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Old 08-24-2012, 02:39 PM   Top  -  End  -  #61
Electrobolt
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Because you can never be too safe...

Listen: (1d20+7)[26]
Spot: (1d20+8)[13]

And just in case... If unneeded, disregard this roll :P

Move Silently: (1d20+6)[10]
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Old 08-24-2012, 02:44 PM   Top  -  End  -  #62
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

fair enough
spot(1d20+5)[24]
listen(1d20+6)[14]
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Old 08-24-2012, 02:47 PM   Top  -  End  -  #63
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Good idea.

(1d20+5)[25] - Spot check

(1d20+3)[14] - Listen check

(1d20-8)[-2] - Walking loudly Move Silently check
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Old 08-24-2012, 02:51 PM   Top  -  End  -  #64
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

sneakiness check as well then
move silently(1d20+6)[16]
hide(1d20+6)[22]
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Old 08-24-2012, 03:22 PM   Top  -  End  -  #65
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Ah yeah, if we do need to hide, then...

Hide: (1d20+6)[14]

Unfortunately, with that loud clanking noise, it'll be hard to stay unnoticed :P
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Old 08-24-2012, 03:30 PM   Top  -  End  -  #66
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

nah... it will be easy. They will be a good distraction for us. Of course, I don't get a sneak attack, just higher DCs on my spells.
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Old 08-24-2012, 09:41 PM   Top  -  End  -  #67
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

ok. Many searches, as my attempt to speed things up a bit.
Search 1: (1d20+10)[26]
Search 2: (1d20+10)[15]
Search 3: (1d20+10)[24]
Open Lock(if needed)(1d20+5)[17]
Open Lock(if needed)(1d20+5)[16]
At each door, before opening them. Assuming nothing interesting happens, continue
Spot(1d20+5)[10]
Listen(1d20+6)[12]
Move silently(1d20+6)[25]
Hide(1d20+6)[25]
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Old 08-26-2012, 07:08 PM   Top  -  End  -  #68
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

rinse and repeat:
ok. Many searches, as my attempt to speed things up a bit.
Search 1: (1d20+10)[24]
Search 2: (1d20+10)[13]
Search 3: (1d20+10)[29]
Open Lock(if needed)(1d20+5)[14]
Open Lock(if needed)(1d20+5)[25]
At each door, before opening them. Assuming nothing interesting happens, continue
Spot(1d20+5)[9]
Listen(1d20+6)[17]
Move silently(1d20+6)[8]
Hide(1d20+6)[16]
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Old 08-27-2012, 11:58 AM   Top  -  End  -  #69
Electrobolt
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

I think I'll parrot Archmage, save for Open Locks, considering that's CC and trained only :P

Search 1: (1d20+8)[24]
Search 2: (1d20+8)[25]
Search 3: (1d20+8)[17]

Spot: (1d20+8)[19]
Listen: (1d20+7)[22]
Move Silently: (1d20+6)[15]
Hide: (1d20+6)[11]

And just in case we need to, thanks to Anthony... <_< Roll ALL the saves!!! I doubt we will have to, but still :P

Fort: (1d20)[13] (Darn 0 CON bonus and Scout having bad Fort bonus...)
Reflex: (1d20+5)[6]
Will: (1d20+1)[17] (Same as Fort, but at least I have a WIS bonus :P )

Fort could be chance to withstand the stench, Reflex could be to get moving faster to get out of the room, and Will could be to hold back on his urge to toss Anthony outside :P OR they could just be random and useless rolls :P Never hurts though
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Old 08-27-2012, 09:04 PM   Top  -  End  -  #70
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

search on the door(1d20+10)[29]
open lock: if needed(1d20+5)[18]
listen(1d20+6)[20]
disable device(1d20+9)[12]
spellcraft for scroll(1d20+8)[11]
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Old 08-29-2012, 04:00 AM   Top  -  End  -  #71
Comissar
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Spot Check - (1d20+5)[17] (Here's hoping he can see)
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Old 08-29-2012, 09:48 AM   Top  -  End  -  #72
Morbis Meh
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Attack: (1d20+5)[8]
Damage: (1d12+4)[16]

It would be funny to roll a 1, trip and get Anthony's face stuck to the sac
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Old 08-29-2012, 10:27 AM   Top  -  End  -  #73
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

spot(1d20+5)[22]
listen(1d20+6)[23]
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Old 08-29-2012, 07:53 PM   Top  -  End  -  #74
Morbis Meh
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

This swarm will probably kill us since their immunity to weapon damage is massive bs... swarms are under CR'd in my opinion, I shouldn't even bother rolling because none of us have anything to fight it off

Fort Save (1d20+7)[10]
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Old 08-29-2012, 08:21 PM   Top  -  End  -  #75
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

color spray, then light them on fire?
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Old 08-29-2012, 09:08 PM   Top  -  End  -  #76
Morbis Meh
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Quote:
Originally Posted by Archmage1 View Post
color spray, then light them on fire?
They're vermin thus immune to colour spray
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Old 08-29-2012, 09:14 PM   Top  -  End  -  #77
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

I did not read that bit. That leaves the only option that I would have of lighting them on fire. How much health do you have left?
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Old 09-10-2012, 06:15 PM   Top  -  End  -  #78
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

so, rolls
spot(1d20+5)[9]
listen(1d20+6)[26]
move silently(1d20+6)[13]
search(1d20+10)[29]
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Old 09-11-2012, 07:36 PM   Top  -  End  -  #79
Electrobolt
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Same drill as Archmage

Spot: (1d20+8)[26]
Search: (1d20+8)[26]
Listen: (1d20+7)[15]
Move Silently: (1d20+6)[17]
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Old 09-12-2012, 04:31 PM   Top  -  End  -  #80
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

so sleight of hand check to swap the thieves tools: [roll1d20+7]

and, in case you want it, spellcraft to know entangle[roll1d20+8]
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Old 09-12-2012, 04:33 PM   Top  -  End  -  #81
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Same as last time, but with less stupidity

so sleight of hand check to swap the thieves tools: [roll1d20+7[/roll]

and, in case you want it, spellcraft to know entangle[roll1d20+8[/roll]
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Old 09-12-2012, 04:36 PM   Top  -  End  -  #82
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

and...
Same as last time, but with even LESS stupidity

so sleight of hand check to swap the thieves tools: (1d20+7)[23]

and, in case you want it, spellcraft to know entangle(1d20+8)[15]
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Old 09-16-2012, 10:34 AM   Top  -  End  -  #83
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

So, searching multiple doors/rooms
assuming 2 doors/rooms
left handed one
door search(1d20+10)[12]
door open lock(1d20+7)[10]
door disable device(1d20+11)[16]
door listen(1d20+6)[10]
door spot(1d20+5)[16]
room search (1d20+10)[22]
room listen(1d20+6)[10]
room spot(1d20+5)[22]
right handed one
door search(1d20+10)[17]
door open lock(1d20+7)[8]
door disable device(1d20+11)[14]
door listen(1d20+6)[18]
door spot(1d20+5)[22]
room search (1d20+10)[12]
room listen(1d20+6)[12]
room spot(1d20+5)[13]
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Old 09-17-2012, 02:16 PM   Top  -  End  -  #84
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Mirroring Archmage's rolling...

Left door

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Right Door

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General

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Old 09-23-2012, 08:48 AM   Top  -  End  -  #85
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

So, rolls at the next door.

hide(1d20+6)[13]
move silently[/roll]1d20+6[/roll]
spot(1d20+5)[11]
listen(1d20+6)[22]
search(1d20+10)[28]
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Old 09-23-2012, 08:49 AM   Top  -  End  -  #86
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

move silently try 2: (1d20+6)[20]
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Old 09-23-2012, 04:20 PM   Top  -  End  -  #87
Electrobolt
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Hide: (1d20+6)[26]
Move Silently: (1d20+6)[13]
Search (Floor) : (1d20+8)[23]
Disable Device (Floor, if trapped) : (1d20+6)[26]
Search (Door) : (1d20+8)[13]
Disable Device (Door, if trapped) : (1d20+6)[25]
Spot: (1d20+8)[19]
Listen: (1d20+7)[8]
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Old 09-24-2012, 09:34 AM   Top  -  End  -  #88
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

More Door Checking :)

move silently(1d20+6)[11]
hide(1d20+6)[16]
search(1d20+10)[30]
disable device(1d20+11)[14]
open lock(1d20+7)[24]
spot(1d20+5)[21]
listen(1d20+6)[19]
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Old 09-26-2012, 07:46 PM   Top  -  End  -  #89
Archmage1
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

wall checking
move silently(1d20+6)[14]
hide(1d20+6)[19]
search(1d20+10)[25]
disable device(1d20+11)[12]
open lock(1d20+7)[24]
spot(1d20+5)[12]
listen(1d20+6)[15]
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Old 09-29-2012, 09:46 AM   Top  -  End  -  #90
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Default Re: Kingdom of Arim Campaign 1 Dice Thread

Strength check for the door - (1d20+2)[7] (3, I bet it's 3)
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