HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezz stirs from his near-death experience. Instinctively, he feels the wound on his chest. "Thank you, Torvent. I was sure I was a goner." Nezz groans as he stands and picks up his rapier. 5/11 hps + 1 burn.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
DC 18 Con check: 1d20 + 2 ⇒ (20) + 2 = 22 Nezz crumbles in a pile on the floor, as the undead nearly rips out his heart, but he lands on some rags that miraculously stabilize his condition. -8/11 hps.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezz screams in pain, as he is cut. "Why you bit*h!" Nezz thrusts his rapier again
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Sheesh, I did 11 points of damage alone unless it has DR. Hope it is dead now.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
I can get a 10 with a roll of a 1. :) Nezz moves in to flank with Ulfric and attacks the creature with his rapier, "Damn, sneak! Take this!"
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezz will appreciate some healing from Torvent and thanks Ulfric for the bandage. We continue north then checking doors and such for locks and traps and detect evil, per our SoP. To speed things up, you can proceed as if we take 10 for a Perception of 16 and Disable Device of 21 with Nezz assisting Quinlan.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Impossibly fast, Nezzarim springs into action and moves to G13 and attacks the flatfooted dire rat in F12, plunging his rapier into its eye!
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
With rapier in hand, Nezz leaps into action and attacks the flat-footed vermin.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
"Ulfric, is there any evil inside?" If the answer is no, Nezz leads the way looking around for traps/ambushes/enemies approaching.
GM, here are the Standard Operating Procedures whenever we come to door:
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
"Sure, no problem."
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezz moves to Ulfric's side. He turns his nose at the smell of decay, but the thief in him is curious to see if there any treasures discarded perhaps in the pile of bodies. Rapier in hand, he gives the bodies a look.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezz collects his gear as well. The thieves' tools feel right in his hand. "Who bloody cares about your names! Let's get the hell out of here, before the doctor's friends come to investigate." The dwarf doesn't appear to be the patient type.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezz grabs one of the sharp tools and approaches the doctor, "If you don't start giving some answers, I'm going to start carving you up! Now where are we?!" Aid Another on Intimidate: 1d20 - 1 ⇒ (15) - 1 = 14...add +2 to paladin's roll.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezzarim wakes up in pain, reaching for his nose to stop the blood flow. He looks at Ulfric..."You? I saw you in my dream...you died, I think. That thing that was chasing us...Where are we? I can't remember a thing." The frustrated dwarf looks at the lock on his cell, his rogue instincts kicking in. Any chance he could pick it without tools if he needed to?
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezzarim looks around to see if there is any place that he can hide with cover, while the creature is in combat with the half-orc. If so, he hides: Stealth: 1d20 + 7 ⇒ (18) + 7 = 25 If there is none, he continues to run.
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezzarim curses his short legs, as he tries to outrun the mist. It seems the rest of these strangers don't need to run faster than the mist, solely faster than me! Think, damn it, think! If he has them with him, Nezzarim runs toward the right side of the intersection and draws his bag of caltrops. If he doesn't, he just runs...
HP: 11/11; AC:16/13/13; F +2; R +5; W +1; Init: +9; Percep: +5 (+6 vs. traps); CMB: +1; CMD: 14 (18); DD: +7
Nezzarim's face is twisted in a scowl, seemingly permanently. Perhaps that knife scar running down the right side of his face is the reason for it. Or perhaps the other scars that mark his arms and chest. It looks like the dwarf has had a violent life. Perhaps that is the reason for his twitchiness, as his blue eyes dart across the room surveying all possible dangers, as he sticks close to the shadows, his eyes seemingly sensitive to the light.Then you notice the most obvious feature about this dwarf: there is no beard to match his grime-covered golden locks. You are sure that means something bad in dwarf culture. Nezzarim does not seem the type to share his life story with you however, as he spits on the stone floor. "Where the hell are we?" |