A Debt demands Repayment (Inactive)

Game Master Shari


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Doumane is almost crushed by the weight of everything he wants to say. He wants to tell Mihail of Jarvyce, about the scrying, the Bank of Abadar and Grigore Kiritescu. About how the plight of Mihail's son wears on his heart every day, and his worries about Fara (dare he risk a visit?), and the blood on his hands. Of how he wants so badly to take this money and flee the city (at least for a time) and rest in a place of peace.

But he can't. Not with the insane gang leader watching every move, weighing every word. What weapons he would hand the madman with such a speech! Impossible.

So instead he re-fills the wine glasses and says simply, "That goes for both of us." A pause and then, "As usual, our paths are linked. I am set to scout the Aquaretum warehouse tonight but you tell me the guards have been doubled or more? Troubling news."


Mihail shakes his head, "Not tonight. Because the gambling house was targeted earlier today, Razvan's focus is there tonight. The increase in security at the warehouse starts tomorrow. It's taking him some time to mobilize his people. They're closing up shop in a few lesser locations and moving those people around but it won't be done until tomorrow."


Doumane looks steadily at his friend, "So a good night to case the joint? Even if the security is increased tonight is a good time to get the lay of the land. Jarvyce promised help for the actual raid."

But already Doumane's brain was hatching quite a different plan then the other his mouth was providing. They were, after all, being watched.

"Do you know anything about the place and what is inside?"


Instead of downing another glass of wine in one go, Mihail drinks at a slower pace. "I'm not sure if good but it'll definitely be better than the following nights." The man frowns, "Help is good I guess, he'll want you to succeed. Or should I be worried?"

"I haven't been inside yet but there's a second floor where the office is and a walkway circling the upstairs that is part of the patrol. The main floor is all open. As far as I know, there's just boxes and crates of goods inside." He takes another swig of the wine leaving it almost empty, "Oh, and there's also roof access. That's also part of the patrol. I think the trap door onto the roof is through the office. And of course, the water access which is from the main floor."


Already Doumane's mind is whirring with ideas. Three entries, no four. The roof, the door, possible the windows and the water. All have options. Steal a rowboat and climb up a pier? Sneak onto the roof? Climb a wall and sneak instead/ Dart in the front door in an unloading? So many options, so many perils.

He actually has to shake his head to clear the thoughts to re-focus on Mihail. "And the rest of your day? Have you found out anything about our other task? A clue perhaps to Dragomir's secrets?"


"Being with Razvan's men all day, you hear things. But I'm not sure how reliable any of it is." He wrings his hands, "But I'm more concerned about how I'm supposed to handle looking for you but not finding you. Any ideas on that?"


Doumane leaned back in his chair. It was a tricky problem and not one they could simply ignore. Eventually Razvan would tire of Mihail's lack of progress and turn his ire on Mihail, and that was the last thing they needed. The fact Mihail had been selected for this at allow as concerning. Did the Dragomir's detect a link between them?

"I will think on it, Mihail. Give me some time. Tonight, I think I will scout out the warehouse on the docks. You stay here and get some rest. Try not to worry too much." he added, knowing it was pointless to say.

Ok, so how do you want to work in Angie's cameo?


Mihail gives Doumane a relieved smile but his eyes still look anxious. "Be careful. Hopefully I'll learn more tomorrow. Razvan's men are still pretty tight lipped around me but I'm hoping that they'll let something slip eventually and I'll be there to hear."

Are you going to scout on your own? Or are you wanting to line up hiring your npc first?


Hiring/finding NPC aid first. I don't want to see a chance during a scouting mission but unable to seize it. Also, breaking in once will be trouble enough!


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Urrkh sat alone in his kitchen, wondering when he'd get some work.


Mihail makes a point of lying down and shutting his eyes as Doumane quickly gathers his supplies for his evening of planned burgling.

He slips into the night thinking how imperative it is that he finds help that he can trust. With the on-going street war, the list of potential allies grows thin as he weighs the pros and cons of bringing them to Jarvyce's attention. Anyone he gets to help, other than Jarvyce's henchwomen, would become a potential target as Jarvyce magically watches from afar. Just the thought of this puts the halfling on edge.

The rogue works out a mental list of must haves as he comfortably moves through the streets, still unsure where he is going. But there is something comforting about walking the streets of his city and he finds the exercise helps him to focus as his mind clears. He needs someone very strong and good with a weapon who could run interference should they get into trouble. He also needs someone good at climbing and possibly swimming. Very slowly a face coalesces in Doumane's mind and he groans. He never thought he'd have to work with him again. Sure, he is very talented and exactly what he needs but was it worth it?

He sighs as he suddenly changes direction and heads for Rag's End. Urrkh lived far from where he usually trolled the city streets in Lowcleft, looking for unsuspecting victims out for a night at one of the smaller theaters or dance halls. They may not see eye to eye on the type of work they did but the half-orc definitely met all of Doumane's criteria and if the halfling was honest, he wouldn't lose too much sleep should Jarvyce put Urrkh in his sights.

He weaves his way through the maze of alleys and slums, keeping a close eye on his own belongings in this neighborhood. Finding the door he'd only been to once before, he knocks.


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

The knock on his door startled Urrkh - he rarely had visitors. Expecting trouble, he grabbed his sword, and pulled the door open.

At first he thought nobody was there - his field of view was empty. Then he looked down...and down...and grinned. His deep voice a rough growl, he said, "Tiny man! You are still alive! Last time I saw you, that angry woman and her knives was gaining on you!" Narrowing his eyes, he looked up and down the alley. "She's not still chasing you, is she?"


Doumane forces a smile, "No. At least not right at the moment. Still, you know how touchy people can get." The halfling looks inside the small room, with feigned interest. "Busy? I might have some work for you, tonight. I know it is short notice but..." He shrugs and adds, "Good coin in it for you, if you want it."

"Some breaking and entering, just like the old days. You still up for that sort of work?"


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Urrkh's grin widened. "Good coin? How good? Who's the target? What are we after?" Sheathing his sword, he moved aside to let Doumane in. "What do I need?" He started grabbing weapons and fear from astound his home, and tossing everything on the table. Knives, alchemical weapons, rope, lockpicks. "Should I bring it all?"


Doumane is surprised at the eagerness his old 'friend' shows. Clearly Urrkh is hungry for work. Well, all the better. The halfling needed all the help he could get.

"Warehouse down on the docks, by the Aquaretum. You know the area?" Doumane says, watching the gear stack up. "Goal is a bit of scouting, bit of smash. Test the security, maybe get inside and look around. Just info on this trip, or so I'm hoping. "

"As for coin, what's your rate these day's for a night's work?"

GM, we can abstract the price or name an amount. I have those coins from Jarvyce sloshing around in my pockets.


Either works


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Urrkh paused, a greedy glint coming to his eyes. He named an outrageous fee, at least 50% higher than what he would normally do something like this for. No idea what that amount would actually be.

Stuffing gear into a battered and somewhat smelly pack, he said, "Hmmm, the old scout and smash. I like both. Add stab to that, and it's the three perfect s's."

Shouldering the pack, the said, "Lead on, Tiny."


DOumane frowns, "Your rates have gone up. How about names fee that is only 25% higher and a promise of a few good stabbings? My employer would be quite ll right with collateral damage." The small man holds up a hand, "But we want to keep the building in tact. No fires!"

When Urrkh says to lead on Doumane pauses, "One moment, we have to think up a plan. I didn't want to waste time scheming before I knew if you were game."

"As I see it, we have a few ways inside. There is a water entrance over the bay, a roof entrance, a few small windows and of course, the main door. All have problems and are probably guarded tight. They expect trouble." Douamne pauses and says, with a small smile, real this time. "You prefer a swim or a climb?"


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Urrkh agrees to the price, but deflates a bit when the halfling stipulates no fires. He removes a few clay grenados from a pocket in his pack, putting them rather carelessly in a bowl containing a few bruised apples.

The half-orc thought a moment, his whole face betraying the effort, then said, "Hmmm. Climb." The slayer could swim just fine, but the feeling he had coming out of water (clean, ugh!) was unnatural and to be avoided when possible.


Douamne nods, "Climb it is. Not that I mind, the bay isn't the cleanest this time of year."

The halfling couldn't help but smile. Magnimar was truly a wonderful place. At any time of day or night someone with gold and the right knowledge could find any number of services. Right now Doumane could find a barber, surgeon, a mason or...even a house breaker.

Then his face falls and he nods, "One word of warning Urrkh. This job might anger some powerful people in the city. I doubt they would take it personally against you but it might be good to keep your head down after tonight. Maybe even leave town for a few weeks?"

That out of the way.

"Very well, I have a few plans. Let's go and I'll talk them."

OK, I have two general plans GM. First off, the Aquaretum. I assume Doumane has been there? Seems like his kind of place. Are there any live animals currently on exhibit? My first idea is to let out some kind of monster to cause a distraction in the plaza outside the warehouse.

If not, my second plan is to steal a small rowboat, fill it with trash and such, lit in on fire and push it where the warehouse hangs over the river. A useful distraction unlikely to burn down the building.

I am also open to any plan Urrkh offers, if he desires.


Doumane k.local: 1d20 + 7 ⇒ (13) + 7 = 20

Doumane knows that the Aquaretum mainly holds live creatures that can only survive in the water. However, he recalls that proprietor recently acquired a swamp barracuda.


As they walk Doumane explains, "My basic idea is this. I take up station on a nearby roof of another warehouse. You cause a distraction, I jump the roof, take out the guards and wait for you to join me via the same method. Then both of us pick the lock on the door and head inside and see what's inside. Simple enough?"

Doumane shrugs, "But not sure what we want for the distraction. Something bright and exciting but not overly dangerous would be good. What would you say to torching a fishing boat? Maybe steal a cart? Got any other ideas?"


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Urrkh grins. "I knew you were kidding when you said no fires! I have just the thing." He pulls out one of the clay grenados, tossing it from one hand to the other with appalling casualness. "This will make a wooden boat go up with no problem! I can pick one far enough away not to risk your warehouse."

It was clear that the half-orc was happy with the fire plan.


Ok, let's head down to the warehouse and see what we can see? I'd like to change my face.


Are you going to tell your co-worker that you're changing your face?

Before leaving Urrkh's humble abode, Doumane puts on his hat of disguise so that he wouldn't be recognized by those looking for a halfling fitting his description. Part of him wonders if there is a bounty on his head and if so, how much? And if there was, what would Urrkh do if he found out?

The half-orc and halfling, disguised as a human, move through the streets of Magnimar in the wee hours of the morning. Streets are never completely empty in this city but they pass few others and those who are out make a point of avoiding the pair - most likely because Urrkh is quite an imposing figure in the dark.

They stroll down the street keeping an eye out on their surroundings. Urrkh is on the search for an appropriate boat to set ablaze and Doumane is concerned about figuring out where the guards are stationed and which neighboring warehouse would be best to use.

There are a plethora of smaller fishing boats either tied up at floating docks, along piers, or anchored in shallower water. Most fishermen were in for the night and even though they will be up in a few hours to start a new day providing for their families, for now there are plenty to choose from to torch.

Alright. Stealth rolls from you both. If Urrkh is going swimming, he'll need a swim roll. Perception roll from Doumane as well as a roll for either climb or disable device, depending on how you gain access to the other warehouse. Let me know if I forgot anything or if you need more info


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Urrkh strolls along the harbourfront, as casually as a 6'4" half-orc can. He examined the boats with what he believed was an expert eye. This one? Too small. That one? Nah...too wet. Hmmm...I think I know the guy who owns that one. He owes me 10 gold, better not torch his boat. Maybe that one?

Finally, the half-orc chose a boat that looked just right. Close to the warehouse, but not too close. Old wooden boat, looked nice and dry. Now, how to get to it...

stealth: 1d20 + 9 ⇒ (14) + 9 = 23

Making sure he wasn't seen, the slayer removed one of the burners from his pocket, and carefully lit it. Cradling the clay ball in his special, hand-crafted, waxed-leather sling, he took careful aim. Just...there. In the creases of the dropped sail. Should go up a treat.

burner grenado: 1d20 + 6 ⇒ (8) + 6 = 14


Doumane Stealth: 1d20 + 15 ⇒ (8) + 15 = 23

Doumane snuck into the shadows of a nearby warehouse, footsteps light on the grimy paving stones of the waterfront. He eyed the roof above, found a likely anchor point and threw the grappling hook with all his might!

Doumane grappling hook!: 1d20 - 2 ⇒ (10) - 2 = 8

ehh....


Doumane slips quietly away in one direction while Urrkh moves silently in the other direction. The half-orc takes awhile to choose the proper boat to light ablaze which gives Doumane the time he needs to try to climb the warehouse next to their actual target.

The halfling takes out the grappling hook he borrowed from Urrkh and does his best to lob it thirty feet into the air. The hook makes it about ten feet into the air before gravity takes over and it plunges back to earth. Just as the grappling hook loudly clinks on the ground, a fishing boat explodes in flame. Doumane looks down at the metal hook as if it has betrayed him and sighs. He knows that he needs to get to the roof of the warehouse quickly as the distraction has now started.


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Pleased with the success of his fire, Urrkh is professional enough not to linger and enjoy the chaos. Moving quickly through the approaching people, he quickly found the spot where Doumane was to have climbed the roof. Upon seeing his grappling hook on the ground, the rope coiled around it, the half-orc immediately understood his partner's predicament. "Ha! Haha!" his "quiet" laugh boomed through the alley. "Your fancy hat can change your face, make you look taller, but can't make you stronger, tiny man!"

Picking up the grappling hook, Urrkh lobbed it up at the roof.

hook it up!: 1d20 + 4 ⇒ (11) + 4 = 15


As Doumane contemplates his options, Urrkh appears at his side. Before he can say or do anything, the half-orc tosses the grappling hook upwards towards the roof.

For a moment, the hook looks like it's going to plummet back down again without finding purchase. But at the last moment, one of the barbs sticks into the building about five feet from the roof. Urrkh gives the rope a few tugs to make sure it'll hold and then holds it out to Doumane to take the lead.

I was going to roll your climbs to save time but trust me, you guys want to roll your own rolls. Your DC is 10. And you'll have to climb/pull yourself up the last 5 feet. I'll need a 2nd climb roll for that.

There is now more noise coming from the main street as people make their way into the street to watch the burning boat. Some brave souls discuss how to put out the fire but it's difficult to get to the flaming boat and most just watch helplessly from shore as embers shoot up into the black sky.


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

climb: 1d20 + 10 ⇒ (20) + 10 = 30
climb 2: 1d20 + 10 ⇒ (13) + 10 = 23
aid another: 1d20 + 10 ⇒ (19) + 10 = 29
Just in case


Doumane checks himself as Urrkh hurries over, spots the fallen grappling hook and then tosses it up with relative ease. It wasn't easy to sit here and watch the half-orc do everything for him.

"Let me go first.." He mutters...

Climb, With Aid: 1d20 + 2 + 5 ⇒ (8) + 2 + 5 = 15
Climb, With Aid: 1d20 + 2 + 5 ⇒ (9) + 2 + 5 = 16

Stealth when on roof: 1d20 + 15 ⇒ (17) + 15 = 32


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Urrkh follows the tiny man up the rope, then leans over and disconnects the grappling hook. Winding the rope back up, he sneaks over to where Doumane is, waiting for the halfling to decide what to do next.

stealth on roof: 1d20 + 9 ⇒ (10) + 9 = 19


Doumane manages to make his way steadily up the rope. The feel of it in his hands is rough and he fleetingly wonders if there may be blisters in the morning. He finally gets to where the grappling hook has impaled the building all the while being very aware of the half-orc behind him who doesn't seem to understand the meaning of personal space. A couple times, the halfling can feel Urrkh's head graze his buttocks and he shudders internally as he thinks he feels his breath blowing on him. But he grits his teeth and reminds himself that he didn't hire Urrkh for his people skills but for his other more criminal-like ones.

For the last five feet, Doumane finds himself practically tossed onto the roof by the half-orc but the halfling easily finds his footing on the roof and quickly disappears into the darkness.

There is an orange glow reflected off the water from where the boat is still burning.

Doumane perception: 1d20 + 8 ⇒ (11) + 8 = 19
Urrkh perception: 1d20 + 8 ⇒ (10) + 8 = 18

Doumane and Urrkh can see the outline of two silhouettes on the roof of the warehouse next to theirs. They appear to be leaning over the side of the roof, watching the spectacle below. The halfling momentarily disappears from Urrkh's sight as he becomes one with the darkness. Even though the half-orc moves quieter than one would expect, he looks like an unstable toddler in comparison to Doumane. Both move towards the edge of the roof to take a look at the size of the gap between buildings.

Acrobatics roll, DC10 to jump the gap - if you decide to jump. If you have another idea of what you'd like to do, let me know. So far, you remain unnoticed


Doumane nods, and whispers to Urrkh, "Good. We jump the gap and take them out as quick as we can. There is only two. I'll take the one on the right."

With that Doumane shuffles forward and tries to jump the gap.

Acrobatics!: 1d20 + 10 ⇒ (13) + 10 = 23

Stealth to sneak up on guards: 1d20 + 15 ⇒ (2) + 15 = 17

He leaps the gap the gap easily and ghosts toward the two guards. As he does so the halfling draws a knife, waits a moment, then attacks out of the shadows!

Sneak Attack, Alone!: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage, Plus Sneak Attack: 1d3 + 4 + 2d4 ⇒ (1) + 4 + (4, 2) = 11


HP 21/32 | AC 21 |init+5, perc +10 | FRW:9/7/11

Urrkh nodded, then waited for the halfling to jump. He then made his move.

acrobatics: 1d20 + 9 ⇒ (4) + 9 = 13

Nearly stumbling, Urkkh caught himself at the last minute. He took a moment to study the guard, then he ran at the guard on the left, hands out, intending to push him off the roof.

bullrush: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10


perception: 1d20 + 2 ⇒ (11) + 2 = 13

The burning boat is mesmerizing for the two men who are supposed to keep guard on the roof. Orange embers float upwards like fireflies against the night sky and the flames reflect off the water.

Doumane's planned distraction seems to work like a charm as the guards remain oblivious to the halfling's presence as he quietly creeps forward with his knife ready to strike. The rogue almost misjudges his attack with all of the adrenaline coursing through his body but his blade manages to slip under the guards armor and opens a wound that begins to flow freely.

Meanwhile, Urrkh manages to get himself across the gap but does so ungracefully and takes too long to find his footing once he lands. His attempt to bullrush the other guard fails as he momentarily stumbles. By the time he gets to the man, he's lost all of his momentum and merely bumps into the guard.

Roll for initiative!


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

initiative: 1d20 + 3 ⇒ (11) + 3 = 14


Doumane Initiative: 1d20 + 4 ⇒ (14) + 4 = 18


Sorry, I should have already done their initiative...

Guys just doing their job initiative: 1d20 + 4 ⇒ (13) + 4 = 17

Doumane you're up! And your guy is still flat footed and pretty hurt


"Surrender, you idiots." Doumane says sharply, "You don't need to die."

Assuming they don't

Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Attacl: 1d20 + 5 ⇒ (12) + 5 = 17

Damage: 1d3 + 4 ⇒ (3) + 4 = 7
Sneak Damage: 2d8 ⇒ (3, 4) = 7
Damage: 1d3 + 4 ⇒ (2) + 4 = 6
Sneak Damage: 2d8 ⇒ (4, 3) = 7


"Surrender? You're tha ones trespassin'! Do ya know whose place this is?"

As the guard speaks, Doumane skillfully wields his knives to cut the man's femoral artery. Warm blood sprays both half-orc and halfling and the guard falls down, quickly bleeding out.

The remaining guard, still slightly stunned, rallies himself as his co--worker falls and lashes out with his sword. "This is for Lukas, you monster!"

1 Doumane, 2 Urrkh: 1d2 ⇒ 1
attack: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d8 + 1 ⇒ (4) + 1 = 5
crit confirm: 1d20 + 5 ⇒ (1) + 5 = 6 Lucky!

In retaliation for the halfling's carving up of Lukas, the guard's sword comes down on Doumane and opens up a deep gash.


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

greatsword: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Banter was not his thing, so Urrkh kept his mouth shut and swung his greatsword, hoping to chop the guard off the building, since his original plan to push him off had failed.


Doumane inwardly shakes his head at this senseless loss of life and moves in to attack. His shoulder stings from the blow from the guard, and Doumane hopes it doesn't bleed too much.

Can I flank him? If so, I'd like to.

With Flank

Dagger: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Dagger: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19

Damage: 1d3 + 4 + 2d6 ⇒ (3) + 4 + (2, 5) = 14
Damage: 1d3 + 4 + 2d6 ⇒ (1) + 4 + (1, 6) = 12

Without flank

Dagger: 1d20 + 5 ⇒ (3) + 5 = 8
Dagger: 1d20 + 5 ⇒ (1) + 5 = 6

Damage: 1d3 + 4 ⇒ (1) + 4 = 5
Damage: 1d3 + 4 ⇒ (2) + 4 = 6


The guard cries out in pain as Urrkh's greatsword almost cuts him in two. He manages to keep his footing as he sways from blood loss but before he can get another swing in, he is stabbed in the kidneys by Doumane and a cry for help dies on his lips as he crumples.

The roof is fairly extensive in size but there isn't a lot up here. It seems like it's main use was to give the guards a good view of what happens below in the streets and on the water. It doesn't take long for the pair to find the door that leads into the warehouse. Not surprisingly, it is locked.


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Satisfied with the quick outcome of the fight, Urrkh cleanes his sword on his victim's clothes. He then follows Doumane to the door and waits for him to open it.


Doumane wipes his bloody blade on his pants leg before heading over to the locked door. As he passes he grunts to Urrkh, "Search them for keys or anything."

Not wanting to waste time waiting, the halfling tries to pick the lock. Doumane pulls out a small leather satchel, filled with dull metal tools, specially designed to bypass locks and barriers.

Disable Device, Masterwork Thieves tools: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21


AC 21, FF 18, Tch 14 | HP 25/25 | perc +8, init +3

Nodding, Urrkh quickly rolls the bodies, looking for anything helpful.


Urrkh quickly searches the bodies and finds the key on a chain around Lukas' neck. There is nothing else of note on the bodies other than their armor and weapons. In one of Lukas' pockets there is a folded up picture of a young man that bears a striking resemblance to himself, but since it isn't worth any money, Urrkh shoves it back into the pocket.

Meanwhile, Doumane sets to work on the lock with his tools. The lock is quite a simple lock. Obviously whoever installed it didn't think there would be many thieves getting to the roof, especially with guards patrolling. The rogue's efforts are rewarded with a satisfying 'click' as all the tumblers fall into place and the lock releases.

Seconds later, Urrkh is by his side - perhaps a little too closely by his side - thrusting the key into his face.


Doumane pockets the key saying, "Thanks. I doubt an outside guard had a master key but it might open up some doors inside." The halfling glances over at the taller half-orc. "Ok, Urrkh. let's go inside. This is a survey, not an assault. We aren't burning down the building or stealing anything substantial. We get in, get the layout, get a sense of security and bug out. Got it? No grenades. Come on, let's go."

Stealth: 1d20 + 15 ⇒ (9) + 15 = 24

With that Doumane slinks inside.

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