Goblin

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Huge backstory dump incoming let me know what I need to change if it doesn’t work for you:

backstory:
Its not easy being the chosen. Everybody seems to think that being the chosen vassal to a deity is this amazing boon but let me be the first to tell you... It complicates everything. Its never the people who prepare their whole lives for the honor of being chosen who are in fact chosen, its always some random idiot like myself who happens to do one thing right at just the right time when a deity is feeling giving. That was me, I did one thing right. I didnt wake the slumbering dragon, and now I am riding the fastest horse I could find out of my home town as a banished traitor. This is a story that needs some context so lets start from the beginning.

When I was very small I received a job in my home town of paradise. It is not uncommon for children to work in paradise, never back breaking hard labor but often religious work. Cleaning the temples, tending to the temple gardens, cooking in the palace, and a very "lucky" select few become Acolytes of Red. I was one of this select few who was chosen to work directly with Dracul, the Red Conqueror, the Lord of Lands and Sky, Penultimate Defender of this Physical Realm and Beyond, and Courier of Prosperity. Yes I know, thats quite a title but I would argue it best to remember it. Along with me there was Terrance Cindercrest (Red Kobald), and Gerald Moors. Our literal very first day involved meeting Dracul herself, mind you we were 8 and they are a Collossal Red Dragon-God that rules over the town that we grew up in (a town that nobody in their right mind would attack because they areso powerful that whole armies would be immolated before the first horn sounded). They asked us to recite the title, and we did flawlessly as it is the first thing parents in Paradise teach their children when they start speaking. After our orientation, which was presented by Dracul, our lives became more simple and we fell into roles over the next few years. Terrance was a skilled tactician and a genius on the battlefield, it was decided that he would train to become the head of the Torch guard, Dracul's personal guard. Gerald had a mind for politics so to speak and by the time he was eleven he had become a part of the Conqueror's Advisory Council, he was the youngest in history. I took the longest to receive my placement, I was the smartest of the three children and also the quietest on my feet. But these were not skills that those in charge knew how to place, some said I should be a spy in foreign lands but that would never have worked because I am not the most adept speaker. Some said I should run the royal library, and I actually did do that one for some time. But one day some fool went to take Dracul their food and slipped into the lava pools.

Here is the thing about feeding a dragon-god whose mood is a mystery to all but them, nobody wants to do it. If you make even the slightest peep on a day when they are sleeping come lunch time you were as good as ash. So heres the problem, idiot falls in lava, so does the god-chow. Dracul still needed to be fed but nobody wanted to be the one to bring them food. So I did something almost as dumb as falling in lava, I volunteered to bring them food. To my surprise Dracul was asleep when I entered their chambers, so I dropped off the food and left back to my library. Then I did it again for dinner, and again Dracul was asleep. The next day I received a summons from Dracul, clearly I had messed something up and was to be ash within the hour. When I approached the chambers Terrance let me in and he gave me this look like... "Im so sorry man." We had always been good friends Terrance and I, but now I am a dead man so that doesnt matter anymore I guess. I walked the narrow path flanked by lava that lead to the massive muscle and scale form that is Dracul, my heart thumping the whole time. They watched me with one great golden eye the whole time I approached without ever even lifting her head from where it rest upon their house sized clawed feet. When I passed beyond the path I gave a deep bow as was customary and said "I answer your summons Dracul, the Red Conqueror, the Lord of Lands and Sky, Penultimate Defender of this Physical Realm and Beyond, and Courier of Prosperity." There was a long silence before she finally spoke,

"Rise." They said. It was only then that I realized I was still bowing. Dracul told me that they had called me in because they were pleased with me. I had volunteered when others would not, and whats more I then completed the task without waking them, TWICE. "It has been long since I have taken a chosen as my siblings so often do, but you I like you." It was then that they opened their mouth and a gout of white hot flame washed over my body. I felt the flesh melt from my bones, I felt my bones snap under the immense heat of this Dragon-gods breath. The pain was unending, I could see my flesh bubble before dripping off, and I would have screamed but the flames took the very oxygen from my lungs. I felt the very life leave me, and then I opened my eyes. I was flat on my back in dracul's chamber, and they was laying in the lava with her head out and resting on the platform she was laying on earlier. Before I could even catch my breath they looked to me and said "you are awake already? usually it takes a bit longer." I looked down at the hands I had seen melt, they were so pristine that the scar I got before I even moved in to the palace on my palm was gone, as was the paper cut I had gotten shelving some tomes earlier.
"Um... What happened?" I asked.
"A trial by fire." Dracul responded before chuckling to theirself.
"Did I die?"
"Not quite, if you had died you would not be here now. You survived and now you are chosen." They responded calmly. Dracul would go on to tell me how their and each of the other dragons could anoint a chosen and that individual would act as an extension of their great power. I was bathed in fire and reborn an Inquisitor of Dracul. It was just like that, that my life changed forever. No longer was I just the librarian, I was gifted divine magics by the Red Conquerer. Now I was the head of the Advisory Council, and the direct ambassador to the Red Conqueror. Overnight a 16 year old boy went from nothing to the second most powerful individual in Paradise second only to Dracul herself. But remember how this story started, a fast horse in full gallop and branded a traitor, well we are getting there.

People all throughout the city fight their whole lives just to be recognized by Dracul, I had become Dracul’s chosen almost by accident. Apparently this was the whole point for them, they did want somebody who was TRYING to get the position they wanted someone who was less power hungry. This did not sit well with many of the other members of the advisory council, but it was especially bad for Gerald who had been on the council for the last six years and now had to take orders from the kid who came here at the same time he did but was sent to the library because he didnt fit anywhere else. Gerald was livid and he told me so after the first meeting, said I didnt deserve my position and that I was a failure waiting to happen. Gerald and I were never really friends but it still hurt because he was part of the three with me and terrance. While we are on the subject Terrance was thrilled for me and we even celebrated over a drink at the local pub that night. Anyway I took up my new mantle and tried to preform to the best of my abilities. I spent my days with Dracul who taught me a great many things from the divine to the arcane, to languages and histories. She told me that she wanted me to be able to think for myself, that a "yes man" was of no use to her. I needed to be an autonomous extension of her power and will on this plane. And so I was, I attended meetings of great powers and represented Dracul meeting a number of powerful lords and ladies throughout the land. I worked to better Paradise and I think I did a damn good job. One place I was never able to make much headway was the Advisory council, even after 4 years in the position they still refused to take any of my suggestions and often did whatever Gerald said. This was annoying but I honestly had bigger fish to fry and I could just advise Dracul separately anyway so it did not matter too much if the council ignored me.

Anyway 5 years after being chosen is where we are now, with the horse and the traitor status. Last night something happened, I was in Dracul's chamber discussing an upcoming tournament in their honor when Gerald and a number of Knights walked in to the chamber. Gerald yelled about me being a traitor, I couldnt believe it. I would never betray Dracul 1. because it would be grade A stupid and 2. because I believe in them. Dracul did not speak out loud but directly into my head. "Is this true, my chosen?" They asked.
"Absolutely not.”
“Very well then, I’ve been looking for an excuse to send you into the field anyway.” Dracul’s normal method of handling traitors involves fire and ashes. But this time they labeled me a traitor and banished me. Gerald was noticeably angry and stormed out of the Molten Palace. I was given till morning to be out of town or the guard would be forced to execute me on sight.
In my head I heard Dracul’s voice. “Go out into the world, grow, become strong, and then return to me with information worthy of overturning your status.”
Some gods like to test their followers. Apparently the same is true for the Red Conquerer, though that involved literally not being allowed to return to my home in my case. I would have to leave my mother, father, sister, and romantic interests behind. As I was packing Terrance came to my chambers. He grabbed me by the arm and said
“We have to go forget the bag, Gerald is making a move.” He lead me out of the castle and into the streets. We had to duck into an alley to avoid a mob lead by Gerald. Terrance explained they were waiting to ambush me before I could leave the city. I was brought to a horse on the outskirts of town and told me to ride through the night. “Go to Calweld, I have a cousin there. Black scaled. His name is Bruce. He will help you, be warned calweld doesn’t like outsiders but it’s better for you than being here.”

And that’s where we are now. Me running from my home to get to a different nation all the way across the ocean.


As I’m rounding out my character he still needs hit points so let’s hope paizo is kind.

hp after level 1 for Tom Basco: 3d8 + 6 ⇒ (2, 8, 5) + 6 = 21

Cool so with the starting 10 from a d8 plus con that gives a total of 31 as long as I can do math


This seems like a lot of fun! I have brainstormed up an Inquisitor named Tom who follows that dragon who runs a city because that sounded awesome to me.

Here is a very much so still in progress character sheet:

here you go


What could Possibly go Wrong: 1d20 + 8 ⇒ (13) + 8 = 21


d100

Effect

01–02

Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.

03–04

For the next minute, you can see any invisible creature if you have line of sight to it.

05–06

A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears 1 minute later.

07–08

You cast fireball as a 3rd-level spell centered on yourself.

09–10

You cast magic missile as a 5th-level spell.

11–12

Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.

13–14

You cast confusion centered on yourself.

15–16

For the next minute, you regain 5 hit points at the start of each of your turns.

17–18

You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.

19–20

You cast grease centered on yourself.

21–22

Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.

23–24

Your skin turns a vibrant shade of blue. A remove curse spell can end this effect.

25–26

An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.

27–28

For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.

29–30

You teleport up to 60 feet to an unoccupied space of your choice that you can see.

31–32

You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.

33–34

Maximize the damage of the next damaging spell you cast within the next minute.

35–36

Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.

37–38

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.

39–40

You regain 2d10 hit points.

41–42

You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.

43–44

For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.

45–46

You cast levitate on yourself.

47–48

A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.

49–50

You can’t speak for the next minute. Whenever you try, pink bubbles float out of your mouth.

51–52

A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to magic missile.

53–54

You are immune to being intoxicated by alcohol for the next 5d6 days.

55–56

Your hair falls out but grows back within 24 hours.

57–58

For the next minute, any flammable object you touch that isn’t being worn or carried by another creature bursts into flame.

59–60

You regain your lowest-level expended spell slot.

61–62

For the next minute, you must shout when you speak.

63–64

You cast fog cloud centered on yourself.

65–66

Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.

67–68

You are frightened by the nearest creature until the end of your next turn.

69–70

Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.

71–72

You gain resistance to all damage for the next minute.

73–74

A random creature within 60 feet of you becomes poisoned for 1d4 hours.

75–76

You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.

77–78

You cast polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell’s duration.

79–80

Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.

81–82

You can take one additional action immediately.

83–84

Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.

85–86

You cast mirror image.

87–88

You cast fly on a random creature within 60 feet of you.

89–90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility ends if you attack or cast a spell.

91–92

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

93–94

Your size increases by one size category for the next minute.

95–96

You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.

97–98

You are surrounded by faint, ethereal music for the next minute.

99–00

You regain all lost HP or Spell slots, your choice


While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.

The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.


The Storm's Eye

A Greatspear with a carved amethyst spearhead. A storm can be seen constantly swirling within the spearhead. The wooden shaft is carved with intricate somewhat primitive writing of a long dead language forgotten to time.

You have a +2 bonus to attack and damage rolls made with this magic weapon.

While attuned to this weapon and wielding it, once per short rest, you may choose to use the chaotic magic of this weapon to bend reality and gain advantage on a saving throw of your choice. If you do this the GM may force you to roll on the wild magic table the next time you hit with this weapon.

Whatever you roll happens either to you or using you as a point of origin. As you feel the effect begin to manifest (after you roll and hear what the effect will be) you may draw on your inner fortitude to change the effect to either effect whatever enemy you hit or use that enemy as a point of origin. In order to do this you must expend two hit dice as it is taxing on ones body to control these chaotic magics.

Proficiency with a pike allows you to add your proficiency bonus to the attack roll for any attack you make with it.


Robe of Eyes

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.


Boots of the Winterlands

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.


Shard of the Cosmos

This Falcata appears to be an onyx blade with a deadly edge. Small galaxies and a number of comets can be seen floating through the blade at all times.

You have a +1 bonus to attack and damage rolls made with this weapon

This weapon deals 1d6 Slashing damage plus 1d8 force damage

This weapon has nine charges. You may expend one of those charges to cast the magic missile spell, for each charge past the first increase the level of the spell by one.

Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.


My Signal isnt working so lets try a play by post for now.

The four of you find yourselves in an unfamiliar room, having just climbed and clawed your way out of an avalanche of sand. Anitet lay supine on the floor panting heavily, he rolls over slightly and says "Everyone ok?" Serrice, who is also laying on her back raises a tiny arm and gives a thumbs up but says nothing.

I need those who had to climb (Telara, Anitet, and Serrice to make Con Saves DC 13)

Anitet Con Save: 1d20 + 1 ⇒ (4) + 1 = 5

Serrice Con Save: 1d20 + 3 ⇒ (10) + 3 = 13


Knowledge dost billow,
All realms the shore.
The sky is a window,
The water a door.


One-ish shot stats. gunna end up being commoner level

Stat-town: 4d6 ⇒ (5, 2, 2, 2) = 11
Stat-village: 4d6 ⇒ (2, 5, 6, 6) = 19
Stat-city: 4d6 ⇒ (3, 2, 4, 2) = 11
Stat-opolis: 4d6 ⇒ (3, 6, 3, 2) = 14
Stat-land: 4d6 ⇒ (5, 5, 1, 1) = 12
Stat-topia: 4d6 ⇒ (6, 2, 3, 1) = 12

sweet one awesome stat and 5 bad ones thats workable

reroll that may end up better and still be ignored depending on int scores

Stat-town: 4d6 ⇒ (4, 2, 5, 4) = 15
Stat-village: 4d6 ⇒ (3, 4, 2, 3) = 12
Stat-city: 4d6 ⇒ (3, 4, 4, 5) = 16
Stat-opolis: 4d6 ⇒ (4, 3, 1, 3) = 11
Stat-land: 4d6 ⇒ (1, 5, 5, 4) = 15
Stat-topia: 4d6 ⇒ (2, 5, 6, 3) = 16


New List in Bag
1 Dragon
1 Troll
1 Hydra
1 Roc
1 Vampire
1 Bulette
1 Wyvern
1 Rakshasa

Also in your bag of holding is 300 gp and a Javelin with lightning bolts and runes all carved into it.

This Javelin is a Magic Weapon, info incoming: When you hurl it and speak its Command Word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The Lightning Bolt turns back into a Javelin when it reaches the target. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the Javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the Javelin can still be used as a Magic Weapon.


Swan Boat.

You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to Command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.


Pocket Dimension Amulet

This amulet holds a pocket dimension that can hold willing living creatures as well as any dead creatures.

This necklace can hold:
1 Large creature
or
2 medium creatures
or
4 small creatures
or
8 tiny creatures


Circlet of blasting

While wearing this circlet, you can use an action to cast the Scorching Ray spell with it. When you make the spell's attacks, you do so with an Attack bonus of +5. The circlet can be used this way 2 times and then cant be used this way again until the next dawn.


Wand Charge Regen: 1d6 + 1 ⇒ (3) + 1 = 4

Initiative: 1d20 + 2 ⇒ (17) + 2 = 19

Ride the lightning: 8d6 ⇒ (6, 4, 3, 5, 2, 1, 1, 1) = 23

Dead?: 1d20 ⇒ 13


Tentacle Rod

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute.
Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.


sneak check b: 2d20 + 6 ⇒ (7, 12) + 6 = 25

sneak check g: 2d20 + 5 ⇒ (3, 17) + 5 = 25

see check g: 1d20 + 6 ⇒ (10) + 6 = 16

see check b: 1d20 ⇒ 4

What dat? b: 2d20 + 6 ⇒ (1, 12) + 6 = 19

pew missle pew: 8d4 + 8 ⇒ (2, 1, 2, 4, 3, 4, 3, 2) + 8 = 29

stop squeeze: 1d20 + 3 ⇒ (11) + 3 = 14

Thor this b~#+!: 8d6 ⇒ (3, 5, 6, 6, 6, 4, 3, 5) = 38


This hammer has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the hammer, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The hammer produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the Hammer's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The hammer makes a Strength check with a +5 bonus for each charge you spend.

Dwarven Ram Warhammer (versatile 1d8 one handed 1d10 two handed)

Persuayboy: 1d20 + 7 ⇒ (7) + 7 = 14

Lame-o Imps: 2d4 ⇒ (4, 4) = 8

Con check b: 1d20 + 2 ⇒ (5) + 2 = 7

Con check g: 1d20 + 3 ⇒ (16) + 3 = 19


b init: 1d20 + 3 ⇒ (8) + 3 = 11
g init: 1d20 + 2 ⇒ (8) + 2 = 10

Die Zombie!: 1d20 + 6 ⇒ (12) + 6 = 18
YAY: 1d6 + 3 ⇒ (5) + 3 = 81d4 ⇒ 2

Divine Spear Fighting Technique #1 OMG WHAT AM I DOING!!!: 1d20 + 6 ⇒ (9) + 6 = 15
heh balasar looks up to a person: 1d6 + 3 ⇒ (6) + 3 = 91d4 ⇒ 1


pokey: 1d20 + 6 ⇒ (7) + 6 = 13

Hurt things pls: 1d6 + 3 ⇒ (4) + 3 = 71d4 ⇒ 2

pokey attempt number 87: 1d20 + 6 ⇒ (20) + 6 = 26

die: 1d6 + 3 ⇒ (6) + 3 = 91d4 ⇒ 2

gruu sneak: 1d20 + 6 ⇒ (4) + 6 = 10

Bdaddy sneak: 1d20 + 4 ⇒ (2) + 4 = 6

What is this weird thing?: 1d20 + 6 ⇒ (8) + 6 = 14


pokey for once: 1d20 + 6 ⇒ (3) + 6 = 9

Hurt things g!~ d%@mit: 1d6 + 3 ⇒ (3) + 3 = 61d4 ⇒ 1

pokey down very hard: 1d20 + 6 ⇒ (16) + 6 = 22

murder count when its already dead?: 1d6 + 3 ⇒ (5) + 3 = 81d4 ⇒ 4

Gotta Go Fast: 1d20 + 2 ⇒ (18) + 2 = 20

please die: 1d20 + 6 ⇒ (7) + 6 = 13

Hurt: 1d6 + 3 ⇒ (2) + 3 = 51d4 ⇒ 3

can i just?...: 1d20 + 6 ⇒ (17) + 6 = 23

i dont like to talk about it: 1d20 + 5 ⇒ (15) + 5 = 20


Faith town: 1d20 + 3 ⇒ (19) + 3 = 22

Lockpick please: 1d20 + 5 ⇒ (18) + 5 = 23

thrown goo: 1d20 + 2 ⇒ (3) + 2 = 5

B init: 1d20 + 2 ⇒ (8) + 2 = 10

G init: 1d20 + 3 ⇒ (3) + 3 = 6

pokey meybe better than slashy: 1d20 + 6 ⇒ (5) + 6 = 11

Hurts maybe: 1d6 + 3 ⇒ (6) + 3 = 91d4 ⇒ 2

OMG OW: 1d4 + 4 ⇒ (3) + 4 = 7

pokey meybe better than slashy but with tactical advice this time: 1d20 + 6 ⇒ (2) + 6 = 8

Hurts maybe please a bit ever maybe: 1d6 + 3 ⇒ (4) + 3 = 71d4 ⇒ 2


Those are the lamest tribal tattoos i have ever seen, are they supposed to be scary? you just look like you have daddy issues: 2d4 ⇒ (3, 1) = 4

Factual schoolyard bully tactics: 2d4 ⇒ (1, 4) = 5

Point and laugh: 2d4 ⇒ (2, 3) = 5


Heal talks: 3d4 + 4 ⇒ (1, 4, 2) + 4 = 11

Heal self pep talk: 1d4 + 4 ⇒ (3) + 4 = 7

Sneaks B: 1d20 + 14 ⇒ (17) + 14 = 31

Sneaks G: 1d20 + 16 ⇒ (14) + 16 = 30

God thoughts: 1d20 + 3 ⇒ (4) + 3 = 7

Fights B: 1d20 + 2 ⇒ (19) + 2 = 21

Fights G: 1d20 + 3 ⇒ (5) + 3 = 8

Sneaks B: 2d20 + 4 ⇒ (1, 15) + 4 = 20

Sneaks B 2 sneak harder: 2d20 + 4 ⇒ (15, 6) + 4 = 25


B invest: 1d20 ⇒ 4

B sneaksville: 1d20 + 5 ⇒ (2) + 5 = 7

B init: 1d20 + 2 ⇒ (17) + 2 = 19

G init: 1d20 + 3 ⇒ (6) + 3 = 9

Im not mad just disappointed: 2d4 ⇒ (1, 3) = 4


B invest: 1d20 ⇒ 18

G invest: 1d20 ⇒ 14


no die from boomie: 11d20 ⇒ (12, 17, 11, 8, 17, 8, 5, 2, 1, 18, 2) = 101

Hey you realize youre like the weakest things here right? like how are you still all alive?: 2d4 ⇒ (3, 4) = 7

b init: 1d20 + 2 ⇒ (5) + 2 = 7
g init: 1d20 + 3 ⇒ (17) + 3 = 20

murder stab: 1d20 + 3 ⇒ (6) + 3 = 9

No fire pls: 1d20 + 5 ⇒ (7) + 5 = 12


Perception: 1d20 ⇒ 14
Oh God Not Mimics!: 1d20 + 2 ⇒ (9) + 2 = 11


insult: 2d4 ⇒ (4, 1) = 5

Initiative B: 1d20 + 2 ⇒ (1) + 2 = 3

Initiative G: 1d20 + 3 ⇒ (14) + 3 = 17

Perception: 1d20 ⇒ 3

Stabby: 1d20 + 6 ⇒ (13) + 6 = 19
hurt: 1d8 + 3 ⇒ (8) + 3 = 11

dick joke: 2d4 ⇒ (1, 3) = 4

Con Save: 1d20 + 2 ⇒ (10) + 2 = 12

good smells: 2d4 ⇒ (1, 4) = 5


Thinking god thoughts: 1d20 + 3 ⇒ (13) + 3 = 16

Dat Bolt Mergik?: 1d20 + 6 ⇒ (6) + 6 = 12


hp gain: 1d8 + 2 ⇒ (5) + 2 = 7


Telara's turn

no die please: 1d20 ⇒ 9

middle school humor: 1d4 + 6 ⇒ (1) + 6 = 7

sneaky karen: 1d20 ⇒ 19
sneaky durgin: 1d20 + 4 ⇒ (1) + 4 = 5


insult town: 1d4 + 6 ⇒ (1) + 6 = 7

hit: 1d20 + 6 ⇒ (19) + 6 = 25
hit: 1d20 + 6 ⇒ (12) + 6 = 18
Javelin village: 1d6 + 3 ⇒ (1) + 3 = 4
Javelin City: 1d6 + 3 ⇒ (3) + 3 = 6

booms: 4d6 ⇒ (2, 5, 6, 5) = 18

con save: 1d20 + 2 ⇒ (16) + 2 = 18
please no die: 1d20 + 2 ⇒ (2) + 2 = 4


init Durgin: 1d20 + 2 ⇒ (9) + 2 = 11
momma init: 1d20 ⇒ 15

momma hit: 1d20 + 6 ⇒ (17) + 6 = 23
momma hurt: 1d8 + 5 ⇒ (7) + 5 = 12

heal tank: 2d4 + 4 ⇒ (4, 1) + 4 = 9

momma hit: 1d20 + 6 ⇒ (16) + 6 = 22
momma hurt: 1d8 + 5 ⇒ (3) + 5 = 8

momma hit: 1d20 + 6 ⇒ (5) + 6 = 11
momma hurt: 1d8 + 5 ⇒ (3) + 5 = 8

bear heals: 2d6 ⇒ (1, 4) = 5

Word heals: 2d4 + 4 ⇒ (3, 2) + 4 = 9

momma hit: 1d20 + 6 ⇒ (4) + 6 = 10
momma hurt: 1d8 + 5 ⇒ (6) + 5 = 11

momma hit: 1d20 + 6 ⇒ (15) + 6 = 21
momma hurt: 1d8 + 5 ⇒ (4) + 5 = 9

momma hit: 1d20 + 6 ⇒ (8) + 6 = 14
momma hurt: 1d8 + 5 ⇒ (2) + 5 = 7

momma hit: 1d20 + 6 ⇒ (8) + 6 = 14
momma hurt: 1d8 + 5 ⇒ (5) + 5 = 10


lucky durgin: 1d20 ⇒ 8
lying my ass off: 1d20 + 4 ⇒ (1) + 4 = 5

Sneaky Durgin: 1d20 + 4 ⇒ (11) + 4 = 15
momma sneakypant: 1d20 ⇒ 13

fighty Durgin: 1d20 + 2 ⇒ (3) + 2 = 5
momma fightypants: 1d20 ⇒ 9

con save: 1d20 + 2 ⇒ (18) + 2 = 20

Momma kill: 1d20 + 6 ⇒ (4) + 6 = 10
momma hurt thing: 1d8 + 5 ⇒ (3) + 5 = 8

Momma kill: 1d20 + 6 ⇒ (11) + 6 = 17
momma hurt thing: 1d8 + 5 ⇒ (8) + 5 = 13

lame spiders: 1d4 + 6 ⇒ (2) + 6 = 8

con save: 1d20 + 2 ⇒ (9) + 2 = 11

Momma kill: 1d20 + 6 ⇒ (14) + 6 = 20
momma hurt thing: 1d8 + 5 ⇒ (5) + 5 = 10

durgin kill: 1d20 + 6 ⇒ (16) + 6 = 22
durgin hurt thing: 1d10 + 3 ⇒ (7) + 3 = 10

durgin kill: 1d20 + 6 ⇒ (15) + 6 = 21
durgin hurt thing: 1d10 + 3 ⇒ (7) + 3 = 10

durgin heal: 1d4 + 4 ⇒ (4) + 4 = 8

Sneaky Durgin: 1d20 + 4 ⇒ (5) + 4 = 9
momma sneakypant: 1d20 ⇒ 9


Momma Stab: 1d20 + 6 ⇒ (19) + 6 = 25
Fwuuuamp: 1d8 + 3 ⇒ (2) + 3 = 5

Momma Stab: 1d20 + 6 ⇒ (16) + 6 = 22
Fwuuuamp: 1d8 + 5 ⇒ (3) + 5 = 8

Song of rest: 1d6 + 3 ⇒ (1) + 3 = 4
Hit Die: 1d8 + 2 ⇒ (5) + 2 = 7
Hit Die 2: 1d8 + 2 ⇒ (6) + 2 = 8
Hit Die 3: 1d8 + 2 ⇒ (1) + 2 = 3

hp: 1d10 + 2 ⇒ (5) + 2 = 7
hp2: 1d10 + 2 ⇒ (4) + 2 = 6


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Perception Karen: 1d20 + 1 ⇒ (14) + 1 = 15
Perception Bal: 1d20 ⇒ 16

Initiative momma Karen: 1d20 ⇒ 1
Initiative B: 1d20 + 2 ⇒ (2) + 2 = 4

momma Karen used murder: 1d20 + 6 ⇒ (11) + 6 = 17
Lightsaber damage: 1d8 + 5 ⇒ (6) + 5 = 11

momma Karen used murder: 1d20 + 6 ⇒ (20) + 6 = 26
Lightsaber damage: 1d8 + 5 ⇒ (2) + 5 = 7

Balasar tries so hard to stab: 1d20 + 5 ⇒ (19) + 5 = 24
maybe?: 1d8 + 3 ⇒ (4) + 3 = 7

momma Karen used murder: 1d20 + 6 ⇒ (5) + 6 = 11
Lightsaber damage: 1d8 + 5 ⇒ (2) + 5 = 7

momma Karen used murder 2: 1d20 + 6 ⇒ (16) + 6 = 22
Lightsaber damage 2: 1d8 + 5 ⇒ (2) + 5 = 7

health juice: 2d6 ⇒ (1, 5) = 6

momma Karen used murder: 1d20 + 6 ⇒ (14) + 6 = 20
Lightsaber damage: 1d8 + 5 ⇒ (2) + 5 = 7

momma Karen used murder: 1d20 + 6 ⇒ (11) + 6 = 17
Lightsaber damage: 1d8 + 5 ⇒ (4) + 5 = 9

poop water: 1d4 + 6 ⇒ (3) + 6 = 9

momma Karen used murder: 1d20 + 6 ⇒ (20) + 6 = 26
Lightsaber damage: 1d8 + 5 ⇒ (8) + 5 = 13

momma Karen used murder harder: 1d20 + 6 ⇒ (18) + 6 = 24
Lightsaber damage bbwwwamp: 1d8 + 5 ⇒ (4) + 5 = 9

momma Karen used stremph: 1d20 + 3 ⇒ (11) + 3 = 14

poop water: 1d4 + 6 ⇒ (1) + 6 = 7

momma do the heal thing: 2d8 + 3 ⇒ (3, 4) + 3 = 10


hp: 1d8 + 2 ⇒ (2) + 2 = 4


gimme cheap boomies: 1d20 + 7 ⇒ (5) + 7 = 12


no vomtown: 1d20 + 2 ⇒ (2) + 2 = 4


smellay zomboo: 1d4 + 3 ⇒ (4) + 3 = 7

Initiative: 1d20 + 2 ⇒ (8) + 2 = 10

insecure zoombie: 1d4 + 3 ⇒ (3) + 3 = 6

noobs: 1d4 + 3 ⇒ (4) + 3 = 7

out of insults so sword: 1d20 + 3 ⇒ (19) + 3 = 22

slashley: 1d10 + 3 ⇒ (5) + 3 = 8

out of insults so sword harder: 1d20 + 3 ⇒ (3) + 3 = 6

murderstab: 1d10 + 3 ⇒ (7) + 3 = 10

out of insults so sword v 3: 1d20 + 3 ⇒ (1) + 3 = 4

die zombie!: 1d10 + 5 ⇒ (10) + 5 = 15

lookin fo shiz: 1d20 ⇒ 10


Onyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.


BoomBoom: 3d6 ⇒ (4, 1, 2) = 7

Luck: 1d20 ⇒ 1

bear health: 2d6 + 3 ⇒ (6, 2) + 3 = 11

wakey wakey hags are stanky: 1d20 ⇒ 18

Spit hot fire: 2d6 ⇒ (4, 2) = 6


Health: 2d6 ⇒ (1, 1) = 2


Perception: 1d20 ⇒ 14
Sneaky: 1d20 + 4 ⇒ (16) + 4 = 20

Inv: 1d20 ⇒ 18

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3


Perception: 1d20 ⇒ 10
Perception: 1d20 ⇒ 8
Acana: 1d20 + 4 ⇒ (11) + 4 = 15
Investigation City: 1d20 ⇒ 16


Change Bringer
hp on lvl: 1d8 ⇒ 6