DM RichD's Serpent's Skull

Game Master Briccone

Serpent's Skull Book 2: Racing To Ruin
Part 1: A Gathering of Scavengers

The PC's return to civilization, but now they must organize an expedition!


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Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji is not surprised at the reaction from the young woman. After all, she had a tramatic life experience with these caves that has stayed with her all her life and caused her to be alone. In that case then this is where we depart I believe. Out fate and destiny is through the mines. If we ever see you again then I wish you and Jaji well. At least we know a little bit more of what we may face and for that I thank you.

Neltji hitches up her pack and moves to go by her porter Steve.


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Nothus says, "We can't leave a hoarde of the dead behind us."


NARRATOR Skirgaard GS Map / SS MAP/

If you go into the mines, I will take the long way around. I will wait at the mine exit for seven days. After 7 days I will know you are dead and move on. May your gods welcome you home.

Unless you have any other questions, she will leave, going into the direction of the long way around.

Let me know what you want to do.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

If we make it though the mines safely then we will be ahead of you. There will be no reason for you to wait for us. It would be better for you to try and catch up along our path if you wish to join us.

How far till we reach the mines? Will it be another day for us to prepare different spells?


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Right! If she thinks she will beat us by 7 days, then we are we going the "short" way?


NARRATOR Skirgaard GS Map / SS MAP/

To her its irrelevant. She doesn't think you will survive so she is not worried about beating you to the other side. The seven days is just a courtesy in case your relatives come looking for your remains. {INSERT EVIL DM LAUGH HERE!}

Yes, you have a day to prepare.

Before she leaves, Athyra turns to you and says, Yes, I will follow. It will be nice for Jaji and I to have company. She gives an odd smile that you can't tell is one of hope or skepticism. Oh! When you are in there, if you find anything out about my father, please let me know. He also had a silver locket with a picture inside that I would like to have. Best of luck to you all.


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

If we find the locket, we'll be sure to mark its location on a map for her, so she can retrieve it herself.


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

I'd imagine that it's easier to carry it out with us.


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Yeah, so, a girl who was about to ambush us, but then doesn't want to come with us to where her Dad dies, but she wants us to bring her Dad's locket back? Nahhh, we tell her where it is and she can go find it herself says Ndombe.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Appreciating the request and what it means Neltji agrees whole heartedly. Definitely I will keep an eye out for the locket. What was your father’s and mother’s name? I have heard that some undead have vague traces of who they were still imprinted in their being. It is possible this is the case.

Neltji will also get a description of her father and mother in case there is still any resemblance as an undead.


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

Cevill watches the exchange with great interest wondering what his tomorrow will bring.


NARRATOR Skirgaard GS Map / SS MAP/

Athyra smiles at Neltji, His name was Bran and her name was Sansa. I hope they are not among the undead. That thought makes me sad.

C1. Abandoned Mining Camp

The sagging and overgrown remains of a small camp mark the site of the old mine, its gaping entrance visible in the hillside behind the camp.

The mining camp is abandoned, and consists of a large barracks and meeting house, an operations office, two storage buildings, and a small house for the mine owner and his family.


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Ndombe will throw up detect magic and have a look about.


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Nothus whispers, "Seek," and he and his small companion begin to look about for anything out of the ordinary.

Perception (Blackleaf): 1d20 + 6 ⇒ (1) + 6 = 7 (+8 if scent applies)
Perception (Nothus): 1d20 + 11 ⇒ (12) + 11 = 23


NARRATOR Skirgaard GS Map / SS MAP/

There is nothing unusual or magical remaining. While searching the operations office you see a moldering book on a desk.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji pauses a second to identify the mold before approaching the book.

Knowledge nature w guidance 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13

Once it is deemed clear then she will carefully look through it and see what they can discover. Excellent find guys! This might be a journal that will describe what we are facing. Whatever else is to be found is in the mine itself. Do we want to take a look?

I have prepared 2 castings of mage armor if someone else would benefit from some extra protection as we explore the mine.


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Nothus shrugs, "Anyone have a way to protect the book? Worried it'll fall apart if we touch it." He then shakes his head, "Think my magic armour is more effective."


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Ndombe shakes his head, "no, I know little of your books, or how to preserve them."


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Nothus takes a moment to look at the book before touching it, Last thing we need is to release a cloud of mould spores...

Perception: 1d20 + 11 ⇒ (4) + 11 = 15


NARRATOR Skirgaard GS Map / SS MAP/

Neltji thinks contacting the book with skin will give the person some sort of disease from the mold. Therefore using gloves, a rag or a stick, you open the book to the last entries. The last few entries in the logbook are dated 15 years ago and document the mining company’s downfall. The mine’s owner, a man named Feran Crinhouse, was looking for new salt deposits and decided to secretly try connecting his mine with another mine on the far side of the hills, abandoned earlier under mysterious circumstances and rumored to be haunted. Just as the miners broke through to the abandoned mine, they unearthed a strange orb that glowed with a pulsing blue light. Crinhouse decided to go down into the mine to personally investigate. The final entry is in a different handwriting, and reads, “They’ve come up from below! They’re all dead, and their touch withers the flesh! May the gods have mercy on us!”


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

"The end comes soon. We hear drums, drums in the deep. They are coming."


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Nothus shakes his head, "Trust a businessman to ignore common sense and unearth ancient evils in search of coin."


NARRATOR Skirgaard GS Map / SS MAP/

The wooden beams supporting the mine’s main entrance are weathered and sagging. Water trickles down the sloping floor among the wooden footholds leading down the main shaft.

Inside the mine, the tunnels are pitch black. The walls of the mine are carved from gray rock salt, and most of the tunnels and chambers in the mine are flooded with water, ranging in depth from knee-deep to shoulder-deep. Narrow walkways connected by rickety wooden bridges run along the walls in most of the rooms and passages.

What's the marching order and what are you using for light?


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

Can we do a knowledge religion check on undead that have a touch that withers? Cevill is toward that back. Cevill needs and has a light but can leave it covered and hold someone's had if need be.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji casts mage armor on herself as they enter the mine. Once it gets too dark to see she then casts light on the weapon of whomever is in front. She herself is in the middle of the group for protection. Anyone know what the book may be referencing in regards to a withering touch?

knowledge religion w guidance 1d20 + 7 ⇒ (17) + 7 = 24


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Knowledge(religion): 1d20 + 9 ⇒ (14) + 9 = 23

Ndombe will cast light on his weapon as he takes the lead into the mine.


NARRATOR Skirgaard GS Map / SS MAP/

Your first thought is a wight and their touch, then you remember you are in a salt mine and Cevill remembers such a thing as a salt wight that drains water from the victims of their touch!


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

A salt wight? So the important thing is not to let it touch us and for us not to get surrounded. Do you think fire works against them?

If the group is able to walk side by side she will keep Steve beside for mutual protection.

Just for clarification I am not expecting Steve to be involved with any combats but also feel like I need to to include him since he is Neltji’s porter.


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Nothus taps the end of his staff, causing it to begin to shed a light. He then wonders, "If not that, maybe water?"

Casting light


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

"If it drains water from its victim, I doubt splashing it with more water would be harmful."


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Maybe not but perhaps water could be used as a lure or distraction if needed.

Neltji continues onward slowly picking her way though the mine with the others keeping alert for any strange sounds that might indicate something approaching.

Perception 1d20 + 2 ⇒ (7) + 2 = 9


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Nothus shrugs, "Just have memories of squeezing my arm to explode mosquitoes, thought it might work here, too. But I know nothing about the undead, other than them being unnatural."


NARRATOR Skirgaard GS Map / SS MAP/

C2. Mine Entrance

The wooden beams supporting the mine’s main entrance are weathered and sagging. Water trickles down the sloping floor among the wooden footholds leading down the main shaft.

Inside the mine, the tunnels are pitch black. The walls of the mine are carved from gray rock salt, and most of the tunnels and chambers in the mine are flooded with water, ranging in depth from knee-deep to shoulder-deep. Narrow walkways connected by rickety wooden bridges run along the walls in most of the rooms and passages.

As you walk around one of these puddles of water, a clear ooze rises from it!

Initiative:

Cevill Cyra: 1d20 + 3 ⇒ (10) + 3 = 13
Ndombe: 1d20 + 2 ⇒ (10) + 2 = 12
Neltji/Anthony: 1d20 + 6 ⇒ (12) + 6 = 18
Nothus Adalis: 1d20 + 2 ⇒ (16) + 2 = 18
Crystal Ooze: 1d20 - 5 ⇒ (14) - 5 = 9

Initiative Order/HP
Neltji/Anthony 18 (33/33)(0?/0?)
Nothus 18 (43/43)
Cevill 13 (39/39)
Ndombe 12 (40/40)
Crystal Ooze 9 (50/50)

Tactical Map has been updated.
Up First: Everyone


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Know engineering 1d20 + 6 ⇒ (7) + 6 = 13 worried about cave in
Know dungeoneering ooze 1d20 + 6 ⇒ (18) + 6 = 24 special defenses or attacks

Seeing the ooze creature rise up in front of them Neltji calls out for everyone to be aware as well. She hexes it with an evil eye hoping to make it shuffle away from its own attacks before moving 30ft away from it and giving Blackleaf a place to attack from

Evil eye to hit DC 16 will

Fall back if we have to and attack it at range!


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Unless this ooze is something special, it's immune to mind-affecting things.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

That is where I am hoping the knowledge check will help. Trying to keep player knowledge and character knowledge separate.

If Neltji does understand that then she will use misfortune (will save DC 18) on it and cackle to extend the effect.


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Nothus eyes the thing, "Can we actually hurt it with claws and weapons?"

Waiting for information from someone who knows before reacting.


NARRATOR Skirgaard GS Map / SS MAP/

Neltji knows that her evil eye won't work on the ooze so she hexes it instead. She also knows it is not subject to critical hits or flanking. It is immune to cold and fire.


NARRATOR Skirgaard GS Map / SS MAP/

Round 1

Neltji casts misfortune.

Up Next: Nothus, Ndombe & Cevill


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Not wanting to risk his companion, Nothus holds Blackleaf back, taking a moment to watch the ooze and its movements before swinging his staff.

Studied Combat

Masterwork Staff (Studied): 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22 for 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Ndombe stabs at the ooze with his trident...

Trident Hit: 1d20 + 5 ⇒ (8) + 5 = 13 Melee
Trident Damage: 1d8 + 2 ⇒ (4) + 2 = 6


NARRATOR Skirgaard GS Map / SS MAP/

Round 1

Nothus and Ndombe both strike the ooze.

No1Nd2: 1d2 ⇒ 2

The ooze tries to strike Ndombe.

Slam: 1d20 + 6 ⇒ (16) + 6 = 22
Slam: 1d20 + 6 ⇒ (18) + 6 = 24
damage: 1d6 + 4 ⇒ (3) + 4 = 7 + Acid: 1d6 ⇒ 3

@Ndombe: DC20 Fort save or paralyzed for rounds: 3d6 ⇒ (4, 3, 5) = 12 rounds.

It will attempt to grapple him.

Grapple DC18: 1d20 + 10 ⇒ (12) + 10 = 22

Ndombe is grappled.

Initiative Order/HP
Neltji/Anthony 18 (33/33)(0?/0?)
Nothus 18 (43/43)
Cevill 13 (39/39)
Ndombe 12 (30/40)WOUNDED
Crystal Ooze 9 (35/50)WOUNDED

Up First: Everyone


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Fortitude: 1d20 + 6 ⇒ (14) + 6 = 20 Woot!


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Ndombe will attack again...

Trident Hit: 1d20 + 5 ⇒ (8) + 5 = 13 Melee
Trident Damage: 1d8 + 2 ⇒ (5) + 2 = 7


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji will continue to cackle madly at the ooze hoping that it will start to realize the helplessness of itself even though it doesn't understand anything else. She will then give guidance to Nothus.


NARRATOR Skirgaard GS Map / SS MAP/

Round 1

@Ndombe: Does your attack roll take into account that you are grappled?

Neltji keeps the misfortune going and gives guidance to Nothus.

Up next: Nothus & Cevill


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

Cevill will 5ft back and inspire the group.

Inspire courage - allies receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.

Sorry for the slow posting. My job has had me monitoring for conflicts online, which has made it a little harder to come home and be online. But I think that stuff is calming down now.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

With the misfortune it would need to reroll the grapple check as well I believe. And there are no penalties for attacking the grappled to attack the grappler as modifiers all cancel out with each other.


NARRATOR Skirgaard GS Map / SS MAP/

@Neltji! Thanks! That's why I like to have players who are also DM's!

Grapple Misfortune DC18: 1d20 + 10 ⇒ (19) + 10 = 29

Still grappled!

Ndombe stabs the ooze with his trident.

Cevill inspires the group!

Up Next: Nothus!


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Seeing the ooze start to wrap itself around Ndombe, Nothus calls for Blackleaf to attack before bringing his staff to bear.

Blackleaf (bite): 1d20 + 10 ⇒ (11) + 10 = 21 for 1d4 + 1 ⇒ (2) + 1 = 3

I didn't include the +1/+1 for Blackleaf, as I'm not sure what kind of performance it is - as some are language-dependant.

Quarterstaff (Right) - Studied, Inspired: 1d20 + 7 - 2 + 1 + 1 ⇒ (11) + 7 - 2 + 1 + 1 = 18 for 1d6 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 10
Quarterstaff (Left) - Studied, Inspired: 1d20 + 7 - 2 + 1 + 1 ⇒ (17) + 7 - 2 + 1 + 1 = 24 for 1d6 + 2 + 1 + 1 ⇒ (6) + 2 + 1 + 1 = 10

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