Shavaran

Jayem's page

92 posts. Alias of heliopolix.


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Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

"You not make body move, Nngara. It already moving. Bad spirit, very bad, in body."


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem takes a step back and brings up his axe in a hostile stance. He looks paler than normal.

"Ayee! Not see sea scorpion. Dead men down here. Lots."


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

"Mebbe more sea scorpions, or mebbe just water moving broken t'ings around. We be ready for scorpions. Dey sting."

Jayem gets out his axe and looks around, trying to locate where the sounds are coming from.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Aye man. Be well. We miss you!


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will give climbing a shot. He elects to wear his armor.

Climb: 1d20 + 3 - 1 ⇒ (7) + 3 - 1 = 9


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Will be busy this weekend. Not likely to post.

Jayem will continue to approach the boat, and will follow Kalis's lead.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Thanks, Vita.

"This is a good find. We see what is inside, yes?"

If nothing dangerous reveals itself on the way to the ship, Jayem will look for a good place to climb up into the wreckage.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will cautiously approach the ruined vessel, making his way carefully along the beach.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Is the ship rocking with the waves, or is it fully run aground?


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

I haven't been reading her spoilers, so I didn't know exactly how 'sick' she was. If she is up to it, lets continue exploring!


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem would prefer to set out once the party is back to full strength, especially if the next leg will be 2 days away from camp.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

"It no good. We not have right plants to make bad spirits go. We look for them today in jungle."

If Nngara is too sick to explore, then Jayem will look around the campsite, ranging out a short distance to search for medicinal herbs. If we are exploring anyway, he will keep an eye out as they travel.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)
Nngara Erebrian wrote:
Ah man, not Luther Lightblade. I have already ditched him in two other campaigns. (Ok, the DM went awol in both, but close enough.)

Haha. You must have bad Karma - he follows you around in multiple re-incarnations!


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

With Nngara suffering from some sort of jungle fever for the past few days, Jayem will try what remedies he knows on her.

Heal(treat disease): 1d20 + 4 ⇒ (3) + 4 = 7 Haha, looks like he doesn't help!


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Still here. I am always busy on weekends with my family, I rarely have time to post.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

After wrestling the diminutive dinosaurs, Jayem will chew on another juju stick on the way back to camp.

CLW extract: 1d8 + 1 ⇒ (4) + 1 = 5

He watches the exchange between Sasha and her new pets dispassionately, though his interest is piqued by the 'mystery meat,' which he asks Jask for a sample of.

He listens to her story that evening, trying to comprehend and using it to help him with Gelik's tutelage. Though he's never heard of the people or places in her story, he understands what its like to be shunned by family.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Enlarge 6/10 rounds remaining

Jayem will balance on the other side of the tree from Kalis. Not being particularly skilled at taming creatures, he will resort to brute strength to get the creature out of its nest.

CMB: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12 (+0 BAB, +4 Str, +1 size)

He will continue to wrestle with the little lizards until the nest is empty or he shrinks back to normal size.

CMB: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
CMB: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
CMB: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
CMB: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
CMB: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

I'm out for Easter weekend. Please NPC me as needed.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem peers out at the nest, trying to gauge the distance.

"Kalis-man, can you reach di nest? We big for a bit, you reach, we hold you - yes? Must do now, juju go quickly."


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

You're right.

Enlarged Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9

Haha. Not much better.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will watch as the they turn, then move so he intercepts one as it flies by.

Ready Action: move up to 20' so Jayem's reach will overlap a flight path.

Enlarged Battleaxe AoO, Damage: 1d20 + 3 ⇒ (19) + 3 = 221d8 + 6 ⇒ (2) + 6 = 8


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Seeing the lizards are keeping to the skies, Jayem will chew on his juju stick and grow as big as Kalis. Then he will step towards Harper and take a two-fisted grip on his axe.

Enlarge person extract used.

Battleaxe AoO, Damage: 1d20 + 3 ⇒ (6) + 3 = 91d8 + 6 ⇒ (3) + 6 = 9


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will take a swing at one of the beasts as it flies by him and attacks Valeria.

Battleaxe AoO: 1d20 + 3 ⇒ (12) + 3 = 15Slashing Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Then, with the flying lizards momentarily away from the party, he will toss the Sunstone in his offhand at the same one he attacked previously with his axe.

Bomb vs Touch AC: 1d20 + 3 ⇒ (10) + 3 = 13Fire Damage: 1d6 + 2 ⇒ (6) + 2 = 8

If the bomb misses, it will land in a random square around the Dimorphodon, and deal 3 splash fire damage to it (Ref DC 12 for half).


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

I will be away for a few days.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will get out a sunstone and his axe and follow, trying to flank to one side. He'll try to use the sound the elf makes to cover his own approach.

Stealth, ACP: 1d20 + 2 - 1 ⇒ (20) + 2 - 1 = 21


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Best of luck! Don't leave the hospital with anything you didn't come in with (like a staph infection! Oh the humanity).


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

Jayem points across the lagoon to the island chain.

"We .. I think the big lizard flying over there. That last island is dead - not like the rest. They green, alive. It grey, dead."


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

"We get near bird, we can be big, grab it, hold it, tie it up. Yes?"


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Hope he gets better soon. Dealing with the flu at home with my daughter and I. No sweat.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem, having felt that Gelik has learned the lesson that the jungle isn't a playground, will take some time to show him how survival is possible.

He offers the little gnome a pinch of shousha, a mild narcotic he brews from frogs and bugs. It has a mild garlicky smell and tastes like mold, but it numbs the gums and opens the mind after a few minutes.

He will inquire how the gnome came to be on the Jeniviere, and ask for his help refining his mastery of Taldane, which he struggles with.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem hesitates, trying to decide if the rats' bad spirits (Filth Fever) outweigh the good ones he'll get from eating them (purely RP). His decision is interrupted by Nngara, and her situation takes priority.

"We see what bad spirits be in you, lady. We see."

Jayem will (with her permission), listen to her heartbeat, smell her breath, look at her coloration, feel for swelling, peer under her eyelids, and meditate on what he has observed.

Heal: 1d20 + 4 ⇒ (7) + 4 = 11


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will take one of the middle watches, as his eyes can see better in the darkness than some of his companions. Also, Sasha can speak for herself. Raw rat meat is delicious!

Jayem responds to Sasha's comment with confusion. "Why say we no eat rats? They meat - meat is strong. Has good sprits. Cook meat with fire, drive away spirits, less strong. We eat no fire, fill with sprits! With spirits, make juju. No spirits, no juju. Yes?"


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

As the group scouts the area, Jayem looks over the snakeskin and chuffs in dissapointment.

"Snakes and di snakes. Where be di redfrogs and di bluefrogs and di greenfrogs? We need di frogs for make shousha. Di frog is big better of di snake for shousha."

He shivers as a premonition washes over him and he looks around in alarm. Hissing at the rest to get their attention, he calls out in a low voice.

"We be watched. Mebbe bad spririts, mebbe worse. Be sharp!"


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Fort. vs. Disease: 1d20 + 4 ⇒ (19) + 4 = 23


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Round 3
@Nngara, Kalis: I think his strength should actually be higher than that. 16 base +4 rage +2 enlarge = 22/+6. Attack when raging with power attack +1 bab +6 str -1 size -1 power attack = +5. Damage is 2d8 weapon +9 str +3 power attack = 2d8+12. Of course, power attack may not be needed against these monkeys, but I totally feel the "all power attack, all the time" type of barbarian mentality.

I don't see Jayem on the map, but he will also be attacking one on the south side now.

Jayem darts under Kalis' wild swing and hacks at another one of the vicious monkeys.

Battleaxe: 1d20 + 3 ⇒ (12) + 3 = 15for: 1d8 + 4 ⇒ (2) + 4 = 6


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem waits patiently as the monkeys swarm down out of the trees. Then, he darts forward and chops at one with his axe. He tries to position himself so he flanks with the giant Kalis(not included in roll below).

Battleaxe: 1d20 + 3 ⇒ (19) + 3 = 22for: 1d8 + 4 ⇒ (6) + 4 = 10


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem gets up from his meal, and gets out his axe. He fishes around in his belt with his offhand, and comes up with a small yellow stone. (Move action, draw axe. Preparing bomb with other hand. Can't use both in one round, but will have them both ready for whatever comes.)

He then peers out into the jungle, his sight piercing the veil of darkness, looking for the attackers.

Perception: 1d20 + 4 ⇒ (5) + 4 = 9


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

We should still have plenty of sea scorpion meat, enough for a few days at least. Cooking or smoking the meat could preserve it, but I doubt it will last long enough to spoil.

If possible, Jayem will weave branches and vines between the trees, forming a sort of woven wood fence around the campsite. It would have openings on opposite side of the camp, and come to about waist high. Enough to deter any foraging animals from intruding, but not an obstacle to sight.

Like this.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

After working in the sweltering heat, Jayem sits down and dozes off for a while.

Perception: 1d20 + 4 ⇒ (2) + 4 = 6


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Merry Christmas and get well!


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Please give him our wishes for a speedy recovery and his good health.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Get well soon!


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem nods at Kalis' wisdom.

Many nasty t'ings at night. We got di meat and di watah to last for a bit. T'ink we might weave some branches and vines in di trees, make a wood wall to keep di rats out of di camp? Once di sun cools, yes?

Having someone who's quite knowlegeable about the jungle (as Kalis definitely is) and who's not shy about speaking bluntly is a good thing. I'd never hold good roleplaying against you.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

After we complete the camp, the oppressive heat makes it difficult to do much.

We t'ink we rest now, keep lookin' when di heat not so big.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will fashion himself a bananna-leaf hat, and keep working alongside Nngara.

Survival: ward off heat +4 (DC 15): 1d20 + 4 ⇒ (11) + 4 = 15

Fortitude, with ward (DC 15): 1d20 + 4 + 4 ⇒ (13) + 4 + 4 = 21

While he works, he sings.

Day-o, Day-ay-ay-o.
Daylight come and we wan' go home.
Day-o, Day-ay-ay-o.
Daylight come and we wan' go hooooome.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Survival to Aid Another (DC 10): 1d20 + 4 ⇒ (13) + 4 = 17


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem jerks his hand back as the elf's blade whistles down.

We t'ink to get di snake, stop it first.

Once he is able to, he will go over and see to Linard's wound, extracting the poison, if any, and stopping the bleeding.

Heal: 1d20 + 4 ⇒ (3) + 4 = 7


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Hua! We seen none di bright frogs with di red sting. Snake venom be di next best t'ing.

Jayem will hustle through the underbrush (move) and snap his hand down, trying to grab the snake behind its head (standard, grapple attempt, provokes AoO).

Grapple vs CMD: 1d20 + 3 ⇒ (11) + 3 = 14

If successful, both Jayem and the snake gain the grappled condition.

Grappled:

A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

I also agree with #2.

Jayem will assist Kalis in helping keep people cool as we explore in the sweltering heat. With the heat forcing Fort saves every hour, gaining a +2 for people seems like a good idea. Also we may have to explore unarmored, as armor gives -4 on saves vs heat. Linard being able to drench people with water on command should also help fight the heat.

Heat wrote:

Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.

A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).

In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).

A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.

Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of fire damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves.

Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.[/ooc]

Survival wrote:
DC 15. Gain a +2 bonus on all Fortitude saves against severe weather while moving up to half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

Jayem will prepare his Cure and Enlarge extracts and concoct another dose of Mutagen. He will accompany the group in whichever direction they deem most prudent. He is OK living under the stars, but will keep his eyes open for a more defensible living area.


Albino Jungle Dwarf Alchemist 1) (Perc +4; Init +2; HP 11/11; AC15,T12,FF13; CMD 15; F+4,R+4,W+0 (+2 vs spells&poison)

@Nngara The sea is glowing green. I have never heard of such a thing. The rivers in my home did not do this.

He squints into the night, trying to see what shape she sees.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Herc has not participated in any online campaigns.