Personally I think a smaller group tends to make a PbP move better, since you are waiting on less people to make their regular posts. If all four are fairly active it can actually be quite speedy compared to larger groups. I can honestly adapt the encounters to suit a smaller party as needed, and if that helps make things like combat move along a little speedier then all the better. I do also have some tricks I've picked up over the years that helps PbP combat a little bit. I didn't really look into how your GM was doing it before, but I'll scan back and see if something else might have helped there.
Ship vs Ship combat becomes more of a thing later on, and it may have been that the previous GM decided to "hand wave" some of that off. I think it definitely adds a cool element to the AP and it would be a shame to avoid it all together, but its a balancing act of keeping everyone engaged while providing a good action sequence. The problem with the initial system in the AP is you had one or two people heavily involved and everyone else was sitting around waiting for it to be over. This deserves a bit of looking into...
If the other players are good with it, and everyone is good with a post or two a day, I think this would be enjoyable. I'll wait to see what some of the others say and will do a bit of research in the meantime.
Let me take a peep at things and see what is what. I recently found some time to return to the PbP world and while I was hoping to get a little more involved from a player perspective, I do a lot of GMing for PFS obviously, I might be keen on taking on a GM spot. I have a deep personal love for all things piratey :)
Couple questions for the group:
1. What is your average posting rate? Did the former GM have any specific expectations in that area? Obviously I'm hesitant to step into any group where it takes several days for some to respond, as I find that a good flowing pace is what helps keep things together. Are any of the players unable to post daily?
2. Are you opposed to adding additional players or do you want to keep the group at 4 members?
3. Mechanically speaking, how were you all handling the ship combat? Having ran S&S before I found the original system severely lacking. We tried using the alternative rules from another system but that failed as well. I recently had the inspiration to try and adapt the Starfinder ship combat system to S&S because of the way it flows, but I have yet to actually test this out or figure out how to migrate the statistics.
4. What is the main focus for the group in terms of what they enjoy? In other words, combat heavy, RP heavy, etc. What has helped keep their attention the most?
Sorry I've been away all. Had a no-weekend of work on Saturday and Sunday and was remote on Monday and Tuesday. Trying to get some emails caught up and I'll get something posted.
I'd definitely loved to have seen it keep going, but it was really hard to keep a steady rhythm with the pace the way it was. I felt like days would go by with nothing while we were waiting for folks, and it was dragging on everyone as a whole. Its really hard to GM PbP when you always feel like you need to keep pushing the pace.
I know this will be a bit of a slow point in the game, as folks handle the treasure and such from the last book. I'm watching the thread closely, and can respond as needed if you have any questions for me. Once you all have everything settled, characters are updated, and you are ready to kick off the next leg of the adventure just let me know.
If you have any questions or interactions with the various town NPCs please keep those in the gameplay thread, where I can respond accordingly.
Folks, as much as I hate to do this, I'm going to bring this game to a close. We seem to have reached a point where regular posting has dwindled down to almost nothing, with no posts at all last week, granted Bart was out of town for the week.
I blame some of this on myself, as I found it hard to follow an AP structure and keep it interesting for an evil party. I did what I could to keep it fun, but in the end it was just really hard to give you all a reason to do anything besides consume anything you came in contact with.
Hopefully you all had some good times for the past 18 months or so that the game ran. I know I had an enjoyable time watching the antics that you all came up with. I will definitely tell stories of the game in the future and will remember each of your characters with fondness.
I will leave the campaign open for another week or so before marking it as closed.
Trunau isn't huge, but there are magical goods available thanks to a few of the shops. I would say you can pick up pretty much any 1st and 2nd level scroll, with a chance for 3rd and 4th. That would be the limit on scrolls. Most potions would be available. As far as arms and armor, +2 total enchantment would be the limit. If there is something specific that anyone is looking for I'll consult the town info and make a roll accordingly.
Understand that while you are working to defeat a much larger threat, there isn't an actual timeframe involved. Which means if you want to take the time to travel somewhere for better gear, that is an option. Also you do have time for research, crafting, etc.
Hey, intestinal distress is part of the whole renaissance experience. Points for authenticity.
Too authentic for my tastes! Although I have to say, it was delicious going down. The only reason I feel it was the guilty party is that my wife was also ill and its the only thing we both shared. So it was either that or we picked up something from all the scrawny little nose-picking urchins that people felt required to bring along with them to the fair. :)
Eager to be done with the place, the party moves back through the upper halls until they reach the latrine where they made their initial entrance. Climbing back down into the filth was a foul prospect, but the secret entrance was likely their best route of escape, hoping to avoid conflict with the scores of orcs and ogres that were seen from above. Once in the sewage room, they make their way back down the tunnel to the entrance leading out into the barren moat area. Surprisingly the orcs that were present in the area when they entered are nowhere to be seen. Loud shouts begin erupting from further along in the courtyard, and the definite sound of battle can be heard from that direction.
Using his magical cloak, the god-being Jaghal quickly soars into the air to get a better look at the situation as the rest of the group make their way out of the tunnel and up the side of the moat wall. From high above, Jaghal easily makes out what can only be described as a grand melee. Orcs, ogres, ogrekin, and giants are all gathered in the main courtyard, and no clear battle lines seem to be drawn. Giants swing massive clubs through the air, crushing and hammering into orcs and ogres, while the smaller creatures hack and tear at the giant's legs and each other. One thing is for sure to the little gnome, there will be no clear winner to this fight.
Circling back towards the group, the gnome relays the information and suggests that now is the time to make a break for it. The party travels back towards the Esk, where the barge is still moored. Signaling to the crew, the group quickly boards and prepares for the long journey back up the river. The trip is mostly uneventful, with the downtime a welcome change from the pace that had been set for them since they first left Trunau. Several days later they reach their disembarkation point, and the captain and crew wish them each a fond farewell. Shortly thereafter, the party finds themselves back within the walls of Trunau, with much of the rebuilding complete and the city in much better shape than when they left it, nearly three weeks ago.
As news of their arrival spreads, the party is greeted by friends, family, and strangers alike. The entire town turns out to welcome the heroes home, and many hours pass before the seemingly endless supply of free drinks begins to lessen. The heroes each turn in for the night, some needing the help of others to make it home, but all thankful for the rest and relaxation coming their way that they have well-earned.
After several days of rest, the party is summoned to the council chambers where Halgra and Silvermane await to speak with them in private. Over the next few hours the heroes report what they have discovered and experienced since their departure, and recount the details of their mission to Redlake.
Most disturbing to the council is the news that this Storm Tyrant is gathering an army of giants. It is no secret that this army would threaten not only Belkzen (and the town of Trunau), but also the other human nations bordering the huge mountain range, including Lastwall, Molthune, Nidal, Nirmathas, and Varisia. Halgra and Silvermane both seem to greatly favor the idea of the heroes should encourage them to travel to the valley to try to stop this Tyrant before he can assemble his army, thus preventing untold bloodshed and destruction across western Avistan. Fortunately, the group found a map to this “valley of giants” among the dowry of the hill giant chieftain Grenseldek in Redlake Fort.
The group also produces the two halves of the geode, showing the city leaders what can only be some sort of map. Agrit Staginsdar immediately recognizes the strange map for what it is, a path to the secret location of the tomb of Nargrym Steelhand. Adventurers and treasure seekers have long sought the tomb, as according to dwarven custom, Nargrym was laid to rest with his armor, weapons, and riches, including the magical steel hand that allowed the hero to wield the giants’ own weapons against them.
Nargrym Steelhand was a famed giantslayer from the dwarven Sky Citadel of Janderhoff in Varisia. He slew many giants to defend Janderhoff’s mining interests in the Mindspin Mountains, even the fire giant Gunderoth, called Dwarfskinner, who scorched the living flesh from nearly 30 dwarven miners. But though Nargrym’s legend remains strong, the circumstances surrounding his death were grim and mysterious.
After Gunderoth’s defeat, Nargrym’s own squire and kinsman, Lokmorr Edergun, cravenly stabbed Nargrym in the back out of spite and jealousy. Lokmorr took credit for slaying the giant himself, claiming it had killed Nargrym, and was heralded as a hero. But a priest of Torag named Byrim Forgepride discovered Lokmorr’s crime and confronted the kinslayer about his betrayal and deception. Believing he might still pull off his ruse, Lokmorr turned upon the priest and slew him as well. Although Lokmorr tried again to cover up his dark deeds, he was unsuccessful, and the ruling council of Janderhoff branded his forehead with the mark of the betrayer, struck his family name from the dwarven histories, and sentenced Lokmorr to be trapped alive in the tomb of the hero he had murdered.
According to the map, the tomb lies on the way to the giants’ valley, and if it still exists, recovering such a cache would prove
invaluable in a fight against the Storm Tyrant’s giant horde.
Ok, thats the heavy part out of the way. We are now free to engage any of the NPCs you wish as well as handle any other activities you need. Selling of goods, upgrading gear, and so on. These next few days will probably be fairly free form, so please feel free to post individually with whatever actions you wish to take or discussions you wish to have. I'll consider any conversations with the council to be happening when you are all summoned, but there are obviously other NPCs that most of you have interacted with within the city that you are free to seek out.
Sorting through the room yields little of value, however one of the finger fetishes that Mugmuff pulls down does appear to have a rather valuable jade ring still attached to it. Scanning the ring for magical energy does not prove useful, as it appears mundane in nature.
The ring is worth 300gp. There doesnt appear to be anything else of note in the room.
Hey all. Sorry for my absence. Today is my first day back to work after being laid low with a stomach bug. A renaissance fair turkey leg was the likely culprit, and has earned my eternal enmity.
Hey all. Sorry for my absence. Today is my first day back to work after being laid low with a stomach bug. A renaissance fair turkey leg was the likely culprit, and has earned my eternal enmity.
Basically, with the exception of the closing montage, you all are done with book 2. Anything you do now is purely a side mission type thing. There are tons of encounters in the keep, so you are welcome to spend as much time as you want there. However, it won't make any difference in exp since I am doing things based on chapters.
Once you are ready to leave the keep the suggestion in the AP is to hand wave the exit and trek back to Trunau, and that is the plan I intend on following.
Moving down the hallway, in hot pursuit of Bart, the group finds themselves faced with yet another closed door. Mugmuff quickly checks the door between dance moves, fumbling with his picks several times as he attempts a rather difficult maneuver involving a spinning pirouette followed by a sashay to the left, but finally manages to get the door open. This filthy bedroom contains little more than a lumpy mattress heaped with twigs, mud, and hopefully little else, although the stink of sewage in the room indicates otherwise. Dozens of humanoid fetishes crafted of bits of leather, straw, corn husks, twigs, and bones hang from cords throughout the room.
@Giz - Nothing really stopping you from doing so. You have at least 5 hours left on the activation.
@Jaghal - You can see some creatures moving about the top of the ruined towers. It shouldn't be a stretch that someone in the party could identify them as ogre-kin, an smaller offshoot of the ogre race.
If you look at the map you can see both doors lead to the balcony. The area they overlook is shown in the bottom part of the map, since it is on so many levels.
Opening the door the cavalier finds himself upon a balcony overlooking the main inner yard of the keep, some sixty feet below. The yard itself is overgrown with vegetation and saplings, although rough paths can be seen trampled through the greenery. After taking a moment to carefully observe the area, Corentin and the others spot several ogres moving through the area, or just lazing about. Looking out across the battlements the party can see the moving forms of both ogres and orcs, as well as several giants. All in all there are easily two to three score of enemies almost in plain sight. Luckily none of them seem overly concerned with the keep's balcony, as it does not appear you have been spotted.
All three potions are potions of cure serious wounds
The axe is a +2 handaxe, and will resize to fit the wielder
The armor is +1 scale, and will resize
Looking at the geode, when you compare it side by side with the existing one found in Trunau, you see that they fit together perfectly. Using your knowledge skills, you can definitely see that this forms some sort of map. Further research may be needed.
@Szacha - Its a handaxe, larged sized, but per my rules on magic weapons and armor it will resize to suit the wielder.
There doesn't seem to be any noise or alarms being raised so far, so it appears your efforts have gone unnoticed for the most part.
Coming at the blubbering mass all at once, the goblins explode into a fury of offensive power. Nurpus levels Purpus at the woman, firing off a shot that hits her right between the eyes and rocks her back on her feet. The shot is quickly followed by an explosion as Torch hurls another flaming bomb at the impossible to miss target, the projectile shattering upon impact and covering the creature in liquid flame. Bart and Woofy continue to assault her from the ground as Mugmuff dances for joy at the sight of the anti-paladin striking the massive blob with his sword, the blade biting deeply into the folds of shifting flesh. Agna, tired of lobbing rats at the thing, steps forward and points her fingers out before here in a fan shape, causing a gout of fire to erupt from her palms and wash over the already burning woman. The fires consume her, charring her to the point of blackness, and causing the enormous form to fall to the ground with a loud thud, nearly crushing Bart and Woofy in the process.
End combat! One of the longest fights I've seen in a while. I think that thing went 11 rounds! You know its a long fight when buffs start dropping before its over!
Searching through the room, using Gizsmith's magical awareness to guide them, the heroes discover several interesting items. On the giantess they salvage both of her axes, one of which radiates magic, her scale armor, and a potion. Each of the orcs had high quality greataxes and scale armor, as well as a potion. One obvious item is the large sundered geode on the now broken table, which appears very similar to the one found back in Trunau.
Sorry for the delay. I haven't had nearly the time I'd hoped to have this week. Rather than lunch breaks we are only getting 30-40 minute breaks, with a lab to complete prior to break. Needless to say I've been lucky to choke down a sandwich with my leftover time.
Mugmuff moves to strike the massive woman, but instead decides that now would be the perfect time to practice up on that new dance move he has been working on, it drives the ladies wild he hears. Torch fires a shot off but fails to connect, while Agna tosses another rat at the blimpoger, the little rodent smacking her directly across the face and releasing its magic as it lands. The blubbery creature wails in pain as the magic released courses through her body, and she fixes Agna with an evil stare. Bart creeps up on Woofy, using the distraction to his advantage, and reaches out, grabbing a thick layer of fat and giving it a good shake as he delivers a trick of his own, channeling his pure goblin evil into the woman, causing her to send forth a shower of projectile vomit which sails through the air and lands on Agna, covering her in bile and undigested food.
The mountain of a woman coughs up another chunk, which slides down her chin, and points at Agna, determined to end her sneaky ways. The goblin's eyes cloud over for a moment but she quickly fights off the effects of the foul magic, resisting the spell completely as a glob of barf drips from the tip of her nose.
Sorry folks, class has been far more demanding than I expected.
Corentin defies the power of the giant, struggling to his feet after the last of her blows crashes into him, unwilling to fall before his task is complete. Gripping tightly to his sacred morningstar he launches his own flurry of attacks, landing hit after hit against the massive foe. His final attack connects with the side of the giant's head and a loud CRACK echoes through the air. The titan's eyes roll back into her crushed skull as she crashes to the ground, falling atop the table and splintering it in the process. The reaming party members, inspired by the cavalier's performance, fall upon the remaining foes in a rage of blades, teeth, and talons, quickly ending the fight almost as soon as it began, and leaving each of them gasping for breath.
From the pit a final whimper is heard as the remaining wolf falls from its attempts to climb the walls once more, impaling itself upon the deadly spikes.
End Combat!
Shocked by how fast that went, but it was definitely a kill or be killed kind of encounter. Well done!
Yes, they can crit, however, the damage was already enough to drop that one, crit or not, so it just diced the dead orc up a bit more than it already had.
Szacha brings his hammer across in a series of sweeping chops aimed at the giant's knees, but she is no stranger to battle and quickly deflects the blows with her axes. Seeing an opening, Corentin unleashes a flurry of attacks, the first also parried by the skilled giant, but the other two slam home in rapid succession, driving the towering foe back a few steps with the force of their blows. Gizsmith's summoned griffon claws at the massive orc, distracting it long enough for Sasha to step forward, her and Galor landing hit after hit, driving the creature to the ground and ripping it to shreds.
Several yelps can be heard from the pit at the far corner of the room as the trapped wolf futilely tries to climb the sheer spiked walls. Noticing the small oracle proving healing to the invaders, the remaining orc barks out an order, and the wolf shifts, striking at Jaghal. The bite catches the gnome by the leg and a quick twist of the canine's neck sends the gnome crashing to the ground. The orc, now towering even more over the prone oracle, lashes out with her greataxe, intent on chopping the tiny creature in two. The gnome avoids the first blow, rolling over to one side as the massive axe slams into the stone floor, but is unable to dodge the follow up attack as the orc turns the axe over in her hands and directs the attack sideways, into Jaghal's back. The giantess, sorely wounded from the cavalier's attacks, roars in rage and spins her axes in a dizzying deplay of martial prowess, aiming several precise blows at the magically enlarged human. Corentin narrowly blocks the first blow with his shield, the strength of it causing his knees to buckle and leaving him open for two more slashes that rip into his body with vicious force. He falls to the ground at the giant's feet, quite still.
Jaghal takes 15 damage from the orc and is prone. Corentin, having spent his luck avoiding the first critical, fails to avoid the second one. After DR, he takes a total of 63 points of damage, which should put him at -10.
Just an FYI for all my games, I am in training this week and will be otherwise indisposed during my usual posting hours. I will try to get at least one post per day up during my lunch break, but please excuse me if I am unable to squeeze that in.
Just an FYI for all my games, I am in training this week and will be otherwise indisposed during my usual posting hours. I will try to get at least one post per day up during my lunch break, but please excuse me if I am unable to squeeze that in.
@Giz - No real surprise round, I'm considering the door smash to be enough to alert them and base reactions off of initiative alone, save for readied actions.
Sasha and Galor quickly rush into the room, bearing down on one of the orcs and tearing into it viciously, leaving it looking for less combat ready in the process. Corentin and Szacha both charge towards the giantess, hoping to surround her quickly and gain the advantage against her. Even in her shocked state she manages to fend off the attacks, quickly grabbing up a chair and blocking the smashing blow from Agrimmosh as well as the magically enhanced and enlarged strike from Corentin's morningstar. Jaghal calls a gleaming spiritual spear into existence, the divine weapon immediately plunging deeply into the lone orc, which screams in pain before staring down the gnome with a look of sheer rage. Jaghal mutters his new catchphrase and gestures at one of the wolves, which gives him a snarl and prepares to charge the smaller man. Gizsmith shouts a few arcane laced phrases and a large pit suddenly appears in the northwest alcove, directly between the two wolves. Losing its footing, one of the creatures plummets down into the depths within the pit, followed by a howling shriek as it connects with the spike laced bottom.
Both orcs quickly step away from combat, reaching down at their belts and pulling forth small vials. With an almost practiced motion they drain the contents, consuming the magical liquid held within. The remaining wolf leaps forward, biting at Sasha in an attempt to get at the wicked gnome hiding behind her. It bites into the halfling, teeth ripping and tearing and attempting to pull her down from her mount. The giantess, hearing the challenge from the cavalier, calls out to the orcs, "Invaders! In my keep! Slay them! Slay them all!" She draws forth two wickedly sharp looking handaxes from her belt before turning her attention back to Corentin, "YOU! You are the reason for all of this! You ruined my chances! I will rip the skin from your flesh and wear it proudly before my tribe!" She sweeps one of the axes towards the man, moving with practiced skill backed by the might of her giant blood. The massive axe cleaves into Corentin's shoulder, nearly taking his head off if it weren't for the magically induced speed which allows him to turn away from the blow just as it lands, surely escaping what would have been a quick death at the hands of the giant.
Corentin narrowly avoids getting disemboweled in one round by a devastating critical, taking 20 points of damage instead. Sasha takes 14 damage from the wolf. It is trying to trip, but since she is mounted the rules get a little weird. I'm going to ask for a Ride check against its Trip roll to see if she can stay in the saddle. So the DC is 17.
Despite being so obviously sleepy, so much that he can hardly even stand after eating nearly an entire bearskin rug, Bart hurls another trio of javelins at the blubberbeast. To his shock, all three javelins pass through her shifting and wavering image, impacting against the wall behind her instead. Woofy coughs up a cone of raging flames, which wash over the trollger and cause her to scream in pain. Agna, furious at the solid defenses of the chunky monster, fires off another black ray of death, but once again the ray passes through the ever-shifting form of the woman. Torch and Mugmuff are unable to find an opening in her defenses and both fail to land solid attacks. Nurpus levels Purpus carefully, firing off a shot that streaks towards the creature, but where he thought she was a second ago is a few feet from where she is now, and the shot misses her, gouging a large chunk out of the wooden wall instead.
Gnashing her teeth in anger, the massive woman draws a wand from her belt, snapping it in the air before swinging it in Mugmuff's direction. The wand strikes Mugmuff on the cheek, and he feels the life being drawn from him vicously, at the same time the blob monster suddenly appears much more healthy. At the same time, the shifting and wavering outline surrounding her seems to fade away, and she becomes far more stationary.
Torch, does she burn in subsequent rounds after being hit by your bomb? If so can you roll damage for that
Mugmuff takes 17 points of negative energy damage.
Quickly preparing for battle, the party stands behind Corentin as he quadruples in size and lowers a shoulder, slamming into the door and nearly tearing it off of its hinges in the process. The battered portal flies open wide, revealing a the large chamber atop the keep, which appears to have recently undergone a renovation. A broken wall partially blocks a dark alcove to the northwest, surrounded by broken bricks and scattered debris. A circular niche on the opposite side of the room to the southeast holds a raised table. In the center of the room, three beds have been crammed together beneath a single huge bearskin bedspread. South of the beds, a massive floor-to-ceiling mirror stands against the wall, and a large dust-covered armoire hunkers between two sets of doors along the northeast wall.
Standing in the room are two massive orc females, nearly the size of giants themselves. While their size suggests obvious giant blood in their lineage, they appear in all other ways as standard orcs. In the alcove to the southeast stands a towering female hill giant, pondering over a large chunk of rock placed on the table. To the northwest, in the shattered alcove, pace two massive wolves. The female giant quickly looks up from the table and her eyes widen at the sight of the adventurers breaking down the door to her chamber. This was obviously not what she was expecting this afternoon.
Jaghal, since you had a held action, I will let you get that off just as Corentin smashes open the door. However, you can only see the right orc currently.
The party is up, the door is open, and the battle begins!
Checking and then opening the doors, the party finds a cluttered stairwell leading up to the highest point of the keep's main structure. At the top landing of the stairwell is another door, this one apparently secured. Listening closely, Sasha hears voices in the chamber beyond...it is definitely occupied.
This feels like a good spot to prepare yourselves quietly before entering...
Umm, there might be something wrong with that roll :) I did work out that the d20 was a nat 1, so the rest of the crazy formula probably doesn't matter.
I hate to force actions on players, which is why I generally wait for your actions to dictate the next encounter or thing. However, that is one possible solution to it all. But if you die, its not my fault :)
Folks. I wanted to take a moment to get a pulse for how we are feeling about the game. We've now spent one month in two rooms (one of which was completely empty), which honestly is just too slow of a pace for anyone to be willing to accept. The posting has honestly dropped to an abysmal rate and I'm wondering if folks have just lost interest in the game completely. We've had about 14 total posts in the past two weeks from players, not counting my own posts, which breaks down to about a post per day total. At the post per day per player guideline that number should look more like 50.
While I am not going to shut down the game at the moment, something needs to change. That is unless everyone is completely happy moving along at a snail's pace. If it is a matter of how I am running things I am very open to suggestions that will help.
@Mugmuff - Just for future rolls, let's keep it at a uniform Low is Good rule, as that is what I use for my rolls.
Bart furiously hurls several more javelins towards the blubbery mass of flesh in the corner, hoping to turn her into a walking porcupine. One javelin appears to be right on target when her form wavers for a moment, the weapon clattering against the wall behind her. The little rat, nearly forgotten in the corner, digs its horrible rodent fangs into the soft buttery flesh of the massive woman, delivering the payload of magic that had been stored inside its small body. The arcane energy erupts inside the woman, causing her to scream in pain, before her own internal fortitude successfully fights off the wicked magic coursing through her body, defeating it. Torch throws a bomb dead center into the mass of flesh, the flames erupting across her body and bedsheets and causing her to redouble her screaming efforts as the fire eats at her undulating skin. Nurpus reloads Purpus in the corner while Mugmuff stabs wildly at the woman, missing with his attack and vanishing in a puff of smoke.
Cursing the sneaky goblin for vanishing at her feet, the nearly immobile woman reaches out, snatching at the air while trying to locate the rogue. Finally her fingers catch the front of Mugmuff's armor and send a quick chill through his spine.
Mugmuff is shaken for 4 rounds.
Gobs are up. She's not going down without a fight!
4 rounds remaining on slow.
Dice:
Concealment, low is good:1d100 ⇒ 31 Concealment, low is good:1d100 ⇒ 94 Fort Save:1d20 + 6 ⇒ (19) + 6 = 25 Concealment, low is good:1d100 ⇒ 70 Concealment, low is good:1d100 ⇒ 48 Concentration Check:1d20 + 11 ⇒ (8) + 11 = 19 Concealment, low is good:1d100 ⇒ 32 Touch Attack vs Mugmuff:1d20 + 9 ⇒ (20) + 9 = 29