RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

PUB PUB PUB!

Boom shouts and races out the door, grabbing Jan by the shoulder and Obi by the arm


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"I suppose I should go and make sure they don't get into trouble."

Pill of guns group now lol..


I had kind of always imagined this group as a bunch of cowboy era gun packing people up against wizards. We're there now.


You proceed out to sample the night life of Magnimar. There are plenty of pubs and taverns to choose from. Unless you intend to cause trouble yourselves, nobody messes with you since you all con purple.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Boom leads everyone on a pub crawl. They are out until the bars are dead and/or closed. Then there is a slight stumble home but with only some slight complaints in the morning boom is up and about in the mornjng.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Finally, a drink.

Jan pounds down whisky and wakes up fresh as a daisy thanks to his ioun stone.

So Boom - that's a fancy shotgun you've got there. Where'd you learn to shoot?


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

I worked in middle management.

Boom says matter of factly

Though that rifle is nothing to sneeze at either.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Thanks. Stood me in good stead when I got summoned into that...dungeon? Underground temple? Well, there were cultists and a b@~+% sorceress that killed a good halfling. Damn shame.


The next day your return to get your briefing on Xin Shalast.

"Ok, the pickings are pretty slim on this lost city. Of course it they weren't it wouldn't be lost right? Best anyone could do was dig around in some archives and found a note about some dwarven brothers who are reputed to have found the city. I think there's also some directions to their cabin included. "


Salutations, Mr. Quink!
Thank you again for the kind words and drink. It’s always a pleasure to speak with readers of my work, especially those well read and civilized enough to know of my writing beyond Eidolon. Alas, I was unable to procure a copy of the early draft from my personal files. It would seem that it has gone the way of so much of my early work, lost forever to the gulfs of time and narrow-minded publishers
unable to grasp the import of a young Pathfinder’s work.
Fortunately, my mind is as quick now as it was in those early days of my explorations of your fantastic homeland. I recall the evening I first heard the story of Xin-Shalast, while seated on a log in a Varisian camp, sharing ruby mead with an enchanting young woman. Ah, but that’s a story for other times.
I was intrigued by the tale, though. All peoples have tales of “cities of gold,” yet with Xin-Shalast, the Varisians had no tradition of explorers seeking it. They viewed the place as one of evil, a place to be feared and forsaken. As far as I could tell, none of your indigenous people ever sought out the ruins before the advent of Chelish rule. But there was mention, come to think of it, of two dwarven brothers. Vekker, I think their names were. Claimed to have found the route to Xin-Shalast and convinced several tradesmen in Janderhoff to support and supply their plan to establish a base of operations in the low Kodar Mountains along the Kazaron. Their vanishing into the Kodars bankrupted all but one of their investors, I hear, and even today, the Vekker name is generally accompanied by a litany of rousing dwarven profanity when it comes up in ’Hoffian taverns.
In the stead of enclosing a copy of the early, complete draft of my work, though, please find a signed copy of Eidolon with this missive. I trust it will look quite handsome on your shelf.
In good health, Redwing


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Sounds like we gotta go to Janderhoff and start searching there?


In the interest of expediency, you have directions to the cabin itself. You know, like Williamson said.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

ah I misread. I thought the cabin was technically in
janderhost

Well folks lets make out way to this cabin...if that is not presumptuous of me


I'm just trying to make this railroad run on time.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

I agree 100%

Any thing environmental we might need to worry about where we are going?


You are heading into very high mountains, and it is getting towards winter.

So beachwear.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Should we get one of those sticks of don't get too friggin cold and give it to the fairy?

wand of endure elements. Also what are the portable air tanks you can bring to help with altitude sickness? cant remember what htose are called for my life


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"Mah boots keep me nice and warm.. Im ready when you folks are.."

Any normal grenades for the newcomers? Also buying 10 more adamantine rounds..


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Did anyone want the tomes I looted or should I just use them? The charisma one's actually a bit useful for intimidate for me now.

Oh, and how much are adamantine rounds? Probably could use some for emergencies.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

what times?


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

If you use the tomes they come out of your wbl Jan.. At least that's the way I interpreted Buzz. If you want to keep anything we find you have to pay for it out of WBL.. And I believe Adamantine rounds are 60gp each, not 100% sure on that.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Yikes, nevermind on the tomes then if that's the case. So then I'd have 29 adamantine rounds.


Yes, everything you find, if used, counts against your WBL. Adamantine ammo is 61.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Yep, 29 adamantine rounds it is then.

Jan will take 10 for 28 on Survival (or 30 to avoid being lost) for heading to the cabin.

With rifle in hand, Jan surveys the area around the cabin.

Perception: 1d20 + 18 ⇒ (12) + 18 = 30


I would assume you flew there. Otherwise it's a most unpleasant trek by foot.

The cabin is rather strangely situation. It's built up into a cliff wall with an entrance at the cliff base. The area is blanketed in slow, and pretty cold.

You don't see anything moving out of the ordinary.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan's a back-seat flyer.

Jan sweeps the cabin front with his rifle muzzle while motioning for the pistol and shotgun wielders to advance to the cabin door. When they pass him he turns around to cover their rear.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Whose WBL is the magic carpet in?


Consider it a perk. Nobody's.


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

Boom is loaded with scatter shot, when everyone is ready he stands to the side, and opens the door, prepared to fire at anything in side.


As you approach the cabin, you hear a rather chilling, mournful howl in the distance.

A split-log tower abuts the cliff face and rises from a workshop on ground level to a larger cabin perched on the cliff’s edge sixty feet above. The rough wooden structure is so overgrown with lichen as to almost appear an extension of the rock face. The ground to the south of the lower structure is a steep embankment, over which a chute protrudes from the structure’s southern wall. At the base of the embankment is a large pile of fine, black sand that spreads out in a deposit striated by years of erosion. The ground surrounding the pile is barren of any plant life, with the exception of a single sagging pine tree. Faint traces of a footpath lead to the workhouse doors, though it is obvious none have come this way in many years.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Knowledge to identify the sand?


Nature.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Derp.

Jan looks at the sand quizzically.

That's some strange looking sand.

Then he spits on the ground to hide his plug ignorance about the nature of rocks.


As you approach the pile of sand the dead looking tree starts to move, not with the wind and it seems definitely hostile.

init: 1d20 - 1 ⇒ (6) - 1 = 5


Skills: Appraise+29, Alchemy+29, DD+23, Fly+23, Arcana+29, Nature+29, Perception+21, Spellcraft+29, Survival+21, UMD+20, Local +26*, Diplomacy +17*, Religion+26* human FoM Res Elec (120) SR 28, Ablative, EcholocationHeroism CMB 36 AC 43/21/32 HP 140/140 F +18 (20) R+18 (26) W +14 (16) Init +9 (12) Bombs: 23/31 Fly 3/3

1d20 + 10 ⇒ (9) + 10 = 19

assuming the tree on the map is the moving tree I have moved

Boom bursts into motion, he frowns at having buckshot loaded, but nothing he can do about that, so he simply readies his shot for if it comes within 30 feet of him so he can shoot it

readied shot

shotgun scatter+PB: 1d20 + 34 - 2 ⇒ (1) + 34 - 2 = 33 for 1d8 + 21 ⇒ (2) + 21 = 23


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Initiative: 1d20 + 9 ⇒ (13) + 9 = 22

Jan stares at the tree and sighs.

The trees, really? I miss the Wastes; no walking trees, undead, slimes or clown mummies. Just orcs, hobgoblins and that one tarrasque that demands lemon pies or jokes.

Firing steel

Attack (Level-Action Rifle, Rapid Shot): 1d20 + 27 ⇒ (2) + 27 = 29
Attack (Level-Action Rifle, Rapid Shot): 1d20 + 27 ⇒ (4) + 27 = 31
Attack (Level-Action Rifle, Rapid Shot): 1d20 + 22 ⇒ (6) + 22 = 28
Attack (Level-Action Rifle, Rapid Shot): 1d20 + 17 ⇒ (17) + 17 = 34

Damage (Level-Action Rifle, Rapid Shot): 1d10 + 20 ⇒ (7) + 20 = 27
Damage (Level-Action Rifle, Rapid Shot): 1d10 + 20 ⇒ (1) + 20 = 21
Damage (Level-Action Rifle, Rapid Shot): 1d10 + 20 ⇒ (2) + 20 = 22
Damage (Level-Action Rifle, Rapid Shot): 1d10 + 20 ⇒ (7) + 20 = 27

Well that went poorly. Oh, question - would you prefer I add the -AC effect for the ammo to my rolls now that I'm all firearms all the time?


No, I will apply it since you have no way of knowing how much armor or natural armor a target has.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Wouldn't it be the same as adding +6, +10 or +20 to the attack roll?


Unnamed
Januarius ibn Fahlad wrote:
Wouldn't it be the same as adding +6, +10 or +20 to the attack roll?

No cause you cant get negative armor. So if it only has +4 NA you wouldn't get that much bonus


The effect of the ammo in this game is that it reduces an amount of natural armor or armor bonuses (including shield). At one point you guys fought an undead monk, who didn't have a whole lot of natural armor bonus. Subtracting, or adding to your numbers would have distorted the results in a manner not in keeping with the actual effect.

Say you are fighting a well twinked human monk with no natural armor, mage armor, and an AC of 34. Using steel ammo would only reduce the AC by 4. If you were shooting at a fighter with a 34 AC where it mostly comes from full plate and shield, then you would get the full 10 reduction from the steel. Unless I get a lobotomy, and decide to give out the details of your targets, you'll just have to live with me doing the math behind the scenes.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Ah, gotcha.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

initiative: 1d20 + 7 ⇒ (9) + 7 = 16


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

As Bo was rolling up the carpet he see's what everyone is talking about.

Know Nature: 1d20 + 13 ⇒ (19) + 13 = 32

Init: 1d20 + 13 ⇒ (7) + 13 = 20


Jan hits it 4 times and blows a bunch of chunks off.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

32 enough to know what it is for bane?


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Banders ghost pops in to say

It was probably just trying to get directions to the woodcutter protest rally. Kind of rude to start shooting it don't you think?


32 will let you know that it is an undead treant, but being unique, you have no idea any details about it.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Jan looks at Bander's ghost.

Great Scott! Also, leafless trees shouldn't be walking!


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Forgot abt Yap..

Int: 1d20 + 12 ⇒ (11) + 12 = 23

He holds his action for now..

Bo says:

"AN UNDEAD TREE! HOW IS THAT EVEN POSSIBLE!!"

Undead Bane as a swift and fire!! Using Grit..

Attack 1: 1d20 + 18 ⇒ (2) + 18 = 20 FF, Steel
Attack 2: 1d20 + 18 ⇒ (15) + 18 = 33
Attack 3: 1d20 + 13 ⇒ (7) + 13 = 20
Attack 4: 1d20 + 8 ⇒ (13) + 8 = 21

Dam 1: 1d8 + 23 + 2d6 ⇒ (5) + 23 + (3, 3) = 34 damage is +5 magic with clustered shots..
Dam 2: 1d8 + 23 + 2d6 ⇒ (5) + 23 + (3, 2) = 33
Dam 3: 1d8 + 23 + 2d6 ⇒ (2) + 23 + (1, 5) = 31
Dam 4: 1d8 + 23 + 2d6 ⇒ (1) + 23 + (2, 2) = 28

Everyone has a silenced weapon yes?


In this case FF means its AC would go up, so don't worry about that. You hit with all of the shots, but it still is up.


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Yep.

Attacks for next round:
Still steel:
Attack (Level-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 23 ⇒ (20) + 23 = 43
Attack (Level-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 23 ⇒ (13) + 23 = 36
Attack (Level-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 18 ⇒ (11) + 18 = 29
Attack (Level-Action Rifle, Rapid Shot, Deadly Aim): 1d20 + 13 ⇒ (19) + 13 = 32

Damage (Level-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 28 ⇒ (10) + 28 = 38
Damage (Level-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 28 ⇒ (7) + 28 = 35
Damage (Level-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 28 ⇒ (2) + 28 = 30
Damage (Level-Action Rifle, Rapid Shot, Deadly Aim): 1d10 + 28 ⇒ (6) + 28 = 34

Attack (Level-Action Rifle, Rapid Shot, Deadly Aim, Critical Confirm): 1d20 + 23 ⇒ (10) + 23 = 33
Damage (Level-Action Rifle, Rapid Shot, Deadly Aim, Critical Damage): 3d10 + 84 ⇒ (10, 5, 8) + 84 = 107 Crikey, 244 before DR and with clustered shots? Jeez.

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