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}
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}
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
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}
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}
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}
"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
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
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}
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
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}
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}
"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}
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.
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}
"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}
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}
Deoraich ‘Dubs’ MacGadai wrote:
It's just a suggestion. Dubs would have had them all gutted and flayed before anyone else got into the room. |