Ratfolk Caravan Guard

Norveg's page

287 posts. Alias of Treppa.


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M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg cranks up his new toy and takes a shot at the ugly critter.

ranged: 1d20 + 2 + 3 ⇒ (9) + 2 + 3 = 14
hand crossbow dmg: 1d4 ⇒ 2


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"It's a roit f%*+ing 'uge bug, s'wot it is," Norveg butts in.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Norveg touches Jakun with his holy symbol, and a shimmer appears around the minotaur.

Cast shield of faith on Jakun. +2 deflection bonus to AC for 3 minutes.

"G'luck, mate," the diminutive cleric mutters, stepping back. 5' back, if possible.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg moves up near the East door so he can get in quickly but has no interest in becoming the party's door-opener.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg steps back and mutters "Nuffin'," bowing Taishe forward with a sweep of his paw.

Making way for a door check but staying near the door.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg listens at the next door while Jakun is practicing unassembled dentistry.

Per: 1d20 + 6 ⇒ (19) + 6 = 25


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Loot and bookkeeping:

1. Wand of cure light down 1 charge to 35
2. Norveg takes a hand crossbow, 10 bolts, and a set of thieves tools.
3. With 60 gp, that's 10 apiece.

Norveg tucks away his spoils and follows Jakun, tapping the minotaur gently.

Cast guidance on Jakun, for 1 minute can add +1 competence bonus one time to single attack roll, saving throw, or skill check. Must choose to use the bonus before making the roll.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Woo! Yeah, anybody who needs it, just take 'em in order and let me know what you use. Thx.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg nods and pokes the minotaur carefully with the healy stick.

Rolling a few heals. Let me know how many you used so I can deduct the right number of charges.

Heals1: 1d8 + 1 ⇒ (8) + 1 = 9Heals2: 1d8 + 1 ⇒ (6) + 1 = 7
Heals3: 1d8 + 1 ⇒ (7) + 1 = 8Heals4: 1d8 + 1 ⇒ (4) + 1 = 5
Heals5: 1d8 + 1 ⇒ (2) + 1 = 3Heals6: 1d8 + 1 ⇒ (1) + 1 = 2
Heals7: 1d8 + 1 ⇒ (7) + 1 = 8Heals8: 1d8 + 1 ⇒ (1) + 1 = 2


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"If ya wanna talk to 'em, we'd best keep 'em from runnin'. We kin assist 'em into the next loif later." Norveg hustles over to the ones still breathing and kneels by them, pulling rope from his pack and using his sailing skills to knot them up.

profession(sailor): 1d20 + 7 ⇒ (7) + 7 = 14

"Anyone 'urtin? He brandishes the wand of cure light wounds.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Glad Oi don' have ta swab this deck," Norveg mutters, checking the bodies for any pockets he can rifle, or which might need some help moving to their final rest.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg shoulders past Nahuatl Ti and into the room, fastening his breeches and hitching up his waistband.

"Roit, ladies'n'gents, you do not wanna be backtrackin' fer a bit, leastways not until the air clears, and ...WHOA!"

The rodential cleric ducks back out of the way of the rushing minotaur.

Init: 1d20 + 3 ⇒ (10) + 3 = 13 if you need it, though I think this fight's about wrapped up.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Roit. After 'em." The ratman looks up at Tragon. "Roit behind ya, guv."


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg joins Taishe in the large room, peering curiously out the window into the space beyond and below, which he hadn't had a chance to see well before.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Yup, getting those single digits out of the roller before the rolls become important.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"At'd make sense if'n ya lookin' ta murder folk," Norveg opines, nonetheless searching for some kind of trigger mechanism low down, at his own altitude.

Perception w/darkvision, not a rogue: 1d20 + 6 ⇒ (3) + 6 = 9

Getting all those bad rolls out of the way before combat starts.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg pulls the wedges from the door, shaking his head at the fighter. "Oi ain't healin' that."

He executes a ratty bow to Tragon to open the door.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Outstanding use of a hero point.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Oi'll slow 'em down."

Norveg readies an action to channel negative energy the drunk and hungover side effect if their enemies burst into the room.

The dire rat strikes again from behind the croc.

Dire Rat Attack, flanking, rnd 3 of 3: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13
Dire Rat Dmg: 1d4 ⇒ 4

It poofs back to the direly ratty nether realms whence it came.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

The dire rat strikes again from behind the croc.

Dire Rat Attack, flanking, rnd 2 of 3: 1d20 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Dire Rat Dmg: 1d4 ⇒ 1

Norveg moves into the circular room finds a kobold in his way. "Move, Taishe!"

Standing on the C in the circular room and waiting for Taishe to act. Holding until after Taishe's action. I think this is out of order and Taishe would have done something and/or moved before Norveg arrived, but eh. Pbps. Whatchagonnado?


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

I think Norveg is in the right place for a double move.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Dire Rat Attack here.


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M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Nahuatl Ti gets a flank from the dire rat.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

By my calculations, Norveg should arrive sometime after Round 2, since he was 1 round behind Jakun (unless Jakun is super-fast.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Yes, I thought we were into round 2, sorry.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

What the...? How did I not roll init? Yeesh. I would have sworn on a stack of Bibles that I had.

Init: 1d20 + 3 ⇒ (13) + 3 = 16

OK, so my summon finishes before Narl's attack. I want to drop a dire rat buddy behind the crockomajiggie so anyone fighting it gets a flank. Not sure that will help Narl's ranged, though.

Dire Rat Attack!: 1d20 + 1 ⇒ (16) + 1 = 17
Dire Rat Dmg: 1d4 ⇒ 1
Plus disease, but onset is 1d3 days, so it won't matter.

Norveg shoves a paw in the direction of the hostile reptile, and the twinkling fog coalesces behind the monster into the shape of a nasty-looking rat, not much smaller than Norveg himself. The scrofulous creature immediately attempts to tunnel into the gigantic croc from behind.

"'Ere now, ware we runnin off ta?" he exclaims in dismay as the wizard vanishes down the tunnel. Grumbling, he dashes across the passage and into the tunnel, squeezing past his teammates in an attempt to keep up with the minotaur.

Double move after Jakun, as far as I can go to catch up.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg squishes himself into one of the nooks in the cave walls and begins muttering and making passes in the air with his paw.

Begin Summon Monster I.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}
Cartographer Monkey wrote:
sorry I just checked the former link and it’s bad

Not bad... good mood music. Less than optimal as a map.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

I'm sorry; I'm a visual person. Can we get a map?


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Pets 'r kenneled, at least. Can't hear nuffin now, tho," the little cleric calls, still pressing an ear to the brick in an attempt.

Perception (darkvision): 1d20 + 6 ⇒ (17) + 6 = 23


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Sure fing. Wanna roll fer it?

If he's not eaten by a grue, he'll go listen at the patch on the wall opposite.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norbert slips through the door and looks around. "Noice place," he observes quietly to Taishe and Tragon.

Look and listen for anyone in the cenote.
Perception: 1d20 + 6 ⇒ (4) + 6 = 10


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M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Please just go ahead and bot me for this week. Thanks. (Feel free to use spells, etc.).


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg snorts. "None taken, mate," he replies, filing his hook to a sharp point while waiting for the exploration to proceed.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Init: 1d20 + 3 ⇒ (6) + 3 = 9


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg peeks out of the east door, then moves to the intersection of the corridors so he can see back the way they came, to be certain they didn't attract any attention from behind.

Perception w/dv: 1d20 + 6 ⇒ (11) + 6 = 17


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

If nobody is injured, Norveg will double-move towards the eastern door of room D3, clearing the combat area and preparing to exit and keep watch at the eastern hallway intersection. But at the end of this round, he can only make it to a square 5' shy of the door (speed 20 in armor).


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg is waiting to see if anyone is injured and if there's room to get to them before acting. If not, he'll go keep an eye on the other door.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Curse folk an' their mad pets," Norveg mutters, shoving a paw around the doorway to touch Tragon. Guidance on Tragon.

He grins up at Nahuatl ti with yellowed incisors as he draws a slender ash wand from his belt. "Gotta keep that cork in the bot'l," he remarks, giving the watery shaman a bow as he steps back, yielding his place if she needs it. Draw wand of cure light wounds, 5' step back to open a space for Nahuatl ti.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Initiative: 1d20 + 3 ⇒ (12) + 3 = 15

Sorry, I posted on Friday afternoon, but it's not there. Or I just previewed and didn't actually post.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Roit, mate, let's." Norveg joins the kobold in the undersized vanguard of the party, the better to lend aid.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg pokes each captive with his hook a few times to ensure the bonds and gags are both good.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg assists in the binding, not terribly worried about circulation or respiration as he tightens the ropes and gags.

"At least peek through the new door, see if it's a dead end or leads to more," the ratman responds.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norbert quietly follows Nahuatl ti, hefting a handy cobblestone in his good paw.

10+10+3=23 Not wonderful, but better than the others remaining.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Is there any way we can lock/bar the door from the outside?


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M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}
Deoraich ‘Dubs’ MacGadai wrote:
Norveg wrote:
"Don't necessarily need no rope..." Norveg suggests.
And I’m mean.

It's just a suggestion. Dubs would have had them all gutted and flayed before anyone else got into the room.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Don't necessarily need no rope..." Norveg suggests.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

Norveg nods, then creeps back to where the others stopped. "Four sleepers," he whispers. "We gotta deal wif 'em sometime or 'ope they sleep froo everthin'."


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Awright, but Oi ain't quiet, mate," Norveg whispers, following Taishe as silently as he can.

C'mon, dice!

Stealth: 1d20 + 3 ⇒ (18) + 3 = 21

YESSSSSSS!


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Dunno wut it means, but Oi likes the sound of 'neutralize,'" Norveg shrugs, jerking his head in the direction of the noise.


M Ratfolk Cleric 3 {Init +3; F +4 R +4 W + 6; Perc +6 (darkvision); hp 21/21; AC 18 t 14 ff 15; BAB +2, CMB +1, CMD 14; CLW 8/50}

"Take out that snorer afore 'e wakes is my vote," Norbert whispers.