GM Crunch |
Reflex: 1d20 + 7 ⇒ (13) + 7 = 20
Marra misses the unseen creature with her scimitar, and it is able to avoid the worst of V's pyrotechnic. A slight whoosh of air as it quickly jumps up, no AoOs, and, unseen, it unleashes a burst of soul-sapping energy!
Everyone but V and Agosa is in the effect, and can make a DC 12 Will save to half the negative energy damage.
Why do the tactics make it channel energy at this level?: 1d6 ⇒ 6
Karos (Divine Favor, Destruction Judgement)
Cirri -10
Baddy -6
Shandra -35 (Aid)
Marra (Good Hope, whole party)
Vanzetti
Matsu
Shandra Dillon |
@GM: It could be stupidity or an attempt to lower the CR, if the creature is particularly dangerous.
Shandra tries to stab the creature with her shield spikes again. "If this thing kills me, you had better kill it too!"
Standard Attack
Shield Bash: 1d20 + 15 ⇒ (2) + 15 = 17 Piercing: 1d6 + 9 ⇒ (5) + 9 = 14
Concealment: 1d100 ⇒ 54
Cirri Merryweather |
"No one's going down, not on my watch!" Cirri growls.
Will Save: 1d20 + 4 ⇒ (16) + 4 = 20
Even as the energy withers her away, Cirri begins another blend of magic and martial prowess, hoping to take this thing down, quickly.
She spends some of her arcane energy to imbue one end of her staff with lightning.
Swift Action: Spending 1 Arcane Pool point to make my weapon shocking.
Full Action: Spell Combat! Casting Frostbite defensively.
Casting Defensively, DC 17: 1d20 + 5 + 3 + 4 ⇒ (16) + 5 + 3 + 4 = 28
As she casts, her staff becomes cold and she quickly swings.
Spellstrike. Using Combat Expertise. I have a trait that reduces the attack penalty to 0. AC is now 20
Miss Chance, > 51 is a hit: 1d100 ⇒ 68
Spellstrike, Flanking, Combat Expertise, Good Hope, Alter Self, Spellstrike: 1d20 + 8 + 2 + 0 + 2 + 1 - 2 ⇒ (14) + 8 + 2 + 0 + 2 + 1 - 2 = 25
Staff Damage, Alter Self, Good Hope: 1d6 + 4 + 1 + 2 ⇒ (4) + 4 + 1 + 2 = 11
Electricity Damage: 1d6 ⇒ 3
Frostbite Spell Resistance check: 1d20 + 5 ⇒ (6) + 5 = 11
Frostbite, nonlethal cold damage: 1d6 + 5 ⇒ (1) + 5 = 6
If Frostbite hit, the target is fatigued.
Cirri strikes again with her staff.
Miss Chance, > 51 is a hit: 1d100 ⇒ 33
Quarterstaff, Flanking, Combat Expertise, Good Hope, Alter Self, Spellstrike: 1d20 + 8 + 2 + 0 + 2 + 1 - 2 ⇒ (18) + 8 + 2 + 0 + 2 + 1 - 2 = 29
Staff Damage, Alter Self, Good Hope: 1d6 + 4 + 1 + 2 ⇒ (2) + 4 + 1 + 2 = 9
Electricity Damage: 1d6 ⇒ 6
Cirri catches nothing but air with her followup.
Marra follower of Dawnflower |
Don't forget Good Hope gives +2 to saves!
will save w/+2 GH: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14. (takes half. Dam 3pt)
percption pinpoint w/ +2 GH: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22. DC 40 to pinpoint, -20 in combat or speaking, -5 move half speed, -10 move full, so ~DC 10 to 15?
Marra tries to pinpoint where the creature has moved to while maintaining her battle dance and arcane strike energy.
If the creature is in reach or 5ft move reach Marra attacks with her scimitar
Miss Roll, > 50 hits: 1d100 ⇒ 28. drat again.
+1 keen scimitar w/+4 dance +2 GH: 1d20 + 13 + 4 + 2 ⇒ (12) + 13 + 4 + 2 = 31 to hit
damage if hits w/+4 dance +2 GH +2 AS: 1d4 + 6 + 4 + 2 ⇒ (3) + 6 + 4 + 2 = 15
Second attack at +8
Miss Roll, > 50 hits: 1d100 ⇒ 33 Double drat!
+1 keen scimitar w/+4 dance +2 GH: 1d20 + 8 + 4 + 2 ⇒ (7) + 8 + 4 + 2 = 21 to hit
damage if hits w/+4 dance +2 GH +2 AS: 1d4 + 6 + 4 + 2 ⇒ (4) + 6 + 4 + 2 = 16
Both attacks miss in the dark.
The Amazing Vanzetti |
V projects another pyrotechnic...
fire damage: 1d4 + 2 ⇒ (1) + 2 = 3
...and follows up with a blazing golden beam!
[dice=scorching ray, augmented by saltpeter (+1 damage) and alchemist's fire (+1 attack and it catches fire)]1d20+4[/dice]
fire damage: 4d6 + 2 ⇒ (1, 6, 1, 5) + 2 = 15
miss chance, low is bad: 1d100 ⇒ 14
GM Crunch |
Ah, good point, Shandra. This thing is particularly dangerous, as you guys are finding out.
The team manages to shrug off the worst of the negative energy. Cirri smacks the creature with her staff once, having imbued it with chilling magic. After the noise of the impact, the human swears she can hear another sound, like a magnified version of bones contorting as a being grins. "I would die a thousand more deaths before I allow you to defile my shrine, you wretched piles of filthy flesh." Shandra and Marra both swing unsuccessfully at the voice, and both V's firework and his fire beam go wide!
Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
Karos (Divine Favor, Destruction Judgement) (pending save)
Cirri -13
Baddy -22
Shandra -38 (Aid)
Marra -3 (Good Hope, whole party)
Vanzetti (pending save)
Matsu -3 (delayed)
Cirri Merryweather |
"We're just trying to get past here!" Cirri screams. "But you won't let us go!"
Karos Valdian |
Having a rough idea of where the enemy is, Karos takes a chance and fires.
+2 Pistol, Divine Favor, Judgment of Destruction, Point-Blank Shot and Good Hope: 1d20 + 11 + 2 + 1 + 2 ⇒ (13) + 11 + 2 + 1 + 2 = 29 <-vs. Touch AC
Damage: 1d8 + 2 + 3 + 2 + 1 + 2 ⇒ (7) + 2 + 3 + 2 + 1 + 2 = 17
50% miss chance (low misses): 1d100 ⇒ 60
If Touch AC<30, then 17 damage.
GM Crunch |
Huh, I think the computer also ate my post of a few days ago...oh well.
"I know an attempt to destroy my sacred space when I see one, shape-changing wretch!" The reply does not seem to be attached to the most logical of bearers, who decides to take several stabs at the transformed Cirri, only one of which finds its mark.
Damage: 4d6 + 3 ⇒ (6, 1, 3, 2) + 3 = 15
Stab, Son of: 1d20 + 13 ⇒ (4) + 13 = 17
Damage: 4d6 + 3 ⇒ (3, 2, 5, 3) + 3 = 16
Another Stab: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 4d6 + 3 ⇒ (2, 1, 5, 3) + 3 = 14
Karos blasts the foe with his divinely charged pistol, to the satisfying or sickening noise of bones splintering.
Karos (Divine Favor, Destruction Judgement) (pending save)
Cirri -13
Baddy -39
Shandra -38 (Aid)
Marra -3 (Good Hope, whole party)
Vanzetti (pending save)
Matsu -3 (delayed)
The Amazing Vanzetti |
Will save vs negative energy: 1d20 + 7 ⇒ (8) + 7 = 15
V barely even notices the surge of baleful power.
Negative Energy Resistance 5, putz!
Again, he attacks the darkness with a volley of flame!
snapdragon firework: 1d4 + 2 ⇒ (4) + 2 = 6
[dice=scorching ray, augmented by saltpeter (+1 damage) and alchemist's fire (+1 attack and it catches fire)]1d20+4[/dice]
fire damage: 4d6 + 2 ⇒ (4, 1, 1, 4) + 2 = 12
miss chance, low is bad: 1d100 ⇒ 9
Cirri Merryweather |
"Huh. So I guess you won't let us pass? That sucks!" Cirri almost yelps when she feels another stab get past her defenses. "Oh, that's not good. I can't take another one of those." Using her hair as wings, she hovers 5 feet over onto thin air.
Fly check vs DC 15 hover: 1d20 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Charging some arcane energy into her staff, she swings again, with both hands this time.
Staff+1, Combat Expertise, Alter Self, Good Hope: 1d20 + 8 - 0 + 1 + 2 ⇒ (10) + 8 - 0 + 1 + 2 = 21
Concealment, Low is a miss: 1d100 ⇒ 88
Bludgeoning Damage, Arcane Strike, Good Hope: 1d6 + 6 + 1 + 2 + 2 ⇒ (2) + 6 + 1 + 2 + 2 = 13
Electricity Damage: 1d6 ⇒ 3
Just in case, Cirri prepares to parry the first attack that comes her way.
Parry: 1d20 + 8 - 0 + 1 + 2 ⇒ (11) + 8 - 0 + 1 + 2 = 22
Riposte: 1d20 + 8 - 0 + 1 + 2 ⇒ (14) + 8 - 0 + 1 + 2 = 25
Concealment, Low is a miss: 1d100 ⇒ 44
Bludgeoning Damage, Arcane Strike, Good Hope: 1d6 + 6 + 1 + 2 + 2 ⇒ (2) + 6 + 1 + 2 + 2 = 13
Electricity Damage: 1d6 ⇒ 6
Cirri may have parried the attack, but her counter catches nothing but air.
Marra follower of Dawnflower |
Good hope in effect
Still in a battle dance and using arcane strike empowered weapon, Marra strikes again at where the foe was.
Miss Roll, > 50 hits: 1d100 ⇒ 81 yea!!
+1 keen scimitar w/+4 dance +2 GH: 1d20 + 13 + 4 + 2 ⇒ (20) + 13 + 4 + 2 = 39 to hit
damage if hits w/+4 dance +2 GH +2 AS: 1d4 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14
Critical Threat
to Confirm: 1d20 + 13 + 4 + 2 ⇒ (5) + 13 + 4 + 2 = 24 to hit
Plus damage if confirmed: 1d4 + 6 + 4 + 2 ⇒ (3) + 6 + 4 + 2 = 15 +2 fire damage on crits.
Second attack at +8
Miss Roll, > 50 hits: 1d100 ⇒ 68 double yea
+1 keen scimitar w/+4 dance +2 GH: 1d20 + 8 + 4 + 2 ⇒ (12) + 8 + 4 + 2 = 26 to hit
damage if hits w/+4 dance +2 GH +2 AS: 1d4 + 6 + 4 + 2 ⇒ (2) + 6 + 4 + 2 = 14
Marra feels like her weapon connected both times with something soft and squishy.
GM Crunch |
Vanzetti hits the foe with another pyrotechnic, but his fire beam once again goes wide. Cirri rams her staff into it, eliciting a pained groan. Marra spins and slices away at it, feeling mostly bone as opposed to soft flesh, but as her first strike connects to devastating effect, the ignominious final words of the creature can be heard: "No no no no no no no no-" Before it is consumed in a massive ball of fire, still unseen. When the flames have dissipated, the darkness lifts, leaving the Pathfinders where they were, some tattered robes and gear where their great enemy was presumably standing.
Shandra, Marra, Cirri, Matsu, and Karos must make a DC 15 Reflex save to take half of the following damage, unless they have evasion or fire resistance or something.
Fire!: 3d6 ⇒ (6, 2, 6) = 14
You may also make me Knowledge (local) and Knowledge (religion) checks to figure out what just happened. You can do both if you have both.
Combat is over!
Damage taken (before potential fire damage):
Karos -3
Cirri -13
Shandra -38
Marra -3
Vanzetti
Matsu -3
Cirri Merryweather |
Reflex Save: 1d20 + 3 ⇒ (15) + 3 = 18
Cirri manages to duck the worst of the flames. "Sorry mister. Like I said, we just wanted to pass."
The lights go up and everyone sees a wounded, singed Bugbear floating in the air, her ragged hair flapping away. "Bah! Now everyone sees me! I'm still Cirri, I just needed a form that could track by smell." She sniffs instinctively. "I need a bath once this is over."
Knowledge(Local): 1d20 + 4 ⇒ (7) + 4 = 11
1d20 + 6 ⇒ (14) + 6 = 20
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (5) + 6 = 11
1d20 + 6 ⇒ (1) + 6 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cirri manages to heal herself once before she feels the zap of the wand give out. "Can someone else use this on me? And anyone else who needs healing- Shandra took quite a beating."
Feel free to make CLW rolls.
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
That puts me at 32 HP
With the lights on and no other enemies in sight, Cirri lands on the stairwell platform.
The Amazing Vanzetti |
Knowledge (Religion): 1d20 + 11 ⇒ (7) + 11 = 18
Karos Valdian |
Good hope applies to skills, too!
Knowledge (local) plus good hope: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Knowledge (religion) plus good hope: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29
"Here, Ma'am," Karos says to Cirri. "Let me help you with that."
Use Cirri's wand on her.
Cirri Merryweather |
Oh yeah, my K. Local check is 13 now. UMD rolls remain the same.
"Thanks Karos!" The bugbear giggles.
I should have about 4 minutes left on this form. GM, give me a heads up if I smell something peculiar.
Marra follower of Dawnflower |
Refex save w/+2 GH: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Looking startled at seeing a bugbear in place of Cirri, Marra relaxies after figuring out there are one in the same.
The dawndancer uses her wand of CLW to heal the burns and such from the battle.
Wand CLW: 2d8 + 2 ⇒ (4, 3) + 2 = 9 (heals all but 1 pt)
Then the small hafling tries to figure out what happened, "Fighting in the dark is not fun. I always prefer the light!"
K(local) w/+2 GH: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
K(religion) w/+2 GH: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 (dang used up two high rolls.)
GM Crunch |
The party, looking over the robes and gear, note the lack of a body and a rather uncommon form of poison known as black smear, primarily used by Dark Folk. The more advanced of their kind, dark stalkers, explode in a burst of fire upon their death, and wear rags as armor that are unsuitable for any other race. It can also be determined the creature was made into an intelligent, self-aware skeleton, or a skeletal champion, as they are more commonly known.
And there's the weird part. If their bodies explode, how do you make an undead out of them? How?! Actually, they probably just make them when they still are alive, but it threw me off at first.
Agosa walks into the room and takes a look around. He peers straight down into the tide chamber at the bottom of the room. "Cirri, if you still have time in the air, perhaps you could look in on what is down there?" he asks meekly. "It may tell us more of why that fiend was here, if nothing else."
Cirri Merryweather |
"Uh, yeah. I can do that." Cirri growls. Her hair spirals up and she floats down toward the water. She floats down, towards the water.
Perception: 1d20 + 2 ⇒ (7) + 2 = 9
Hopefully she smells something.
Cirri can spend another minute flying to look around.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19
Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Perception: 1d20 + 2 ⇒ (15) + 2 = 17
Shandra Dillon |
Shandra just barely dodges the fiery blast, "Whew! I think I survived that explosion on pure hope."
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (2) + 1 = 3
cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
cure light wounds: 1d8 + 1 ⇒ (4) + 1 = 5
cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
That leaves me at 1 damage, correct?
GM Crunch |
The Pathfinders still on the stair find some objects of note among the robes: Two short swords, four doses of black smear poison (Craft [Alchemy or Poison] can tell you the crunch behind it if you are interested), a tattered suit of leather armor, a silver holy symbol of Norgorber, in his alchemist and poisoner aspect Blackfingers, and a wand, quickly identified by Agosa (Inflict Moderate Wounds, 8 charges).
Meanwhile, Cirri notices that at the bottom of the chamber lie many devices or torture and alchemy, both of which are common to cults of Norgorber in his Blackfingers aspect. Most of the machines, now rusted by the tide as it rolls into the now-unprotected lab, seem to be for the testing and injection of toxins, others for improvement upon cruel techniques such as waterboarding. Perhaps the evil deity the old Bey followed was Blackfingers, this his secret shrine and the stalker a guardian long forgotten. Cirri floats back up to report her findings and to continue forward.
Cirri Merryweather |
"Ew. That guy wasn't great when he was alive, either..." Cirri flies back up. "Let's get out of here."
Eventually the bugbear's grotesque shape melts back into her human self.
The Amazing Vanzetti |
V takes the wand.
GM Crunch |
Perception, Cirri: 1d20 + 2 ⇒ (9) + 2 = 11
Perception, Karos: 1d20 + 13 ⇒ (18) + 13 = 31
Perception, Marra: 1d20 + 13 ⇒ (2) + 13 = 15
Perception, Matsu: 1d20 ⇒ 10
Perception, Shandra: 1d20 + 9 ⇒ (18) + 9 = 27
???: 1d20 + 21 ⇒ (1) + 21 = 22
The dark stalker guarding the stairs defeated, the party proceeds forward. At the top of the dizzying spiral and down a short passage is the door to the next room, obvious on this side but cleverly concealed on the other. Dozens of barrels stand stacked against the far wall of this unoccupied storeroom, while many more are strewn about haphazardly on the floor. Something on the floor near the western door glints with silver. It appears to be an ornate silver dagger someone has left behind. Before more time can be taken to process the cellar, however, the sharp senses of Karos note barely contained breathing emanating from four of the barrels. Their occupants notice this in turn, and, with a bark of "Damn it, Burlain, why did you have to be so loud?! We can't let them blow our cover!" a disheveled human bursts out of each barrel, knives in hands!
Karos also realizes they are fellow smugglers, afraid of being caught by the Pure Legion, perhaps. Whatever they are looking to avoid, a fight was their last choice for doing so.
Everyone (including Karos) can make a Sense Motive check, but Karos couldn't fail the lowest DC so he knows they are fearful smugglers. A higher check could also help, though, and allow you to reason with them before a fight breaks out.
Cirri Merryweather |
Sense Motive: 1d20 - 1 ⇒ (7) - 1 = 6
"What cover? Huh? Don't point those things at me." Cirri clutches her staff instinctively.
The Amazing Vanzetti |
Sense Motive, Sacrificial Boon: 1d20 + 8 ⇒ (1) + 8 = 9 F@*% you, dicebot.
Marra follower of Dawnflower |
sense motive: 1d20 + 14 ⇒ (15) + 14 = 29
Marra sensing they would rather avoid a fight steps forward, "We're just passing through, no need for smugglers to fight each other it would only be doing the legion a favor."
diplomacy: 1d20 + 14 ⇒ (19) + 14 = 33
Karos Valdian |
"I'd listen to the ladies if I were you," Karos adds. "We are not the Pure Legion and don't really give a damn what you're up to here. Put 'em away and we'll all be about our business. Path's clear to the beach back there, by the way."
GM Crunch |
Marra's soothing words manage to calm down the smugglers. "Ah, good," the leader sighs deeply. "I'm sure we coulda taken you, no problem, but it might've made a lot of noise. Then the Legion woulda been on our arses. We'd have no problem taking them down neither, but it could still get us in a fair bit'a trouble."
These chumps are lying through their teeth. Silly 3rd level rogues...
"Anyway, we decided to stay outta their way until they have the misfortune to get into our grill, but you can do what you want. The next two rooms should be empty, they were last we checked. Beyond that is the courtyard, which is crawling with 'em. Also, you can have that wee silver dagger, if'n you want it. Not sure whose it is, but you'll need it more than we do." The Pathfinders continue on, leaving the fellow smugglers to reenter their barrels.
A sweet, tangy smell fills this room where the produce of the El Makkra’s orchard is stored. Bags of hemp netting hanging from hooks in the rafters are stuffed to overflowing with massive, succulent oranges that are a deep orange—almost red—in color. As promised, the place is devoid of Pure Legionnaires.
The next room, adjacent to the postern yard, is similarly empty. A well of sweet spring water occupies the majority of this cool, shaded tile shed. Large clay jars and ladles are kept on hand to draw a refreshing drink. There is no door between this room and the courtyard, allowing for a full view. Four Legionnaires are on the ground, inspecting seven camels loaded with packs, likely the ones Masur promised. Two more are surveying the yard from the battlements, fifteen feet up, but currently their gazes are turned away, towards the southern horizon. "What will it be, fellows?" Agosa whispers. "Shall you fight through, or some other scheme?"
Cirri Merryweather |
"Ugh. I don't want to fight them again." Cirri grumbles. "Anyone good at charming them? Or maybe we can put them to sleep?"
Shandra Dillon |
Before
Really? I pity whatever fool of a woman ends up taking care of these boys--though the goddess knows they need one to do it. "Just remember boys, in that story about the wooden doll," Shandra pauses and looks down at each man's hips, "his nose gets bigger, not anything else. Lying doesn't change a coward's stripes."
Now
Shandra whispers to Cirri and her companions, "Stealth is probably the best way, there may be more of them close by."
Marra follower of Dawnflower |
Before
With out touching the silver dagger, Marra cast detect magic to see if it any aura.
Current
Marra looking at the 6 Legionnaires and shrugs, "Too many to fascinate all at once. I do have a scroll of silent illusion, but still leads to a battle."
GM, does one of the Legionnaires look to be in charge. And are they Pure Legion?
Karos Valdian |
"I don't like slaughtering folks for just doing their jobs, even if it's a very stupid job," says Karos. "Get the drop on 'em and give 'em a chance to lay down their weapons, I say. They may be smarter than the last bunch."
Cirri Merryweather |
"Yeah, I guess so." Cirri frowns. "I guess we can't avoid every battle."
Marra follower of Dawnflower |
Marra suggest, "What if we hide in the room with Large clay jars or the fruit room and then somehow alert the Legionaries about about the smugglers hiding in the far room. While they are occupied with the smugglers we leave."
GM are some of the large clay jars empty and are they large enough to hid in or behid?
GM Crunch |
Marra - The jars are large enough to hold a Tiny or smaller creature, or a Small creature with an Escape Artist check. In answer to your first question, the yellow and purple Legionnaires seem to be in charge.
???: 1d20 + 2 ⇒ (7) + 2 = 9
The soldiers continue to rummage through the bags on the camels, finding little more than rations and water and quickly returning them to their containers. The guards on the battlements turn their gaze inward to the yard, to no further success.
The Amazing Vanzetti |
Suddenly, a luminous humanoid entity dashes past the legionnaires and in the other direction from the party (going whichever direction we're not trying to go)!
GM Crunch |
V's trick rushes towards the northern end of the yard, leaving the Legionnaires to chase after it. The two on the wall even run down the stairs as quickly as possible to catch up, leaving the Pathfinders an opportunity.
Everyone can now make a Stealth check. I will make a Perception check, at a penalty.
Cirri Merryweather |
Stealth: 1d20 + 1 ⇒ (18) + 1 = 19
Cirri manages to keep her mouth shut as she runs to the side!
The Amazing Vanzetti |
Stealth, Sacrificial Boon: 1d20 + 1 ⇒ (14) + 1 = 15