Feral Halfling

Lleidr's page

1,173 posts. Alias of ncmtntop.


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8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I guess Lleidr will pack up his stuff in his magic haversack, gather Arg up on his shoulder, and mount up on Madfall. With a tip of the dented crown he's still wearing to the group, he'll ride off.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Zilt, are you f'ing kidding me?? Lleidr finally gets a confirmed crit, and you end the game?!

I hate that things are ending so abruptly, but I can understand your reasons. Thanks for all the work you put into running this for us. Hopefully your statements above mean you got players for your live online game, and you can get the most enjoyment out of your limited gaming time.

To youse guys, thanks for letting me play with y'all! Lleidr was a weird little guy that I thought was just for a short module. When it turned out Zilt had tricked me into an AP, you guys put up with a lot as I sorted out his oddities, and I had a helluva lot of fun :) [I was tempted to translate this whole thing into Welsh as a throwback]

Drinks up to you all, and another for Jub and Hakak, that gnome guy, and a couple previous Selias, and maybe someone else I'm forgetting?

Via con dios!


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will laugh at the contrast of his successful tumble and his piss poor attack, and thank his lucky stars that the ogre is big enough to have hidden his stumble from view of the rest of the group.

Before Nich moves out of position, Lleidr will take advantage of the flank to try and stab at the ogre between us. Arcane Strike active on weapons, and Bleeding Attack talent on the sneak attack.

FoE melee: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
damage: 1d3 + 0 + 1 ⇒ (2) + 0 + 1 = 3
Sneak Attack damage: 4d6 ⇒ (3, 3, 3, 6) = 15 and bleed for 4 points of damage on its turn every round

edit for crit confirm
FoE melee crit confirm: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
damage: 1d3 + 0 + 1 ⇒ (2) + 0 + 1 = 3


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I thought it meant that the DR applies unless the creature has the Evil subtype or the melee/ranged/natural weapon or spell has an Evil descriptor (via align weapon or other effect). The ogres have an evil alignment, but they don't have the Evil subtype, so the DR should apply, right?


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Dammit, after all that set up :(


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Still light on his feet, Lleidr activates Arcane Strike on his weapons and stabs at the confused ogre. Inferring from your description that the feint worked, the big lug is denied his DEX adjustment to AC, so Lleidr will apply his Bleeding Attack talent to his sneak attack.

FoE melee: 1d20 + 12 ⇒ (1) + 12 = 13
damage: 1d3 + 0 + 1 ⇒ (1) + 0 + 1 = 2
Sneak Attack damage: 4d6 ⇒ (5, 6, 6, 1) = 18

That ogre will bleed for 4 points of damage on its turn every round until it makes a DC 15 Heal check or receives any effect that heals hp damage.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

As the ogres lumber towards him, Lleidr will zig and zag, moving Acrobatically NE, trying to slip around behind the northernmost of them. His standard action is a feint as some of the zigs are actually zags. Oh, and he'll keep Arcane Strike active on his weapons, just in case.

Acrobatics: 1d20 + 18 ⇒ (6) + 18 = 24
Bluff: 1d20 + 14 ⇒ (8) + 14 = 22


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Welcome back!


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

The timing is suspicious. Are you sure you're not fleeing the country?


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will move 20' east, which I think will put him within 30' of the southernmost ogre? If so, he'll ready the FoE, enhance it with Arcane Strike, and throw it at the ogre, which should be flat-footed. Lleidr will also apply his Bleeding Attack talent to his sneak attack.

FoE ranged: 1d20 + 13 ⇒ (15) + 13 = 28
damage: 1d3 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Sneak Attack damage: 4d6 ⇒ (6, 5, 1, 4) = 16

That ogre will bleed for 4 points of damage on its turn every round until it makes a DC 15 Heal check or receives any effect that heals hp damage.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

We don't want to burn the whole place down...do we? Do the Arrows want to retake this place?

Should we move towards the north gate to help out the Arrows? If they're trying to breach the gate, I feel they're too wussy to survive on their own.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

If it were done when 'tis done, then 'twere well
It were done quickly

Yeah, if no one else speaks up, Lleidr will gather up a few piles of tinder and use Spark to get 'em burning.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

If you want to carve out a gee gaw or doohickey, I promise not to smirk at your old man habits :)

But seriously, I was wondering if anyone had another resource that might get the job done more quickly? Oil and torches, or whatever? If Lleidr's spark cantrips are our best option, he's more'n happy to light a few fires.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

So, what all do we have for making a fire? Lleidr has the Spark cantrip; he just needs some Fine or smaller pieces (bark, broken up arrows, whatever) to target. It has a range of 30', so he can start several without having to move around a lot.

Should we worry about the nearby crooner? I guess he's the one most likely to raise a ruckus once the fire gets going.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Just to be safe, Lleidr will check the door.

Detect Magic
Detect Poison
Perception/Trapfinding: 1d20 + 17 ⇒ (9) + 17 = 26

If everything looks good, he'll say, "Friend," and open the door a bit to peek through.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Once the arrows and discussion of lizard properties is done, Lleidr will move up to the northeast tunnel and stand ready to move on.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Anyone need to restock mundane weapons?

Lleidr will pass the enchanted arrows over to one of the smarter casters to try to identify.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

She obviously means Lleidr, so while Ned flips through his Mark Trail archives, the halfling will roll up his sleeves and move the crates with the intent of retrieving whatever is emanating magic.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I don't trust those mushrooms as references for size. How big were the shocker lizards?

Whatever their size,though, Lleidr will congratulate Nich on his intimidation skills.

And then there was some mention of crates in a nook to the northwest. Lleidr will move up thataway to check them out.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Happy holidays, belated or whatever. Sorry for the delay in posting. Got some sort of Christmas crud over the weekend, and have been out of it since Sunday evening.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

They stole that shield gate right out of Spaceballs.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I gave up waiting breathlessly by the PC for you guys to post and took the SO yesterday. We liked it a lot. Of course I could and will find a nit or two to pick, but apparently I'm too critical :) But yeah, overall very enjoyable.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Sorry about your hip, Ned, but it's the way of nature.

Lleidr finally got a rope a while back, so if it's a matter of incline and needing help get up to the exit, he's ready. Otherwise, he's more than happy to pop Light on his ioun stone and take the lead, leaving the room by the northern tunnel.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Acrobatics: 1d20 + 18 ⇒ (10) + 18 = 28


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Rogue 6 hp: 1d8 ⇒ 7


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I'll go ahead and level up to 8th, but I expect you to award us with 9th after a visit from the ghosts of RPG's past, present, and future.

Lleidr is taking another level in Rogue, making him a Rogue 6/Tattooed Sorcerer 2.
* character level 8 = +1 ability point; +1 to DEX, new DEX 20 (+5)
* Initiative bonus goes up to +5
* Rogue level 6 = +1 BAB
* Rogue level 6 = +1 FORT, +1 REF, and +1 WILL saves
* Rogue level 6 = rogue talent: Bleeding Attack (sneak attack can cause 1 hp per sneak attack damage die rolled, bleeding creatures take damage at the beginning of their turns each round, can be stopped with Heal (DC 15) or any effect that heals hp damage, bleeding damage bypasses damage reduction)
* 8 -1 (INT) skill points = 7 skill points
> Acrobatics +1
> Bluff +1
> Disable Device +1
> Perception +1
> Stealth +1
> Appraise +1
> Climb +1
* favored class bonus: +1/2 circumstance bonus to critical confirmation checks with daggers


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Also whispering. "It's more a gut feeling. I been watching him since he tried to lie about that tattoo, same as my cousin's. I can't make a direct connection between it all, but he's been squirrely since we called him on it."


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Was that a typo or are we going up two levels? I mean, woo-hoo either way, but how much woo-hoo?


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will bid the Arrows good luck. As he talks to Shelelu, he wants to use Bluff to try and communicate a secret message to her that Lleidr has a bad feeling about Kaven and he needs to be watched.

Bluff: 1d20 + 13 ⇒ (20) + 13 = 33


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Sounds good to Lleidr.

"Let's go see what shocker lizards are!'


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Focus on the fire, Nich. Glorious flames burning brightly.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Nich, Nich, Nich....I throw out "write off the fort," and you come back with "wait, let's crawl through ogre poo to save it"? You drive a hard bargain :)

I think Zilt mentioned these rangers didn't consider the caves behind the waterfall to be a viable access point because of some shocker lizards [insert dirty joke here]. But the Arrows also think we're bad ass. Are we tough enough to handle whatever shocker lizards are? Is the risk worth it to avoid crawling through raw sewage?

Whichever way we go, I agree that we get in there and set fire to the barracks. You little pyros have been itching to burn something since Thistletop, and even I'm ready to torch something after stumping around this water-logged AP 'til Lleidr has trench foot.

If we're dividing up, I like party vs Arrows, as well.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Sorry, weekend got super busy.

Well, the water supply is accessible, though we may have to be extra sneaky to get to it. How do y'all feel about trying to poison the water? Lleidr's not that kind of rogue, but I reckon it's a fair, if distasteful, move when assaulting a fortification. We could try fouling it with carcasses, though the ogre constitution may handle that easily, or try to create or procure a more potent, alchemical poison that might be more effective but also more costly.

I didn't think the stores would be so great at the fort, but I figure ogres would eat through the food much more quickly than a human. Maybe in a month? That's a long time to wait.

But we may not have to be that patient. They have food inside, but I bet they'll send out a raiding party soon enough to get more humans to slaughter. We could try to get the jump on them. Or if we're real froggy, maybe some ranged attacks (bows or spells) against the sentries to draw out a group into an ambush.

Or I guess we could say too bad, so sad, and write off Fort Rannick as lost to the forces of evil :)


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Were the bodies hanging from trees mostly Black Arrows? Are there enough corpses to give us an idea if we're looking at a total massacre or possibly more captives to rescue?

Can the Arrows with us tell us about water and food supplies for the fort? How long do we think a group of ogres could survive on any stored foods as opposed to humans? Maybe we can whittle down their numbers picking off raiding/hunting parties outside the fort?

Can we see any ogres on guard?


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

So I suppose we should decide on an approach vector? Lleidr isn't much of a swimmer. Or climber. Or flyer. But hey, if the fort has a smooth, level entryway, perhaps with a bit of shade so he doesn't get too hot moving up to it, Lleidr's your halfling!


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Vale's pretty gung-ho for a guy who was about to be an ottoman a few hours ago. Lleidr will end up giving him space if he can't relax. Besides, it's more important to Lleidr to keep an eye on Kaven, the one with that tattoo.

"I agree with scouting during the day."


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

"Sneaking around sounds like a good idea to me, too."


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I'll probably be in a state-mandated food coma for the next couple of days, so Happy Thanksgiving or Stand with Standing Rock or whatever y'all are doing!


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
Ned Rodan wrote:
"Hmm. By his tracks the fleeing Graul had a limp. He went upstairs and out the front door, and fled, northwest through the surrounding Kreeg Wood, towards the looming mountains in the distance."

I was wondering if one of you rangers was going to try tracking :)


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr doesn't have any problem with returning their recovered gear to the NPC rangers. The stuff from the chest, though, will be split just between the PC's, right? Lleidr can carry it in his haversack.

"I suppose the furniture maker was sleeping on that mattress and was the one who took off."

Lleidr's had enough of this gory scene that he'll let go of figuring out what the trapped area in the living area was supposed to do and head upstairs with the rest of the party.

"So, what are we going to do with those monstrous kids?"


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Lleidr will wipe the goo from his clothes. "Ned, we either got to get you a less messy weapon, or I'm going to stop trying to flank with you!"

For once truly regretting halfing tendencies towards not wearing shoes, Lleidr will pick his way around the sloppy floor and try to avoid the stuff growing on the walls. He can't help Shelalu's condition, so instead he'll busy himself with examining the small door in the NE corner.

Detect Magic, which he'll also use on the room itself
Detect Poison, same as above
Perception (Trapfinding): 1d20 + 15 ⇒ (16) + 15 = 31


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Hey Zilt, did you go on vacation again? :)


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

He cast Summon Monster III and chose lantern archon. That's a 3rd level creature, so I suppose only one appears, unless he's got some sort of class advantage to affect the number?
Summon Monster
Lantern Archon


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Hope you're feeling better soon, man.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

I appreciate you offering a hopeful solution when pointing out a problem, but you misinterpreted my tone. Curmudeonly a-hole that I am, I'm excited about the end of the world! I didn't sit through repeated showings of Red Dawn and Mad Max, not to mention the fiddling-while-Rome-burns lessons I took, just to hit old age in an Obamacare funded retirement home with therapy dogs and engaging activities to keep my dementia at bay. I plan to go down bleeding in a ditch somewhere, fighting mutant robot ninjas hellbent on harvesting my organs for the alien overlords who rule over the wasteland that this world will become.

On the other hand, Ireland sounds really nice, too.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

If possible, Lleidr wants to full move to flank with Ned. He'll hug the southern wall to try to avoid tentacles until he can move north against the west wall, and he'll use Acrobatics to tumble when he enters the tendriculos' threatened area.

Acrobatics: 1d20 + 20 ⇒ (13) + 20 = 33

If I'm counting right, that should be a full move for Lleidr, so he'll have to wait until next round to kill the monster.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Congrats on the food drive! But considering Tuesday night has triggered the end of the world, you might want to hold onto those cans yourself :)


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

"You were what?"


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Let's get 'em open, then.


8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5

Why do I feel like Lleidr's about to fail a FORT check?

Unsure of what good it will do, Lleidr will use a Breeze cantrip to try and keep the stench from settling into his nose. Down at the pair of double doors in the western wall...

Detect Magic
Detect Poison
Perception (Trapfinding): 1d20 + 15 ⇒ (12) + 15 = 27

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