Goblin Kingmaker [Private]

Game Master ChazzAtron5000

Kingmaker with an all Goblin party, because Humans are lame.


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As Ramses begins his pew pew frenzy, the wolf next to him goes for the jugular again. Which he gets a piece of, but not a big enough one to pull Ramses down.

Bite AO: 1d20 + 2 ⇒ (20) + 2 = 221d6 + 1 ⇒ (6) + 1 = 7
Bite AO crit confirm: 1d20 + 2 ⇒ (9) + 2 = 111d6 + 1 ⇒ (6) + 1 = 7
Trip: 1d20 + 2 ⇒ (7) + 2 = 9


Male Goblin Ranger (Skirmisher) / 1

5ft step and full attack using animal bane arrows

attack: 1d20 + 15 ⇒ (19) + 15 = 34
Confirm crit: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 5d6 + 18 ⇒ (6, 3, 5, 1, 5) + 18 = 38

attack: 1d20 + 15 ⇒ (8) + 15 = 23
damage: 3d6 + 6 ⇒ (5, 1, 6) + 6 = 18

attack: 1d20 + 17 ⇒ (10) + 17 = 27
damage: 3d6 + 6 ⇒ (5, 6, 6) + 6 = 23


In a pew pew fury, Ramses slays 3 wolves. The one that had given him a couple of nasty hickies took an arrow straight down the throat - it may serve well as a spit for tonight's dinner.

Skaz decides to go for broke, splitting attacks between the 2 wolves left standing. Varg leads with his bites on each in hopes Skaz can slice them while they are down. A bit much really.

But that is not all... just out of your field of vision ahead in the hills were the pack masters... though they may have been slow to join in, they are there now, ready to freeze dry you and save you for later!

Round 2

Smezut
Tbenox
Xzin
Ramses
Skaz
Winter Wolves

Bite: 1d20 + 7 ⇒ (12) + 7 = 191d6 + 8 ⇒ (3) + 8 = 11
Trip: 1d20 + 8 ⇒ (4) + 8 = 12
Bite: 1d20 + 7 ⇒ (9) + 7 = 161d6 + 8 ⇒ (5) + 8 = 13
Trip: 1d20 + 8 ⇒ (20) + 8 = 28
Scimitar: 1d20 + 15 ⇒ (3) + 15 = 181d4 + 8 ⇒ (3) + 8 = 11
Scimitar: 1d20 + 15 ⇒ (8) + 15 = 231d4 + 8 ⇒ (1) + 8 = 9


One winter wolf is... THUNDERSTRUCK!!!

WW Fort: 1d20 + 9 ⇒ (1) + 9 = 10
WW Fort: 1d20 + 9 ⇒ (17) + 9 = 26


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut opens his throat and lets loose a deep note, calling the thunder and lighting from the sky.

Thunder call used (dc 17 fort for stun 1 round. 10 ft radius-hits both. 1d8 sonic dmg, no save) Costs 1 rnd performance.

Sonic damage: 1d8 ⇒ 7


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Knowledge Arcana 1d20 + 10 ⇒ (1) + 10 = 11


Tbenox lets out a mighty scream at the bottom winter wolf.

casting a boosted ear piercing scream. Dc 17. If the save is failed, daze for 1 round.

2d6 ⇒ (6, 4) = 10


The winter wolf is able to shake off the high-pitched squeak out of Tbenox, though is still a bit hurt.

WW Fort: 1d20 + 9 ⇒ (8) + 9 = 17


Xzin scrambles madly to his feet, backing away and summoning one of his rock ponies to protect him. The rock pony serves his master well.

Rock Pony powerslam: 1d20 + 8 ⇒ (16) + 8 = 241d6 + 11 ⇒ (3) + 11 = 14


Male Goblin Ranger (Skirmisher) / 1

5ft step and full attack with flaming arrows

attack: 1d20 + 11 ⇒ (10) + 11 = 21
damage: 1d6 + 2 + 1d6 ⇒ (3) + 2 + (3) = 8
+1 fire

attack: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (5) = 12
+2 fire

attack: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (1) = 7

The second d6 is for fire


Skaz presses the advantage, riding to flank the winter wolf in hopes of being able to trip it before the stun wears off, calling upon the power of his goddess to enchant his blade. His plan works, the stunned wolf is unable to avoid being tripped by Varg's bite, and his scimitar easily hits home.

Smezut remembers something he heard in stories about winter wolves, and mentions that the group should disperse to avoid being caught in its frosty breath. He resumes singing, with a new tune this time and moves out of the way.

Round 3

Smezut (done)
Tbenox
Xzin
Ramses
Skaz
Winter Wolf

Bite: 1d20 + 7 ⇒ (13) + 7 = 201d6 + 6 ⇒ (3) + 6 = 9
Trip: 1d20 + 12 ⇒ (15) + 12 = 27
Scimitar: 1d20 + 16 ⇒ (6) + 16 = 221d4 + 7 ⇒ (1) + 7 = 8
Arcana: 1d20 + 6 ⇒ (16) + 6 = 22


Tebenox screams yet again. Hoping for a better result.

2d6 ⇒ (6, 6) = 12


The mighty winter wolf is no match for Tbenox's high-pitched squeaks, and is unable to shake off the effects.

WW Fort: 1d20 + 9 ⇒ (6) + 9 = 15


With the last wolf subdued, the combat comes to a quick and decisive end. The threat has been ended... but the rumors never mentioned anything about a second beast, let alone a pack of wolves alongside. It was a mated pair by the look of things - the female was killed but the male (which must be Howl-of-the-North-Wind) you were able to beat into submission. While he remains unconscious, you are able to begin retrieving the pelts of the normal wolves and the female.

The winter wolves are too big for your horses to carry, and you have no means of transporting Howl-of-the-North-Wind if he were conscious. All of your arguments to the contrary. Additionally, your citizens demand it dead. And will of course know if you only bring the female back :p Seems like you have to put it to death, and conversations with it when it wakes up reinforces that fact. It has no remorse, it cares nothing for people, all it wants is to feed. You are able to gain the pelts of both winter wolves - these will suffice to appease the citizens and claim the reward the kingdom has authorized. They will look excellent in your throne or trophy room. Gathering the pelts takes time, about an extra day. During that time, Tbenox works on Ramses's bow, magically enchanting it to be adaptive to changes in strength. Skaz scouts the area with Varg, seeing if he can locate a den. As it happens, the den is not to far from the attack site. Skaz returns with a litter of wolf pups, which he intends to raise much like he did Varg. Never know when you need a replacement... er, rather, these could become the beginning of wolf cavalry!

Among the litter is one much larger male pup with pure white fur and pale blue eyes. It's breath is cold, and it seems particularly feisty. Skaz presents it to Smezut, knowing his desire for a mighty wolf mount. It will take time for the infant winter wolf to grow, and in that time, it will require a mix of training to curb its natural evil tendencies. Skaz tells Smezut that its his job to potty train the pup; because how else would he show it who's the alpha?

Taking the time to do all of this, you then travel farther to the east along the eastern reaches of your "claimed" kingdom. Your exploration leads you to find the isolated barrow mound of a fallen barbarian warrior-king. It's hidden, and in lands not often traveled - had you not none of it, you probably would have passed by. The entrance is barely visible due to overgrowth and the earth reclaiming it over time; you manage to break through with a little bit of digging. As the opening clears, hundreds of bats pour out. An ominous sign for the dangers ahead - now may be the time to prepare for what is in store.


It's dark in the tomb, which is not unexpected. From what you can see, the walls of an octagonal chamber are decorated with crude mosaics of simple village life: hunting, fishing, and farming. A thick carpet of guano covers the floor - it's crawling with insects, and the sharp tang of ammonia hangs in the air. A cobweb filled tunnel leads deeper underground.

Skaz casts a spell of protection on himself, one in which a bone circles him and blocks incoming attacks.


Xzin summons up 4 small earth elementals to scout ahead. 3 will fight, and one will return if combat ensues to relay the message.

Moving through the wall on the left side to mask their approach, the 4 elementals head out of sight. Shortly thereafter, the sounds of combat are heard, and one elemental comes back to tell you of the 8 skeletons in a crypt to the left. Also, the tomb has crypts ahead and to the right, and only they were able to see 3-4 skeletons in the crypt to the right.


You continue to hear sounds of battle, until it turns into the sound of scratching on a stone surface. An earth elemental comes out through the wall, informing you the others are gone, clawed by skeletons that explode into sharp bone fragments upon destruction. 3 of the 8 in the room are still standing, unscathed from the battle.


Following the report, Xzin summons up 4 more of his rocky ponies before the party ventures forth.


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Before entering the tomb with the newly summoned earth elementals Smezut casts Mirror Image. (4 min duration)

Number of images: 1d4 + 1 ⇒ (4) + 1 = 5


The rocky ponies strike out to the crypt on the right, in case it is also full of skeletons. Of course, it is. The party moves up to take positions, with Skaz holding the passageway to the crypt on the left, Ramses taking up a firing position in the central chamber, and the rest holding up in the first corridor, waiting to support (with Tbenox imparting magical strength to Ramses in the process).

Before the combat can start, four monstrous faces carved into the stone along the walls of the central chamber seem to inhale deeply, then breathe out black tendrils of mist at Ramses and Mr. Flibble. Ramses is hit, and feels very tired as a result.

Ramses, DC 19 Fort save. Failure means you are exhausted for 5 minutes, success means you are fatigued for 5 minutes.

Trap ranged touch against Ramses: 1d20 + 5 ⇒ (11) + 5 = 16
Trap ranged touch against Mr. Flibble: 1d20 + 5 ⇒ (3) + 5 = 8


Round 1

Smezut
Skeletons
Tbenox
Skaz
-----
Xzin
Ramses
-----

dice:

Smezut Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Ramses Initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Skaz Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
Xzin Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Tbenox Initiative: 1d20 + 10 ⇒ (5) + 10 = 15
Skeletons Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Paranoia: 1d20 + 4 ⇒ (8) + 4 = 12
More Paranoia: 1d20 + 1 ⇒ (5) + 1 = 6


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut belts out an inspiring undead slaying tune.

Begin inspire courage +2


The skeletons, knowing only mindless murder, move forth to attack both rock ponies and Skaz. They have no luck with their single swipes at Skaz, but one of the rock ponies is severely wounded.


readied action shots of anything happens

1d20 + 6 ⇒ (14) + 6 = 20
1d6 + 2 ⇒ (2) + 2 = 4


Skaz and Varg lay into the skeletons next to them, causing them both to explode. Varg takes minor damage from the shards; Skaz is protected by his defending bone.


Out of the darkness ahead approaches a hideous undead, wielding a broken bastard sword and a shield and wearing tattered chainmail. It's eyes glimmer with intelligence, giving you the impression that it's not your average mindless undead. Tbenox's readied shot sinks into its shield, doing little to deter it from its advance.


The rock ponies continue their fight against the exploding skeletons. One of their number is destroyed due to the explosions, but they manage to take out half of the skeletons in return. One of the ponies comes up to assist with the new foe.

Meanwhile, Xzin warps reality around him, speeding up Skaz, Varg, Ramses, and the nearby pony. That pony almost hit the new enemy, but sadly even all of the buffs weren't enough. It does report that there is another similar looking undead in the far east crypt, though it looks a bit less intimidating than the closer one.


Male Goblin Ranger (Skirmisher) / 1

5ft step full attack

attack: 1d20 + 9 ⇒ (17) + 9 = 26
damage: 1d6 + 4 ⇒ (4) + 4 = 8
attack: 1d20 + 9 ⇒ (18) + 9 = 27
damage: 1d6 + 4 ⇒ (2) + 4 = 6
attack: 1d20 + 11 ⇒ (5) + 11 = 16 miss


The other undead moves up. Now that both are close enough, the first that arrived appears to have been a man, the second, a woman. The woman wields a broken longsword and wears rotted studded leather armor, though seems to have some similar undead appearance to the man.

Round 2

Smezut
Skeletons
Tbenox
Skaz
Cairn Wight (Male)
Xzin
Ramses
Cairn Wight (Female)


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut reaches into the slimy goblin world of magic, and grabs a small piece of arcane goo, then with a smile makes it appear directly under the four skeletons by the earth elementals.

Cast Grease DC 16 reflex. Square drawn.

Begin round 2 of Inspire courage +2


The skeletons must have been acrobats in a previous life, as they all maintain their footing.

Not the case for one of them trying to move out of it however, as it falls to the ground. The other 3 skeletons attack, dropping one of the ponies. The last skeleton by Skaz moves up and misses a claw attack.


Tbenox bolster's Varg's strength, making his muscles swell up not unlike this. Of course, his familiar delivers it, because getting that close to things with big swords is a scary notion for a wizardy type.

With this enhancement, Skaz and Varg begin their attack, with Skaz calling out for Sarenrae's aid to smite this foul undead. Apparently fate has other ideas, and what should have been relatively easy attacks mostly missed their mark.


The undead man lashes out seemingly at random, connecting with the rock pony. The hit is effective, and it seems that something additional happens as the pony screams out about feeling like it's life force is being drained or something along those lines.


Xzin tries to conjure a pit of extradimensional space underneath the undead woman, but she nimbly steps out of it. The rock ponies continue their attacks, dropping another skeleton.


Male Goblin Ranger (Skirmisher) / 1

5ft step and full attack the male

attack: 1d20 + 9 ⇒ (9) + 9 = 18
attack: 1d20 + 9 ⇒ (8) + 9 = 17
attack: 1d20 + 11 ⇒ (2) + 11 = 13

Missed all 3


The undead woman steps up to hit Skaz, but the damage of the blow is completely negated by his defending bone spell.

Round 3

Smezut
Skeletons
Tbenox
Skaz
Cairn Wight (Male)
Xzin
Ramses
Cairn Wight (Female)


Smezut Scumsong Bard (Thundercaller)/13 Chevalier/1

Smezut takes a 5ft step back away from the undead and casts another grease spell.

Cast Grease DC 16 reflex. Square drawn.

Begin round 3 or Inspire courage +2


The undead woman slips and falls skirt up. Eww.

The skeletons in the grease really couldn't have been acrobats; they are all in a pile of greasy bones on the floor. The lone skeleton attacking Skaz misses his two claw attacks.


Magic missile the male cairn
2d4 + 2 ⇒ (1, 3) + 2 = 6


Skaz and Varg press the assault; Varg continues to fail at life. Skaz's faith pays off however, as he strikes 2 mighty blows upon the undead man.

The undead man tries to retaliate, but has issues using his broken bastard sword against such a small target.


Xzin, pressed by the dangers, uses his last "only in case of emergencies" summon. The rock ponies rally, and smash the undead with impunity. Only 3 skeletons are left standing... 2 of which are still on the floor. They are easily mopped up, and the tomb looted.


The citizens of Stagsfall cheer upon your triumphant return as you ride through the streets displaying the pelts of the vanquished Winter Wolves.

Kingdom Turn 4

Phase 1 - Upkeep
Phase 2 - Edict
Phase 3 - Income
Phase 4 - Event

Phase 1 Step 1 - Determine Kingdom Stability
(Autopass)
Phase 1 Step 2 - Pay Consumption
(None)
Phase 1 Step 3 - Fill Vacant Magic Item Slots
(None)
Phase 1 Step 4 - Modify Unrest
(None)

Phase 2 Step 1 - Assign Leadership
(Remains the same)
Phase 2 Step 2 - Claim Hexes
(S10: Gold Mine)
Phase 2 Step 3 - Abandon Hexes
(None)
Phase 2 Step 4 - Build Terrain Improvements
(S10: Mine, Farm)
Phase 2 Step 5 - Create and Improve Settlements
(Stagsfall: Shop, House)
Phase 2 Step 6 - Create Army Units
(None)
Phase 2 Step 7 - Issue Edicts
(Holidays: 1)

Phase 3 Step 1 - Make Withdrawals from Treasury.
(None)
Phase 3 Step 2 - Make Deposits to Treasury
(None)
Phase 3 Step 3 - Sell Expensive Items for BP
(None)
Phase 3 Step 4 - Collect Taxes
Taxes: 1d20 + 30 ⇒ (8) + 30 = 38 = 38 = 13+5 = 18 BP

Phase 4 - Events (25%)
Event: 1d100 ⇒ 94 = No Event


One of your duties as the Lords of Green Acres is to hear of issues presented by the citizens, so you may help them if you can. It's also a good way to keep an overt pulse on the community. At one such session prior to this month's exploration, a citizen by the name of Arven comes before you. He is but a simple fisherman, and tells you about a down right dangerous creature that has begun to plague his favorite fishing hole. The locals call it "Old Crackjaw" - a giant snapping turtle with a penchant for capsizing boats and a taste for flesh. It's been around as long as anyone can remember, getting bigger as it seems to have a never ending supply of fish and people to eat with no natural predators. Arven begs you to kill the foul turtle, and in return, will give you one of the many items he has found in the belly of the lake pikes (which also like to eat people).

Of course, you were planning on heading that direction anyway, so you set off. You're welcome. A 3 mile stretch of the Tuskwater shoreline rises up above the water below here, presenting a swath of 40ft high cliffs and limiting access to the water below. The cliff tops are thick with stinging nettles, but Arven told you of a secret trail that leads through the nettles and down a cliffside trail to a secluded pool 50ft in diameter at the Tuskwater's edge. Though the water is calm, this calmness has caused it to become full of plants and algae, and thus to murky to see into.


Ramses takes position up in the tree as the rest of the group tosses out a bit of trail rations magically enhanced to smell like gnome. Not too long after, a massive snapping turtle partially comes out of the water, chomping down on the gnome flavored morsel. It then eyes you, with hungry eyes.

Round 1

Ramses
Tbenox
Skaz
Smezut
Xzin
Old Crackjaw

Dice:

Smezut Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Ramses Initiative: 1d20 + 6 ⇒ (17) + 6 = 23
Skaz Initiative: 1d20 + 8 ⇒ (11) + 8 = 19
Xzin Initiative: 1d20 + 4 ⇒ (1) + 4 = 5
Tbenox Initiative: 1d20 + 10 ⇒ (9) + 10 = 19
Old Crackjaw Initiative: 1d20 + 2 ⇒ (3) + 2 = 5


Using superior speed and tactics, you arrange yourselves and ready for the battle. Tbenox sends his familiar up to Ramses and enhances his strength. Smezut sings a rousing song about turtles. Xzin Summons: 1d3 + 1 ⇒ (2) + 1 = 3 holy ponies to hopefully provide distractions. Though the turtle is partially submerged, Ramses tries to shoot it anyway - without luck. Skaz casts divine favor, and cautiously approaching in hopes for Old Crackjaw to come out of the water to make it an easier target. Old Crackjaw gobbles up one of the ponies like it's an appetizer.

Round 2

Tbenox
Smezut
Xzin
Ramses
Skaz
Old Crackjaw

Ramses Pew: 1d20 + 10 ⇒ (16) + 10 = 26
And Pew: 1d20 + 10 ⇒ (18) + 10 = 28
Old Crackjaw: 1d20 + 16 ⇒ (14) + 16 = 302d6 + 24 ⇒ (5, 3) + 24 = 32


Tbenox repeats his last action, this time on Varg. Smezut attempts to get lucky with his crossbow to no avail. Xzin, using the ponies as cover, moves into range to haste Ramses, Skaz, Varg, and himself. Further enhanced, Ramses maintains his barrage. His arrows splash into the water. Skaz waits, since the current position of the turtle protects it too much. Old Crackjaw gobbles up another pony.

Round 3

Tbenox
Smezut
Xzin
Ramses
Skaz
Old Crackjaw

Smezut pew: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 2 ⇒ (4) + 2 = 6
Ramses pew: 1d20 + 11 ⇒ (9) + 11 = 201d6 + 6 ⇒ (4) + 6 = 10
Ramses Pew: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 6 ⇒ (6) + 6 = 12
Ramses PEW!!!: 1d20 + 11 ⇒ (13) + 11 = 241d6 + 6 ⇒ (5) + 6 = 11
Old Crackjaw: 1d20 + 16 ⇒ (17) + 16 = 332d6 + 24 ⇒ (1, 1) + 24 = 26


Tbenox fires of a Ray of Enfeeblement, but before it splashes the water, Smezut gallantly inspires it to hit the turtle instead. Smezut then tries another shot, but misses. Xzin summons a hopefully more sturdy rock pony as he moves to the south. Ramses tries to beat the odds, but instead the odds beat him (with a stick). Skaz inches closer, in hopes to be ready to pounce. Old Crackjaw continues to move ever so slightly closer to the shore and eats the last holy pony, seeming slightly hindered by Tbenox's necromantic powers.

Round 4

Tbenox
Smezut
Xzin
Ramses
Skaz
Old Crackjaw

Down, turtle!: 1d20 + 7 ⇒ (10) + 7 = 171d6 + 2 ⇒ (6) + 2 = 8
Ramses Pew: 1d20 + 11 ⇒ (6) + 11 = 171d6 + 6 ⇒ (3) + 6 = 9
Ramses Pew: 1d20 + 11 ⇒ (5) + 11 = 161d6 + 6 ⇒ (1) + 6 = 7
Ramses Pew: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 6 ⇒ (4) + 6 = 10
Old Crackjaw: 1d20 + 14 ⇒ (6) + 14 = 202d6 + 21 ⇒ (4, 1) + 21 = 26
Old Crackjaw Fort save: 1d20 + 17 ⇒ (19) + 17 = 36
Smezut Pew: 1d20 + 9 ⇒ (8) + 9 = 171d6 + 2 ⇒ (6) + 2 = 8


Tbenox lets loose a deafening scream.

2d6 ⇒ (1, 3) = 4

DC 16 fort


Old Crackjaw: 1d20 + 17 ⇒ (10) + 17 = 27

The sounds aren't enough to stun the beast.

Smezut readies a grease spell for when the turtle comes on land.

Xzin summons another rock pony; both on land with attacks ready.

Ramses delays for the turtle to come on land, Skaz the same.

Then, Old Crackjaw goes after what he thinks is rock candy. Your attacks go off in quick succession...

The turtle's low center of gravity keeps it standing from the grease spell. The rock ponies miss their attacks. Ramses, not fooling around anymore, pulls out his animal bane arrows and only misses once this time. Skaz calls to Sarenrae as he and Varg attack; Varg gets a solid bite in but is unable to trip, Skaz also lands a hit. Old Crackjaw happily chomps on some rock candy.

Round 5

Tbenox
Smezut
Xzin
Ramses
Skaz
Old Crackjaw

Old Crackjaw Reflex: 1d20 + 9 ⇒ (10) + 9 = 19
Rock Pony: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 11 ⇒ (2) + 11 = 13
Rock Pony: 1d20 + 10 ⇒ (2) + 10 = 121d6 + 11 ⇒ (4) + 11 = 15
Ramses pew: 1d20 + 14 ⇒ (14) + 14 = 283d6 + 9 ⇒ (2, 3, 6) + 9 = 20
Ramses pew: 1d20 + 14 ⇒ (3) + 14 = 173d6 + 9 ⇒ (1, 6, 2) + 9 = 18
Ramses pew: 1d20 + 14 ⇒ (18) + 14 = 323d6 + 9 ⇒ (6, 2, 2) + 9 = 19
Bite: 1d20 + 10 ⇒ (11) + 10 = 211d6 + 12 ⇒ (4) + 12 = 16
Trip: 1d20 + 11 ⇒ (1) + 11 = 12
Bite: 1d20 + 10 ⇒ (19) + 10 = 291d6 + 12 ⇒ (2) + 12 = 14
Trip: 1d20 + 11 ⇒ (15) + 11 = 26
Scimitar: 1d20 + 17 ⇒ (9) + 17 = 261d4 + 10 ⇒ (3) + 10 = 13
Scimitar: 1d20 + 17 ⇒ (7) + 17 = 241d4 + 10 ⇒ (4) + 10 = 14
Old Crackjaw: 1d20 + 14 ⇒ (11) + 14 = 252d6 + 21 ⇒ (6, 2) + 21 = 29


2d6 ⇒ (5, 3) = 8

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