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  1. - Top - End - #121
    Orc in the Playground
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    Default Re: The Grinder Group 2

    Gregor's fists smash away at the metal, supernaturally weakening the metal with each mighty blow.

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    You don't do 4d8+20. The 2d8+10 is only against armor a targeted creature is wearing.

    You do double slam damage, base slam damage for a dust wight is 2d6+8. You add whatever buffs you've got (only doubling numbers, not dice as normal).

    Everyone needs to make fort saves again.

  2. - Top - End - #122
    Surgebinder in the Playground Moderator
     
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    Default Re: The Grinder Group 2

    Ranvor

    "So much trouble and discussion over such a minor problem." Ranvor sighs. "The rest of you can try tunneling or teleporting or whatever. I'm going through."

    With that, Ranvor, dives through the blade barrier, doing his best to dodge the blades.

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    Fort save: (1d20+31)[42]
    Reflex: (1d20+27)[29] evasion from ring
    Last edited by Douglas; 2008-01-08 at 11:16 PM.
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  3. - Top - End - #123
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    BlueWizardGirl

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    Default Re: The Grinder Group 2

    Fiona

    The priestess sighed internally. She knew Ranvor, and knew that he was at hist best at moments of crisis. Patience...not always his strong suit.

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    No effect from the work of the water elementals?

    Fiona Fort save: (1d20+32)[37]
    Ex Machina fort save: (1d20+37)[54]
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  4. - Top - End - #124
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    ElfRogueGirl

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    Default Re: The Grinder Group 2

    Martina

    "Wait for me" the she elf shouts after Ranvor as he dives through the whirling barrier, She's teh one who should be scoutting ahead of the party, and she's not going to let other get hurt cause she didn't do her job.

    She dives through as well, also trying to avoid the blades, once on the other side she looks around trying to spot anything that might prove to be dangerous.

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    Fort Save - (1d20+30)[9](39)
    Ref Save - (1d20+38)[20](58)

    Last edited by Kat Steel; 2008-01-09 at 10:13 AM.
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  5. - Top - End - #125
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    ElfRogueGirl

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    Default Re: The Grinder Group 2

    sorry for the doble post but one of the rolls didn't go through

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    spot - (1d20+29)[2](31)



    what a miserable roll :(
    Last edited by Kat Steel; 2008-01-09 at 10:15 AM.
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  6. - Top - End - #126
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    Fortitude Save:
    (1d20+26)[40]

    Rolls for my Eidolons...I assume that I've got two of them, and that they're at the base for my Fortitude.
    (1d20+14)[15]
    (1d20+14)[25]

  7. - Top - End - #127
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    Default Re: The Grinder Group 2

    Seeing that his blows aren't doing much, Gregor stops pounding at the walls.

    Hmm...not the results I expected. he mentally muses.

    He moves out of the hole and resumes the form of the bird-like being.

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    OOC: are we physically aware of whatever is requiring us to make these fort saves?

    (1d20+35)[42]

    Who is TheMeanDM?

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  8. - Top - End - #128
    Orc in the Playground
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    Memphis receives a renewed surge of warning in his mind above and beyond the constant alarm going off in his head warning of a constant threat to his companions as Ranvor plunges headlong through the blades, followed gracefully by an adroit Martina. While Martina carries her passenger safely through the razor maelstrom, Ranvor gets clipped, and then soundly battered before emerging on the other side.

    You all hear a gasp and squeak in your mind as as one of Teliron's eidolons gets snuffed out by the crushing pressure of the water.
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    Martina takes no damage, you passed your save and have evasion.
    Ranvor takes 122 damage (which does not get halved as it's not an attack), since you failed your save, and it overcame SR. Save for massive damage. Ranvor's eidolon, might take that damage as well (killing it), pending a clarification of the SR derived from transcend mortality.

    The eidolon that failed its fort save (natural 1) takes 762 points of damage from crushing pressure and is obliterated, causing Teliron to take 10 points of unmodified damage.

  9. - Top - End - #129
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    Wait, what? People swam through the blades? Did I miss something here? Apparently I did...show what I get for missing a day or two.

    Likewise, my Eidolons should bubble them. Violet and Indigo. I can't actually conceive how a spell effect would damage them through a Violet and Indigo warding. It's reflexive, they can do it in time. And the Spell Resistance is...*checks*....39 for Transcend Mortality, just for the record. And if nothing else, each Eidolon also gets a +10 to Saves. Not much, but important to note.

  10. - Top - End - #130
    Surgebinder in the Playground Moderator
     
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    The save DC is higher than 29? That wasn't a natural 1.
    Massive damage: (1d20+31)[41]

    Eidolon's pressure save: (1d20+24)[34] (not sure that's right, but the only difference would be that it's even higher).
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  11. - Top - End - #131
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    Default Re: The Grinder Group 2

    Noting that more and more people begin to drop through the blades, Memphis distress signals seem to go highwire.
    Stop it you fools! The Eidolons can't take the pressure! Intelect, persistent polymorph on me please. We got some serious digging to do. Weasel, put your back into it.
    Memphis takes on the shape of a rustmonster aswell and joins weasel in the tunnelling.

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    ehm... seriously guys, if only the force of the water is enough to make it lethal, then I'm gonna try my luck with the tunnelling. I'll see you guys at the finish line

    1 use of polymorph((I definately need to prepare more of those tomorrow.)) and 1 uses of metamagic effect ((I'm saving the cooperative castings for more dire occasions))

    for statistic matters, we dig 40 feet into the wall, then go straight down, absorbing cube for cube until we reach the point where the blade barrier would be on the corresponding height in the tube. Do I detect the magic barrier when we dissolve the cube that would be at the intersecting spot?
    We all wear masks, those who try to look behind it will only find another mask.

    current characters:
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    Arena gladiators:
    4W/1LPsychodelia Hard nut to crack
    1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)

    Other characters momentarily active:
    Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
    Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
    Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]

  12. - Top - End - #132
    Orc in the Playground
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    Default Re: The Grinder Group 2

    As Memphis takes his new form, Weasel begins tunneling further outwards. A single brush of his feathery antenna begins corroding another block of metal outward. For a brief moment you hear creaking metal as the wall bulges outward and then the rust corrosion front completely eats through. The extremely high pressure water blasts outward through the new hole Memphis's familiar has just eaten through the wall.

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    Everyone make swim check!

  13. - Top - End - #133
    Surgebinder in the Playground Moderator
     
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    Swim check: (1d20+4)[19] Edit: Drop that by 5, I forgot swim checks get double armor check penalty.
    Does flight + Freedom of Movement help any?
    Last edited by Douglas; 2008-01-10 at 03:48 PM.
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  14. - Top - End - #134
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    ElfRogueGirl

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    Default Re: The Grinder Group 2

    Martina

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    swim - (1d20+9)[13](22)

    If the water if pulling her towards the barrier, Martina will attempt to dive through them once again, so she can try to control her own trajectory.

    reflex - (1d20+38)[11](49) - Evasion (class feature)

    If the water if not pulling her then she'll try to stay about 15 ft from Ranvor.

    Last edited by Kat Steel; 2008-01-10 at 04:34 PM.
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  15. - Top - End - #135
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    Default Re: The Grinder Group 2

    As he feels the water pressure begin to increase and swirl, Gregor quickly changes forms and begins swimming in a safe manner. (not that anyone can see)

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    I rolled a 6, for a total of 30..but as noted elsewhere: freedom of movement should protect us from the rushing water. Sorry to have edited this, but my roll was a 6.

    (1d20+24)[30]

    Kua-Toa Leviathan
    This bloated, fishlike humanoid has a scaly body of silver-gray. Its arms and legs are thin and small for its size, but its gaping maw looks big enough to swallow a horse.

    Gregor the Kua-Toa Leviathan

    Relevant Skill for this encounter: Swim = +24 (+16 str, +8 racial)

    Last edited by TheMeanDM; 2008-01-10 at 05:41 PM.
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  16. - Top - End - #136
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    Still say fredom of movement should work, thats probably just interpretation. Which the DM always wins :P
    memphis(1d20)[20]
    weasel(1d20)[10]
    Is it possible to change shape before making the swim check? If it is, I'ld opt for squid for a +10 on swim checks and a body that can withstand high pressure
    We all wear masks, those who try to look behind it will only find another mask.

    current characters:
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    Arena gladiators:
    4W/1LPsychodelia Hard nut to crack
    1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)

    Other characters momentarily active:
    Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
    Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
    Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]

  17. - Top - End - #137
    Orc in the Playground
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    Default Re: The Grinder Group 2

    Weasel and Memphis are jettisoned first through the hole. Their enchantments let them pull themselves from the stream of water before impacting the hard ground below. They are soon followed by the rest of the group.

    You find yourselves hovering thirty feet above a vast desert, the only thing interrupting the endless sea of sand is the large pillar of iron rising up out of the ground that you have just exited. A waterfall explodes out of the side of the monolith, drenching the ground below you. The scalding hot water is rapidly releasing a cloud steam into the light breeze. The air feels thin, not lethally so, but you labor to get enough oxygen with each breath.

    Looking at the sky you find another surprise. At least a third of the sky is filled with this world's moon. It is an enormous multicolored and striped thing, and you cannot see all of it below the desert horizon. The sun also is much larger, and you can feel it's intense heat, combined with the thin air beginning to dry you off.

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    For clarity a list of (Adjusted) swim checks. I've made some of them to speed things along. Since you're being sent into a significantly less hostile environment, I presumed you wouldn't mind. If you want you can make the check though...
    Gregor (in bird thing form): 6+8(Str)=14
    Martina: 22
    Ranvor: 14
    Weasel: 10
    Memphis: 20
    Teliron (I rolled): 10+12(Str)=22
    Ex Machina (I rolled): 11+9(Str) = 20
    Artan (I rolled):8+21(Swim) = 29
    St. Fiona the Unground (I rolled): 4+4(Str) = 8

    Ranvor needs to make another reflex save as he's sucked back through the blades. Martina makes her save again and takes no damage.
    Last edited by Sxoa; 2008-01-11 at 04:23 PM.

  18. - Top - End - #138
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    BlueWizardGirl

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    Default Re: The Grinder Group 2

    Fiona

    As Fiona is pushed and Ex Machina squeezes out of the large hole in the pillar, they both take to the air and fly away, trying to get a better perspective on the metal tube they have just emerged from.

    Ex Machina flies up, to try to determine the upper end of the shaft, and what might be there. Fiona, hearing Ranvor's pain, waits above the spout to administer aid when he gets out.

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    Ex Machina possibly applicable skill checks as the solar scans upwards:

    Spot: (1d20+35)[40]
    Listen: (1d20+35)[41]
    Search: (1d20+32)[37]

    Fiona is readying an action to cast Cure Critical Wounds on Ranvor once she can see him again. Not even trying to fly against the motion of the current.

    (4d8+20)[47] points cured. If he can't wait for vigor to take care of the rest, we can do more.
    "We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut

  19. - Top - End - #139
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    Default Re: The Grinder Group 2

    Breathtaking. Is what Gregor thinks to the group. I've travelled to a lot of places and planes, but this is one of the more...amazing...that I've seen.

    (how I imagine it to look, correct me if I'm wrong)


    The cylinder is behind us..much easier that way :)
    Last edited by TheMeanDM; 2008-01-11 at 05:57 PM.
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  20. - Top - End - #140
    Surgebinder in the Playground Moderator
     
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    Reflex: (1d20+27)[36]
    Unless we can't even rest for 5 minutes or so without being attacked, I can probably wait for vigor to take care of all of it.
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  21. - Top - End - #141
    Orc in the Playground
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    Default Re: The Grinder Group 2

    Ex Machina flies up thirty feet above your egress point and looks at the top of the cylinder. It is not particularly noteworthy in and of itself. It seems to be 60 feet across and made out of solid unpolished metal. The metal is extremely hot to the touch, as would be expected of a slab of iron sitting in the open under the baking rays of the sun.

    The amount of cylinder visible above the sand is 70 feet. Your exit point is carved in the middle of that (30 feet above and below a ten foot wide hole). A quick calculation indicates that the blade barrier should be between five and ten feet above the sand's surface if it extended out of the cylinder, though you don't see anything in that space. Presuming its not an extradimensional space, you know the cylinder goes at least another 50 feet into the sand.

    As far as you can tell there is only the sand and the breeze here to keep you company.

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    TheMeanDM's picture is essentially accurate. It's a cylinder, not a prism and the world thing in the background is significantly bigger, but the idea is there.

    Make spot checks

  22. - Top - End - #142
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    ElfRogueGirl

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    Default Re: The Grinder Group 2

    Martina

    The she elf swims out of the tunel and hovers for a while getting her bearings.

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    spot - (1d20+29)[8](37)



    She then descends to meet the others, she unhappily empies her quiver of all the water and pulls a rag from her HHH, she drys each arrow tip carefully and looks at the feathers, an unhappy look on her face. She tries to put them right once again.
    Kat Steel

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  23. - Top - End - #143
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    Gregor, in bird form, circles around the tower, his keen eyes looking down on the landscape.

    [spoiler]

    Spot:
    (1d20+22)[36]

    [/roll]
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  24. - Top - End - #144
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    The two rustmonsters shake their body to help the drying a bit. Intellect, green as an apple, tries to raise his head from the land-lobster but then quickly bend over and begins emptying his stomach on the sands below.
    Well... That was unsuspected sounds the voice of Memphis in your heads Everybody allright? Come Weasel, lets see if we can make a new way in.
    The two rustmonsters wiggle and wobble back to the massive cylinder and begin 'eating' at its base.
    We all wear masks, those who try to look behind it will only find another mask.

    current characters:
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    Arena gladiators:
    4W/1LPsychodelia Hard nut to crack
    1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)

    Other characters momentarily active:
    Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
    Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
    Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]

  25. - Top - End - #145
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    sorry, forgot the spot checks
    Memphis: (1d20+14)[27]
    Weasel: (1d20+14)[18]
    Intelect: (1d20+11)[25]
    We all wear masks, those who try to look behind it will only find another mask.

    current characters:
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    Arena gladiators:
    4W/1LPsychodelia Hard nut to crack
    1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)

    Other characters momentarily active:
    Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
    Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
    Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]

  26. - Top - End - #146
    Orc in the Playground
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    Default Re: The Grinder Group 2

    The water that is flowing out of the side of the tower is pitch black. It appears to be saturated with ink.
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    What side of the tower are you guys burrowing into? At what height? Presume on my map that the top of the screen is north, and that that is the side you tunneled out of.

  27. - Top - End - #147
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    Default Re: The Grinder Group 2

    "At least we'll not have to deal with the water for a moment," Teliron says, availing himself of the opportunity to speak while it is possible. He stretches out his angelic wings and moves to survey the rust monsters, intrigued--somehow, he'd never seen one before.

    "And no more ink!"

  28. - Top - End - #148
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    Then we tunnel south at the base by the ground.
    We all wear masks, those who try to look behind it will only find another mask.

    current characters:
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    Arena gladiators:
    4W/1LPsychodelia Hard nut to crack
    1W/0LDocter Spikenburg Specialty: blowing stuff up (preferably his opponents)

    Other characters momentarily active:
    Memphis Mage Extraordinary [wizard3/master specialist6/Mage of the Arcane Oroder5/Archmage4]
    Bresk Lizardman hunter in training [monst. humanoid 2/LA+1]
    Mongo NaichukAsian glaive dancer[barb1/ftr4/dervish 7]

  29. - Top - End - #149
    Orc in the Playground
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    Default Re: The Grinder Group 2

    The two rust monsters quickly corrode another tunnel through the side of the pillar. Once again there is a brief sound of creaking metal as the corrosion dissolves away the metal, and then the water explodes out at you . Weasel feels something small bounce off his shell but can't see it on the outside. Blindsight similarly detects unexpected. Your blindsight does detect the blade barrier inside the tower though. It is where you expected it to be. Half of your tunnel's interior opening is blocked by the whirling blades.

    Intellect looks on from above with Teliron watching from even higher as the two rust monsters are ejected from their hole. The two rust monsters pull themselves out inky sand and steaming mists and float up a bit, black sludge dripping off their carapaces.

    On the north side of the tower, Martina (followed quickly by Gregor), spots a few sand dunes in the far distance racing towards the tower much faster than any dune should be moving ever let alone in this breeze, though it does seem to be picking up a little bit.

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    everyone on the south side of the tower make spot checks. The entire group should make survival checks
    Last edited by Sxoa; 2008-01-12 at 12:50 PM.

  30. - Top - End - #150
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    ElfRogueGirl

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    Default Re: The Grinder Group 2

    Martina

    The she elf looks around as she hears the water rushing out else where

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    spot - (1d20+29)[2](31)

    ooc - what a rubish roll :(

    Last edited by Kat Steel; 2008-01-12 at 12:42 PM.
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