Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Starting to look like it.
I think that games hold together with regular posts. How regular is a matter of debate, but I like once every two days my self.
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
A little sad. Unfortunately, a lot of games go this way.
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark pulls out an alchemist fire vial, and throws it
grenade
alchemist fire: 1d20 + 4 ⇒ (16) + 4 = 20 touch
damage: 1d6 + 2 + 1d4 ⇒ (4) + 2 + (4) = 10 fire x 1.5 vs swarm?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
A crypt? Something to look forward to
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Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark assists the looking for loot. And traps and such, but loot first
perception aid: 1d20 + 4 ⇒ (9) + 4 = 13
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Card shark reloads his pistol
So is it a creature...or something else?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Oi! Surrender!
He shrugged
Worth a try
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
That's odd. Do creatures like that run away?
He shrugs. If it wanted to surrender, it should say so. He moves for a more clean shot
pistol: 1d20 + 6 ⇒ (14) + 6 = 20 Touch
damage: 1d8 + 1 ⇒ (1) + 1 = 2
likely still gets cover. Oh well
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark opens fire
pistol: 1d20 + 6 ⇒ (17) + 6 = 23 touch
damage: 1d8 + 1 + 1d6 ⇒ (5) + 1 + (3) = 9
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark draws his pistol, and follows
perception aid: 1d20 + 4 ⇒ (17) + 4 = 21
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Interesting. I wonder what's down there?
Cardshark shines a light down the shaft to look
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Card shark holsters his pistol, after reloading it, and smiles.
Weird abominations aside, this is starting to be profitable.
He is literally rubbing his hands in anticipation
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Fussfoot, I just saw this. I thought it might be handy
Oddities for an Egyptian Tomb
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Another one! Damn it!
His pistol out, he fires
pistol: 1d20 + 6 ⇒ (11) + 6 = 17 touch attack
damage: 1d8 + 1 + 2d6 ⇒ (6) + 1 + (4, 3) = 14
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark looks at the head.
Yeah. I guess so
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Hmm?
Cardshark looks at the game
i think the locals play that game
Is it a Senet board?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
yes, yes, loot. Maybe it had loot. What loot would a flying head have, I mean earrings? A circlet?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
t t t t that was horrible. Ugh Cardshark visibly shakes himself.
And way too close. Do you think there are more?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
mmmm mm m mmmmmm mmmm. MMMM
Cardshark dynamically stays paralysed
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark lines up his shot
fort: 1d20 + 1 ⇒ (10) + 1 = 11
And is promptly paralysed
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Sniffing Cardshark says Where is that smell coming from?
perception: 1d20 + 4 ⇒ (19) + 4 = 23
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
A key means a lock. We should keep alert to that
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark watches carefully
perception aid: 1d20 + 4 ⇒ (4) + 4 = 8
But doesn't see much
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Always he grins
perception aid: 1d20 + 4 ⇒ (9) + 4 = 13
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
That's a bit unlikely. It was either a trap or something very nasty
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
perception aid: 1d20 + 4 ⇒ (4) + 4 = 8
sound of weeping
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
hmmm
appraise: 1d20 + 7 ⇒ (3) + 7 = 10
Why hath the dice abandoned me?
I dunno. It was with this valuable stuff, so it may be important.
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
perception aid: 1d20 + 4 ⇒ (5) + 4 = 9
the dice do not like me lately
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
perception aid: 1d20 + 4 ⇒ (2) + 4 = 6
A secret compartment? Or a passage?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
perception aid: 1d20 + 4 ⇒ (6) + 4 = 10
Uh, yeah. Sure
Cardshark pulls his attention from the small whirlwind.
Knives are fine, but I prefer pistols myself
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
aid perception: 1d20 + 4 ⇒ (2) + 4 = 6
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
aid: 1d20 + 4 ⇒ (5) + 4 = 9
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
perception aid: 1d20 + 4 ⇒ (16) + 4 = 20
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark checks the corpse's pockets
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Grave robber, yes. I am more concerned about what beheaded him. But yes, heh, an embarrassing place to rest.
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark looks at the corpse
How...? That's not right
perception: 1d20 + 4 ⇒ (18) + 4 = 22 looking for what cut the head off
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
For the grenades cark shark got (4 of them) do I just use the grenades in ultimate equipment?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Looks like a...pond, bath maybe. The water came from there he said pointing at the bronze spigot.
He thinks
That much bronze would sell for a pretty penny
Cardshark moves to look through the archway
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Ha! Friendly fire Cardshark chuckles.
No such thing in my experience
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Good to hear you are Okay
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
OK, a MW pistol and some hand grenades :)
And medic kits
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Troll styptic: are trolls a thing still in the world?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
Cardshark will stick with his pistol and rifle.
How much is there to spend again?
Human, male, rogue 2 (underground chemist, gun smuggler) HP 16/16 fort +1 ref +7 will -1 Cmb +1 Cmd 14 perception +4
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