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Sterwick campaign - The game thread (NO SPAM!!)

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Yepi
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Post by Yepi »

1d20+0
15+0 = 15
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Ravager
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Post by Ravager »

Kazar quells the urge to run off in fear but is still shaken by what he has seen.
You take a -2 penalty on attack rolls for this round.
Roll your attack now.
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Yepi
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Post by Yepi »

1d20+4
13+2 = 15 axe hit

1d8+2
2+2 = 4 damage
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Post by Ravager »

Kazar hits the creature again. That finishes the [url="http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG163.jpg"]Krenshar[/url] off.

What do you want to do now?
The rest of the party is still down the corridor oblivious to what has happened and there is another door to your left.
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Yepi
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Post by Yepi »

Hampered with his wounds, but motivated for treasure, Kazar slowly moved towards the door, the acrid dust stinging his eyes. The creature had given him a small fright, perhaps since it was an in-the-moment situation he did not get as scared as he thought he would
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Ravager
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Post by Ravager »

Trying the door, you find it locked but not trapped. What do you want to do?
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Yepi
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Post by Yepi »

Kazar in all his anger, picked up his axe and started bashing it with the blade end on the door. "Open damn you" he would say through his gritted teeth
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Post by Ravager »

Okay. Roll Strength.
(1d20+ str bonus)
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Yepi
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Post by Yepi »

1d20+2
14+2 = 16

yay..I hope
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Post by Ravager »

The wooden door splinters and smashes before your axe. Inside you startle a large red and yellow beetle.

Roll Init.
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Yepi
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Post by Yepi »

1d20+1
10+1 = 11
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Post by Ravager »

Okay. You go first.
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Yepi
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Post by Yepi »

1d20+4
9+4 = 13
Kazar axe
hit

1d8+2
3+2 = 5
damage
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Ravager
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Post by Ravager »

The beetle skitters away from your attack.

Unlike Kazar, the beetle hits dealing 4 points of damage.

Your attack.
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Yepi
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Post by Yepi »

1d20+4
13+4 = 17
hit axe

1d8+2
5+2 = 7
damage
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Ravager
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Post by Ravager »

Your blow deals enough damage to the Giant Fire Beetle to kill it.
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Post by Ravager »

Halgrath being disgusted with the group's lack of empathy for Kazar and not being able to stand back and do nothing decides to go after him. Sh'rarn follows on behind.

@darkwolf, do you want to heal Kazar, he's down to at least half his HP. It's your choice.
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Post by dj_venom »

Muttering to himself, "it's the bloody dwarf's fault, though I'd hate to have to carry his corpse back." While catching up to Kazar, Kron asked Sh'rarn, "have you seen any items that could identify the group? I have a skill in goblin language if you have any left over items by them.

[not sure if I have to run a check or if it is automatic]
In memorian: Fiona; Ravager; Lestat; Phreddie; and all of those from the 1500 incident. Lest we forget.
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Post by darkwolf »

[QUOTE=Ravager]Halgrath being disgusted with the group's lack of empathy for Kazar and not being able to stand back and do nothing decides to go after him. Sh'rarn follows on behind.

@darkwolf, do you want to heal Kazar, he's down to at least half his HP. It's your choice.[/QUOTE]


In front, in a room at their left Halgrath and the rest of the party found Kazar. Beside him lay another carcass, this time of a big beetle, unlike any that he has seen before. Kazar himself looked to have injured himself. His ribs looked deeply bruised and another cut on his forehead was bleeding non-stop...

"Damn you dwarf! I've never seen one so eager to get himself killed..." Halgrath muttered, half taking to himself, while trying to stop the bleeding. Of course, being the dwarf that he is Kazar was stubbornly saying he is ok.


Use Cure Minor Wounds, two times if necessary. Do i need to roll? My understanding that i do not need to if there's no combat...

edit: instead of casting Cure Minor Wounds (which heals exactly ONE hp), changed to Cure Light Wound..heals 1d8+2 = 10hp...which i think i am lvl 2 now right? :confused:
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Ravager
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Post by Ravager »

"I haven't found anything beyond the note thus far, but I expect there will be more to find in this cave system."

(@DJV, No extra rolls needed
@Darkwolf, you heal to the full capacity of the spell outside of combat which only starts after you heal Kazar. Yeah, that's fine. I'm considering you rested so you have all your spells back plus any chosen onn going up to level 2)

Sh'rarn, Sess and Kron hear snarling noise behind them. Turning around they see a dark-coloured wolf that seems to have a cunning intelligence beyond it's kin.

Roll init.
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