Just One Run (Inactive)

Game Master Jimbles the Mediocre


101 to 150 of 681 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Appearance

"Let's open it up and see what's inside," Kragga says. Unless the hatch is locked, she will open it.


Game Concluded

Team RTM:

GM Jimbles wrote:
The captain nods, pointing forward. "Send the drone in, but let's keep moving!"

"Yes Ma'am," Mills responds as he moves Lucille forward through the open bulkhead readying the mounted weapon.


Not sure this is something within my purview but could I attempt to hack into the keypad wirelessly? If so I assume it would be computers...

She kneels down a few feet away from the pad, talking to her puzzle cube AI "Select, what's the protocol on that interface? Scan for a backdoor in the power supply's digital regulator..."

Computers: 1d20 + 11 ⇒ (17) + 11 = 28


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Team RTM:
Leaning closer to Captain Ross, Ranif asks her "Captain, do you believe that this could be the work of a group of those bandits you mentioned were in the area? Or does Cattergorn have any other enemies that you know of?"


Dead Suns: Moriko's Legacy | Temple of the Twelve

Team KAZ:
Ziyad wrote:
"Select, what's the protocol on that interface? Scan for a backdoor in the power supply's digital regulator..."

It takes Ziyad mere moments to bypass the keypad, unlocking the hatch. Opening it up reveals a short ladder down into a small airlock (5' x 5' x 5'). The access panel on the door indicates positive pressure on the other side.

TEAM RTM:
Cranston Mills wrote:
...moves Lucille forward through the open bulkhead readying the mounted weapon.

Lucille enters the bulkhead and scans the area. She sees a standard industrial airlock, about 10' x 20', with a substantial amount of clutter stacked up. There's another large door leading into the facility, leaning ajar. An access panel next to the door is flashing WARNING: LOSS OF ATMOSPHERE.

Ranif Tharystrix wrote:
"Captain, do you believe that this could be the work of a group of those bandits you mentioned were in the area? Or does Cattergorn have any other enemies that you know of?"

Over her comm unit, Captain Ross responds, "Cattergorn wasn't much for friends, but he wasn't much for enemies, either. He did tend to run at the mouth, though. Someone may have gotten wind of the cargo he was putting together."


Dead Suns: Moriko's Legacy | Temple of the Twelve

Also, map is finally up (I've posted it in the header as well). Enjoy my sweet, sweet artistic skillz. When you move, be sure to announce where you've moving to and how you get there. I'll reveal rooms as you enter them.


Game Concluded

A map; Cool! Would you prefer we move our tokens, or just tell you where to move them?

Team RTM:

Lucille moves farther in, passing through the large internal door.
she moves three squares south

assuming Ranif enters the airlock, Mills will follow
As the trio passes the external door, Cranston examines the airlock controls.

"Normally there are locked in safeguards to prevent both doors from being opened at the same time if there's a pressure differential," he says as he looks over the hardware.

looking to see if the system has been forced open and/or permanently damaged

Engineering: 1d20 + 13 ⇒ (15) + 13 = 28


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Team RTM::
Speaking to both Captain Ross and Mills, "If you do not mind, I believe that I should go in first. Not only am I the most heavily armored, but I also believe that it would be better for me to be hit than either of you." Assuming that they both agree, and that Lucille continues into the room, he will advance into the airlock.
Ranif moves to the absolute center of the airlock.


Game Concluded

Team RTM:

Ranif Tharystrix wrote:


Speaking to both Captain Ross and Mills, "If you do not mind, I believe that I should go in first. Not only am I the most heavily armored, but I also believe that it would be better for me to be hit than either of you." Assuming that they both agree, and that Lucille continues into the room, he will advance into the airlock.

"Knock yourself out," Mills responds to the large soldier.

Over the coms, Mills speaks out, "Hey Kragga, we've got a breached air lock here. You guys find anything interesting?


"We're in business Kragga, reading positive pressure on the other side of this airlock. Whatever happened, they might have retreated back here. Should we proceed?"


Dead Suns: Moriko's Legacy | Temple of the Twelve
Cranston Mills wrote:
Would you prefer we move our tokens, or just tell you where to move them?

You can move your tokens if you wish (the map is editable), but if you do please draw some sort of line or arrow so that I know you have moved it.

Team RTM:
Cranston Mills wrote:
Lucille moves farther in, passing through the large internal door.

Lucille's camera has difficulty resolving much in the dimly lit room, but it appears to be some sort of storage space - lockers line the outside wall, space suits hang on the inner wall, and stacks of boxes and loose gear are piled haphazardly.

Cranston Mills wrote:
As the trio passes the external door, Cranston examines the airlock controls.

It doesn't take a mechanic to realize that the outer airlock door has been forced open with some sort of explosive. Although the door is sturdy enough, it was designed to protect against akitonian weather, not heavy weaponry.

Ranif Tharystrix wrote:
"If you do not mind, I believe that I should go in first."

"Go ahead and take point," Captain Ross says, "keep your eyes open."


Appearance

Kragga nods. "Yes, move in. Keep your eyes open and your weapons hot."

She leads the way inside.

Not sure where the hatch is on the map, but I'll move in.


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin follows Kragga, heeding her words with open eyes and a ready weapon.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13


Game Concluded

Over the coms, Cranston announces, "Kragga, still there? We've got indications of explosives usage at the airlock."


Ziyad manipulates the air lock to close the outer hatch and pressurize once everyone is inside, then she pops open the main hatch.


Appearance

Kragga responds to Cranston on the comms. "We've found an entry hatch atop the roof. Climbing down into the complex now."


Dead Suns: Moriko's Legacy | Temple of the Twelve

Checks:
Alfin's Perception check: 1d20 + 9 ⇒ (9) + 9 = 18
Kragga's Perception check: 1d20 + 9 ⇒ (16) + 9 = 25
Ziyad's Perception check: 1d20 + 1 ⇒ (14) + 1 = 15

Team KAZ:
Kragga, Alfin, and Ziyad squeeze themselves into the cramped airlock, cycle the atmosphere, and step out into some sort of storage area. There's a few scattered crates about, but most appear empty or as receptacles for loose junk.The south wall is made of some sort of porous material; it allows passage of ambient light and air but you can't see through it.

All three crew members can hear an echoey banging sound from the other side of the wall. Kragga's ears also pick up muffled voices.


Game Concluded

Lucille continues around the corner watching for movement.

token moved


Ziyad puts her computer down for a moment to appreciate the subtle patterns in reality itself, reciting the prose of metaphysics that lie behind physics. Her perception pierces the barrier and she gains the sight of the arcane.

Cast detect magic and look around


Appearance

"Voices on the other side. Can't make them out, though," Kragga whispers. She waits while Ziyad scans for magic.

If Ziyad doesn't detect anything, she'll open the door.


Dead Suns: Moriko's Legacy | Temple of the Twelve

Team RTM:
Rounding the corner, Lucille sees that the next door is ajar as well. Through her camera, Mills can't see any signs of explosive use, however. There are no immediate signs of activity in the locker room.

"What do we have, Engineer?" Captain Ross asks over the comm. She's drawn her sidearm has another hand on the sword at her hip. What previously looked like flamboyant decoration seems somewhat less frivolous now.

Team KAZ:
Ziyad blankets the entire room with her spell, but does not sense anything of a magical nature.

Kragga opens the door to find herself on a catwalk 15 feet above the ground in some sort of warehouse. The upper reaches are gloomy and unlit (dim light) but the lower section is lit by a series of wall lights augmented by a small collection of floodlamps hanging from the catwalks.

"...see, that surprises me, friend, that a weird guy like you would 'ave them nice toys an' not have anythin' else hidin' around. Are ya sure there's nothin' else for us t'... borrow?" This is accompanied by a muffled groan and a thin collection of laughter, as well as some irregular metallic banging sounds.

In order to see the action on the warehouse floor, you'll need to step out onto the catwalk (which will require a Stealth check to stay hidden).


Game Concluded
GM Jimbles wrote:
"What do we have, Engineer?" Captain Ross asks over the comm.

"The next room is clear - no sign of hostiles. We should move in," Cranston responds.


GM could I try a physics check on the porous material to get a sense of its chemistry/purpose?

Ziyad kneels momentarily and scans the material with Select's sensors, getting a link with Clive if necessary...

physics: 1d20 + 9 ⇒ (17) + 9 = 26


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin gestures to Kragga, indicating the catwalk and seeming to ask whether to move forward to see what's going on.
If yes
Stealth: 1d20 + 16 ⇒ (5) + 16 = 21


Appearance

Kragga nods, letting the halfling scout ahead.


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
B0 Perception check: 1d20 + 5 ⇒ (13) + 5 = 18

Team KAZ:
Ziyad wrote:
Ziyad kneels momentarily and scans the material with Select's sensors...

It takes select just a moment to retrieve a cached article about rocksponge, an inexpensive construction material popular on Akiton (especially in mining operations) to provide both structural support and filter air. Cheap to fabricate from local minerals, it never caught on off-planet due to a high cost of shipping and a potential to sicken people if converted into an airborne particulate.

Kragga wrote:
...letting the halfling scout ahead.
Alfin sneaks out onto the catwalk, careful not to trip over an errant cable or jostle a loose railing. From this vantage point, he can see the entire warehouse:
  • To the east are a pair of industrial elevator shafts rising up out of the floor. The northest shaft contains an elevator cab, but the southest shaft is empty - only a horizontal airlock to seal the warehouse off from the canyon below.
  • There are six humanoids in the room. One, a red-skinned Akitonian human, sits tied to a chair on the west side of the room, his face a mass of bruises. A vesk in weather-worn armor stands in front of him, continuing his interrogation. Four additional humans mill about the space, some watching the vesk.
  • Almost directly under Alfin, one of the humans is hacking at a medium-sized drone with a crowbar. The drone does not seem to be active (red square).
  • There's a scattering of crates, boxes, and spare machine parts (brown squares) and some 10-ft. shelves, brimming with junk (teal squares).

Team RTM:
Captain Ross, Tharystrix, and Mills catch up with Lucille, picking their way through a cluttered locker room.

"Let's press on - I don't think we have all day here!" barks the captain.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Team RTM:
"I agree. Should we wait for Lucille to scout out the next room, or press on, hoping that speed will make up for a lack of stealth?" After saying this, Ranif will try to quietly advance up to the door and look into the next room.
Stealth: 1d20 + 0 ⇒ (18) + 0 = 18
Perception: 1d20 + 4 ⇒ (4) + 4 = 8

Edit: moved Ranif's token.


Game Concluded

Team RTM:

As Ranif advances to the next door, Mills calls Lucille back with a gesture.

moved Lucille's token

"We're advancing farther in. Any contacts yet, Kragga?"


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin sneaks back into the room, so he can speak to Kragga, Ziyad, and the comms.
"There's four humans and a vesk in a room, they've got an Akitonian tied up and beaten. One of them's trying to break a deactivated robot."


Appearance

Kragga whispers into the comms. "We'll wait until you get closer. If you come upon them from below, we can attack from above and trap them between us."


Dead Suns: Moriko's Legacy | Temple of the Twelve

Team RTM:
Ranif Tharystrix wrote:
Ranif will try to quietly advance up to the door and look into the next room.

Peeking through the open door, Ranif sees what appears to be some sort of garage space - large shelving units mostly block his view of the center of the space, but something is hanging there.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Team RTM:
Whispering back to the captain and engineer, "The next room seems to be a garage of some kind. There appears to be something hanging in the center of the room, but I cannot tell what it is. Do you wish for me to continue, captain?"


Alfin wrote:
"There's four humans and a vesk in a room, they've got an Akitonian tied up and beaten."

"Damn it all, that's Cattergorn. At least he's still alive."

Ranif Tharystrix wrote:
"Do you wish for me to continue, captain?"

"Aye! I'd prefer to get there before they slit Cattergorn's throat, if you don't mind!"


Dead Suns: Moriko's Legacy | Temple of the Twelve

Team KAZ:
With a renching tear, the noises of metallic thrashing stop.

"Hey, I got it! Nice!"

"Whatcha gunna do with a robot gun, Stilf? You ain't got robot fingers..."

"Naw, ya don't need robot fingers, ya just gotta find the trig..."

With a sharp CRACK, a shot reverberates in the warehouse, sending loose items flying and stripping the paint off a 5 foot square section of the ceiling.

"STIIIIILF!" Alfin recognizes this voice as belonging to the Vesk. "What have I told you about trigger discipline?! You sloppy mange! You fire at anything that's not firing back one more time and I'll use yer guts for party decorations!"

Team RTM:
Up ahead, something goes BOOM and the building shudders slightly.


Male Halfling Ace Pilot Operative 3 | SP 18/18 HP 20/20 RP 5/6 | EAC 16 KAC 17 | F +2 R +9 W +4 (+2 vs. fear) | Init +7 Perc +9 | Speed 40

Alflin nods. "Let's get ready. They could come in any time."
He sneaks back onto the catwalk and aims his shirren-eye rifle at the vesk.


Appearance

Kragga nods and stands just outside the door, ready to step in and attack when the time is right.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

Team RTM:
NPC Captain Ross wrote:
"Aye! I'd prefer to get there before they slit Cattergorn's throat, if you don't mind!"

"Alright then, let us continue with haste." Ranif will then begin advancing into the room, looking for the door into the next chamber, as well as keeping an eye open for what is hanging in the center. He will be going at a normal pace, but knowing that they currently still have surprise on their side, will try to be quiet.

1d20 + 0 ⇒ (19) + 0 = 19


Game Concluded

Cranston moves to follow Ranif, Lucille hovering along behind him.

"You wan't any prisoners, Captain?" he asks as they move through the next room.

He looks closer at whatever is hanging there.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9

Cranston's and Lucille's tokens have been moved


Dead Suns: Moriko's Legacy | Temple of the Twelve

GM:
B0 Perception check: 1d20 + 5 ⇒ (16) + 5 = 21

Team RTM:
As he turns the corner, Ranif sees a large section of machinery suspended from the ceiling by chains and pulleys, looking to be in some state of disassembly. Under it, the floor ramps downward, ending in a large, sealed door.

At his feet lies a crumpled humanoid figure, facedown and motionless.

Cranston Mills wrote:
"You want any prisoners, Captain?"

"Don't get ahead of yourself, Mills. Let's focus on staying alive first."

Cranston Mills wrote:
He looks closer at whatever is hanging there.

It's some sort of mining equipment, but you don't recognize it's purpose immediately.

Team KAZ:
Alfin wrote:
He sneaks back onto the catwalk and aims his shirren-eye rifle at the vesk.

Alfin's Stealth check: 1d20 + 16 ⇒ (17) + 16 = 33

Like a ghost, Alfin takes up position, the vesk totally unawares of the impending halfling threat.


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

"Captain, we have a downed individual here. Unsure of the state of their health, or their identity." Turning to look at Cranston, "Mills, while I look him over, check with the others and see if that door ahead opens into the main chamber."

Leaning down, Ranif will check over the motionless body, checking to see if they are still breathing and alive.

Medicine: 1d20 + 5 ⇒ (17) + 5 = 22

If the individual is still alive, Ranif will perform First Aid as a standard action.


Ziyad takes position at the rear flank, signaling she is ready to strike when the order is given with a hand gesture.

Are the empty crates down there flammable?


Game Concluded

Over the comm, Mills queries, "We're looking at a large sealed door to the north of us. What are the chances that it opens into your location? If so, we may be coming in hot so check your targets."

Cranston moves to check to see if the door is locked or will require any additional effort to open. As he passes by the large piece of suspended machinery, he takes care to avoid moving under it.

moved tokens for Cranston and Lucille


Dead Suns: Moriko's Legacy | Temple of the Twelve

Team RTM:
Ranif Tharystrix wrote:
Leaning down, Ranif will check over the motionless body, checking to see if they are still breathing and alive.

Ranif gently rolls over the body to find a young male human with a shattered helmet. He's been dead for a few hours (give or take) and dried blood runs from his nose, ears, and eyes. Ranif has seen his share of death before, but this doesn't look like a man who died from sudden decompression.

Cranston Mills wrote:
Cranston moves to check to see if the door is locked or will require any additional effort to open.

Cranston Mill's Perception check: 1d20 + 6 ⇒ (6) + 6 = 12

The door is deadbolted - a preliminary examination of the status lights reveals positive pressure on the other side; indicating that the door was sealed as an automatic safeguard. It's immediately obvious to Mills that the door can be opened by either blowing the deadbolt or restoring full atmospheric pressure on this side.

Ziyad wrote:
Are the empty crates down there flammable?

The crates are made of reprocessed fiber products or synthetic polymers, and they will burn (for a time, at least) if exposed to a source of non-instantaneous fire damage.


Game Concluded

Team RTM:

Couple of questions:

Once the other door is closed, about how long would it take to pressurize the chamber and would it be apparent to those on the other side that that is what we were doing?

If we blew the door, how much time would someone exposed to the lowered atmosphere survive?

If needed to determine any of this:

Engineering: 1d20 + 13 ⇒ (17) + 13 = 30
Physical Science: 1d20 + 10 ⇒ (16) + 10 = 26


Dead Suns: Moriko's Legacy | Temple of the Twelve
Cranston Mills wrote:
Once the other door is closed, about how long would it take to pressurize the chamber and would it be apparent to those on the other side that that is what we were doing?

Pressurizing the room you're currently occupying would take a few minutes at most. Since this is an automatic building function, it would only be apparent to somebody actively monitoring the building's computer system.

Cranston Mills wrote:
If we blew the door, how much time would someone exposed to the lowered atmosphere survive?

Indefinitely. The atmosphere is thin, not absent (effects are due to high altitude), and unintentional exposure could cause nonlethal damage and possibly ability damage in the short term, but it would take many hours of exposure to eventually pass out from oxygen deprivation and then die.


Game Concluded

After examining the door, Cranston says, "I can bypass the pressure-fail bolt and get us in fast, but it'll be loud and obvious. If we re-pressure the room we might be able to move in quietly."

He looks back at the Captain and Ranif.

"What'ya think, Ranif? I'd recommend we move in quick, 'Shock and Awe' and all that, but I'm not a tactician."

if we're going in fast ...

Cranston's voice comes quietly over the comm, "We're depressurizing the room folks so masks up."

Engineering: 1d20 + 13 ⇒ (8) + 13 = 21

As soon as the door opens, Cranston moves to the side to allow the Soldier to lead the way.


Sorry, dumb question but everyone is linked up on the comms right, not just the squad leaders? I was thinking the latter earlier for some reason...

Ziyad flips open a hermetically sealed pocket on her vest, taking out a glass vial containing an almost neon green moss. Screwing it into one of her needler darts she takes note of the comm chatter, ready to strike.

Loaded with some ID moss


Dragonkin Mercenary Soldier 3 | SP 0/27 HP 7/27 RP 1/4 | EAC 17 KAC 19 | F +4 R +3 W +3 (+2 vs paralysis, Toughness bonuses, Immune to sleep) | Init +10 Perc +4 (low-light vision, darkvision 60 feet) | Speed 30 feet Fly 20 feet | Reach 10 feet

"Sorry to say this captain, but this young man is dead, and appears to have been so for several hours." Quickly removing what is left of the mans faceplate, he will gently use his fingers to close his eyes. Looking at the bloodied face, he knows that this will simply be anoter one to appear in his nightmares.

Standing up from examining the corpse, Ranif will think for a moment before replying to Mills' question. "Well, as I understand the situation, our compatriots are hiding on the opposite side of the room beyond this door. If we use the 'Shock and Awe' tactic, as you called it, we will likely draw our opponents attention towards us, with the byproduct of removing it from them. This could be to our tactical advantage." Saying this, he will move up to be behind the Engineer, careful to not tough the hanging machinery piece, and pulling out his Dragonglaive as he goes. "I am ready to go as soon as everyone else is"


Ziyad wrote:
...everyone is linked up on the comms right, not just the squad leaders?

Correct - even if you're not carrying a comm unit, your armor comes with an integrated personal comm.

"Is everybody set?"

Once everyone is fully prepped...

"Mills - blow the door."


Dead Suns: Moriko's Legacy | Temple of the Twelve

Mills produces a small set of explosive cutters from his custom rig and sets them over the pressure bolt. Stepping back and shielding his face, he presses a small detonator.

POP-BOOM!

As the door flies open, a second explosion is triggered - much larger than the first - rending the door off its hinges and sending it crashing into the hanging machinery, which tumbles down in an avalanche of rusty steel.

GM:
Cranston Mills' Reflex Save: 1d20 + 4 ⇒ (13) + 4 = 17
Lucille's Reflex Save: 1d20 + 8 ⇒ (16) + 8 = 24
Ranif Tharystrix's Reflex Save: 1d20 + 3 ⇒ (8) + 3 = 11
Trap damage: 4d6 ⇒ (2, 5, 6, 6) = 19

Mills and Lucille try to shield themselves from the shower of junk, but Tharystrix is caught by surprise. When it settles, the mechanic and the soldier find themselves knee- (or ankle-, respectively) deep in mechanic detritus.

Cranston and Lucille take 10 bludgeoning damage.
Ranif takes 19 bludgeoning damage.

The ramp from the garage to the warehouse (Mills' and Tharystrix's current location) is now difficult terrain.

GM:
Captain Ross' Initiative check: 1d20 + 5 ⇒ (12) + 5 = 17
Alfin's Initiative check: 1d20 + 7 ⇒ (8) + 7 = 15
Cranston Mills' Initiative check: 1d20 + 1 ⇒ (5) + 1 = 6
Kragga's Initiative check: 1d20 + 2 ⇒ (19) + 2 = 21
Ranif Tharystrix's Initiative check: 1d20 + 10 ⇒ (13) + 10 = 23
Ziyad's Initiative check: 1d20 + 2 ⇒ (20) + 2 = 22
Bandits' Initiative check: 1d20 + 5 ⇒ (13) + 5 = 18

The bandits are all surprised by your explosive entry.

Round 0 (surprise round):
Block 1: Kragga, Ranif, Ziyad
Block 2: Captain Ross, Alfin, Mills

Round 1:
Block 1: Kragga, Ranif, Ziyad
Block 2: Bandits
Block 3: Captain Ross, Alfin, Mills

Everyone is up! Kragga, Ranif, and Ziyad are all on deck, so you may post both rounds if you wish.

101 to 150 of 681 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Just One Run All Messageboards

Want to post a reply? Sign in.