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Dr. Si's Curse of the Crimson Throne - Seven Days to the Grave
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<blockquote data-quote="Dr Simon" data-source="post: 5434749" data-attributes="member: 21938"><p>Before the ratman can reply to Edmond, it is hit by a blast of frigid air and slumps to the ground, unconscious but rimed in frost. The freezing wind also catches the two huge rats and the third ratman, all lying on the floor after Edmond's spell. In their unconscious state they can do nothing to resist the spell. The rats become frozen rat carcasses, but the ratman may still be alive.</p><p></p><p>[sblock=OOC]</p><p>For some reason I though Majenko had deposited Dj'hân by the entrance, my mistake.</p><p></p><p>Dj'hân ice damage 2d6=9 to ratmen #2, #3 and dire rats #4, #5 (#2 was a bit unclear on the previous map, but in the path).</p><p></p><p>Ratman #2 under the influence of Majenko's sleep venom.</p><p>Ratmen #2 is damaged, and unconscious from the colour spray.</p><p>Ratman #3 is unconscious from a mix of lethal and nonlethal damage.</p><p></p><p>Dire rats (#4 and #5), dead.</p><p></p><p>Note that anything moving in an adjacent square to the shrieker (X) will set it off. There are tiny-sized holes leading out of the northeast wall, or a medium hole where the sewage flows.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 5434749, member: 21938"] Before the ratman can reply to Edmond, it is hit by a blast of frigid air and slumps to the ground, unconscious but rimed in frost. The freezing wind also catches the two huge rats and the third ratman, all lying on the floor after Edmond's spell. In their unconscious state they can do nothing to resist the spell. The rats become frozen rat carcasses, but the ratman may still be alive. [sblock=OOC] For some reason I though Majenko had deposited Dj'hân by the entrance, my mistake. Dj'hân ice damage 2d6=9 to ratmen #2, #3 and dire rats #4, #5 (#2 was a bit unclear on the previous map, but in the path). Ratman #2 under the influence of Majenko's sleep venom. Ratmen #2 is damaged, and unconscious from the colour spray. Ratman #3 is unconscious from a mix of lethal and nonlethal damage. Dire rats (#4 and #5), dead. Note that anything moving in an adjacent square to the shrieker (X) will set it off. There are tiny-sized holes leading out of the northeast wall, or a medium hole where the sewage flows. [/sblock] [/QUOTE]
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