GM G's Mists of Mwangi (Inactive)

Game Master Magabeus

Trouble in the museum


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Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

"Amazing, though..i would suggest we keep some distance. If those warriors came upon us...these would surely be a deadly task."

Dark Archive

Alchemist (grenedier) 2 | HP 15/15 | AC:19 T:13, F:16 | CMD:17, CMB:+4 | Save (F+4, R+6, W-1) | Init:+5 | Perc: +4 | Bombs 6/7

Silas scans the room suspiciously.

Perception: 1d20 + 3 ⇒ (16) + 3 = 19


Tears at Bitter Manor

Perception Coronoides: 1d20 + 6 ⇒ (5) + 6 = 11

Marduk notices that two stony masks that are hanging at the wall suddenly show cracks. Moments later the masks burst apart and two blackened, bat-winged fiend’s heads suddenly come forth! Tentacles dangle from chin and scalp, and the fanged mouths hangs agape.

Initiative Dice:
Coronoides: 1d20 + 1 ⇒ (13) + 1 = 14
Marduk: 1d20 + 4 ⇒ (11) + 4 = 15
Saitama: 1d20 + 2 ⇒ (6) + 2 = 8
Silas: 1d20 + 5 ⇒ (5) + 5 = 10
Sterelin: 1d20 + 3 ⇒ (4) + 3 = 7
Wyeth: 1d20 + 4 ⇒ (6) + 4 = 10
Enemy: 1d20 + 1 ⇒ (10) + 1 = 11

Initiative Order:
15: Marduk
14: Coronoides
11: Enemy
10: Wyeth
10: Silas
08: Saitama
07: Sterelin

Surprise Round wrote:


Map

Next up:
Marduk

I really hope map and fiend are visible to everyone.

Edit: and they are not if I log out... Troubleshooting right now

Marduk, are you logged in to your google account by chance?

Map take 2

Map take 3

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

I see the map!

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Yes, i can see it. On tablet anyway...

"By Irori's divine fist, those are ugly!"
Move 1 forward diagonal, in front of right flyer.
Flurry of blows on right flyer.
Right fist: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
Dmg: 1d6 + 2 ⇒ (6) + 2 = 8

Right elbow: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13
Dmg: 1d6 + 2 ⇒ (3) + 2 = 5

Something tells me i missed...but i'll know soon enough.


Tears at Bitter Manor

Sorry Marduk, I should have been more clear. This is the surprise round, so only 1 standard or move action. Off course you can also make a 5ft step, but that would not get you next to one of the flyers. In my opinion the only way you are able to attack an enemy in the surprise round is to charge.


Tears at Bitter Manor

I definitely should have been more clear. The perception checks where there to see who is surprised. Only Marduk made the DC20 check. As his initiative roll is higher than the roll of the enemies he is able to go before them. The rest of the pathfinders are surprised. That is why only Marduk gets to act, Coronoides initiative is also before the enemy

Dark Archive

Alchemist (grenedier) 2 | HP 15/15 | AC:19 T:13, F:16 | CMD:17, CMB:+4 | Save (F+4, R+6, W-1) | Init:+5 | Perc: +4 | Bombs 6/7

Ah, I see, in truth I had forgotten about the perception checks! And the dice being labelled initiative order I was referring to that, rather than to your quote thing. Sorry obviously failed my perception check to! :)

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

I didn't try at the office, but I can see the map (from the first link) just fine from home. And the nasty critter, too. I'm normally logged into my Google account, by the way.

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Can't see the map so posting as best I can

Coronoides draws his bow with great speed and lets loose an arrow in one swift motion.

Bow: 1d20 + 2 ⇒ (9) + 2 = 111d8 ⇒ 4


Tears at Bitter Manor

I really do not like the way it is going with the map and pictures, hate that some of you are able to see it and others are not.

Changing Marduk's action to a charge, so we can continue

As soon as Marduk sees the stony surface of the masks crack and the head appear he launches himself forward and tries to give the face a solid smacking. Unfortunately he misses!

The monsters free themselves from their stony hiding place and fly up in the direction of the ceiling.

Coronoides sends an arrow their way, although he has much practice in shooting at ceilings he is not accustomed to enemies flying in front of it. He manages to score a solid hit on the ceiling, however the monster he was aiming for avoids the arrow without trouble.

Initiative Order:

15: Marduk
14: Coronoides
11: Enemy
10: Wyeth
10: Silas
08: Saitama
07: Sterelin

Monsters are flying at 30 ft above their previous postion, no map update, only Marduk repositioned to E2 for the ones who can see the map

Round 1 wrote:

Next up:

Marduk
Coronoides
Enemy

This is a normal round, please all make two fortitude saves that are required due to the next action of the monsters

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

Fort 1: 1d20 + 4 ⇒ (11) + 4 = 15
Fort 2: 1d20 + 4 ⇒ (20) + 4 = 24

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

Fortitude: 1d20 + 1 ⇒ (15) + 1 = 16
Fortitude: 1d20 + 1 ⇒ (3) + 1 = 4

Sigh.

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Fortitude: 1d20 + 4 ⇒ (18) + 4 = 22
Fortitude: 1d20 + 4 ⇒ (2) + 4 = 6

I 2nd you on the 2nd Wyeth :D. With our results i'm guessing were in fr something unpleasant.


Tears at Bitter Manor

Marduk, you still get your round 1 actions before the enemy do their horrible stuff

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

:D

Marduk looks as the ugly flyers went up.
Free:speak
"Careful. Anything that looks ugly and flies can do a nasty swooping.
....like pidgeons....."

Flurry of blows with shuriken at flyer F1
Shuriken #1: 1d20 + 4 + 1 - 2 ⇒ (8) + 4 + 1 - 2 = 11
Dmg: 1d2 + 2 ⇒ (1) + 2 = 3
Shuriken #2: 1d20 + 4 + 1 - 2 ⇒ (3) + 4 + 1 - 2 = 6
Dmg: 1d2 + 2 ⇒ (1) + 2 = 3

Sigh....

Dark Archive

Alchemist (grenedier) 2 | HP 15/15 | AC:19 T:13, F:16 | CMD:17, CMB:+4 | Save (F+4, R+6, W-1) | Init:+5 | Perc: +4 | Bombs 6/7

Fort: 1d20 + 3 ⇒ (20) + 3 = 23
Fort: 1d20 + 3 ⇒ (10) + 3 = 13


Tears at Bitter Manor

Marduk misses with his shurikens. Then the flying heads shriek horribly and Wyeth and Marduk are not able to move anymore!

Everyone who rolled at least one of their fort saves below 12 is paralyzed.The others can do their actions now. Remember that they are flying 30 ft above ground

I thought a monk is not allowed to flurry with ranged weapons, as I am on the phone and you missed I am not going to investigate right now

Dark Archive

Alchemist (grenedier) 2 | HP 15/15 | AC:19 T:13, F:16 | CMD:17, CMB:+4 | Save (F+4, R+6, W-1) | Init:+5 | Perc: +4 | Bombs 6/7

Silas narrows his eyes and produces an extract, throwing it back to improve his accuracy.

True Strike Extract


Tears at Bitter Manor

I learned something: Shuriken can be used in flurry of blows.

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

Oil... can...

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Aye, it's a monk weapon. Thus i can :)

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Fort: 1d20 + 2 ⇒ (7) + 2 = 9
Fort: 1d20 + 2 ⇒ (15) + 2 = 17

I have seen GM's differ on whether you can use supernatural abilities while paralyzed. If allowed, Sterelin will be using Slumber then Misfortune on the monsters, one-at-a-time. As Cackling requires a specific action, I am guessing that is out.

Try to identify the creature: Knowledge Arcana: 1d20 + 8 ⇒ (6) + 8 = 14

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

"Taste Irori's disc of justice!", shouts the proud Tien man, grabbing a chakram and throwing it with all of his might!

Move action to grab chakram, standard to throw, free action 5' step into F4

Saitama chakram @ thing in F1: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 19
Damage on hit: 1d8 + 3 ⇒ (6) + 3 = 9

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

[ooc]Slumber hex 9DC14[/dice]


Tears at Bitter Manor

Marduk, just realised something regarding the flurry of shurikens; you still have to spend 1 move action per shuriken that you get out of your belt / pouch / bandolier / whatever you use to store them in. Unless you have them in your hand at the start of your turn or you have quick draw that still restricts you to throwing only 1 per round. Very unfortunate, I like the idea of a flurry of shurikens.

edit: Marduk, I reached the same conclusion, see discussion thread. It seems I learned two things today ;-)

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

You said i charged in the surprise round when discovering them. Then when round 1 came up i could do an action. Since you placed me moved during surprise round...
Round 1 was to be
Move: draw the shurikens
Standard: attack with flurry


In another game i was in a monk just drew 2 shurikens on 1 move action.
The way you are saying now it suggests i need 2 rounds before i can pull it off. Sounds awkward to me.

Edit:
Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), darts (for blowguns), or sling bullets (for slings and halfling sling staves). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading (as noted in their descriptions). Generally speaking, ammunition that hits its target is destroyed or rendered useless, while ammunition that misses has a 50% chance of being destroyed or lost.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them, and what happens to them after they are thrown.


Tears at Bitter Manor

Will Save vs Slumber: 1d20 + 2 ⇒ (17) + 2 = 19

Saitama hurls a chakram at one of the flying heads and manages to score a solid hit! Unnoticed to everyone Sterelin is focussing his thoughts at the other creature, but it does not seem to care a bit for the hex. Silas quaffs a potion while Marduk and Wyeth have turned into living statues, unable to move.

Sterelin:
These are Vargouilles. They are not
natives of the Material Plane but can often be found there
nevertheless, occupying graveyards, ancient battlefields, or anywhere one
can find remnants of death and decay. These hideous monsters come from the
fiendish outer planes, where they flop and flap through strange and haunted skies in constant search of fresh souls to torment.
As you are aware their shriek can paralyse. A paralysed victim can be kissed and will then turn into a Vargouille in 24 hours. Direct sunlight is said to pause the transformation, but only powerful magic Remove Diseasep can stop it.

Round 1 wrote:


Status
Marduk: Paralysed
Sterelin: Paralysed
Wyeth: Paralysed
Coronoides: Unknown, has to make 2 DC12 Fort saves or be paralysed
Thing in F1: 9 damage

Waiting for Coronoides Action

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Fortitude: 1d20 + 4 ⇒ (8) + 4 = 12
Fortitude: 1d20 + 4 ⇒ (16) + 4 = 20

Shrugging off the recent misses, Coronoides lets loose another arrow, his attention only slightly distracted by the lack of movement from his comrades.

Bow: 1d20 + 2 ⇒ (5) + 2 = 71d8 ⇒ 5

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

When next up, Sterelin will try to Slumber the second creature, then follow up with Misfortunes.


Tears at Bitter Manor

Combat Dice:
Attack @Coronoides: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d4 ⇒ 3
Attack @Saitama: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 ⇒ 1

Will Save: 1d20 + 2 ⇒ (7) + 2 = 9
Target: 1=D4, 2=F3: 1d2 ⇒ 2
Falling Damage: 1d6 ⇒ 3

Coronoides proceeds with his target practice, non-stationary targets are a lot more difficult then the stationary ones! The two creatures then swoop down on Coronoides and Saitama but their aim is also lacking.

Miraculously the flying head that just attacked Saitama suddenly falls sleeping out of the sky from it's current hight. It smacks hard at the ground, taking damage in the process.

Round 2 wrote:

Status

Marduk: Paralysed (started in round 1)
Silas: +20 Insight bonus on next attack
Sterelin: Paralysed (started in round 1)
Wyeth: Paralysed (started in round 1)
Thing in F3: 12 damage, Prone

Map

Next:
Coronoides
Saitama
Silas

Creatures are now at reachable height

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides drops his bow due to the proximity of the creatures and swiftly pulls his greatsword from the sheath on his back.

He lunges at the nearest creature, hoping for greater success than his recent archery has provided.

Greatsword: 1d20 + 5 ⇒ (3) + 5 = 82d6 + 6 ⇒ (1, 1) + 6 = 8

Edit - Plus ca change...

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

Map is acting screwy for me now, so estimating things.

With one of the floating head things still flying, Saitama winds up and strikes shouting, "Justice PUNCH!"

Saitama unarmed strike @ flying target: 1d20 + 5 ⇒ (6) + 5 = 11
Damage on hit: 1d6 + 4 ⇒ (6) + 4 = 10

Dark Archive

Alchemist (grenedier) 2 | HP 15/15 | AC:19 T:13, F:16 | CMD:17, CMB:+4 | Save (F+4, R+6, W-1) | Init:+5 | Perc: +4 | Bombs 6/7

"Coronoides step back!" Silas cries, waiting for the ranger to do so before he hurls a bomb with uncanny precision striking true and covering the flying head in roiling flames!

Bomb Ranged Touch: 1d20 + 5 + 20 ⇒ (4) + 5 + 20 = 29 Damage: 1d6 + 6 ⇒ (6) + 6 = 12

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Nice....


Tears at Bitter Manor

Coronoides misses the flying head and then wisely takes a step back, allowing Silas to toss his bomb with astounding accuracy at the creature, transforming it into a flaming monstrosity. Saitama's kicks hard at the head at his feet, taking that one out of action. The flying, flaming head near Coronoides attacks the ranger but misses.

Attack Coronoides: 1d20 + 5 ⇒ (4) + 5 = 9
Will Save vs Misfortune Hex: 1d20 + 2 ⇒ (1) + 2 = 3

GM Screen:
Duration Marduk: 2d4 ⇒ (2, 3) = 5
Duration Sterelin: 2d4 ⇒ (2, 2) = 4
Duration Wyeth: 2d4 ⇒ (2, 1) = 3

Round 3 wrote:

Status

Marduk: Paralysed (started in round 1)
Sterelin: Paralysed (started in round 1)
Wyeth: Paralysed (started in round 1)
One enemy left, 12 damage, Misfortune

Next:
Coronoides
Saitama
Silas

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Marduk, though paralyzed, sees the first of the flyers go down.
Well done my friends. A pity i could not share in the exercise.

Dark Archive

Alchemist (grenedier) 2 | HP 15/15 | AC:19 T:13, F:16 | CMD:17, CMB:+4 | Save (F+4, R+6, W-1) | Init:+5 | Perc: +4 | Bombs 6/7

Concerned about striking his comrades Silas moves around to provide a flank for Saitama, calling for the priest of Irori to wait until he can provide a distraction.

Double move to F1

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

@Silas: I just finished off the one in F3, the one in D4 is the creature that remains; moving to B5 would be the ideal location if that's your goal :)

"Very well, to TEAMWORK!", the Iroran exclaims, waiting for his bomb-tossing ally to get into position before winding up for the famous 'Left Hook of Irori'TM

Delaying down to after Silas to flank with him, then 5' step into E4 or E3 to strike the flying head (assuming Coronoides doesn't finish it off first!

Saitama Left Hoork of Irori @ D4 head: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage on hit: 1d6 + 4 ⇒ (6) + 4 = 10
Confirming Critial: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Damage on crit: 1d6 + 4 ⇒ (5) + 4 = 9

Note to self: Name all of my attacks from now on.

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

My fellow Iroran brother, that's exactly what we should be doing. I see too much plain "unarmed strike". Let us gloriously describe what is hitting the face of our foes. ;)

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

Awesome! Well done!


Tears at Bitter Manor

The famous Left Hook of IroriTM does its job as advertised. The flying head gets a smack that sends it spinning into the wall, where it is embedded in the plaster.

After waiting half a minute the others manage to move their limbs again, paralysis is over!

Grand Lodge

Ranger 1 - Init +1; Perception +6 - AC 14; touch 11; flat-footed 13 - hp 13 - Fort +4, Ref +3, Will +2

Coronoides puts away his greatsword (no need to clean it first) and then picks up his bow and sheepishly slings it over his shoulder, mettering away to himself.

"All this mist...changing the humidity...playing havoc with the bow..."

Silver Crusade

Male Half-Elf Oracle 4
Quick Stats:
HP 5/32 (0 NL) | AC 16; T 12; FF 14 | CMD 19 | Fort +2 | Ref +3 | Will +4; ++2 vs. enchantments; immune to sleep | Init +4 | Percept +9 | L1: 7/7 L2: 4/4

"And my joints as well," jokes Wyeth as he begins stretching and testing movements. "I didn't think I was old enough for the weather to be affecting me yet!"

He looks over at his comrades and gives them a nod. "Well done. Sorry I was no help. Whatever those things hit me with, I couldn't move a muscle."

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

Marduk shakes his muscles loose.
"A fine bit of work there.
Hopefully we'll not meet any more of these, paralysis is an unfair way to go down with."

Sczarni

Male Human (Varisian) Witch 1 HP 2/8; AC 15, Touch 11, FF, 10; F+2, R+1, W+2; Init +2; Perc +1

Stretching his rigid muscles, Sterelin thanks his companions for keeping him alive yet again.

"Not sure I'm earning my keep lately, but well done."

Dark Archive

Alchemist (grenedier) 2 | HP 15/15 | AC:19 T:13, F:16 | CMD:17, CMB:+4 | Save (F+4, R+6, W-1) | Init:+5 | Perc: +4 | Bombs 6/7

Silas kicks one of the creatures, "Fascinating though, I wonder if I could procure one as a pet? They would have their uses I am sure. Onwards then?"

Grand Lodge

M Half-Orc Monk of the 4 winds/QingGong lvl 4 HP 39/39 AC: 17/17/12 F.+6 R.+8 W.+5 Perc+6 Init+4, speed 40ft

"I doubt it will make for a good pet. If it wants your attention and shrieks...well, that'd be troublesome to say the least."
Marduk nods at the suggestion to move along.
"Though, let's see if there is anything of notice here. Not stealing, but maybe there is something that connects these things to this place."
Perception: 1d20 + 5 ⇒ (8) + 5 = 13

Grand Lodge

M Human Iroran Paladin 4 HP: 36/36 AC:18 Touch: 14 FF: 14 F/R/W: +8/+5/+6 CMD: 22 Percep: +1 Init: +2 Personal Challenge 2/2 Lay on Hands 4/4

Smiling once again after everyone's affliction has passed, Saitama pats Wyeth and Sterelin on the back. "No need to worry; danger lurks everywhere in this museum it seems. At least we came out unscathed this time, if not a little stiff."

Then turning to Marduk, the priest nods in agreement. "Yes, paralysis, natural or otherwise, is a terrible affliction for any true warrior."

Saitama then walks to the northernmost door and puts his ear to it.
Saitama Perception: 1d20 + 2 ⇒ (20) + 2 = 22

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