Ranger

Thibaut "Bob" Dufour's page

226 posts. Alias of brunoreturns.


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Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Completely understandable, GM. Thank you for letting us know.

@Everyone, this was a good group of players that were assembled. The GM did a great job organizing us and picked an interesting adventure to guide us through.

It is unfortunate we didn't get any further, but I do hope to game with each of you in the future.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

There is nothing to react to. It has been over two weeks since we announced our intention to enter the mage's tower.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Right you are, Brightberry, let's go. We can always refuse the commission if they want us to bring them the sore tooth of a woolly rhinoceros."

Bob looks around town for a structure that looks like a mage tower. These things usually stick out, especially in a town like this.

Failing that, he will start asking for directions.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Or in deep caverns, usually by harvesting the liver of some violent monstrosity that can turn you to stone with a look.

Who can tell which collection they are more likely to outsource?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob eyes the bar a bit nervously and pulls his hood up. "Yes, you are right. We can always come back when the crowd has forgotten about us.

Our next lead was talking to merchants. There was also mention of an order of mages. Collecting components can be dangerous work as well, and it might be good to have a good relationship with these mages for when we have more coin to spend."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob allows himself to be ushered along, with only minor protests. "Atar! This establishment is our best lead at getting more work. We should at least look for job postings, or ask the bartender."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Assuming the purchase is verified and accepted...

"Thank you... Father?", Bob turns the last into a question, not sure of the proper form of address.

"We will be in town for a while, if the church has need of swords for hire."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob looks around at the various patrons skeptically. We're going to do this HERE? Maybe he is trying to start a fight flashing valuables about in the middle of this establishment. We should have just found an Arodenite, or even an Abadarian. These priests of Gorum are just insane.

Opening his pack just enough to show the armor, Bob continues with the exchange.

"We have this suit of magical chainmail. We need a curative wand."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Sipping his ale, and trying to find a way to not feel so exposed while standing at the bar, Bob nods.

"I pinned a goblin to a wall with an arrow directly through its eye. Stupid thing took an hour to realize it was dead. Entertaining, in a way, until it came back as a zombie.

I had stopped listening to the thing's incessant chatter, so it got the drop on me and took a bite. That's when I realized we might need some healing supplies.

We were hoping you might have a wand for barter."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob shrugs noncommittally, but motions Atar to lead on.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Do you expect him back soon, or should we look for him at the tavern?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"The Shrine of Battle? Would that be a temple to Gorum?

That does sound an excellent idea. That might be a place where we could expect to do a straight swap."

If nobody object, I think that might be best as a first destination. Take care of the most important tasks first.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"We might get a better price on the armor by going to the armorer, but starting at the Mercantile is a good idea. I'll need some arrows, and it might be the best bet for finding a wand of healing.

I also like the bartender's idea of asking the merchants for work first. Their tasks are likely to be a trifle less dangerous."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Heading down to the bar, Bob orders a beer and engages the bartender. "Nice town you got here. Rough... which usually indicates it is a good place to make some coin.

You got a place where people tend to go if they're looking to get some dangerous work done?"

I don't recall if we already found a place to buy/sell stuff. Does anyone remember?


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

After Brightberry shows the gem to Cornelius and they get his response, Bob heads back downstairs and gets the group together to talk over plans.

"I like Conelius' idea of picking up some side jobs. This dungeon seems to be a bit tougher than we are ready for.

Getting a bit more experience and some better equipment might be a good idea before we try to explore anything else beyond that collapsed room.

Where are the best places to look for work? We could check with the mayor, I suppose, or the Basilisks. Perhaps there is even a local tavern with postings. We could ask around downstairs.

What does everyone think?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
Brightberry wrote:
I would like my familiar to be able to use it instead, for better action economy though.

Interesting... and having a high UMD yourself allows Brightberry to use the wand? Or am I misinterpreting what you are saying?

Anyways, High CHA and skill ranks. Skill Focus, a few other feats. I don't know of any other ways to boost UMD.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Agreed. We have that gem from the trap room as well, correct? Was that magical at all?"


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Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Druids can cast Cure Light Wounds, can't they?

Are you thinking of other wands we might get? Lesser Restoration or something?

Yeah, that might be an issue. Maybe I'll dip into Alchemist... I'll be a bomb throwing Dex-mutagenized Ranger. FEAR ME!


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Sighing, Bob looks at the magical armor. "Selling this might allow us the resources to purchase a healing wand. In the long run, that is probably more effective."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Sighing with relief, Bob enters and stands to the side. "Yes, the inhabitants of this particular structure are more tenacious than we were expecting.

We encountered some type of cricket/plant abomination protecting a statue that had been slagged with acid. It seemed that there might be something inside of a cubby in the statue's chest, but we weren't able to get it open."

Bob describes the statue, in case it means anything to Cornelius. "There there was a room full of glowing mist and a magical trap. Past that we encountered some goblins. I'll let Atar tell you about them.

The only other thing we encountered was a dead goblin in a crumbled section of hallway carrying this magical armor that we haven't identified yet."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Back in the cavern...

Bob jerks away suspiciously from Immana's touch, but then allows the effort. Blinking in surprise as the water heals his bruises, Bob look embarrassed.

"Thank you Immana, that was... unexpected. You and Brightberry are a great asset to this team." Looking back at the collapsed cavern, he mumbles. "More than I am so far, anyways"

------

Now, in the inn

"In his room all day? Has he eaten?" Bob, suddenly very concerned heads straight up to Cornelius' room.

Knocking lightly, he calls out. "Boss? You in there? We're back again with more to report."

If there is no answer, he will knock louder. If there is still no answer, he will try to open the door.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Agreed. Let's get back to the inn. We can at least let Cornelius know what we found."


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Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Oh, Ha! I didn't even look at his roll. I thought it was going to be 16 doubled! So, I was at 0 and Disabled, meaning I could have moved to get the berries myself. Cool!


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

@GM Are you going to allow the goodberry to be fed to the unconscious Bob? Not quite the same thing as poring a potion down his throat.

No issues either way. I'm still thinking about a backup character. Will probably go either cleric or oracle.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob falls under the rocks and starts bleeding out.

Do traps do critical damage? If so, that will be insta-dead and I'll start rolling up a new character.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Leaving the chainmail with Brightberry so he can keep concentrating on it, Bob heads across the unstable chamber.

Heeding Trakas' warning he proceeds slowly and carefully.

Throwing in some reasonable sounding rolls
Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11
Stealth: 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 7 ⇒ (2) + 7 = 9


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Magic armor? Awesome!

Can a swashbuckler wear chainmail without losing class features?

I'll have to look to see if a ranger loses anything as well...


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
The Ancient GM wrote:
seeing the strange door like slab of stone with the seven pointed star on it with small holes at the points.

Where was this door like slab? In the main room? The lower level in the southern corner?

Keeping an eye on the ceiling, Bob reaches forward and pulls at the chainmail, attempting to pry it from the dead goblin's grip.

"Decent armor. Should fetch a few coins. I don't suppose it is magical?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"I think we're better off leaving and sleeping for a week until we heal up, but down might be best."

Heading back to the main room, Bob takes the stairs down. Surprised to find another flight of stairs leading down to a lower level, he continues going down.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Well, I don't know how to open that door short of some alchemical solvent or acid or the like.

As for anything left to explore in here, we never explored the stairwell that goes down in the room where the goblins had set up their scaffolding. Perhaps there will be some treasure down there?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

I'm a little confused. Did the goblins leave the complex or did they come in with us?

If they came with us...
"Hey, goblins! Did any of you bring a crowbar?"

If they left...
Bob looks through any equipment left behind, looking for a crowbar.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"There was a trap? You mean it wasn't real?" Shivering, Bob eyes the way back to the purple mists.

"We're going back in there?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Traps?" Bob asks while glancing around. "Did we pass by these traps?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob creeps up close enough to provide some cover for Atar, making sure that Brightberry transfers the Light spell to something that Atar is holding.

Stealth,Shaken: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Maybe we missed something around the devil statue? There could be other sections of the complex that we missed, as well."

"I wonder who Zog is? Maybe we should try to talk to them?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Thanks, Brightberry. I feel a little warmer now." The shivering stops, but Bob still looks paranoid.

Uncharacteristically hanging back, he watches Atar. "I'll cover you"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Still fearfully watching the mists, Bob starts moving toward the other entrance again. "Well, it doesn't seem to be attacking anymore, and I'd like to get out of this mist, so maybe we should all keep moving."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
Brightberry wrote:
unsure of map situation.

I am honestly unsure as well. Based on the actions being taken, we should all be gathered near the entrance of the black room. Perhaps Bob and Atar are a few steps inside. I am not moving my token as I don't want to move too far.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Still chattering, and darting his bow in every direction inside of the mist, Bob tries to explain.

"I saw a fey creature... I'm sure of it... Blasted me with cold and disappeared...."

He looks paranoid and fearful, "It's still out there in the mist, I know it, ready to drag me back...."


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Looks like the creatures are taking the form of your worst fear. Probably a magical trap.

Not that it would matter at level 2, but we don't have a rogue, do we?


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Is the mist creature still visible?

Bob backs away, still shivering. Through teeth clenched to get them to stop chattering, he warns, "Something appeared... mist... maybe time... leave? come back... tomorrow"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Will: 1d20 + 2 ⇒ (4) + 2 = 6 (+2 vs. Charm)

Dice apparently hate all of my characters today

Bob start shivering uncontrollably as a sudden blast of cold washes over him.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Eyeing the room warily, Bob comments. "You got it out, Trakas, you may as well hold onto it for now. Maybe we actually will get some loot from here, though I suppose we'll have to check with the mayor and Cornelius before selling it."

In the absence of anything bad happening, Bob will continue his plan to dart across to the other entrance of the room.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob shrugs. "Can't hurt, right?"

He takes out a blunt arrow and shoots at the gem.
Bow: 1d20 + 7 ⇒ (10) + 7 = 17


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Yeah, right... There hasn't been any loot in this dungeon so far. We're supposed to believe that gem is just sitting there? Let's pass it by and see if we can get it on the way out."

Bob will take a quick step into the room, then jump back. If nothing happens, he will again dash across the room to the exit on the other side.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Oh, hells. I hope it isn't another shadow room.

The floor looks different than the other room, so it probably summons fire elementals or something. I've a bad feeling about this."

Crreping closer, Bob peers around carefully, then prods the floor in front of him, looking for pressure plates.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Perception: 1d20 + 7 ⇒ (6) + 7 = 13


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Readying his bow again, Bob proceeds to the next hallway.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 7 ⇒ (15) + 7 = 22


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Sighing, Bob unties the rope and drops to the floor. Coiling it up again, he hangs it from his pack and turns to the exiting passage. "Maybe we can find a crowbar and try again later.

What now? Should we continue to see what this structure holds or perhaps go and speak to the Mayor the way some of you wanted?"


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

If someone has a crowbar, add +2 to this attempt

Tying the rope around his waist, Bob allows himself to dangle in front of the statue. Bracing his feet against the statue, he grips the door and attempts to wrench it open.

Strength: 1d20 + 2 ⇒ (15) + 2 = 17


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Anyone bring a crowbar?"

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