LDDragon Posted August 2, 2023 Clone Share Posted August 2, 2023 (edited) Group B chapter 3 Stone Cast Shadows Continued from here Edited August 2, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
LDDragon Posted August 2, 2023 Author Clone Share Posted August 2, 2023 Wet Hollow Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing. Armenga identifies this creature as a vexgit, similar to the one that attacked the group with a maul at the opening ceremony when they were waiting for Takulu Ot. She notices what look like gremlin tracks around it, also a glint of metal around its wrist. This is a bit harder to see as most of it is submerged in a puddle. The mushroom evades identification however. C3. Massive Mushroom This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space. It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit. Zyrel examines the mushroom and determines that it is not harmful. Clankerton makes his own assessment, breaking off a piece of mushroom and munching on it. Noises can be heard from the southwest. Map ooc C1. Staging Room Low 3 The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps. C2. Wet Hollow Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing. The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle. C3. Massive Mushroom This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space. It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit. The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day. Noises southwest, to the C8 area. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
leons1701 Posted August 2, 2023 Clone Share Posted August 2, 2023 Zyrel (Ekujae Rogue) AC: 20 | HP: 27/27 | Initiative: +9 | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet "Well? Any good?" Zyrel watches as Clankerton takes a bite of the glowing shroom. But before the enthusiastic dwarf can reply, Zyrel catches the sound of something from the southwest tunnel. Holding up a hand for silence, the elf flattens himself against the tunnel wall and slowly edges along it until he can peer down the tunnel. Mechanics Main Hand: Bow Off Hand: Empty Action 1: Hide Action 2: Sneak Action 3: Seek Potential Reaction: Spells Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 17 1d20+11 6 Perception 24 1d20+9 15 Link to comment Share on other sites More sharing options...
Kistler Posted August 4, 2023 Clone Share Posted August 4, 2023 (edited) Armenga Olulo - Thaumaturge 3 HP: 21/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 Conditions-None | ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing (Unused) | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +11 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 Armenga moves toward the crustacean-like gremlin and looks at the metal band around its wrist. "This thing... Vexgit... it was dangerous when we fought them before. We barely survived. We should be cautious of whatever could do this to one of them." She proceeds to remove the silver band on its arm, showing the others and stashing it in her belt pouch. She wrinkles her nose when they come to the mushroom chamber and Clankerton takes a bite. She doesn't know what else she expected the dwarf to do though. "I hope that isn't poisonous. Well, maybe just a little to teach you some caution!" She has her hand on the antidote bottle tied to her belt, just in case he needs it. She cuts off at Zyrel's gesture, and stands still, waiting for him to tell them what he senses. OOC/Actions Other: Pick up silver ring Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Gear Worn -Backpack -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate Weapons -Dagger -Whip -Leiomano -+1 War Razor Containers Backpack -Extendable Pincers -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited August 9, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
r0llcage Posted August 4, 2023 Clone Share Posted August 4, 2023 "Just how expansive are the vaults below the school?" Joseph wonders. The possibilities are certainly endless; an exciting prospect. Recall Knowledge Shroomy +8 if it's Nature, + 10 if it's Arcana. Name xDiceName xDiceResult xDiceString xDiceRolls Recall Knowledge Shroomy 9 1d20 9 Link to comment Share on other sites More sharing options...
LDDragon Posted August 9, 2023 Author Clone Share Posted August 9, 2023 C8 Zyrel holds up a hand and flattens against the wall, for stealth. Armenga takes the metal band, gets ready with an antidote bottle, then goes silent as Zyrel signals. Joseph discerns that the mushroom seems safe to eat, at least. A flickering light reveals a dark tunnel leading west and three people huddled together, speaking in hushed voices. Ignaci’s skin has broken out into hives and his tongue and throat are swollen. Okoro and Tzeniwe are talking urgently in quiet voices. "Ignaci got stung by a bee!" Okoro seems distraught. "I dont know how to treat him! It looks like he is allergic!" Tzeniwe looks worriedly at Ignaci. "I am right here!" Somewhat muffled as he is having trouble speaking. Map C8 Friends in need The heroes know these people: Ignaci, Okoro, and Tzeniwe. This cohort was assigned to map the areas beneath Warden House, next to Archhorn Library, but a cave-in blocked their way back. They don’t realize they’ve followed the twisting tunnels outside their assigned area, and recently ran into the giant mining bees.. While trying to look brave in front of Okoro, Ignaci got stung by a bee and learned, quite dramatically, that he has a severe allergy to bee stings. Ignaci’s skin has broken out into hives and his tongue and throat are swollen. Okoro and Tzeniwe are too worried about his sudden symptoms to move him, and neither has the medical knowledge to help him. If left unaided, Ignaci could die. The heroes can help if they can calm the frantic cohort and treat Ignaci. A hero can calm the trio with a successful DC 18 Diplomacy or Intimidation check, although you might allow other means to calm them with a similar DC. Once the attendants have calmed down, the heroes can either help them get Ignaci safely to the surface or treat him directly. A hero can treat Ignaci with a successful DC 20 Medicine check. The heroes can retry this check on a failure, but the DC increases by 2 each time. On a success, Ignaci is well enough that Okoro and Tzeniwe can get him to the surface without the heroes’ help if the heroes describe a safe way up through Archhorn Library (as the cave-in blocks the path back up to Warden House). On a critical success, the hero quells Ignaci’s symptoms entirely and he can walk unaided, though Okoro and Tzeniwe escort him to the surface anyway. On a critical failure, Ignaci goes into shock; unless a hero succeeds at another DC 20 Medicine check within 1 round, he dies. The tunnel off the map to the west now leads to a large collapse and several dead-end tunnels. They don’t contain anything of interest other than a few tracks from insects and gremlins coming and going. Map ooc C1. Staging Room Low 3 The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps. C2. Wet Hollow Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing. The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle. C3. Massive Mushroom This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space. It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit. DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters. The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day. Noises southwest, to the C8 area. C8 A flickering light reveals a dark tunnel leading west and three people huddled together, speaking in hushed voices. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted August 9, 2023 Clone Share Posted August 9, 2023 (edited) Armenga Olulo - Thaumaturge 3 HP: 21/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 Conditions-None | ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing (Unused) | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +11 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 Armenga rushes toward the frantic cohort, quickly taking in the situation. Panic and fear, that is what she sees, and neither will help them leave this cave alive. "Ay! Snap out of it." She whispers fiercely, scowling at them. "There are other dangers here, and panic never helps anyone. You need to get him moving tiward the exit. We can help." She looks at Ignaci and turns to Joseph and Aboye, "Can you do anything for him? Would antivenom help here?" OOC/Actions Other: Pick up silver ring Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Gear Worn -Backpack -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate Weapons -Dagger -Whip -Leiomano -+1 War Razor Containers Backpack -Extendable Pincers -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited August 9, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Intimidation to calm 27 1d20+11 16 Link to comment Share on other sites More sharing options...
leons1701 Posted August 9, 2023 Clone Share Posted August 9, 2023 Zyrel (Ekujae Rogue) AC: 20 | HP: 27/27 | Initiative: +9 | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet Zyrel relaxes as he recognizes friendly figures and turns to the party to wave them on. Armenga catches on to what is happening even quicker than he does and dashes past, snapping the lost students attention to her instead of their situation. "I'm not sure about anti-venom but we need to get at least some poison out before he goes into shock. Aboye's the best of us with healing, what do you think?" Mechanics Main Hand: Bow Off Hand: Empty Action 1: Aid Medicine Action 2: Action 3: Potential Reaction: Spells Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield Name xDiceName xDiceResult xDiceString xDiceRolls Medicine 15 1d20+7 8 Link to comment Share on other sites More sharing options...
r0llcage Posted August 13, 2023 Clone Share Posted August 13, 2023 (edited) Joseph Curwen Human Arcanist 3 | Neutral | Application | Sheet AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Read Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) Telekinetic Projectile (+9, 2d6 + 4) | Level 1 Spells:Grease (Ref DC 19) Magic Weapon 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) Joseph approaches the patients and draws his medical kit. He sets the healing tools to hovering with a mage hand spell and starts picking through the various vials. "Truth be told, I am unfamiliar with underground bee venom..." Mechanics Reaction: Action 1: Action 2: Action 3: OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Dubious Knowledge When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9 Edited August 13, 2023 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Diplo 2 1d20 2 Medicine 17 1d20+10 7 Med 2 vs DC 22 20 1d20+10 10 Link to comment Share on other sites More sharing options...
LDDragon Posted August 16, 2023 Author Clone Share Posted August 16, 2023 (edited) C8 As Armenga rushes in and scowls at the group, they quieten, glad that someone else is taking charge and might be helpful. Zyrel assesses the situation, and asks for Abioye to give his opinion. Joseph approaches the patients, using mage hand to hover a medical kit, picking through various vials. His first diagnosis is a little off, but with a second try and help from Abioye, he is able to treat Ignaci. Breathing a sigh of relief as Ignaci begins to look and sound better, Tzeniwe says "Thank you for the help! We will return to safety, as soon as we can. Although the path where we came in from Warden House" gesturing to the west "... is blocked now. Do you know another way up to the surface? There is also a secret door there" indicating along the tunnel to the northeast " but we did not want to investigate it in our current state." Ignaci thanks Abioye and Joseph profusely. Map 3 C8 Friends in need Ignaci is well enough that Okoro and Tzeniwe can get him to the surface without the heroes’ help if the heroes describe a safe way up through Archhorn Library (as the cave-in blocks the path back up to Warden House). The tunnel off the map to the west now leads to a large collapse and several dead-end tunnels. They don’t contain anything of interest other than a few tracks from insects and gremlins coming and going. Tzeniwe indicates that to the northeast of C8, south of C3, where the black fog of war is right up to the tunnel, is a secret door. Map 2 ooc C1. Staging Room Low 3 The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps. C2. Wet Hollow Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing. The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle. C3. Massive Mushroom This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space. It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit. DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters. The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day. Noises southwest, to the C8 area. C8 A flickering light reveals a dark tunnel leading west and three people huddled together, speaking in hushed voices. Edited August 16, 2023 by LDDragon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
leons1701 Posted August 16, 2023 Clone Share Posted August 16, 2023 Zyrel (Ekujae Rogue) AC: 20 | HP: 27/27 | Initiative: +9 | F: 4 R: 11 W: 9 | Conditions: none| Class DC:19| Spell DC: 18 | Sheet "Back the way we came, you can get into the library basement. It's not far at all, you should be able to get out easily that way." Zyrel looks about the area with interest, with the western passages collapsed they don't have many choices which way to go, though the existence of a secret door is, interesting, at the very least. "Do we check out this area or head straight for that secret door?" Mechanics Main Hand: Bow Off Hand: Empty Action 1: Action 2: Action 3: Potential Reaction: Spells Cantrips Prepared: Acid Splash, Scatter Scree, Shield, Message, Mage Hand, Gouging Claw Cantrips Known: Scatter Scree, Acid Splash, Prestidigitation, Read Aura, Daze, Gouging Claw, Mage Hand, Ghost Sounds, Shield Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Kistler Posted August 16, 2023 Clone Share Posted August 16, 2023 (edited) Armenga Olulo - Thaumaturge 3 HP: 21/38 | AC: 20 | Speed: 30ft | Hero: 2/3 | Spells: 0-Ghost Sound -Bullhorn -Scatter Scree Perception: +7 | Fort: +8 | Ref: +8 | Will: +7 Conditions-None | ConsumablesTalismans: -1x Effervescent Ampoule - Breastplate Infused Items: -1x Owlbear Claw - War Razor -1x Potency Crystal - Leiomano Potions: -1x Antidote -2x Minor Healing Potion Other: -Feather Token (Chest) -Feather Token (Ladder) Use/day Items: -Bracelet of Dashing 1/1 | SpellsCantrips: -Ghost Sound -Bullhorn -Scatter Scree Level 1: - (Pending) | Skills*Academic Lore: +5 Acrobatics: +2 **Arcana: +7 *Athletics: +8 *Crafting: +5 *Deception: +9 *Diplomacy: +9 **Esoteric Lore: +11 **Intimidation: +11 Medicine: +0 *Nature: +5 *Occultism: +5 Performance: +4 *Religion: +5 Society: +0 Stealth: +1 Survival: +0 Thievery: +1 **Warfare Lore: +7 *Trained | **Expert | ***Master | SchoolPrimary School: Tempest Mage: 3 Secondary School: Uzunjati: 0 "Just that way, like Zy said. Be safe and get help." She says to Tzeniwe and Ignaci, then turns to her companions. "Maybe poke ours heads in that secret door first. It's right here! If it's full of shambling fungi we'll feel silly leaving it at our backs." She pauses, "well, we'd feel silly opening it too in that case... anyway, secrets! That's what we're here for, right?" She walks back up the hall and examines the place where the secret door is in the cave wall, listening for danger. if sensing nothing dangerous, and with the consent of her team, she tries to ease the door open once they've gathered and arranged themselves before the door. OOC/Actions Other: inspect auto corrected to insurrection on that roll :D Free: Action 1: Action 2: Action 3: Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Arcana (Expert) +7 Nature (Trained) +5 Occultism (Trained) +5 Religion (Trained) +5 Exploration Activity: Bonuses and Abilities -Mirror's ReflectionYou reflect an illusory image of yourself into another unoccupied space within 15 feet that you can see. You are treated as being in both spaces until the start of your next turn. Your mirror self mimics your actions exactly, but any effects you generate come from only one of your positions; you decide which each time you act. Anything that targets or would affect your reflection affects you and uses your statistics. Something that would target or affect both of you affects you only once. When you move, you choose which square to move from, but the mirror effect ends (see below). Some events force you to determine which image is the real you, and then end the effect and cause your mirror self to disappear; this happens automatically at the start of your next turn. It also happens if you choose to move out of your space. Other benefits of this implement add more events that can end the reflection. The effect also ends when you fall unconscious, at which point you decide which version is truly you. -Exploit VulnerabilitySelect a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again. Critical Success You remember the creature’s weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature’s resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem’s antimagic. You can exploit either the creature’s mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature’s mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature’s personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren’t already. Critical Failure You couldn’t remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn. Mortal Weakness: Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn’t change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. Personal Antithesis: -Only the target creature gains a weakness against your unarmed and weapon Strikes equal to 2 + half your level. -Implement's EmpowermentWhen you Strike, you can trace mystic patterns with an implement you’re holding to empower the Strike, causing it to deal 2 additional damage per weapon damage die. -Dubious KnowledgeWhen you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. -Diverse Lore-You can take a -2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic -When you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check. -Intimidating GlareYou can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language. -Scroll ThaumYou can activate scrolls of any magical tradition, using your thaumaturge class DC for the scroll’s DC, rather than a particular spell DC. If a spell is on the spell list for multiple traditions, you choose which tradition to use at the time you activate the scroll. You can draw and activate scrolls with the same hand holding an implement, much like you can for esoterica. -Steeped in HistoryYou gain a +1 circumstance bonus to Recall Knowledge about the Magaambya, the tenets or history of your branch, and members of your branch. At 11th level, this increases to a +2 circumstance bonus. -Talisman EsotericaEach day during your daily preparations, you can make two talismans with an item level no higher than half your level. You know the formulas for all common talismans in the Core Rulebook of your level or lower. You remember your talisman formulas through oral tradition or mnemonics, so you don’t need a formula book for them. -ToughnessIncrease your maximum Hit Points by your level. The DC of recovery checks is equal to 9 + your dying condition value. Gear Worn -Backpack -Belt Pouch -School Robes -Bracelet of Dashing+1 item bonus to Acrobatics checks Activate [one-action] command Frequency once per day; Effect You gain a +10-foot status bonus to Speed for 1 minute. -Breastplate Weapons -Dagger -Whip -Leiomano -+1 War Razor Containers Backpack -Extendable Pincers -Feather Token (Chest) -Feather Token (Ladder) -Grappling Hook -Net -Repair Kit -Rope, 50' -2x Sacks -Soap -2x Torches -Waterskin -Writing Set Belt/Pouch -Antidote -10x Chalk -2x Healing Potion, minor -Flint and Steel -3x Oil Pints -Signal Whistle -Silver Ring (40gp) -2x Empty Vials -1gp, 10sp, 8cp Dormitory -Bedroll -Crafter's Book -2x Rations (1w) -3x Sacks -3x Torches Edited August 24, 2023 by Kistler (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Insurrection cave wall/ door 23 1d20+7 16 Link to comment Share on other sites More sharing options...
r0llcage Posted August 16, 2023 Clone Share Posted August 16, 2023 (edited) Joseph Curwen Human Arcanist 3 | Neutral | Application | Sheet AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Read Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) Telekinetic Projectile (+9, 2d6 + 4) | Level 1 Spells:Grease (Ref DC 19) Magic Weapon 2/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius) "Dialogue." Thoughts. Mechanics Reaction: Action 1: Risky Surgery Armie vs DC 20 Deals S Damage Action 2: Try again in an hour S Damage Action 3:IgnoreIgnore2 OOC None Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Dubious Knowledge When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9 Edited August 16, 2023 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Risky Surgery Armie vs DC 20 14 1d20+12 2 S Damage 8 1d8 8 Try again in an hour 14 1d20+12 2 S Damage 1 1d8 1 Ignore 29 1d20+12 17 Ignore2 5 1d8 5 Ignre3 30; 7 1d20+12;1d8 [18]; [18,7] Link to comment Share on other sites More sharing options...
LDDragon Posted August 23, 2023 Author Clone Share Posted August 23, 2023 C10. War Room Joseph works on patching up Armenga. Zyrel and Armenga give directions, so, having been healed, Ignaci leaves with Okoro and Tzeniwe Armenga hears voices and is able to open the door stealthfully a crack to assess the situation, then discuss with the group. A table bearing a large cloth map pinned down with heavy rocks along the edges occupies much of this room. Though dirty and tattered, the aged map provides a detailed view of the Magaambya campus. Drawn atop the map are several caves and tunnels, creating a connected web of passages between the buildings. The table is stout wood and set 2 feet off the floor on heavy wooden legs. There isn’t enough room for Small or larger creatures to fit comfortably beneath it, but the gremlins can scurry under the table with ease and use it to gain cover from larger creatures. Five gremlins are trying to decipher the instructions on the map in this room. Stymied by a combination of their limited experience with maps and the unclear notes, they haven’t had much luck. Each instead argues that their own interest should be what the gremlins pursue as a whole. The gremlins include a blunt-snouted and pugnacious gnagrif, a gangly jinkin, and three warty mitflits. There is also a lice-infested grimple gremlin named Binji who the other gremlins all boss around. Map 4, current Map 3 Map 2 ooc Not in combat yet, but might be soon, so initiative checks from everyone in anticipation. C1. Staging Room Low 3 The wooden wall panels in this long, low room have been broken apart in four places to reveal narrow passages burrowed into the stone. The railing which spans the walls and the low rail in the middle hint that this room once served as a dance studio. Several desks have been relocated here with a few books and papers; more papers nailed to the wood near each entrance feature hastily sketched maps. C2. Wet Hollow Both of the southwestern tunnels from area C1 descend steeply into this room, as does the tunnel from area C3. The room has several puddles of murky, standing water. Some type of crustacean is mostly submerged in one of the puddles; most of the creature’s head is missing. The dead vexgit wears a silver ring worth 40 gp as a bracelet. The heroes find it automatically if they remove the creature’s corpse from the puddle. C3. Massive Mushroom This large, irregular cavern has moisture dripping down the walls and a narrow tunnel leading up to the north. A large, blue, glowing mushroom faintly illuminates the space. It’s roughly the size and width of a dwarf. The mushroom has plainly been gnawed at a bit. DC 15 Nature check knows that it isn’t harmful; on a critical success, the hero realizes that eating it will aid primal spellcasters. The mushroom bears a strange enchantment that interacts with those capable of casting primal spells. Anyone eating a piece of the mushroom is imbued with restorative magic. For the next hour, when the imbiber casts a non-cantrip primal spell that targets only one creature, they can choose to restore 1d6 Hit Points per spell level to the target in addition to the spell’s normal effects; this is a healing effect. A creature can only gain this benefit from the mushroom once per day. C8 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
r0llcage Posted August 24, 2023 Clone Share Posted August 24, 2023 (edited) Joseph Curwen Human Arcanist 3 | Neutral | Application | Sheet AC: 16 | HP: 29/29 | Perception: +8 | Fort: +6 | Ref: +6 | Will: +10 Hero Points:: 1/3 | WIZARD DC: 19 | CantripsDetect Magic Electric Arc (Ref DC 19, 2d4 + 4 E Damage; 2 Targets within 30') Light Mage Hand Telekinetic Projectile (+9, 2d6 + 4) | Level 1 Spells:Grease (Ref DC 19) Magic Weapon 1/2 | Level 2 Spells:Dispel Magic Flaming Sphere 2/2 | DRUID DC: 18 | CantripsRead Aura Scatter Scree (Ref DC 18, 2d4 + 3 P) | Drain Bonded Item: L1 | L2 | Battle Medicine (DC 15; 2d8)Armenga Olulo, Clankerton Ratchet, Joseph Curwen, Zyrel Magic Items:: Scrolls4x Scroll of Burning Hands lvl 1 Current Effects: Light (20' Radius); Grease (10 Rnds) "Bah! More of these blasted, book-destroying monsters!" While the idea of diplomacy isn't entirely out of the question, Joseph is not going to let the little monsters rush them. He moves up just enough into the narrow hallway to be able to see the closest of the monsters. With a few arcane words, he thrusts his cane towards the offending mite, and a large ball of grease issues forth. It flies through the air, hitting the mite, which causes it to splash onto the adjacent stone floor, creating something of a barrier between the two parties. It would be tantamount to suicide for them to try and approach the students through the narrow passage. Mechanics Init Reaction: Recognize SpellTrigger A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. If you are trained in the appropriate skill for the spell’s tradition and it’s a common spell of 2nd level or lower, you automatically identify it (you still roll to attempt to get a critical success, but can’t get a worse result than success). The highest level of spell you automatically identify increases to 4 if you’re an expert, 6 if you’re a master, and 10 if you’re legendary. The GM rolls a secret Arcana, Nature, Occultism, or Religion check, whichever corresponds to the tradition of the spell being cast. If you’re not trained in the skill, you can’t get a result better than failure. Critical Success You correctly recognize the spell and gain a +1 circumstance bonus to your saving throw or your AC against it. Success You correctly recognize the spell. Failure You fail to recognize the spell. Critical Failure You misidentify the spell as another spell entirely, of the GM’s choice. Recognize Spell Leads To... Action 1: Stride. Action 2 + 3: Grease (DC 19)Cast [two-actions] somatic, verbal Range 30 feet; Area 4 contiguous 5-foot squares or Duration 1 minute You conjure grease, with effects based on choosing area or target. Area All solid ground in the area is covered with grease. Each creature standing on the greasy surface must succeed at a Reflex save or an Acrobatics check against your spell DC or fall prone. Creatures using an action to move onto the greasy surface during the spell's duration must attempt either a Reflex save or an Acrobatics check to Balance. A creature that Steps or Crawls doesn't have to attempt a check or save. on the four squares and the mitflit I marked with a lime green box. OOC We can try diplomacy if someone wants. I just wanted to use a spell slot. Misc Skills Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Dubious Knowledge When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn a bit of true knowledge and a bit of erroneous knowledge, but you don’t have any way to differentiate which is which. Lore ◆ +9 | Arcana ◆ +9 | Crafting ◆ +9 Intimidation ◆ +5 | Lore (Academia) ◆ +9 | Lore (Ancient History) Lore (Library) ◆ +9 | Lore (Magaambya) ◆◆ +11 | Medicine ◆◆ +10 Nature ◆ +8 | Occultism ◆ +9 | Religion ◆ +8 Society ◆ +9 Edited August 25, 2023 by r0llcage (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Init 20 1d20+8 12 Link to comment Share on other sites More sharing options...
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