Ahzeem Kazzahd
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Using the Healing Domain ability takes 1 action in itself. That's why I didn't apply it to the area version (3 actions).
| GM Hmm |
Lioness draws his crossbow, but misses with it.
★ --- ★ --- ★ --- ★
Names marked with an bold tag are up!
Walton (-5)
Alice & Alice (-4)
Azheem (-4, prone)
Hercule (-9, +1 status to saving throws vs mental effects)
Rampaging Roast (-42)
Animated Cookware Blue (DEAD)
Animated Cookware Red (-9)
Zibini (-6)
Lioness
Alice the Poppet
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Alice takes a combined action:
- the little girl takes a five foot step
- the ragdoll casts telekinetic projectile (using the knives again) against the roast: 1d20 + 7 ⇒ (20) + 7 = 27 for: 1d6 + 4 ⇒ (3) + 4 = 7 slashing damage.
Then the little girl punches the saucepan: 1d20 + 7 ⇒ (7) + 7 = 14 for: 1d8 + 4 ⇒ (8) + 4 = 12 bludgeoning.
| GM Hmm |
Alice the doll manages to slice almost all of the roast with her knives, but there are apparently a few slices remaining! With the assistance from Walton, Alice the doll hits the very hard pot!
★ --- ★ --- ★ --- ★
Roast slam: 1d20 + 10 ⇒ (10) + 10 = 20
Bludgeoning Damage plus Knockdown: 1d10 + 6 ⇒ (7) + 6 = 13
The confused roast slams at Hercule, and knocks Hercule prone!
Then it charges at Walton...
Roast slam: 1d20 + 10 - 5 + 1 ⇒ (13) + 10 - 5 + 1 = 19
Bludgeoning Damage plus Knockdown: 1d10 + 6 ⇒ (3) + 6 = 9
...and misses!
Also attempting to slam Walton is the Red Pot!
Red Pot Slam!: 1d20 + 11 ⇒ (12) + 11 = 23
Bludgeoning Damage: 1d8 + 4 ⇒ (7) + 4 = 11
This is a successful slam!
And it pulls another cast iron pan (that was somehow stacked inside itself) and tosses it at Walton, but Walton successfully ducks out of the way!
Blue Thrown Pan: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
Bludgeoning Damage: 1d6 + 4 ⇒ (5) + 4 = 9
★ --- ★ --- ★ --- ★
Names marked with an bold tag are up!
Walton (-11)
Alice & Alice (-4)
Azheem (-4, prone)
Hercule (-24, prone)
Rampaging Roast (-56)
Animated Cookware Blue (DEAD)
Animated Cookware Red (-16)
Zibini (-6)
Lioness
Zibini, Goblin Psychic
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Hercule is hurt, but there's only so much reinforcing his mind can do at one time. Zibini instead focuses his feelings of wellness and strength in Walton.
And on finishing off the roast. With a laugh, he sends the knife working at it again.
Then the colors swirling around him burst and he drops heavily to his feet, the room spinning. That always takes a lot out of him.
Restore the Mind to Walton--he breaks 4 HP.
Telekinetic Projectile: 1d20 + 9 ⇒ (10) + 9 = 19 for slashing damage: 1d6 + 7 ⇒ (1) + 7 = 8
Zibini's Unleashed Psyche then ends, and he's Stupefied 1 for 2 rounds.
| GM Hmm |
Zibini neatly slices the remainder of the Rampaging Roast, then heals Walton a bit. The slices of roast fall haphazardly on a platter held out by the dwarven cook and her assistants. There is only one slightly dented pot left. Can you take it out?
★ --- ★ --- ★ --- ★
Names marked with an bold tag are up!
Walton (-7)
Alice & Alice (-4)
Azheem (-4, prone)
Hercule (-24, prone)
Rampaging Roast (DEAD)
Animated Cookware Blue (DEAD)
Animated Cookware Red (-16)
Zibini (-6)
Lioness
Ahzeem Kazzahd
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Ahzeem calls out once more...
"My great Goddess, Sarenrae, I plead for your divine healing for your humble servant's companion."
...and casts a spell at Hercule...
Heal(2-actions; 1L):: 1d10 + 8 + 4 ⇒ (2) + 8 + 4 = 14
Applying Healing Hand feat and Healing Domain bonus. 3 actions total.
Spoiler:
The target regains additional Hit Points from healer’s blessing only the first time it regains HP from a given healing spell, so a spell that heals the creature repeatedly over a duration would restore additional Hit Points only once.
Heightened (+1) The additional healing increases by 2 HP.
Note: Did not add the +4 to area because it takes and action to use. Still prone.
| GM Hmm |
Azheem uses all three actions to heal Hercule!
Also, I failed to notice this earlier, but Alice cracked the Red Pot with her mighty blow earlier, so it is now both easier to hit and damage. Red is now officially a Crackpot.
★ --- ★ --- ★ --- ★
Names marked with an bold tag are up!
Walton (-7)
Alice & Alice (-4)
Azheem (-4, prone)
Hercule (-8, prone)
Rampaging Roast (DEAD)
Animated Cookware Blue (DEAD)
Animated Cookware Red (-16, Cracked!)
Zibini (-6)
Lioness
Hercule Purroit
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@GM: Please double check your math. -9 -13 = -22 +14 = -8
“Thank you, Azheem!” Hercule calls out as he gets back to his feet.
Once on his feet he immediately goes over to the pot and attacks with his sword cane.
Sword cane: 1d20 + 7 ⇒ (13) + 7 = 20 Agile, concealable, finesse
Piercing damage: 1d6 ⇒ 2
Lioness Lapping Blood
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"This thing's goose is cooked! At least I think I saw a goose in there," Lioness says.
He flings a meat tenderizer at it with the power of his mind.
◆◆Telekinetic Projectile: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Then raises a divine ◆ Shield to protect himself.
| GM Hmm |
I'll trust your math over mine any day.
Hercule pierces the pot with his sword cane, while Lioness whacks it with a meat tenderizer!
★ --- ★ --- ★ --- ★
Names marked with an bold tag are up!
Walton (-7)
Alice & Alice (-4)
Azheem (-4, prone)
Hercule (-8, prone)
Rampaging Roast (DEAD)
Animated Cookware Blue (DEAD)
Animated Cookware Red (-24, Cracked!)
Zibini (-6)
Lioness
Walton Dilcox
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Now that's some good slicin' Walton yells back to Zibini. I'm still gonna pass on eating it - you know, causa the whole 'too raw' thing - but I've seen plenty a surgeon's worse with a scalpel and they had to use their hands!
Realizing its probably better to wrap this up first before people come in about the loud bangs and commiserate and compliment later, Walton then unloads another shot into the surprisingly durable cookpot.
Strike: 1d20 + 13 ⇒ (10) + 13 = 23 for Piercing: 2d8 + 2 ⇒ (5, 4) + 2 = 11
Reloading once more, the now quite annoyed man sees Alice distracting it from the other side and tries just bashing the dang thing
Strike (w/ stock, v flat-footed): 1d20 + 10 - 5 ⇒ (8) + 10 - 5 = 13 for Bludgeoning: 1d4 + 2 ⇒ (3) + 2 = 5
Alice the Poppet
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The Alices take a combined action.
- The ragdoll will boost the little girl
- The little girl will strike the pot: 1d20 + 7 ⇒ (12) + 7 = 19 for: 1d8 + 6 ⇒ (4) + 6 = 10 bludgeoning.
The little girl will strike the pot again (with its secondary attack): 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15 for: 1d6 + 6 ⇒ (6) + 6 = 12 bludgeoning.
| GM Hmm |
Bang! Bong! Craaaaaaaack!
The pot falls to pieces and the combat is over!
Danya the dwarven cook recovers from her winded state. "Look at this mess. Busted pots. Sliced meat everywhere. Well, nothing for it, dearies." She sighs. "The roast will simply be served pre-carved."
As her cowering assistants come out from hiding, she rallies them. "Don't just sit there gawping about, recover as much meat as you can!"
COMBAT OVER
Feel free to take time to refocus, heal, and chat amongst yourselves.
Lioness Lapping Blood
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"Six second rule!" Lioness declares before scooping a piece of meat off the floor and eating it.
Why six seconds and not five? ◆Move ◆Interact ◆Interact, of course.
Having, fortunately, avoided getting hurt, he looks around at the others to treat their wounds.
Unfortunately, Medicine isn't his strong suit, but he gives it a try, starting with the least injured.
Medicine (Treat Wound Azheem): 1d20 + 4 ⇒ (10) + 4 = 14
I'll try with everyone else, too but if we're on a time crunch, I'll let people with more skill try first.
Walton Dilcox
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Walton strides over to Ahzeem and extends the man a hand Here. Looks like you took some good hits there. But made sure the rst of our hits were a bit softer, so thanks.
Ahzeem Kazzahd
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Ahzeem accepts the hand up and starts work on the others...
Walton:
Ahzeem Kazahd's Medicine (T): 1d20 + 9 ⇒ (15) + 9 = 24
Alice & Alice (the one that is hurt. If both are, I will make another roll:
Ahzeem Kazahd's Medicine (T): 1d20 + 9 ⇒ (6) + 9 = 15
Hercule:
Ahzeem Kazahd's Medicine (T): 1d20 + 9 ⇒ (5) + 9 = 14
Zibini:
Ahzeem Kazahd's Medicine (T): 1d20 + 9 ⇒ (2) + 9 = 11
Ahzeem will then take out a minor heal potion and drink it.
Minor Healing Potion vs. Self: 1d8 ⇒ 7
Lioness Lapping Blood
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Lioness will try to help those Ahzeem wasn't able to.
Medicine (Treat Wounds Hercule): 1d20 + 4 ⇒ (16) + 4 = 20
Medicine (Treat Wounds Zibini): 1d20 + 4 ⇒ (18) + 4 = 22
Ahzeem Kazzahd
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I wasn't sure what to roll for each. Looks like only only Walton and Alice worked. No Critical Failures though.
Walton healed: 2d8 ⇒ (2, 1) = 3
Alice(one of them) healed: 2d8 ⇒ (1, 8) = 9
That took 40 minutes (10 each).
Zibini, Goblin Psychic
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"If somebody needs magic healing, I can help," says Zibini wobbily, "Just... give me a moment first..."
The Stupefied condition lasts only two rounds, so over quickly out of combat.
Hercule Purroit
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Alice is a summoner, so there is only one HP pool between the two of them.
Also if someone does a Treat Wounds, it is an hour before anyone can Treat Wounds on them again. Doesn’t matter if it is a failure or success, it is still an hour before anyone can do it again.
Walton Dilcox
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Yeah, take a squat if you need Zib Walton says. Setting his gun down for a bit, he helps the waitstaff scoop up the meat chunks now spread about.
Hope you didn't still need to use those pots for mash or anything.
Hercule Purroit
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Hercule cleans off his blade before sliding it back into the cane. He then fiddles with his hat and his clothing starts cleaning itself.
He helps with the cleanup in the kitchen. By the time that is done and Ahzeem has treated Zibini, he is completely healed and Immaculately clean. See his invested items.
“Well, seems things are settled here. That makes four tricks. Only one more to deal with.”
He takes an appetizer from one of the trays and delicately munches on it.
Zibini, Goblin Psychic
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"Thanks," says Zibini, though he didn't think that Ahzeem's treatment had been all that effective. Instead, the little goblin drinks one of the potions Safa had given them when he's not looking.
potion: 1d8 ⇒ 7
"We need to keep moving." Zibini starts to move toward the south, but hesitates. "Or should we check on the party?"
| GM Hmm |
After a few minutes, you realize that continuing to move through the party would still be checking on the party.
★ ---- ★ ---- ★ ---- ★
Rows of comfortable seating and study tables fill this room, strategically arranged to take maximum advantage of the natural light provided by a wide window. The handful of guests currently occupying this space are embroiled in a lively but frivolous debate over the merits of different horse-training methods.
But when you open the door to the library to the south, you hear a woman's cries for help and discover one of Safa's tricks!
★ ---- ★ ---- ★ ---- ★
Ashwood shelves line the walls of this spacious library, some filled to capacity with Pathfinder Chronicles, Society records, and local history. Other shelves stand half-empty, awaiting future donations and volumes on order from distant lodges. In the far corner, an iron spiral staircase leads to the upper levels. However, the library's floor, which should be stone covered in fine rugs, instead glows fiery orange and bubbles with a molten heat that radiates through the open double door. “Thank goodness!” calls a hijabi halfling from her perch atop a large armchair. “Give us a hand, would you? The floor is lava!”
Ahzeem Kazahd's Society (T): 1d20 + 5 ⇒ (15) + 5 = 20
Lioness Lapping Blood's Society (T): 1d20 + 8 ⇒ (2) + 8 = 10
Hercule Purroit's Society (E): 1d20 + 10 ⇒ (17) + 10 = 27
Alice's Society (T): 1d20 + 7 ⇒ (19) + 7 = 26 Includes Level Bump
Alice the Child's Society (T): 1d20 + 4 ⇒ (3) + 4 = 7 Includes Level Bump
Hercule, Alice and Azheem instantly recognise the halfling in the armchair as Casira bint Meji. "I was taking stock of the Society's collection when the floor melted, and scrambled up onto this chair, barely avoiding a hot foot!"
There is also a pair of bright-haired gnomes here huddled together on the large table.
"Oh, where are my manners?" Casira says, gesturing to the gnomes. "These are the merchant siblings Nashwadin and Naqi Bousad."
Nashwadin and Naqi wave at you, visibly torn between childish delight and fear of real injury. "There'll be no bleaching today," Naqi nods, "but I'm worried that there will be no more us either if we don't get out of here!"
★ ---- ★ ---- ★ ---- ★
The library floor is hazardous terrain, and you can feel the fiery heat radiating off of it. The only safe way across, barring creative solutions, is to Leap along the furniture and out the open doors or to the stairs. The lava fills only this room and stops right at the frame of each door, as though held by an invisible barrier. Judging from the color of the metal, it doesn't heat the metal stairs.
You can leap with Athletics or Acrobatics, and longer leaps are harder. These leaps become even harder if you are carrying someone. You can also aid others with a DC 15 check in this challenge.
★ ---- ★ ---- ★ ---- ★
And because it has been several days, this is where the GM kindly reminds you that you received a feather token in the lounge from Khayrat.
★ ---- ★ ---- ★ ---- ★
What do you do?
Hercule Purroit
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First Hercule reassures everyone that they will be rescued.
“No need to fret, I’m sure we will be able to get you to safety quickly. Let me just look over the situation and confer with my colleagues on the safest way to do that!”
Doesn’t sound like a diplomacy is required. If it would help please let me know.
“I am Hercule Purroit. I am pleased to meet all of you.”
Since none of the furniture is burning, he takes a little time visually searching the room for any hidden surprises.
Walton Dilcox
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Well, gotta say this prank’s a bit more impressive than expected. Walton says as he surveys the room.
The gunslinger squints at the makeshift platforms the guests are taking refuge on. At least the furniture doesn’t seem to be cooking. Or is it burning/sinking? looking to the others, he asks. Any of ya got a grapplin’ hook of some sorts? We could get it around that far couch could drag it through like a makeshift raft or bridge. Get them all a bit closer.
Initial thought at least. Walton can also hop about pretty Acrobatically. At work atm but also thinking of other ideas.
Hercule Purroit
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“I have rope, but fear I do not have a grapnel.”
“We do have the ladder that we should be able to position between here and the table. I believe it would be just long enough to reach from here to there.”
“What if we strung a rope from that door” pointing to the door opposite the stairs “to here so that people could hold the rope as they move. We would need to figure out a way to steady the rope, perhaps some of us holding it once we get it in place.”
Ahzeem Kazzahd
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Ahzeem casts a spell (Read Aura) and concentrates on the floor....
Traditions: arcane, divine, occult, primal
Cast: 1 minute (somatic, verbal) Range: 30 feet; Targets: 1 object
You focus on the target object, opening your mind to perceive magical auras. When the casting is complete, you know whether that item is magical, and if it is, you learn the school of magic.
If the object is illusory, you detect this only if the effect's level is lower than the level of your read aura spell. NOTE: Honestly not sure if the floor is considered an object or not. If not, I will have to change the action.
Lioness Lapping Blood
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"But...and how...why isn't it...lava's..." Lioness gestures around to all the impossibilities in the room.
Then, he just shakes his head, chalks it up to genie magic and gets to work.
"We can use the ladder to get from here to the couch then from the couch to the table. Once we're on the table, it should just be stretching to reach Casira, then everyone can use the ladder to the stairs. Of course...we won't all be able to go. Probably only 2 of us," he lays out a plan.
"Why lava, though?" he wonders.
Alice the Poppet
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Alice will cast Summon Fey.
A Haniver appears flying in the middle of the room.
It lifts the gnome and carries it out of the room, then flies back into the room to carry the gnomes out (one at a time).
The haniver's STR is +1 (giving it a carrying capacity of 6 bulk), and a small creature weighs 3 bulk
Hercule Purroit
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Seeing the flying fey appear, Hercule says “I’m not sure that will work…”
Although they fly, I assume they are still going to need to do the skill check and the creature’s acrobatics is worse than some of ours.
Hercule does his best to help by giving advice as the fey attempts to fly people out.
I’m guessing it would be three checks. Aid bonus doesn’t stack.
Acrobatics to Aid with Casira: 1d20 + 7 ⇒ (5) + 7 = 12
Acrobatics to Aid with Nashwadin: 1d20 + 7 ⇒ (17) + 7 = 24
Acrobatics to Aid with Naqi: 1d20 + 7 ⇒ (12) + 7 = 19
If any of them look like they will fall, Hercule will jump in and try to save them.
| GM Hmm |
Alice, your fey will still need to make acrobatics checks to fly with such a heavy load! I think this is an interesting plan, but it might be good to let the other players come up with fail safes first?
| GM Hmm |
GM, catching up!
Back to the Haniver
The GM finally had the opportunity to click the link on the Haniver, and discovered that this fey is tiny. As a result, it subject to the bulk restrictions for tiny creatures. Although Haniver's are strong for their size, the rules limit how much bulk they can carry. They are not strong enough to carry the gnomes out.
However, this GM is interested in creative solutions. The Haniver could be used to carry rope which is bulk light, and could certainly assist with other aspects of the rescue operation. Let's call flying rope over and tying knots a healthy +2 bonus that can help all other characters with this rescue operation.
Hercule Purroit
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Hercule says “Alright, I’m fine with the way Lioness suggested.”
He expands the feather token ladder and sets it so it goes to the couch.
“Who wants to hold the ladder and who wants to go across? I’m pretty good at balancing.”
I think that Walton is the best, with Ahzeem and Hercule being slightly behind him in skill. Hercule is willing to do it.
Walton Dilcox
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I can shimmy across Walton says, unlsinging and laying his gun down in the study room. Oh! he says with surprise as the ugly fey appears. Well if you can get that thing to carry some rope Alice that'd be mighty helpful. Mite more useful than the last time ran into gremlins on a job. he adds, oblivious to the unintentional pun.
So, if I understand plan:
*ladder token to make ladder
*ladder from doorway to couch, I (and maybe another?) go across
*From couch, I/those on couch shift/move ladder to span couch-to-table
*get those on table across to couch, the couch to safety using ladder
*repeat with couch-to-chair, couch-to-safety with Casira
All the while (or for the first bit at least, so go quick) with a gremlin helping fly rope to assist
If so, Walton's good to move ahead! Would Acrobatics checks be needed to crawl carefully across the semi-horizontal ladder? To carry the gnomes across it (or would they be able to climb across themselves if a ladder)? Just let me know how many rolls would be needed. Assuming at least one:
Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13+2 from Haniver-aided rope, not counting any other potential aids.
Hercule Purroit
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Hercule helps steady the ladder for Walton, then crosses so he can help from the couch.
Acrobatics to Aid Walton, various prep: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
Acrobatics to cross, various prep: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
| GM Hmm |
STEP 1: THE COUCH
With catlike grace, Hercule aids Walton and then clambers over successfully. You are both now on the couch! You may now make your rolls for the next part of this process.
The haniver says in an undervoice, "Loving the lava aesthetic. Sure you guys don't just want to dive in?"
Will you be attempting to carry the gnomes out, or assisting them to cross themselves? Assisting requires a Diplomacy or Athletics check, but then the NPCs have their acrobatics to try to cross.
Hercule Purroit
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Hercule looks to Walton. “Do you want to carry them, or shall I?”
Willing to carry the NPC or have Walton do it. If I don’t carry, I will assist by holding the ladder in place.
Zibini, Goblin Psychic
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"I'm light," Zibini offers. Climbing over the lava looks exciting! ...but without being any bigger than the victims, he's not sure what he could do that would be useful once he got there.
Hercule Purroit
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Hercule pauses to look at the situation and Zibini.
“Not sure what you can do, Zibini, but anything that makes this safer is appreciated.”
Guidance for whomever is to carry the NPC? If there is something else you can do, make a suggestion.
Hercule may be proud, but he is also willing to accept help.
Ahzeem Kazzahd
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Ahzeem watches nervously as he whispers a prayer for his companions.
No Guidance here. Had a GM in the past that kept saying it would work for whatever reason so I gave up trying to do so.
Hercule Purroit
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The target of a Guidance is immune to further uses for an hour. That is the normal spell, but the psychic changes a lot of the normal rules. I have no idea if this is one of the things they change.
Walton Dilcox
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Walton guidanced himself in the kitchen kerfuffle, so is immune himself for a bit longer. Thanks for the offer though (and the ladder steadying aid.)
Think I can grab 'em Walton replies to Hercule. Got a few muscles. 'Course maybe you do too he says giving the catfolk another glance not used to knowing how to tell under fur.
Looking over to the gnomes on the table, he calls out. All right: I'mmma head over now for some piggyback rides if that's all right. Just hang on tight.
So that would be an Acrobatics for each leg of each trip, four in total (to them, carry them back over, to the other, carry the other back over)?
Acrobatics: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Acrobatics: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Acrobatics: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Acrobatics: 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Zibini, Goblin Psychic
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Zibini grins. A goblin's sharp-toothed grin is not necessarily reassuring, but he radiates confidence.
"They're gonna get you out of there, don't worry."
Really, literally radiating confidence.
Sure, guidance for Walton and Hercule.
Hercule Purroit
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Hercule attempts to keep the ladder steady as Watson moves across it with varying amounts of success. As he does this, he tries to chat up the guests. “I do hope that other than this minor inconvenience you have enjoyed the party. Think of the tale you will have to tell after this!”
Hercule Purroit's Acrobatics (T), fey and Prep: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29
Hercule Purroit's Acrobatics (T), fey and prep: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Hercule Purroit's Acrobatics (T), fey and prep: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16
Hercule Purroit's Acrobatics (T), fey and prep: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10 Hero Point reroll, The aid roll is supposed to happen before the check and I would not have left a crit failure on Aid
Hercule Purroit's Acrobatics (T), fey and Prep, reroll: 1d20 + 7 + 2 + 1 ⇒ (13) + 7 + 2 + 1 = 23
Hercule will switch out with someone who has hero points if the want to steady the ladder
| GM Hmm |
Step Two: Rescue the Gnomes -- Completed!
As Walton travels along, the Haniver chants in an undertone, "Lava bath, lava bath! I hear they're quite therapeutic."
The fey looks positively pouty as Walton, with the aid of the Rope and Hercule, makes it across all four times to rescue the gnomes.
Does someone else want to take over ladder dutry before Walton attempts Step Three, Rescuing Casira?
Lioness Lapping Blood
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As Hercule starts to look a little sapped by the process, Lioness comes up and takes over with steadying the ladder.
Acrobatics, fey: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Acrobatics, fey: 1d20 + 5 + 2 ⇒ (3) + 5 + 2 = 10
Acrobatics, fey: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Acrobatics, fey: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
I'll re-roll that 3 with a hero point.
Acrobatics, fey: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
"Almost there!" he calls out encouragingly.
Walton Dilcox
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Okay Miss Casira. See, nothing to worry about.Walton calls out to the remaining gnome as he heads over towards her. Just another twenty-odd feet then you’re home free. It’ll be a good story to tell while you’re enjoying some grub.
Acrobatics: 1d20 + 10 + 2 ⇒ (20) + 10 + 2 = 32
Acrobatics: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Acrobatics: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Acrobatics: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Maybe don’t go for the beef though