Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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"You are certain? It would mean travelling to the first world. It is not exactly safe for your kind. I will escort you so you don't get lost but I cant promise your safety"

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"We are aware of the risks, and are prepared for the journey. We seek answers and this plane holds them too tight."


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro seems most eager to goto fey

" We shall endure the risks"


"Very well, follow me" he says

You go deeper into the forest and soon notice many different fey are following you from the sides watching you.

You finally arrive at a large groove with a glowing green orb of light in the center atop a hill.

"The portal" says the satyr "It is what gives this forest life were there should not be. Of course it is more important than just a few trees or the creatures that live in them. Which is why our master set us to guard it."

"I'll be taking them through" he says to the fey all around. "Were going to see Shyka. It may be a minute or a few days but make sure someone holds this post."

The fey all around nod.

The satyr turns and nods to you and walks into the glowing orb.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz shrugs, looks at the others... mutters "In for a penny, in for a pound..." and follows into the orb...


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro veritably skips through the portal "Yeah!


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik eyes the orb suspiciously but then follows through.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren grins at the prospect of visiting another plane. He has heard levtures on the different planes most of his life and wonders briefly if the priests ever sought to check out the reality of the planes they profess to know so much about.

Well, here goes nothing! he thinks as he steps through.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"Gray Lady guide my steps," Devyhn whispers as he steps through the portal.


There was no sense of transition, none of the nauseating disorientation or freezing nothingness associated with teleportation or planar travel.

One moment you are standing in the forest staring through a rip in the air, and the next your on a wide, grassy plain, beneath a sky that was a clear and brilliant blue without any trace of a sun to light it. Behind you the fey’s clearing in the woods was a dark splotch suspended in the air. Allan breathed deep, with evident satisfaction. "It’s something else, isn't it?"

It was. The forest had been rich with smells—the sharp scent of the trees, the low and earthy scent of disturbed loam—but this was something entirely new. The air smelled as crisp and fresh as a winter morning, yet without the chill. The perfume of the grass was all out of proportion to what the you recognized, and each breath felt laden with a barely restrained energy, an urge to grow and expand. It was as if the land itself were breathing out and into them, making your head swim.

"Shyka dwells in the house of eternity atop those mountains" says Allan pointing to some mountains off in the distance.

"We should be there in a few hours or in a few days it's a little hard to tell here." he says.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"It's so... alive! Well, time is of the essence, so we should be off then if it could take days."

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn nods in acknowledgement and follows.


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

"Whoa!

Lyaro follows


You move and soon you lose sight of the portal and landscape shifts and move strangely. Like the satyr said time seems to flow differently here and you can be sure how long it has been since you arrived. A few hours? Yet the distance between you and the mountain seems to have been reduced by half and when you first arrived it looked like it would take days to reach it.

The area you are in now is a series of large hills of blue grass with large rock formations all around and there is a large river flowing trough the area.

You can see some creatures that look like a cross between alligators and pigs. Allan tells you they aren't hostile and and they do seem content to ignore you as you pass.

As you travel you hear a strange humming sound that seems to grow louder and louder all the creatures make for the river and dive in.

Allan turns around suddenly eyes wide. "FLOATING NETTLES WE MUST HIDE" he shouts in terror and he dashes for a spot between to large rocks.

You see them coming now near a hundred giant (large size) floating jelly fish lazily crossing the valley.

Make a stealth check to hide.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Stealth: 1d20 + 8 ⇒ (7) + 8 = 15

"Quick, move!" Devyhn whispers urgently as he moves to the far side of the rock formation.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

stealth: 1d20 + 13 ⇒ (3) + 13 = 16


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro hares off under cover

Stealth: 1d20 + 17 ⇒ (8) + 17 = 25


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

stealth: 1d20 + 8 ⇒ (12) + 8 = 20


Missing Achren and also you can knowledge the planes dc 23 for the jellyfish creatures.


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Now that he's hidden Lyaro examines the creatures and tries to figure what they are

kn planes: 1d20 + 13 ⇒ (14) + 13 = 27

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Knowledge: 1d20 + 16 ⇒ (5) + 16 = 21


knowledge planes dc 23:
Floating nettles or Shrik nettles float through the skies of the First World. They sail like boats, driven by the wind. They sing as they fly, jabbering and chirping to each other in complex harmonies. The average skrik nettle shoal consists of three dozen or more of the majestic creatures, but these flocks are often split up during the roaring storms so common to the First World. Lone skrik nettles may be encountered, confused and trying to find their way back to their kin.

Skrik nettles are primarily scavengers, although they will attack suitable prey when hungry. Their method of attack is curious. They paralyse their victims with their tentacles and then use their magic to cause the victim to levitate of the ground. Once at a suitable heigh they drop the victim to it's death and then feed on the splattered remains.

perception: 1d20 + 12 ⇒ (6) + 12 = 18

Despite your effort to hide you have been noticed and a few nettles are heading your way.

number: 1d4 + 1 ⇒ (2) + 1 = 3

Three nettles break from the group and head towards your rock formation.

You have a round before they arrive, prolonged combat or being too loud or flashy may attract more of them.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Devyhn draws his crossbow and whispers a prayer to Pharasma to bring ruin upon these creatures.

Swift Action: bane (fey) upon the crossbow bolt

He waits until it is within 10 paces (30') and then fires.

Attack: 1d20 + 10 ⇒ (1) + 10 = 11 (...crap..)

Damage: 1d4 + 1 + 1 + 2d6 ⇒ (1) + 1 + 1 + (2, 1) = 6

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

sorry guys, though I checked yesterday for new posts, but I must have missed it

Pulling a shaving of liquorice root from his pockets, Achren makes a brief gesture and incantation, and then everyone feels the wash of magic quickening their moves.

Achren casts haste. +1 on attacks, +1 AC, +1 Reflexes and 1 extra attack.


Erik, Lyaro, Bleyz?

They are out of reach of meele for the moment this is a preparation round but you can also make ranged attack.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz fires off a sling bullet at the closest nettle, then prepares himself mentally for direct combat with the little things.

to hit: 1d20 + 8 ⇒ (4) + 8 = 12
dmg if hits: 1d4 + 4 ⇒ (4) + 4 = 8


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro draws his scimitar but waits, he does not have any ranged weapons and it'll be a little less likely to draw attention


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik lets slip a volley of arrows.

Deadly aim Many shot: 1d20 + 10 - 3 ⇒ (20) + 10 - 3 = 27
damage: 1d8 + 4 + 6 ⇒ (8) + 4 + 6 = 18
damage: 1d8 + 4 + 6 ⇒ (6) + 4 + 6 = 16

Many shot: 1d20 + 5 - 3 ⇒ (10) + 5 - 3 = 12
damage: 1d8 + 4 + 6 ⇒ (1) + 4 + 6 = 11

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19
Erik Haakon wrote:

Erik lets slip a volley of arrows.

Deadly aim Many shot (20)+10-3

Isn't that a crit threat? don't forget you get a haste attack as well, and are at +1 to hit


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Eric can fire like 4 arrows if he wants


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Oops, missed the haste!

Haste attack: 1d20 + 10 - 3 + 1 ⇒ (13) + 10 - 3 + 1 = 21
Damage: 1d8 + 4 + 6 ⇒ (6) + 4 + 6 = 16

Confirm earlier crit: 1d20 + 10 - 3 + 1 ⇒ (7) + 10 - 3 + 1 = 15
Damage: 1d8 + 4 + 6 ⇒ (4) + 4 + 6 = 14


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

5 with haste... 2 shots bab.. +1 Rapid Fire, +1 Multi-shot... +1 Haste


Manyshot doesn't add an extra attack you just roll damage twice for the first arrow. I think he didn't use rapid shot but he could have.

Manyshot: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

It's to simulate firing two arrows instead of one. One attack roll, two damages.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

I also have rapid shot, but there is little point in firing 17 arrows if they all miss

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

That's your call.


Sorry I have been busy so I was only replying to new post and I didn't realize you were waiting on me here. Thanks for posting in ooc that got my attention.

You did some damage but the jellyfish creatures continue to approach. They close much of the distance moving to surround you.

Giving you one more round to attack assume they are in meele range will post a map in the morning.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Taking advantage of the effects of the haste spell, Devyhn fires two more shots at the jellyfish creatures.

Ranged Attack: 1d20 + 10 ⇒ (2) + 10 = 12

Damage: 1d4 + 1 + 1 + 2d6 ⇒ (2) + 1 + 1 + (6, 2) = 12

Second Ranged Attack: 1d20 + 10 ⇒ (12) + 10 = 22

Damage: 1d4 + 1 + 1 + 2d6 ⇒ (3) + 1 + 1 + (1, 3) = 9

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Reaching out to attack, Achren unleashes his claws while they are still 10' away.

attack#1: 1d20 + 12 ⇒ (8) + 12 = 20
attack#2: 1d20 + 12 ⇒ (5) + 12 = 17
attack#3: 1d20 + 12 ⇒ (19) + 12 = 31 crit threat
attack#4: 1d20 + 12 ⇒ (12) + 12 = 24
haste attack: 1d20 + 12 ⇒ (11) + 12 = 23

damage if hits, attack#1: 1d8 + 12 ⇒ (7) + 12 = 19
damage if hits, attack#2: 1d8 + 12 ⇒ (2) + 12 = 14
damage if hits, attack#3: 1d8 + 12 ⇒ (6) + 12 = 18
damage if hits, attack#4: 1d8 + 12 ⇒ (1) + 12 = 13
damage if hits, haste attack: 1d8 + 12 ⇒ (4) + 12 = 16

to confirm crit., attack#3: 1d20 + 12 ⇒ (20) + 12 = 32
extra damage if crits, attack#3: 1d8 + 12 ⇒ (6) + 12 = 18


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Hasted deadly manyshot: 1d20 + 10 - 3 + 1 ⇒ (19) + 10 - 3 + 1 = 27
damage: 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
damage: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18

Second attack: 1d20 + 5 - 3 + 1 ⇒ (5) + 5 - 3 + 1 = 8
damage: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18

Haste attack: 1d20 + 10 - 3 + 1 ⇒ (5) + 10 - 3 + 1 = 13
damage: 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro will cast Intensified shocking grasp defensively

Concentration target 17: 1d20 + 15 ⇒ (10) + 15 = 25

uses arcane strike to power his weapon +2 dmg

and then whirls into a dance of death delivering a free attack with his weapon for the spell

Adamantine Scimitar - cast def (Shocking grasp): 1d20 + 10 ⇒ (7) + 10 = 171d8 + 9 ⇒ (2) + 9 = 11

Adamantine Scimitar - cast def: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 9 ⇒ (3) + 9 = 12

Adamantine Scimitar - cast def: 1d20 + 5 ⇒ (7) + 5 = 121d8 + 9 ⇒ (5) + 9 = 14

Adamantine Scimitar - cast def crit confirmation: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 9 ⇒ (2) + 9 = 11

Intensified shocking grasp: 8d6 ⇒ (2, 1, 3, 6, 5, 3, 2, 5) = 27

If the first does not hit other attacks can be used to deliver the shocking grasp, the first is just designated the free attack, if a crit happens 15+ then the spell also crits


Sorry by in melee range I meant close enough that you could run up and hit them not adjacent to you so you could full attack them. Making the map proved more difficult than expected I have a much easier time when it's indoors not so good with natural terrain. will try to get it done.


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Ah well Lyaro stays where he is then, no point inviting a full attack on yourself

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Same with Achren. I'm out of spells, so there's nothing else I can do. I'll wait until they are upon us, then attack as above.


Ok So I counted all the range attacks, they have around ~70 hp so none are down yet. They are actually flying as well so you may not be able to hit them unless you jump or can reach.

The creature close the remaining distance and attack with their tentacles while floating 10 feet above their targets.

attack Achren: 1d20 + 12 ⇒ (10) + 12 = 221d6 + 4 ⇒ (6) + 4 = 10

attack Lyaro: 1d20 + 12 ⇒ (17) + 12 = 291d6 + 4 ⇒ (6) + 4 = 10

attack Erik: 1d20 + 12 ⇒ (8) + 12 = 201d6 + 4 ⇒ (6) + 4 = 10

If your hit make a fort save vs poison.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

I'll have Mage Armor up, so at AC 24, that's a miss


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Fort: 1d20 + 7 ⇒ (12) + 7 = 19


Alright your go then.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Can I take the melee results as rolled above? I have 10' reach, so I do not have to move.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Fort save: 1d20 + 7 ⇒ (14) + 7 = 21

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