Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil dashes forward, nocks an arrow and lets it fly after the fleeing halflings.

Comp Longbow v H2, range , bless: 1d20 + 9 - 2 + 1 ⇒ (10) + 9 - 2 + 1 = 18 ... damage: 1d8 + 2 ⇒ (3) + 2 = 5

Not sure if 30' of pursuit will keep me in the second range increment or not, but that's the way I rolled it. Mostly hoping we can score a dinosaur if the Halfling dies and it stops. DINOSAUR PIRATES!


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Given that the halflings were riding these things, I would imagine the dinos are medium sized. That just means we will need two each which just adds to the idea. Heroes riding across the plains, standing atop their mounts. I dig it.

Tal says a short prayer for the needless loss of life. Once he is done he'll keep an eye on the horizon in case the hunting party brings back friends. "We must move on quickly. They know our location and can bring reinforcements. I would like to avoid needless bloodshed if we can help it."


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil watches the halflings flee, hoping that his parting shot will bring one down.

Aubrey, in which direction did the halflings leave -- where we're going, left, right, or behind?

I think you're right. The standard halfling riding mount is medium. I think their draft dinos are medium. But I am not completely sure. I like the picture you're drawing of riding paired dinos while standing on their backs.


There's a feat or trait that allows a medium creature to ride a medium mount, but I don't believe any of you have it. For shame.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"This will take some time." Wultram notes before he starts speaking arcane words and making gestures next to one of the halflings corpses. The skeleton moves next to it's master to be on the lookout.

Speak with the dead has a casting time of 10minutes so I figured I should not assume that he can finish that, even if the enemy fled.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Rehil nods and walks through the grass toward the dead Halfling.

Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Immediate plan: search H1, and H2 if the second shot at him brought him down. Next plan: catch H2's dino if it didn't scarper with the others.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

If dinos are around:
"I'll help you wrangle the beast." handle animal: 1d20 + 10 ⇒ (6) + 10 = 16

Keeping an eye out for approaching threats Perception: 1d20 + 11 ⇒ (6) + 11 = 17


The Plains

The halflings ride away. Wultram is not disturbed as he casts his spell.

Rehil's search of the body turns up a jar of restorative ointment (equivalent to a Cure Light Wounds potion) and some nice (but small) armour and weapons.

Small masterwork studded leather and small masterwork composite longbow, plus a couple of day's rations. The dinosaur mount ran away.


The Depths

The group moves on. The passage slopes down, requiring more scrambling than walking, and some of the surfaces as slippery.

Acrobatics checks from everyone, please, DC 10.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

Acro, DC10: 1d20 + 3 ⇒ (7) + 3 = 10

Cole doesn't make it look pretty, but he seems to scrape by the slippery obstacles without too making a mess of things. At the far end, he tries to see if there is a way to toss a line back to his friends to give them an aid across the passage.

Any way of providing a bonus for throwing them a rope?


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

On the Plains
What about arrows? And are we using the ridiculous arrows are arrows rule that would let me use small arrows in my medium bow? A rule I personally hate, but we might need every possible edge on this journey.

In which direction did the halflings leave -- where we're going, left, right, or behind?

A scowling Rehil watches the halflings recede, one of them carrying two of his arrows away.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashshar tries his best to make the way without falling. The lizardfolk seems at home in the depth, and smiling tries to assist the others.

Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24

If at all possible
Acrobatics Aid Another: 1d20 + 11 ⇒ (2) + 11 = 13


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Acrobatics 1d20 + 5 ⇒ (7) + 5 = 12


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

DEPTHS
acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

I know mending is supposed to fix one broken object but could I use it to break arrows and mend them to a different size at a loss? Say two or three small arrows to one medium arrow. Then again, mending has a 10 min casting time as well so I won't get many put back together.
Tal takes note of any distinguishing landmarks in the direction the halflings rode off. "Should we follow them? Their hunting party was not friendly but we may be able to convince their less aggressive folks to be helpful."


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Interesting idea. Let's see what Aubrey says.

"Can't catch them and they're not friendly. Let's try to stay clear. Wultram, how soon will you be able to move?"


Assume there's 15 arrows there, I just forgot to mention them.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Once he has finished the casting he finally answers. "As soon as I have gotten my answers. For future use I can't reply in middle of casting it would disrupt the words of arcane manipulation."

His attention then turns to the somewhat animated corpse of the halfling. "Why did you attack us? In which direction from here is rest of your kin? How far in that direction?"

Wultram Sense motive: 1d20 + 1 ⇒ (12) + 1 = 13
Skeleton Sense motive: 1d20 + 9 ⇒ (9) + 9 = 18

As noted speak with the dead. If the halfling gets a save(I would assume yes.) It is DC 21 Will. Sense motive in case of bluff attempts.


The Depths

Boo! I hoped to get some amusement from you falling over.

Teprin nods approvingly as the group negotiate the slippery passage. At the bottom, the passage widens out considerably into a large grotto. The adventurers' light reveal a placid lake, surrounded by a wide lip of white stone on both sides. Stalagmites descend from the ceiling, in some cases meeting stalagmites to create columns, and the walls ripple with sensuously curved flowstone. On the floor are hundreds of small, fragile cup-like formations.

"This is the Cave of Flowers," says Teprin with a small hint of pride in his voice. "Come, there is a clear path this way."

Perception checks, please.


The Plains

Will save 1d20 + 2 ⇒ (17) + 2 = 19

The corpse grits its teeth, but in the end is compelled to answer. "We attack because you come from the city of the evil serpent people. My people are camped half-a-day's ride to the south."


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashsar remembers Kalaktua as well as the huge fishes the party encountered by its' lair. He draws his bow, just in case.

Perception: 1d20 + 11 ⇒ (10) + 11 = 21


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

perception: 1d20 + 13 ⇒ (3) + 13 = 16 +2 more vs traps


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

Vaard inspects the cave with interest, after all, few are those who dwell in the world that have seen such wonders...

Perception - 1d20 + 8 ⇒ (13) + 8 = 21


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

The Plains

"So we veer west."

Let's go SW; we can force march. With any luck they won't find us again.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Plains

"They called the shulassakar 'evil serpent people'. I wonder what has happened between these groups. I will follow your lead companion Rehil. Before we head out let me heal our wounds."

Assuming everyone is close enough Tal mutters a small prayer and healing energy infuses his allies.

channel energy: 2d6 ⇒ (3, 3) = 6


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Tal... everyone but the skelleton, am I right?


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

You can only heal or damage at the same time with channel energy. So even if skelly is in range nothing happens to it. It is weird but I reckon it is purely for gameplay reasons.

"Shame that they made the assumption. Enemy of my enemy and so on." Wultram notes on the matter. He pulls out a pieace of chalk and walks towards the tree. "We could lay the bodies out, to lessen the desire for revenge for their fallen, even field burial." He adds before starting to write in massive letters on bark of the tree. 'We are no friends of serpent people of Krezent.'

"Well our destination is to the west anyway so seems like a good idea. They have numbers and speed on their side though so not liking our chances too much. I agree we should move but I don't think we should head too far. Now they know what they are dealing with, and I do not want to head into that fight at additional disadvantage."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths: Cave of Flowers

Perception: 1d20 + 15 ⇒ (14) + 15 = 29


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"The faster we move, the less chance we have of being found." Rehil shrugs. "Let's go."


Right, sorry for my inactivity, back in the saddle.

The Depths

If you scored more than 18 on you Perception checks:

Spoiler:
You catch a brief flurry in the corner of your eye - something leathery and wet-looking, moving swiftly between some stalagmites about ten yards away. When you turn to look, it is gone.


The Plains

Wultram finishes scoring his graffiti on the tree and the group are ready to move off.

So the plan is to continue moving south-west, presumably resting at sundown, before moving to a more westerly course?

Survival, DC 10:

Spoiler:
You realize that you will need to find a source of food and water fairly soon as the supplies provided by the shulassakar are strictly limited.

You were given two day's food and water each. The end of today will mark one day. As Tal has given up eating and stuff, and you got some stuff from the fallen halfling, you can probably give the rest of you an extra day each. So you will need to get some supplies - theft, foraging and so on - in just over two day's time.


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard whips his head around and spots something but as quickly it is gone. "Did anyone else see that?"


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

survival: 1d20 + 2 ⇒ (12) + 2 = 14

"The remaining supplies will not last long, perhaps two days at most. We will need to find you a source of food and water soon. Unfortunately I depended upon the quartermasters for sustenance with the army so I will not be much help. Thankfully after my time with the Flame I don't seem to require such things anymore."


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths]

Cole readies his warmaul and nods without looking at Vaard. “I saw it.” As he scans for more signs of … whatever it was … he addresses their guide. “Its as leathery. And wet-looking. And fast.”


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

The Plains

Before leaving Rehil does another quick search of the halfling and takes the rations, the ointment, and all but one of the arrows. He arranges the corpse so that it is sitting with its back against the tree under Wultram's message. He lays the bow across the body's lap and wraps its fingers around the grip.

Just formalizing that we did take the loot. How do ya'll want to split it? I think the ointment goes to anyone but Tal. Does anyone else want arrows? Rehil needs 5 to fill his quiver. Leaving 1 behind means we have 9 available. Better top off while we can.

How are we doing on carrying capacity? Sparse as his gear is, Rehil is on the edge of medium weight. Can Tal or Skelly take more and stay light? What about Wultram?


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)
General Tal wrote:

"The remaining supplies will not last long, perhaps two days at most. We will need to find you a source of food and water soon. Unfortunately I depended upon the quartermasters for sustenance with the army so I will not be much help. Thankfully after my time with the Flame I don't seem to require such things anymore."

"Lucky you. Let's get away from here. Take water as we find it. We'll worry about food when it runs out. "


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren readies his weapon while thinking hard about what such a thing might be.

dungeoneering: 1d20 + 4 ⇒ (12) + 4 = 16


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I actually have adtional 4 wandermeal rations. Wultram has STR 10 so he is pretty much always in medium load as long as he has even the most basic gear on. Skelly has STR 17 and only has armor and weapons so quite a bit to spare.

"Yes water is the more imidiete concern. While this isn't the most green area, it ain't a desert either so we should be able to find some. If it starts looking bad, find something to kill, I doubt it is as refreshing but animals have fluids. Rehil you have shown skill in the wild before, think you could track us some water source? I know that there is a big lake close to our destination if that helps knowing where rivers would be." Wultram notes on the matter as he starts marching.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)
Wultram wrote:

...

"Yes water is the more imidiete concern. While this isn't the most green area, it ain't a desert either so we should be able to find some. If it starts looking bad, find something to kill, I doubt it is as refreshing but animals have fluids. Rehil you have shown skill in the wild before, think you could track us some water source? I know that there is a big lake close to our destination if that helps knowing where rivers would be." Wultram notes on the matter as he starts marching.

Rehil shrugs. ".I hope so."

Tal has Str 10 too. Can we offload enough onto Skelly to get both of you into light? My weight numbers may reflect Rehil's original load. I will double check the math tonight. It would be quite hilarious if he had a lighter load now than when we started.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Well I got to be at 33lbs, chainshirt is 25lbs, spell component pouch is 2lbs, I suppose I could manage with only a dagger, not like I have used my spear outside of AoO anyway and my attack bonus sucks anyway. So I suppose it is possible. It will take most of Skellys carrying capacity though. Granted there are some items that if needed can be dropped.

"Well don't worry too much, I have dabbled enough with necromantic energies that there is a decent chance of me coming back as undead filled with desire for revenge. So at least I can be inconvenience to the asshats responsible." The Karn jests.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

The Planes - I have about 33 lbs left before I'm into medium load thanks to Muleback cords. My light load is 100 lbs. I can carry some extras but I'm full up on arrows for the moment. This would have been a great time to have Create Water vs Mending... though I could use mythic power to cast it anyway. On another note, Rehil, ever the spartan.

"As long as your revenge isn't aimed at me." Tal says, only half joking.


The Depths

Nalverren muses that there are quite a lot of wet-looking leathery things lurking in the deep places, and the brief glimpse by the others was insufficient to give him much of a steer at identifying it.

"Keep alert," says Teprin in a low voice, "We are a reasonably large group, it may prefer to avoid us. Come."

They skirt the lake and press on. Small pale fish graze on mould at the water's edge. In places by the lake groups of mushroom cluster together, dust-like spores drifting from them visible in their lights. "Don't worry, they are harmless," says Teprin after a quick glance. The slender fingers of rock reaching down from the ceiling look like roots, while the columns clustering on the floor more like tree trunks, giving the impression of moving through a petrified forest rather than a cave.

The path begins to slope up and rise above the lake, leaving the cavern floor behind. "It is not far from here now," says Teprin.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah so I would say it is a safe bet that we can manage light loads for everyone. And mythic will at least make it certain that we can't die of thirst, though I would prefer having a proper source if for no other reason than having a reserve.

Wultram passes most of his gear to the skeleton as he talks and points at the silhuette of the mountain. "I will personally turn that thing into rubble with a pickaxe if that is what it takes. I do not recall you being to blame for our current predicament, not more so than me at least, and I do not find having some self-respect a flaw of character."


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard nods but his paranoia at the appearance on the creature from the depths heightens his awareness and he is more focused on what the group might not see.

Perception take 10 for 18.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

The Depths

“We were told of tentacled creatures that hunt down here.” Cole’s voice is a quiet rumble, “What other threats should we watch for?”

As he marches tirelessly along, he watches for other natural threats.

Knowledge (Nature): 1d20 + 4 ⇒ (11) + 4 = 15
Survival: 1d20 + 9 ⇒ (14) + 9 = 23


The Depths

"Poison gases, fungal spore infections, flash floods," says Teprin phlegmatically, "But hopefully not today."


The Plains

The group redistribute their kit. Wultram's skeleton accepts its additional burden without complaint, and then they set off once more, moving fast and eschewing foraging to avoid delays.

Some Survival checks to avoid getting lost, please. Also some Perception checks.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

THE PLAINS

Wultram wrote:

Yeah so I would say it is a safe bet that we can manage light loads for everyone. And mythic will at least make it certain that we can't die of thirst, though I would prefer having a proper source if for no other reason than having a reserve.

Wultram passes most of his gear to the skeleton as he talks and points at the silhuette of the mountain. "I will personally turn that thing into rubble with a pickaxe if that is what it takes. I do not recall you being to blame for our current predicament, not more so than me at least, and I do not find having some self-respect a flaw of character."

"Moving slowly may be a fatal flaw. Let's go."

General Tal wrote:

The Planes - ... On another note, Rehil, ever the spartan.

Just to dumb to gear up properly.

Rehil has plenty of room and still stays in light load. (~51/86 lbs) I was mis-reading his stats. So we can go 30' and he could take some load off skelly if needed.

Let's boogie!


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram Survival: 1d20 + 1 ⇒ (8) + 1 = 9
Skelly Survival: 1d20 - 1 ⇒ (3) - 1 = 2
Wultram Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Skelly Perception: 1d20 + 10 ⇒ (13) + 10 = 23

The necromancer and the skeleton do try to stay on course but are much too distracted at keeping a lookout to be of any use on the matter.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

The Planes

"Agreed." Tal says. He sets off in what he hopes is the right direction while keeping an eye on the horizon.

survival: 1d20 + 2 ⇒ (8) + 2 = 10
perception: 1d20 + 11 ⇒ (13) + 11 = 24

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