looks crazed and excited at the same time!

Bedlam's Buffs:
Mutagen, Heightened Awareness, Barkskin, Heroism. 80 minutes.
Vermin Repellent
Antiplague
Antitoxin
Alchemical grease
Deodorizing Agent
Scent cloak
Enlarge extract, See Invisible extract, Haste extract, Focus chew, ale, rum, and some mouthwash.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Be well!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Be busy swashbuckling and bein' fancy-like?
The dwarf smiles at Parrot.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam happily takes out some sandwiches, passes them around and winks at Terapin.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam holds up a soot cover hand. The dwarf then begins rifling through both casters profiles for resources.
The dwarf gives a thumbs up!
Both be look'n full up ta me! Let's git dem orcus bastards!

same buffs then open not trapped spooky door!

EDIT:
Bedlam will pause in his preparations if Aurora wanted to fill those empty slots?


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Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Now that Bedlam can see invisible, the dwarf considers stealing Terapin's ring and slipping on Trag as the wizard sleeps just to see him wake up invisible....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam's eyes bulged in surprised delight at Parrot!
Un map? Shot! Be wait'n den!

The dwarfhulk stands down. He the finds a nice dry spot somewhere not in a high traffic area to nap.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam grins!

The dwarf begins drinking!
Enlarge extract, See Invisible extract, Haste extract, Focus chew, ale, rum, and some mouthwash

He then checks for traps.

Perception: 1d20 + 14 ⇒ (7) + 14 = 21

Bedlam then activates his wings before counting to 3....

Rounds per just before he opens door so only waste 1.


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

With the patience of a dwarf, Bedlam finally does open the door...
Be f!++ing quiet! Da wizard be sleep'n!


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam looks ready to open the big not trapped door....


Male Dwarf Alchemist [Grenadier] 8 Initiative+7 Hp 72/ 02 AC 25 Fort+12, Ref+13, Will+7 (+3 spells, sp, poison)Perception+12/+14(+2 stone) Active: Too much to list here

Bedlam turns to Tragershan, as the others ransack the room for a few minutes.
The dwarf then grins at the noise and commotion going on around them.

He waves a hand to get Trag's attention and whispers,
Ye be want'n ta use dis room? Beds be tossed and da linens be fresh...ish.

The dwarf just waits by the bigger, but definitely not trapped like those chest, door waiting for the slumber party pillow fight to be finished....

Be bet'n sum un dat day did't hear us?

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