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Book 1, Chapter 2: The Forgotten Dungeon


Green Eyed Liar

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Posted (edited)

Fortunately, the morlock leaves a trail of bloody footprints. Just before the grotto where the party slew the river drake, the bloody path turns east, leading up a stone stair and to an open door revealing what was once a large pantry. Only a few fragments of the shelving that once lined the walls of this pantry remain today. The bloody footprints proceed through a door to the south that has a single bloody hand print next to the door knob. There is also an unopened door in the east wall.

 

I am not trying to be a downer, but maybe taking an action or two to Battle Medicine on hurt people that have not yet benefitted from this feat or drinking some potions of healing/elixirs of life would be a good idea.

Edited by Green Eyed Liar (see edit history)
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 33/40 | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage)
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok, Me
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum nods, saying he's ready to go, but quickly wraps his neck with a cloth from his medical kit
(Battle Medicinespacer.png).

(Medicine - 16 with Assurance).

Battle Medicine HP

He looks at Mic and Janos and asks if they need him to look at their wounds quickly.

Edited by noozoo (see edit history)
Name
Battle Medicine HP
7
2d8 6,1
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de9eddf2f8ff291f296bd8c929fd9e35.jpg
Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

 

"I could do with a bit of healing if we're taking the time." Janos replies before showing a colorful bruise on his abdomen.

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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 15 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
 
Mic nods and reveals a not insignificant wound of his own
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808



Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 



 

 

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Edited by Cleric8092 (see edit history)
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 33/40 | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage)
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok, Me, Mic, Janos
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:

Zum agrees, and tends to both Mic's and Janos' injuries
(Battle Medicine twicespacer.pngspacer.png). He's very quick, and moves to follow the morlock after he's done.

(Medicine - 16 with Assurance).

 

Mic

Janos

Edited by noozoo (see edit history)
Name
Mic
10
2d8 3,7
Janos
6
2d8 5,1
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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 25 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
  "Ah, well done, well done sir.:
Mic smiles slightly as he thanks Zum for the extent that he helped him and then Janos' wounds. Surely not extra grateful because it seemed he was able to mend his wound more than help Janos with his bruising. Surely not. That would be incredibly petty
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808



Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 



 

 

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Edited by Cleric8092 (see edit history)
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Janos Murdoch Human Wizard 2 Neutral Good | Application | Sheet
?u=https%3A%2F%2Fi.pinimg.com%2Foriginals%2Fde%2F9e%2Fdd%2Fde9eddf2f8ff291f296bd8c929fd9e35.jpg&f=1&nofb=1AC: 19 | health-normal.svg HP: 22/22 | sprint.svg Perception: +7 (+9init) | awareness.svg Fort: +5 | Ref: +8 | Will: +7
Hero Points:: 1/1 | Conditions: None
 

Prepared Spells

Cantrips(Detect Magic(innate), Telekinetic Projectile, Prestidigitation, Read Aura, Electric Arc, Produce Flame, Light, Shield)

 

"Much appreciated, that should reduce the stiffness pretty dramatically." Janos gives a slight bow to Zum as he tests the results of Zum's ointment application.

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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 33/40 | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage)
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok, Me, Mic, Janos
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:


Zum notices the relief on Mic's voice, and how much Mic cares about the tall fellow.

 

If everyone is ready we all chase after the Mworlock.

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Posted (edited)

The group exits the pantry into a large room to the south. While it’s apparent that this large room was originally a kitchen, the furnishings have been rebuilt and repositioned to create an improvised shrine. The western end of the hall, where a large fireplace for cooking food once stood, now serves as an altar of sorts. Looming over a human corpse is a towering statue in a feminine shape made of bones, covered in sheets of moldering cloth and hanging moss. A bare spot on the room’s north wall has been decorated with mud and blood to depict the same feminine form as the statue. The body is that of a human man, with a bird tattoo on his right shoulder that marks him as a member of the Osprey Club.

 

The bloody foot prints proceed through open double doors to the east, which look to lead to the large chamber where the party snuck up on the four smaller morlocks that were trying to rebuild the ballista.

 

GM Dice

Janos Religion DC 15

Mic Relgion DC 15

Rok Religion DC 15

Zum Religion DC 15

Zum Perception DC 18

 

Edited by Green Eyed Liar (see edit history)
Name
Janos Religion DC 15
2
1d20+1 1
Mic Relgion DC 15
25
1d20+7 18
Rok Religion DC 15
9
1d20+6 3
Zum Religion DC 15
9
1d20+6 3
Zum Perception DC 18
14
1d20+8 6
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Mic.png  
  Mic Humblebrow Elemental Heart Dwarf Thief Rogue 2 Chaotic Good | Application | Sheet
checked-shield.svgAC: 19| health-normal.svg HP: 25 / 30 |
sprint.svg Perception: +9 | awareness.svg Fort: +6 | Ref: +10 | Will: +9  Hero Points:: 1/1 | Movement: 20'  -  Conditions:    
  "Statue don't look familar, maybe a lesser, nasty, deity. Mess on the wall reminds me of the horrible bloody apparition from the light house. Well, Roc... he went thattaway. If he manages to get the ballista ready in time, if you could please block the projectile upwards. Away from the heads of the less tall among us."
Mic notes and requests (mostly in jest).
 

"Actions - Out of Character, link to Sheet"


https://www.myth-weavers.com/sheet.html#id=2601808



Str 10, Dex 18, Con 14, Wis 16, Int 14, Cha 8
Trapfinder.  Darkvision.  Perception +9.  Languages: Common, Dwarven, Aklo, Undercommon
Trained Skills
Acrobatics +8, Arcana +6, Athletics +6, dumb ol' Diplomacy +3, Intimidation +3, Lore: "Circus" +6,
Medicine +7, Nature +7, Occultism +6, Religion +7, Society +6, Stealth +8, Survival +7, Thievery +8

Melee Clan Dagger +4 (Agile, Parry (+1), Uncommon, Versatile B), Damage 1d4 (P)
Melee +1 Rapier +9 (Finesse, Disarm, Deadly d8), Damage 1d6+4 (P)
Melee Shortsword +8 (Agile, Finesse, Versatile S), Damage 1d6+4 (P)
Melee Light Mace +8 (Agile, Finesse, Shove), Damage 1d4+4 (B)
Melee Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4+4 (P)
Ranged Throwing Knife +8 (Agile, Finesse, Thrown 20 ft.), Damage 1d4 (P)
Shortbow (Arrows 5)  +8 (60') Damage 1d6 (P) deadly d10

Coins:  18g. 4s. 6c

Silver key from Tangletop's study (10gp
*Wayfinder* Activate  command; Effect The wayfinder is targeted by a 1st-level light spell.
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf: Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal 1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6.

Dwarven Doughtiness End of turn reduce Frightened by 2 instead of 1
Quick Draw

Precision Damage Sneak Attack 1d6
Additional Feats Cat Fall, Elemental Heart Dwarf, Rock Runner, Steady Balance, Trap Finder
Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack

Gear: Leather Armor, Wayfinder, Thieves' Tools, Climbing Kit, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (1 week),
 

                                       

"Feats and Abilities and Spells and Special Items"


Trapfinder.  Darkvision. dark = black and white
Cantrips:  Druid Archetype (Leaf Order)
Electric Arc  30'
Disrupt Undead 30'
Detect Magic (Arcane Sense)

Elemental Heart Dwarf
Energy Emanation (Evocation, Primal) Frequency once per day Energy bursts forth from your body. You deal
1d6 damage of your chosen type (Electric) to all adjacent creatures (basic Reflex save using your class DC (17) or spell DC, whichever is higher). At 3rd level, and every 2 levels thereafter, this damage increases by 1d6. 

*Bonus Ancestry Feat* 
Dwarven Doughtiness End of turn reduce Frightened by 2 instead of by 1.

Precision Damage Sneak Attack 1d6
Additional Specials Rogue's Racket (Thief Racket), 
Sneak Attack, if foe Flat-Footed

Surprise Attack 1st Round, if roll Stealth or Dec for Init.  not acted = FF to me

Additional Feats 
Cat Fall falls Tr=-10', Exp=-25', Mstr= -50', Leg=no dmg

Rock Runner  ignore difficult terrain from rubble / uneven from rock / ground
when use Acro to Balance on narrow / uneven of stone / earth not FF

Steady Balance  Sucess w Balance action = crit success  
Not FF to Balance on narrow / uneven, can use Acro check not Ref to Grab an Edge

Trap Finder  always on +1 Perc, AC, Saves of Traps

Additional Specials Rogue's Racket (Thief Racket), Sneak Attack, Surprise Attack
 

"Spells"




Traditions arcane, primal
Electric Arc
Cast  somatic, verbal
Range 30 feet; Targets 1 or 2 creatures
Saving Throw basic Reflex
An arc of lightning leaps from one target to another. You deal electricity damage equal to 1d4 plus your spellcasting ability modifier.
Heightened (+1) The damage increases by 1d4


Disrupt Undead  Cantrip 1   Cantrip Necromancy Positive 
Source Core Rulebook pg. 331 4.0  Traditions divine, primal
Bloodline psychopomp  Cast  somatic, verbal
Range 30 feet; Targets 1 undead creature  Saving Throw Fortitude
You lance the target with energy. You deal 1d6 positive damage plus your spellcasting ability modifier. The target must attempt a basic Fortitude save. If the creature critically fails the save, it is also enfeebled 1 for 1 round.
Heightened (+1) The damage increases by 1d6.
 



 

 

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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 33/40 | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage)
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok, Me, Mic, Janos
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:


Zum pulls out a javelin (spacer.png) and strides (spacer.pngspacer.png) east, into the next room, eyes open for morlocks or other dangers.

Edited by noozoo (see edit history)
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vkfohry.png

Rok Dwarven Champion 2 Lawful Good | Sheet

 

checked-shield.svgAC: 18 (+2 with shield raised) | health-normal.svg HP: 28/36 | sprint.svg Perception: +6 | awareness.svg Fort: +9 | Ref: +4 | Will: +8
Hero Points:: 1/1 | Conditions: Wounded 1

 


 

Rok nods and follows up tight after Zum, his shield raised and ready.

Show ooc

Defend exprolarion action

 

Edited by tom_gore (see edit history)
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Posted (edited)

The path of bloodied footprints runs past the broken ballista and through an open pair of doors to the northeast. Rok and Janos charge past Zum, and see another door across what appears to be a ten foot wide hall. Through the door can be seen the morlock leader, still battered and bloody, and hissing orders to someone out of sight to the north. Reacting as Rok rounds the corner, the spellcaster points at the dwarf and screeches, warning his subject that his pursuers are now here!

 

The table is yours! If you do not currently see any opponents, then you will if you proceed through the double doors to the northeast.

 

Incidentally, I just learned something new about Roll20 that I like. This does not affect most of you, due to Dwarven darkvision. But tokens visible to Janos that are in the low light part of his light spell are semitransparent, which communicates that they are Concealed! Pretty awesome.

 

GM Dice

 

Janos Perception

Mic Stealth

Rok Perception

Zum Perception

Morlock Cultist

Morlock Engineer

Morlock Engineer

 

Edited by Green Eyed Liar (see edit history)
Name
Janos Perception
21
1d20+9 12
Mic Stealth
27
1d20+8 19
Rok Perception
26
1d20+6 20
Zum Perception
12
1d20+8 4
Morlock Cultist
18
1d20+11 7
Morlock Engineer
21
1d20+8 13
Morlock Engineer
14
1d20+8 6
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spacer.png Zum of Clan Torq Dwarven Barbarian 2 Chaotic Good | Application | Sheet
 

checked-shield.svgAC: 19 | 18 health-normal.svg HP: 33/40 +5Temp | awareness.svg Perception: +8 |fort.png Fort: +9 |reflex.png Ref: +6 |will.png Will: +8
Hero Points: 1 | Conditions: 
Avernal Fever -1 on all STR based rolls (incl attack and damage), Rage (5 temp HP, -1 AC, +4 rage fire dam)
Wounds Treated (within last hr): me, Rok | Battle Medicined (today): Rok, Me, Mic, Janos
Extra: GM should roll to notice unusual stonework anytime it is seen (at -2).
Used:


Zum moves forward (Stridespacer.png), summons his inner strength (Ragespacer.png), and hurls the javelin at the Mworlock (Attack spacer.png), grunting a barbaric "YAWP!" at the same time. If this guy makes him sick again, Zum plans to be sure to vomit on him shortly thereafter.

Attack

Damage (4 is ragefire; -1 already removed from STR bonus for fever)

Name
Attack
8
1d20+6 2
Damage
9
1d6+7 2
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