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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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]

Urga, by the look of things it is this

Bander
Tirion
Gap
Gap
Urga
Bo
Billy
Flik

so you will have to jump


Yes, Bander has it right. There is a 10' jump to be made to get up any further.

You can see six people up among the rigging of the bells. They seem to be waiting to engage you when you come up.


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

"Whoa there guy.. It's probably better if you stay with us.. Now how bout you get up there and kick some butt.." Bo moves up 30' and activates Power of Faith granting all allies that stay within 30' of me +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear. This power lasts for 1 minute. "May Sarenrae's holy light shine our way to victory!" He'll also activate his detect evil as a swift.. It extends 60' if im not mistaken..


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]

Bandersnatch moves up 20 feet, and fires his revolver at the most obvious target.

MW Revolver 1d20 + 12 + 1 ⇒ (16) + 12 + 1 = 29 for 1d6 + 1 ⇒ (4) + 1 = 5


Bander manages to wing one.

Oddly enough these baddies lack for ranged attacks, so they are simply going to wait for you to arrive. In theory you could just stand back and shoot for a while. You folks are up.


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

Bo moves up 20' as well and fires at one.. Not sure of my range.. Any feedback from my detect evil..

Deadly Aim: 1d20 + 9 ⇒ (2) + 9 = 11 Steel Bullet..
Damage: 1d8 + 10 ⇒ (1) + 10 = 11

Reloading a steel bullet as a free with bandolier..


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]

Bo you need to leap the gap,


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]

Bandersnatch fires again then moves another 20 feet

MW Revolver: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 for 1d6 + 1 ⇒ (6) + 1 = 7


The bad guys are about 80' (distance varies by character) above you so they are out of detect evil range. Though I am unsure how you are detecting evil as a swift action.

Billy also takes a shot

to hit: 1d20 + 11 ⇒ (3) + 11 = 14 misses

Finding themselves under a lot of fire, the foes proceed up the stairs to the next level which is not part of the open area, and actually has a floor so you no longer see them.


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

Oops, its a move action not a swift, my bad.. So we have a 20' gap we have to clear? I thought the bell broke th stairs behind us all.. The DC for clearing 20' is DC 20 plus we're moving upstairs.. Even with a running start i would need a 20 to make it..


The marching order was such that only the 2 halflings are on the upside of the broken 10' section. You need to be able to make a 10' jump, or to climb along the wall across the gap.


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]

Oh my gun is jammed isn't it


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

My armor has a -3 ACP, +4 dex gives me a +1 to Acro checks.. Having speed 20 give me a -4, so i have a total mod of -3.. How bad is it to crawl along the wall?


dude halfling

Tirion simply runs up the stairs, trying to get to point blank range -- x4 move, but half speed on stairs, so he closes the gap by 40'...


Bander, yes I suppose it is (though I'm not exactly sure how one jams a revolver) just use a standard to clear it.

Climb on the wall doesn't look all that easy.


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

Bo is at a loss of what to do.. Either option is likely to leave him smashed into the floor below.. He quickly pulls a rope from his pack and secures it the wall and then to his belt.. He gives himself 20' and prepares to jump next round..


Since the enemy has moved out of the area, the grid lines have removed themselves and initiative is over (not that we rolled it anyway).


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]

Bander clears his gun and he and tirion sneak up the stairs

Perception: 1d20 + 11 ⇒ (7) + 11 = 18
Stealth: 1d20 + 17 ⇒ (1) + 17 = 18


dude halfling

Tirion goes all stealthy:

Tirion's Stealth check: 1d20 + 17 ⇒ (3) + 17 = 20

well, just slightly stealthy...

and continues up the steps, at normal movement (halved because of stairs) -- so a double move should put him 20' from the top. He gives a hard look up there, to see if he notices anything:

Tirion's Perception check: 1d20 + 12 ⇒ (4) + 12 = 16

but I guess he's a little distracted by the idea of more falling bells...


Neither of the scouts notice any threats remaining in the stairwell.


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]

Want to have some fun? I can dispaeaer and open the door and you can start shooting, they will think you did it and then I can get some snickersnack action.


dude halfling

"Let's get everybody together first, 'snatch -- we may be in for a full-on combat! I'll cover the hatch, though, in case they crack it open to check on us..."

Tirion will move up 5'-10', looking for a decent shadowy spot to hide in:

Tirion's Stealth check: 1d20 + 17 + 1 ⇒ (14) + 17 + 1 = 32

and he'll ready an action to pop aa goons that happens to reveal themself...


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]

5:45 left on my shadow clones, more or less

Bah you never let me have any fun Bander reloads his revolver.[/b]


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga will get a running start to jump the gap.

Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19


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

With Urga across he instead toss the rope across so he can hold him if he fails to make the jump..

1d20 - 3 ⇒ (5) - 3 = 2 and he doesn't make it.. Hopefully they can haul him up..


With Urga making the leap, and the use of ropes, you are able to get the rest of the party across the gap. You head upstairs with the scouts in the lead. Atop the stairs you come onto a new floor into a room. (Yes, for some reason the stairs end up on the outside of the tower at this point- don't ask me, I didn't design this).

A timber cabinet with a mesh door sits against the southern wall of this room, while a door stands in the wall to the east. There is a raven in side of the cabinet, which looks an awful lot like the one you released from the sawmill.

There also appears to be a ladder leading up to the roof of the tower.


Mythic Power: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15... Legendary Item power: 1 2 3 4 | STONESKIN all day, currently undetectable
Hadjii stats (at 144 of 144):
Death Ward, Echollocation, Resist 30 vs acid & cold active; AC18(T15/FF14) | CMD27 | Fort+16/Ref+14/Will+25 | Init+8 | Perception+31

Tirion whispers to Bandersnatch:

"I've got the ladder..."

Then he slides into a shadowy spot within 30' of the ladder -

Tirion's Stealth check: 1d20 + 17 + 1 ⇒ (2) + 17 + 1 = 20

- and readies an action to shoot a bad guy coming down the ladder.


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

Bo will activate his divine bond adding +1 enhancment to his pistol for 5mins..

"Looks like we're heading outside.."


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]

Bandersnatch moves to the door activates his vanishing trick and opens the door, ducking down so the gunners can fire, he has snicker and snack out.

1d20 + 17 + 20 ⇒ (10) + 17 + 20 = 47


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 just realized the was another door in the room besides the one to the roof..


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]

I assumed that is where you were doing. either way Bandersnatch uses the same method


GM stuff:
1d20 ⇒ 9

Beyond the door there is another room.
This large and cluttered room is filled with immense gears and clockworks. Most of them appear to have rusted into place.


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]

Bander moves up the ladder quickly to not waste hisbpowers


OK, so you opened the door, but are going up the ladder instead. Is everyone following or are we splitting the party (muahahaha- ahem)?


dude halfling

I'm with him: while he's invisible, he wants to open the trap door -- so he won't have to use another ki up later; he won't actually go through the door, just open it...

Tirion will aid and abet his brother:

"Gee, Merlin -- how many times CAN you cast Open/Close?"

Tirion's Bluff check: 1d20 + 11 ⇒ (9) + 11 = 20


There is no trap door, it is a ladder on the outside of the building to the roof.


dude halfling

Oh.

So Tirion is in effect already covering his bro whilst he climbs the ladder -- although Tirion doesn't see him on the ladder, being as he's invisible and all -- because Tirion already readied an action to pop any badguys on the ladder (thinking they would have to be on the ladder to come down through a trapdoor). I'll change my readied action to "shoot any badguys that lean over the edge of the roof in a threatening manner"...


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga follows the others, weapon ready.


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]

since nothing popped out of the room, and it was just a room we are moving up the ladder, and we can check the room later. if there is another door i will open that


Everyone going up on the roof needs to give me a perception check.

Map is up. You come in off the ladder on the '8'.


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]

Perception: 1d20 + 11 ⇒ (5) + 11 = 16


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]

reminder i am invisible


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Perception: 1d20 + 9 ⇒ (11) + 9 = 20


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

Not being so good when armor and heights are concerned Bo decides to stay below unless he's absolutely needed.. [b]"Ill watch the rear.. Yall holler if you need me up there.."[/]b


dude halfling

Tirion was going to stay behind, in his hiding place -- but once Bo makes his announcement, Tirion starts up the ladder:

Tirion's Perception check: 1d20 + 12 ⇒ (17) + 12 = 29

he's pretty wary as he gets to the top...


Billy and Flick also go up the latter, leaving Bo, in rearguard position on the floor below.

Billy perception: 1d20 + 10 ⇒ (8) + 10 = 18
Flick perception: 1d20 + 8 ⇒ (10) + 8 = 18

As Tirion comes up the ladder at the rear of the party, he notices some odd noise coming from a far corner of the roof (nobody else made the perception) and a strange little bead of flame launches in the direction of the party, expanding rapidly into a massive ball of fire.

I need reflex saves (DC 21)from everyone and initiative.

Billy reflex save: 1d20 + 8 ⇒ (19) + 8 = 27 pass
Flick reflex save: 1d20 + 8 ⇒ (9) + 8 = 17 fail

fireball damage: 8d6 + 8 ⇒ (2, 2, 3, 5, 5, 3, 6, 2) + 8 = 36 half if you save

Nobody appears down there, but the square of origin is in the indicated square.

Initis:
Badddie init: 1d20 + 6 ⇒ (2) + 6 = 8
Billy init: 1d20 + 8 ⇒ (7) + 8 = 15
Flick init : 1d20 + 4 ⇒ (15) + 4 = 19


dude halfling

Tirion's initiative roll: 1d20 + 6 ⇒ (3) + 6 = 9
Tirion's Reflex save: 1d20 + 10 ⇒ (4) + 10 = 14

go, dice -- go!

However, Tirion did make his Perception check, so his effective init in the surprise round is 26 (Snapshot)! As soon as he sees the bead, he let's go the ladder and drops away...


You get cover from dropping down, but that still doesn't make the cut.


Male Gnome HP 37/38, AC 21 (TAC 15, FFAC 17), Fort +6, Ref +8, Will +0, CMD 16, Init +4, Perc +7, Bombs 8/11, Mutagen 1/1: 50 Minutes Chirurgeon Alchemist 5

I'm down, unless we were full up when we came up here, in which case I have 2 hp.


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]

1d20 + 10 ⇒ (12) + 10 = 22 refl
1d20 + 5 ⇒ (17) + 5 = 22 init

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