Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Festram will sigh, drop the rope and step on it, reload his crossbow, and fire at the water creature. Attack Roll w/PB shot: 1d20 + 6 ⇒ (8) + 6 = 14
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Refusing to let go of the rope, Festram draws and fires his crossbow one-handed. Attack Roll -2 w/PB Shot: 1d20 + 6 ⇒ (8) + 6 = 14
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Inarus was the impulsive one of the group. Festram, though, he was the thinker. Drawing out a rope, he slipped it through the space between the door and the wall then out the other side, effectively tying the rope around the door. He then offers then begins wading into the water, spooling out the rope as he went.
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Festram ratchets another bolt into place and fires again. Attack Roll w/Point Blank and Bless: 1d20 + 9 ⇒ (10) + 9 = 19
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Festram pulls the lever to slot another bolt into place, then fires it. Attack Roll w/Bless: 1d20 + 8 ⇒ (7) + 8 = 15
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Dungeoneering: 1d20 + 4 ⇒ (13) + 4 = 17 "Verry well." says Festram, though he does draw his crossbow and ratchet a bolt into place with a KA-CHUNK! sound.
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) "We shall be fine Great Red. I assume that we have your leave to pass?" Once confirmation is given, Festram will move to the next door and check it for traps. I add 10 and do not have trapfinding.
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) "And what must we do to impress you?" asks Festram of the statue. Knowledge (Arcana) to Identify what kind of Dragon it is: 1d20 + 8 ⇒ (14) + 8 = 22
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) I have a wand of lesser restoration, but it has the same problems that casting the spell does. Soon as we get past the next encounter, I'll hit you with it Inarus. Also: Posting this to all my games: Sorry for the lack of posting. For the second time this year, I got the flu, and the internet is out at my house right now (where it has been for the last two days). It should hopefully be resolved by Monday, and if not I'm going to switch ISPs. Please feel free to bot me until I am back up and running, and if I am running your game, I haven't forgotten about you!
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Sorry, I realized my last post wasn't clear. I was examining Metal Door #2. Hearing one of the group's suggestion, Festram will cast Detect Magic while checking the door.
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Seeing the group busy with the restoration item, Festram will make a decision for them: He will move to the door he previously indicated and begin examining it for traps. As he does so, he will draw his crossbow and then pull the lever to load it. I add +10 to perception to look for traps. I do not have trapfinding.
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) They rolled the first saves off screen. Festram and will stand once again and draw his wand. He will then peer at the plaque for both doors and say "We should take that door, although it will likely lead to greater danger." If we are not in initiative, then I will use my wand on myself. Cure Light Wounds, if possible: 1d8 + 1 ⇒ (8) + 1 = 9
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Swatting away spiders, Festram likes Graiel's idea and leaps off the chain towards the ground below. He will then stand up. Acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) I purchased a wand of cure light wounds on my own, as well as a 5 charge wand of lesser restoration. If you guys purchase healing wands as well, I'll be more than happy to carry them.
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Patience is one thing that he had learned during his training, but these...creatures were sorely testing it today. Hopefully they would not accompany the group throughout the entire dungeon.
Max HP: 39 | AC: 22; T: 13; FF: 19 | Init: +8 | Fort: +7; Ref: +4; Will: +8 | Perc: +10; Sense Motive: +10 Current Damage: -0 |
Spell Slots:
3 (4) / 2 (2) Unlike the other Gnolls, Festram is focused on his surroundings. Not that he cared at all about the life of a human, but he would prefer not to be ambushed again, as he had come perilously close to taking damage in the previous fight, and he was down to only 6 magazines for his repeating crossbow.
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