Savage Kirthfinder

Game Master Kirth Gersen

"Savage Tide" AP using Kirthfinder houserules.


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HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

I'd like to use Uros hero point too if that's alright. Athletics: 1d20 + 6 ⇒ (18) + 6 = 24


M Goblin Beer Snob 1/Freethinker 3

Uro, realizing the danger posed by the undertow and urchins, puts on a desperate burst of power as he dives -- clearing both the low ceiling and the urchins and shallow surf, he splashes in the deep part of the pool, treading water easily and making enough of a spectacle to fully occupy the zombies' (limited) attention. He is quickly joined by a taunting Gwlbwyr.

All three zombies stand at the edge of the water, milling about mindlessly. It's clear that they will not enter the water. They also lack the perceptiveness to look around, so they are completely oblivious to the presence of Jym and Korynne. (Passive Perception = 10)

The noise, however, seems to have reached the zombies in the corridor. The hall door bursts open and four more zombies come lurching inside; one of them, instead of old pirate garb, wears the rotting mantle of a priest. These newcomers also shamble over to the pool, moaning, and do not enter the water. So there are now seven zombies between Jym and Korynne and the most obvious avenue of escape.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Did Uro get healed from the channel as well?

As the light fades from the under the closet door, Gwl feels terror settle in the pit of his stomach. His taunts fall off and he gets very still. When he hears the drowned pirates milling about at the edge of the pool, he presses forward with a modified plan of escape.

"Uro, I can s-still take us through the tunnel. It's dark, but I can feel the way along. Hold your breath, and I'll get us through, Zuoken willing. You can clear the door up top and I'll come back and keep the dead men focused. With them down here by the pool with me, Korynne and Jym can s-sneak back and up the rope."


M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
Did Uro get healed from the channel as well?
Yep:
Kirth Gersen wrote:
(After channeling) Uro is up to 4 hp; 3 when his rage ends.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)
Kirth Gersen wrote:
Gwlybwr wrote:
Did Uro get healed from the channel as well?
Yep:
Kirth Gersen wrote:
(After channeling) Uro is up to 4 hp; 3 when his rage ends.

Ah, what I meant was this: The zombies took half damage (3 hp) from the channeling's positive energy, but shouldn't Uro have healed the full amount (6 hp)?


M Goblin Beer Snob 1/Freethinker 3

Dang, you're right. That's what I get for hasty posting in between writing technical compliance stuff! Uro should have 7 hp, or 6 when his rage ends, which is probably soon, since I suspect he's running low on rounds by now.
EDIT: 1 for the trapdoor, 3 for this fight so far = 4 rounds used, 4 to go.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

It's all good. Having a healthy front-line Uro is crucial for the rest of us. Every HP counts!


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4

"Understood. Let's go."

Deep breath and dive.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Gwl lifts his voice and calls into the room.

"S-Sit tight! I'm taking Uro to the s-surface. He'll clear the way back up top, and I'll come back and make sure the drowned ones s-stay away so you both can s-sneak out. Be s-still, be s-silent, be brave. I'll be back as s-soon as I can."

He then dives after Uro and swims down, feeling along the tunnel and kicking with his flippered feet.

While still in the dark room, Gwl has to move at half speed (effectively blinded), though he does have a swim speed of 10 ft. Once far enough in the tunnel that some light filters down from the bay, he can see with low light vision and can move at full speed. I don't think 4 rounds is enough to get through the tunnel before Uro's rage dies, but Gwl doesn't know that. Here's hoping he can still get the wounded, fatigued orc through without drowning him!


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

As quietly as she can, Korynne starts groping blindly at the walls of the closet, hoping for a secret door.

Disable Device: 1d20 + 6 ⇒ (17) + 6 = 23


M Goblin Beer Snob 1/Freethinker 3

Uro, at home in the darkness, can swim 10 ft. as a move action on a DC 10 Swim check. Even fatigued (assuming you don't want to waste rage on this), he can manage that on a 5 or better (+6 skill bonus, -1 fatigue penalty). He can do this for 8 rounds without a problem; thereafter, he'll need to start making Endurance checks (DC 10, then 11, then 12, etc.; for simplicity, call it DC 10 and then just subtract 1 from the check each round) or start to drown. For a 60-ft. pool with 70 ft. of tunnels, and then 20 ft. to the surface, that's 150 ft., or 15 rounds total, assuming no failed checks.

Assuming the dice roller function works the same for me as it would for Uro, I'll do a quick cut-paste and then tally the results:

Swimming: 1d20 + 5 ⇒ (2) + 5 = 71d20 + 5 ⇒ (14) + 5 = 191d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (6) + 5 = 111d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (16) + 5 = 211d20 + 5 ⇒ (13) + 5 = 18

Endurance: 1d20 + 7 ⇒ (17) + 7 = 241d20 + 6 ⇒ (16) + 6 = 221d20 + 5 ⇒ (5) + 5 = 101d20 + 4 ⇒ (19) + 4 = 231d20 + 3 ⇒ (20) + 3 = 231d20 + 2 ⇒ (15) + 2 = 171d20 + 1 ⇒ (17) + 1 = 18

Continue Swimming, assuming successes: 1d20 + 5 ⇒ (13) + 5 = 181d20 + 5 ⇒ (18) + 5 = 231d20 + 5 ⇒ (15) + 5 = 201d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (12) + 5 = 171d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (4) + 5 = 9

Uro fails only one of the initial Swim checks and two of the subsequent ones, adding 3 rounds to the series of Endurance checks (luckily, he hasn't failed any of those so far).

1d20 + 0 ⇒ (1) + 0 = 11d20 - 1 ⇒ (1) - 1 = 01d20 - 2 ⇒ (16) - 2 = 14
1d20 + 5 ⇒ (17) + 5 = 221d20 + 5 ⇒ (10) + 5 = 151d20 + 5 ⇒ (7) + 5 = 12

On the 3rd to last round, with the top of the bay in sight, the mighty orc's endurance is spent, and he begins breathing water (0 hp). Gwlybwr, able to see, drags him the remaining 20 ft. the next round (dying), pulling him above water just before he dies (normally on the 3rd round). Holding Uro's head above water, Gwlybwr swims to shore and deposits the orc on the beach. Uro automatically stabilizes, thanks to his Diehard feat, so he's still at -1 hp when they reach the shore.

Damn, that cut it awfully close!


M Goblin Beer Snob 1/Freethinker 3

Meanwhile, Korynne, groping in the closet, is disappointed.


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HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5
Kirth Gersen wrote:
Meanwhile, Korynne, groping in the closet, is disappointed.

If Korynne had the proper upper class education that she pretends to, she would likely feel that this was similar to her teenage years.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

I was going to contend that if he's only taking a move action for 10 ft of swimming a round, that he can hold his breath for a number of rounds equal to his Constitution score (18) or his ranks in Endurance (8), choosing whichever is greater. However, since he is diving deeper (60 ft) than his ranks in the Athletics skill allow (10 ft), it would make sense that he can only hold his breath for the 8 rounds he's entitled to from endurance. Just trying to get him through without dying, as Gwl has no medical training whatsoever.

Heal: 1d20 + 3 ⇒ (3) + 3 = 6

Dragging Uro up onto the beach, Gwl tries to revive him. When that fails, he rummages through his pockets to see if he can find any of the healing potions he saw Jym bargaining for back at the shrine to Geshtai.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

The potions are all on Korynne. What do the zombies do once Gwl and Uro leave, Kirth?


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Undead are covered under Knowledge: Planes, correct? Is there an option to cast a spell silently using the Stealth skill?


M Goblin Beer Snob 1/Freethinker 3

The zombies continue to mill about aimlessly. They stay in the room for a while, but still won't enter the water. After what seems like an eternity, most of them wander off, although the one in the priest robes keeps yelling at the pool.

JYM - Knowledge: Planes is correct. Casting a spell silently falls under the purview of the Silent Spell feat; also, you can't do it because as a minstrel you need to sing or play an instrument to activate a spell or inspiration.

URO & GWL - Once out of the water, Uro can attempt a DC 21 Endurance check for ferocity to regain consciousness for 1 round. That's long enough for him to Take a Breather again (the tunnels count as a separate encounter from the zombies). That would be enough for him to stand up and walk, at least, with 4 hp (exhausted). After that, a successful DC 30 Endurance check to ignore exhaustion would allow him to rage... although if Gwl could somehow heal him well enough to restore just 1 more hp, he'd have 5 hp (fatigued) and the Endurance check to ignore that and rage would be only DC 20. From above, raging, he could clear the rocks, with Gwl's assistance, in 1 round.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

The priest robes one is yelling? What is it saying? And is it at the pool with the crabs or the other pool to the west?


M Goblin Beer Snob 1/Freethinker 3

He's yelling, "Woooaaaaaahwhaaaahoooaaaaaa! Unghwaaaaaaawaaaaaa! Waaaaa!" You're pretty sure he's trying to say something coherent, but there's not enough of his brain left to manage it, so it just comes out as mindless bellowing. He's yelling it at the pool that Gwl and Uro dive into, as if it will make them come back (although, if that's his intent, it's obviously not working).


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Poor brainless slob. I have two plans:

Boring safer plan: Korynne and Jym chill out and hide for a while, hoping Gwlybwr and Uro manage to get back and clear the way.

Terrible, dangerous, risky, amazing plan: Korynne sneaks out, tries to get Jym's attention silently, and together they sneak up on the drowned zombie and push it in the water.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Failing at finding anything to heal Uro with, Gwl carries him over to the shade of a nearby copse of trees and lays him down on the soft undergrowth, trying to make him as comfortable as he can.

He then dives back into the bay and returns to the darkened room. He listens to the drowned man moaning, and calls out into the darkness.

"Korynne, Jym, I have returned. It was a tires-some s-swim for Uro, and he nearly drowned. I can't get him to wake, s-so I need your help. Can you throw one of those potions into the pool? If you could make it s-shine s-so I could find it, that would be really helpful."


M Goblin Beer Snob 1/Freethinker 3

The drowned man in the priest's robes wails as Gwl breaks the surface and speaks. A ripple of dark energy burst from him, and you feel your flesh start to decay.

Channel negative energy (DC 12 Will half): 1d6 ⇒ 2

Jym and Korynne, behind cover, are mercifully spared the effects.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Gwl still can't see in the dark, so he has only his ears and his imagination to tell him whats happening...

Will: 1d20 + 1 ⇒ (17) + 1 = 18

"Auggh! My s-skin, it's rotting! The putrid s-stench of death fills me. Zuoken s-shield me from s-such foulness."

Gwl dives and scrubs at his skin in the salty water. He resurfaces, bleeding in several spots where his skin split open, when a horrible idea overtakes him.

"Korynne, was that you?! Did the drowned men find you while I was away? Have you risen as a s-spectre to punish me for leaving you behind? Please, forgive me..."


M Goblin Beer Snob 1/Freethinker 3
Gwlybwr wrote:
"Auggh! My s-skin, it's rotting! The putrid s-stench of death fills me. Zuoken s-shield me from s-such foulness." Gwl dives and scrubs at his skin in the salty water.

Sheesh, what a sissy. All that over 1 point of damage!

Spoiler:
Just kidding. Gwl of all people has good reason to be sensitive about his skin!

HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Korynne peeks through the crack in the closet door when she hears Wil, and winces at his screams. Still, remaining undetected is a top priority. She quietly pushes the door open to see if she can see anything in the darkness.

Can I make out any rough shapes in the darkness? Or is it pitch black? Is there anything actually stored in this closet?


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map
Kirth Gersen wrote:
JYM - Casting a spell silently falls under the purview of the Silent Spell feat; also, you can't do it because as a minstrel you need to sing or play an instrument to activate a spell or inspiration.

I was trying to think of a way to use the ghost sound spell to lure the zombies into another room. Maybe using a stealth check, if possible. Hmm.


M Goblin Beer Snob 1/Freethinker 3
Korynne wrote:
Can I make out any rough shapes in the darkness? Or is it pitch black? Is there anything actually stored in this closet?

It is pitch black. If this were Zork, you'd likely be eaten by a grue.

A very thorough search of the closet turned up 1 coin, covered in verdegris from the damp and age; your nose tells you it's copper. Other than that and a lot of mildew, it was empty.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map
Korynne the Well Read wrote:
Terrible, dangerous, risky, amazing plan: Korynne sneaks out, tries to get Jym's attention silently, and together they sneak up on the drowned zombie and push it in the water.

If that happened, how does this plan account for the remaining zombies?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5
Jym Withawye wrote:
Korynne the Well Read wrote:
Terrible, dangerous, risky, amazing plan: Korynne sneaks out, tries to get Jym's attention silently, and together they sneak up on the drowned zombie and push it in the water.
If that happened, how does this plan account for the remaining zombies?

Well, the plan hinges on a number of assumptions. One, that zombies can't swim. Two, that drowned zombies can't handle the trauma of being submerged again. Three, that we can take out this zombie in one feel swoop (see assumptions one and two) and then go back into hiding. Four, it assumed I could see, but I can't without light, so that pretty much rules out the sneaking thing altogether. Turns out that it wasn't amazing after all!

Korynne closes the closet door again and takes a deep breath. Distracting that yelling zombie might be the only way to give Wil a chance at attacking it safely. With a firm voice, she utters the magic words for a light spell, and places the glowing spot on her hat.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Gwl breathes an immense sigh of relief as the light leaks out the crack under in the closet door. He eyes the drowned pirate priest warily, though a little of the terror he felt moments ago has left. He calls out to Korynne, encouraged by the fact that she's not a spectre and is on to his plan to heal Uro ... or so he thinks.

"Great! Now, toss-s the s-shining potion into the pool and I'll keep the dead one distracted until it forgets about you!


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map
Jym Withawye wrote:
Kirth Gersen wrote:
JYM - Casting a spell silently falls under the purview of the Silent Spell feat; also, you can't do it because as a minstrel you need to sing or play an instrument to activate a spell or inspiration.
I was trying to think of a way to use the ghost sound spell to lure the zombies into another room. Maybe using a stealth check, if possible. Hmm.

Bumping this because I don't think Kirth saw it. He posted seconds after I posted this.


M Goblin Beer Snob 1/Freethinker 3

Saw it, but just don't know how I can help you, Mr. Music-Making Minstrel Man! Play a sorcerer and take Silent Spell? Cast the spell in the open, then run away and dodge zombies in the halls until you find another hiding place?

Seriously, though, against the totally mindless zombies, even if you jumped out and cast it, half of them would probably fall for it anyway, and go chase the ghost sound, even if you weren't at all stealthy about it. However, the totally mindless zombies already wandered off. All you've got left in the room is this vaguely-remembers-being-a-cleric zombie, who probably won't get duped by a cantrip anyway.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Well, I feel foolish. I missed that most of the others had wandered off. Where did they go?


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Korynne opens the door, potion in hand, and rushes toward the west pool to chuck the vial to Wil. She lets out another "Eep!" when she sees the undead cleric, and starts running back to her closet.

Should I make a roll to throw the potion? Should we go into proper initiative?


M Goblin Beer Snob 1/Freethinker 3

Jym: The other six zombies went out the two doors to the east, and are presumably wandering the tunnels looking for more people to bite.
Korynne: The zombie cleric will always go last. You can roll 1d20+Str to hit AC 8 (-5 Dex, -1 size, +0 natural, +4 cover) to land the potion in the pool.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

Catch!: 1d20 ⇒ 2

Korynne throws the potion, but her aim isn't great in the dark...


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Holding his action until after Korynne, Jym casts ghost sound, targeted to come from the room with the broken door (the one that was broken before the group arrived). Jym chooses the sound of a crying baby.


M Goblin Beer Snob 1/Freethinker 3

There comes the sound of breaking glass as Korynne's potion hits a rock somewhere.

Meanwhile, Jym takes advantage of the brief appearance of some light in order to target his cantrip.

Intuition save: 1d20 + 5 ⇒ (6) + 5 = 11 Failure!

The drowned cleric's brain must actually be as far gone as it seems. The stupid creature begins shambling towards the broken door, eager to eat the "baby" there.
It will take the creature 1 round to reach that door, and another round to see that the closet is empty. Nice going, Jym!


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Ok, gang, are we going to team up and take down this lone zombie? Our main attack would be Korynne's channeling... which it looks like she can only do one more time. Best to save that for when we take damage. Any way, this risks attracting the other zombies. Can Gwl even make it back out of the pool without navigating the spines from the urchins?

Or, do we try and sneak the final potion to Gwl, and then find some other place to hide all within the two rounds that the zombie priest is distracted? I'm not sure how likely this is, and I'm leaning towards fighting so long as Gwl is able to help.

Either way, then we have to make our way back to the entrance.


M Goblin Beer Snob 1/Freethinker 3

Gwl ignores the effects of heavy surf due to his favored terrain, so he has essentially no risk of falling on the urchins' spines.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Quick as a whip, Gwl darts out of the pool looking, hoping the potion is intact. Disappointed, he hurries toward the closet with Korynne.

"Hurry, give me another. And pleas-se make it glow."


HP 59/59 AC 17 Per:10 Rage 0/12 AC: 20 DR: 4
Kirth Gersen wrote:


URO & GWL - Once out of the water, Uro can attempt a DC 21 Endurance check for ferocity to regain consciousness for 1 round. That's long enough for him to Take a Breather again (the tunnels count as a separate encounter from the zombies). That would be enough for him to stand up and walk, at least, with 4 hp (exhausted). After that, a successful DC 30 Endurance check to ignore exhaustion would allow him to rage... although if Gwl could somehow heal him well enough to restore just 1 more hp, he'd have 5 hp (fatigued) and the Endurance check to ignore that and rage would be only DC 20. From above, raging, he could clear the rocks, with Gwl's assistance, in 1 round.

Uro tries to choke the water from his lungs.. Endurance: 1d20 + 8 ⇒ (16) + 8 = 24 Nice!

Gasping for air, Uro stands up and vomits the rest of the foul water from his body. (breather, putting me at 4hp)

From there, he'll stagger his way back to the trap door and begin sliding boulders off of the top.


M Goblin Beer Snob 1/Freethinker 3

Channeled negative energy (DC 12 Will half): 1d6 ⇒ 1
Korynne (caught with the door open) and Gwlybwr take 1 hp damage each.


HP 11/11 | AC 14 | Init +5 (+1 surprise round) | Perception +8 | Channel positive energy 4/5

"What? No, Wil, we have to kill this thing now! We can't hide forever, trust me!" Korynne half whispers and half hisses.

Will: 1d20 + 4 ⇒ (9) + 4 = 13

She manages to resist the shambling cleric's channel, then fires a bolt at its skull.

X bow: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d6 + 3 ⇒ (6) + 3 = 9


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Round 1 AC 15, HP 11/13

"Fine. As-s you s-say. These dead men are not troubled by the knife or my s-spear. I s-shall hold him down. You s-shoot him in the head."

Gwl howls as another wave of rotting filth passes over them, and attempts a running tackle at the zombie priest.

Grapple, Charge: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

Will try to pin the zombie on the next round so you can coup de grâce it.


M Goblin Beer Snob 1/Freethinker 3

Korynne's bolt seems like it should have struck true, but in the glint of the light you see mail under the thing's robes, and a helm under its headdress.

Gwlybwr's running tackle is successful; the zombie priest is grappled. In the dim recesses of what's left of its mind, it seems to realize that it can't cast spells while grappled. It does attempt to strike you with its arm, at a penalty of course due to its grappled condition: 1d20 + 0 ⇒ (8) + 0 = 81d6 ⇒ 3


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)

Round 2 AC 15, CMD 19, HP 11/13, Grappled
Grappled: -4 Dex, -2 to attacks (except grapple)

Gwl wrestles with the armored undead, trying to force it against the wall and pin it in place.

"S-shoot it! S-hoot it before the others come."

Grapple to pin, Grappler Bonus: 1d20 + 4 + 5 ⇒ (7) + 4 + 5 = 16
Pinned: Can't move, denied Dex, -4 AC


M Goblin Beer Snob 1/Freethinker 3

The rotting thing is immobile; feebly, it attempts to free itself. 1d20 + 0 ⇒ (20) + 0 = 20
So, your CMD for would-be grapple escapees is 21. Does a nat 20 still beat that, like an attack roll? I assume it does, but I'm unsure.


AC 17/15/16 CMD 22/21 Perception: +10 (or +4 in bright light)
Kirth Gersen wrote:

The rotting thing is immobile; feebly, it attempts to free itself. 1d20+0

So, your CMD for would-be grapple escapees is 21. Does a nat 20 still beat that, like an attack roll? I assume it does, but I'm unsure.

Well, since I also have the grappled condition, with the -4 Dex penalty, my CMD drops to 19, so his roll would beat that. Even if it didn't (say my CMD was still 21), I think that a combat maneuver roll is still an attack roll, and subject to the critical success on natural 20 rule. Lucky bastard. Hopefully Korynne can get a good shot in before he worms free.


Current HP: 28/28 -- Perc: -1/+1 in cities -- Inspiration: 14/14 rnds -- Vanderboring Estate Map

Does Jym have an action in Round 1? If so, he was going to try and bind the zombie's feet together with his whip. I have no idea if that's even feasible, if that affects anything going on in Round 2, or what sort of roll that would be.

Here's a d20 roll: 1d20 ⇒ 9

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