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    4: Tor's Hold

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    whit10

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    Re: 4: Tor's Hold

    Post  whit10 on Tue Jul 31, 2018 5:46 pm

    Drusus merely states "ale and beef" and leaves the gold sitting for her
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    Re: 4: Tor's Hold

    Post  Robyo on Wed Aug 01, 2018 8:59 pm

    Marya happily takes the gold. She applauds Cyc's performance, and a few other patrons do too. The barmaid goes to the kitchen and a few moments later, she returns to the companions' table, hands full of frothy mugs of ale. She follows up with some rolls and butter.


    The companions settle back. Their food is being prepared, so they spend time talking, counting the loot,  going over their map, whatever.


    A sketchy looking man wanders close. He reeks of BO. A nervous smile reveals dental issues.


    "I have a riddle for you fellas, heh.
    Always hungry. I must always be fed,
    The finger I lick Will soon be red.
    Heh."
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    Re: 4: Tor's Hold

    Post  Chris on Wed Aug 01, 2018 11:32 pm

    Nok chuckles, "I do love riddles! The first part sounds me... always hungry. But I dont lick my fingers... much... in public.
    But I say it sounds like a fire. Fire is always hungry and must be fed wood. If fire "licks" your finger, it will be burned red."
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    Re: 4: Tor's Hold

    Post  Robyo on Thu Aug 02, 2018 6:19 pm

    The man looks puzzled. "Uh, yeah. That is technically correct. Heh. Let's... try again." The man gives Nok the one-eyed stare, absently fondling something in his vest pocket.

    "Who makes it, has no need of it. Who buys it, has no use for it. Who uses it can neither see nor feel it.
    Heh."
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    Re: 4: Tor's Hold

    Post  Whitey on Thu Aug 02, 2018 7:16 pm

    “The answer’s a coffin, friend. Somethin ya may be closer to than ya realize at the moment. How can we be of service to ya? And can it wait until after we’ve had our supper?” Cyc eyes the man suspiciously over the rim of his tankard as he takes a long drink.
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    Re: 4: Tor's Hold

    Post  Chris on Thu Aug 02, 2018 10:17 pm

    Nok keeps an eye on the pocket.... he may have to check that closer later
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    Re: 4: Tor's Hold

    Post  navyik on Fri Aug 03, 2018 8:51 pm

    In Elvish, "the boy has clearly been sent to us with some sort of message. The riddle is part of the pass code to verify our identity, but the proper answer to the riddle is not the answer to the code."
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    Re: 4: Tor's Hold

    Post  Robyo on Sat Aug 04, 2018 8:50 pm

    The smelly man grins again. "Heh. I had to be sure. It's obvious you fellas ain't with the IC." He pulls out what he'd been holding in his pocket: a whistle. The man runs away to the corner of the room blowing the whistle shrilly. A nanosecond later (having heard "the signal"), a stream of soldiers barge into the tavern. They wear black cloaks with a gray circle device. These brigands appear to be more heavily armed and armored than those the party encountered at Ilyana's.



    "Now who the hades do you think you are," one of the soldiers snarls when he sees you. "No one in this miserable town's allowed to carry arms! Set 'em down if you know what's good for you!"

    Roll initiative!


    *Gold-ringed tokens are townies. Gray-ringed tokens are foes.

    Here's the earlier map I posted (for reference). The 3 barrels to the side of the bar is actually a kitchenette. Also, streets run along the south and east sides of the building.
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    Re: 4: Tor's Hold

    Post  navyik on Sat Aug 04, 2018 9:14 pm

    Leirthal The Magnificent

    AC 13 (15 arcane deflection)
    Hp 26/26

    Passive perception 13
    Passive investigation 15
    Passive insight 13
    Spell save DC 13


    1(4)✓✓✓✓
    2(3)✓✓#

    Initiative:
    Result of the throw of dice "1d20 +6" :

    9 + 6 = 15
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    Re: 4: Tor's Hold

    Post  Chris on Sat Aug 04, 2018 10:49 pm

    Nok initiative:

    Roll(1d20)+4:
    11,+4
    Total:15

    "But.... but.... I haven't even had the roast goose with apple sauce yet!"

    Nok glares at the armored buzzkills
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    Re: 4: Tor's Hold

    Post  Whitey on Sun Aug 05, 2018 10:55 am

    Cyclone Chinook
    Level 4
    Speed: 25
    HP 32/29
    HD: 4d8/4d8
    AC: 19
    Proficiency Bonus: +2
    Initiative Bonus: +1
    Passive Perception: 13
    Saves:
    WIS: (+5)
    CHR: (+2)
    Spell Casting Ability: +3
    Spell Save DC: 13
    Spell Attack Bonus: +5
    Spell Capacity: 7
    Spell Slots:
    C:3/3
    1:4/2
    2:3/1

    Healer's kit (10/10)
    Feat: Healer

    Initiative:
    Result of the throw of dice "1d20 +1" :

    19 + 1 = 20

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    Re: 4: Tor's Hold

    Post  whit10 on Sun Aug 05, 2018 11:48 am

    Drusus Initiative:

    Roll(1d20)+2:
    5,+2
    Total:7

    AC: 18, non-magical damage is reduced by 3
    Initiative: +1
    Prof. Bonus: +2
    Movement: 30’
    Saves: Strength and Constitution
    HP: 36
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    Re: 4: Tor's Hold

    Post  Chris on Sun Aug 05, 2018 12:22 pm

    Robyo wrote:
    Also, streets run along the south and east sides of the building.

    @Rob

    I am working on your digital tavern map.  I did a c\p job to add the extra roads and outside space.  Sorry the tiles a tad off on the bottom.  

    does this look OK so far?  



    @all - can everyone see the East road and columns 12 and 13?
    I can see them in the preview but not in the forum.  I am guessing it's just a format\resolution issue
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    Re: 4: Tor's Hold

    Post  Robyo on Sun Aug 05, 2018 1:24 pm

    looks pretty good so far!
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    Re: 4: Tor's Hold

    Post  Robyo on Sun Aug 05, 2018 4:08 pm

    I noticed a discrepancy. Looks like a couple PCs placement is off. It's difficult to tell with a top-down view.

    Here's another perspective.

    So Drusus, Quxx, and Bru and the west table; and Ara, Leirthal, Cyc, and Nok at the east table.

    If it helps at all, here's the "official" tavern map (the one I posted is fan-made, but I actually like it better). This map shows the steps to the front door and the stone walkway around the outside of the building.


    PCs can't see what's happening outside the walls of the tavern (naturally). There's a double window on the west side, next to Drusus (your guys don't notice anyone outside of it) and another window on the south side of the building, behind a townie (also don't see anyone outside it, from what you can see across the room, etc).


    Last edited by Robyo on Sun Aug 05, 2018 4:16 pm; edited 1 time in total
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    Re: 4: Tor's Hold

    Post  Chris on Sun Aug 05, 2018 4:15 pm

    Robyo wrote:I noticed a discrepancy. Looks like a couple PCs placement is off. It's difficult to tell with a top-down view.


    lol! yes, those were total guesses! thanks for the other view





    let me know if more changes needed
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    Re: 4: Tor's Hold

    Post  Robyo on Sun Aug 05, 2018 4:20 pm

    I'll wait until Monday to post the initiative roster.. You guys don't necessarily have to fight. You could try to talk, or try to flee. On your turn.
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    Re: 4: Tor's Hold

    Post  Josef909 on Sun Aug 05, 2018 5:55 pm

    Bru Zher
    HP: 37/45, 2 inspiration
    AC: 15 [16 with +1 ring, 18 with mithril shield (resistant to slashing/piercing) and ring]
    SV: STR (+5), CON (+5), danger sense for DEX (ADV)
    Rage: 0/3 remaining, +2 damage, resistant to all damage but psychic (bear)
    Battleaxe: +5tohit, 1d8/1d10(2handed) + 3
    Handaxe: +5tohit (+4 if thrown), 1d6 + 3 (+2 if thrown), 20'/60'
    Javelin: +4tohit, 1d6 + 2, 30'/120'

    Initiative roll:
    Result of the throw of dice "1d20 +2" : 11 + 2 = 13

    DM: just to be clear, Bru gained 10 max HP during level up. he adds those 10, but is still missing the 8 that were missing before, yes?


    Last edited by Josef909 on Sun Aug 05, 2018 10:35 pm; edited 1 time in total
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    Re: 4: Tor's Hold

    Post  Chris on Sun Aug 05, 2018 10:04 pm

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    Re: 4: Tor's Hold

    Post  MAS on Mon Aug 06, 2018 10:57 am

    Quxx init:

    Result of the throw of dice "1d20 +1" :

    5 + 1 = 6
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    Re: 4: Tor's Hold

    Post  Josef909 on Mon Aug 06, 2018 1:20 pm

    Ara initiative (mike asked me to roll for him):

    Result of the throw of dice "1d20 +3" :

    16 + 3 = 19
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    Re: 4: Tor's Hold

    Post  Robyo on Mon Aug 06, 2018 11:53 pm

    Josef909 wrote:DM: just to be clear, Bru gained 10 max HP during level up.  he adds those 10, but is still missing the 8 that were missing before, yes?

    Correct. If your PC was damaged previous to level-up, you continue to be damaged until taking a long rest, or spend HD on a short rest, or popping a PoH or incur some other kind of magical or skill-based healing during combat..


    Bar Brawl at the Blue Goblin, Round 1:
    1) Cyc-20
    2) Ara-19
    3) ???-17
    4) Nok-15
    5) Bru-13
    6) Brigands Squad A-12 
    7) Drusus-7
    8 ) Quxx-6
    9) Brigands Squad B-4

    Cyc up first.
    Ara on deck.

    The brigands at the front door are Squad A and act on Initiative-6.

    *The map view has expanded out since it was first posted, so I might as well include the other tokens in the revealed region. The PCs are unaware of Squad B at the back door.
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    Re: 4: Tor's Hold

    Post  Whitey on Tue Aug 07, 2018 8:14 am

    Cyclone Chinook
    Level 4
    Speed: 25
    HP 32/29
    HD: 4d8/4d8
    AC: 19
    Proficiency Bonus: +2
    Initiative Bonus: +1
    Passive Perception: 13
    Saves:
    WIS: (+5)
    CHR: (+2)
    Spell Casting Ability: +3
    Spell Save DC: 13
    Spell Attack Bonus: +5
    Spell Capacity: 7
    Spell Slots:
    C:3/3
    1:4/2
    2:3/1

    Healer's kit (10/10)
    Feat: Healer


    Cyc has had just about enough nonsense for one day. He roars  "Kordammit now ya've ruined our dinner!" He leaps to his feet and slams his tankard down on the table, casting Shatter, centered on H-I.5-6, encompassing Circle Jerks 1-6:

    Casting Time 1 action
    Range 60 feet
    Components V S M (Chip of mica)
    Duration Instantaneous
    Each creature in a 10-foot-radius sphere must make a Constitution save. A creature takes 3d8 thunder damage on a failed save or half as much on a success. A creature of inorganic material has disadvantage on the save.

    A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.

    Result of the throw of dice "3d8" :

    7 + 5 + 6 = 18

    "Bruzher! Block that door, lad!"

    Cyc will move past Leirthal to E-7 to place himself between danger and the townsfolk at the bar.
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    Re: 4: Tor's Hold

    Post  Chris on Tue Aug 07, 2018 10:21 am

    @Rob - I updated the map, copying your numbering, but the 4 and 7 in squad B seem off?
    I made the north-most guy like the other whistle-blower since he didn't have a # or look like an armored brigand.

    let me know if you want anything changed. I can easily make them brigands 11,12,13

    Cyc move updated

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    Re: 4: Tor's Hold

    Post  trouble7332 on Tue Aug 07, 2018 12:53 pm

    ARA
    HP: 23/31 (1d10) + 2 inspiration points
    AC: 14 
    Passive Percept: 14
    Speed: 35 feet
    Saves: STR (+3) DEX (+5) CON (+1) WIS (+2)
    (Advantage on all saving throws against charm and no sleep spells)

    Proficiency Bonus: +2
    Initiative: +2
    Archery: +2 all ranged weapons 
    Darkvision 60' 

    Spell save DC: 12
    Spell attack bonus: +4
    Slots: 2/3 L1

    Ara nocks an arrow and eyes Brigand #4 through the doorway. As he does he whispers "Aeye en' Thourns, DUNA!!", (Hail of Thorns, rise!)

    Hail of Thorns: 1 Bonus Action; Self; V; Concentration, up to 1min
    The next time you hit a creature with a ranged weapon attack before spell ends, this creates a rain of thorns that sprout from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a DEX saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one

    "Death’s Whisper", Longbow +1 Att: (+Cool Dam: (1d8+4)  (150/600)
    Attack on Brigand (#4) = 1d20 + 8 = 17 + 8 = 25
    Damage = 1d8 + 4 = 4 + 4 = 8

    Thorn damage to Brigands 2, 3, 4, 5, 6 = 1d10 = 7 (does half damage round up Laughing  )

    As soon as that hits he immediately looses another shot at Brigand #2 in the doorway in the hopes of jamming up the entrance.

    "Death’s Whisper", Longbow +1 Att: (+Cool Dam: (1d8+4)  (150/600)
    Attack on Brigand (#2) = 1d20 + 8 = 15 + 8 = 23
    Damage = 1d8 + 4 = 5 + 4 = 9

    Ara then hustles back and up onto the end of the bar at D6 so he can see as much of the room as possible. "Where did that foul faced little whistle blower go?!" Ara yells. "Anyone have him in their sights?"


    Last edited by trouble7332 on Thu Aug 09, 2018 2:00 pm; edited 1 time in total
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    Re: 4: Tor's Hold

    Post  navyik on Tue Aug 07, 2018 1:30 pm

    navyik wrote:Leirthal The Magnificent

    AC 13 (15 arcane deflection)
    Hp 26/26

    Passive perception 13
    Passive investigation 15
    Passive insight 13
    Spell save DC 13

    1(4)✓✓✓✓
    2(3)✓✓#

    Initiative:
    Result of the throw of dice "1d20 +6" :

    9 + 6 = 15

    Don't forget me. pale
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    Re: 4: Tor's Hold

    Post  trouble7332 on Wed Aug 08, 2018 7:48 pm

    Sorry, I forgot to put how I get to shoot a second time...

    Horde Breaker: Once on each of your turns, you can make another attack with the same weapon against a different creature that is within 5ft of the original target and within range of your weapon

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    Re: 4: Tor's Hold

    Post  Robyo on Wed Aug 08, 2018 11:47 pm

    Bar Brawl at the Blue Goblin, Round 1:
    1) Cyc-20
    2) Ara-19
    3) ???-17
    4) Nok-15(+4)
    5) Lerithal-15(+3)

    6) Bru-13
    7) Brigands Squad A-12 
    8 ) Drusus-7
    9 ) Quxx-6
    10) Brigands Squad B-4


    Leirthal added to initiative roster. DM oversight.


    Cyc damages a bunch of the brigand intruders. He manages to slay #5.

    Ara kills #4 with his first arrow. Some more brigands suffer under the hail of thorns. The ranger's second arrow kills #2.


    An unknown force moves behind the scene at initiative-17.


    Nok is up.

    Leirthal is on deck.

    Bru in the hole
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    Re: 4: Tor's Hold

    Post  trouble7332 on Thu Aug 09, 2018 1:57 pm

    **Sorry for the happy faces...I keep forgetting that 8 ) right next to each other is Cool **

    Rolling Eyes :
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    Re: 4: Tor's Hold

    Post  Chris on Thu Aug 09, 2018 5:13 pm

    Nok is still mad at the whistle-blower for spoiling his roast goose supper.

    Nok moves 15ft to I-9 (drawing rapier as free move) and jabs at the Riddler with his rapier

    Result of the throw of dice "1d20 +6" :

    9 + 6 = 15

    if that hits, damage with SA

    Result of the throw of dice "1d8 +2d6 +4" :

    4 + 6 + 3 + 4 = 17


    pending results, Nok still has his Cunning action and 10ft of movement

    Map updated



    dead bodies just blacked out, not removed, for difficult terrain
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    Re: 4: Tor's Hold

    Post  trouble7332 on Thu Aug 09, 2018 6:58 pm

    Just checking in w map maker that Ara should be standing on top of bar at D6. Thanks!
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    Re: 4: Tor's Hold

    Post  navyik on Fri Aug 10, 2018 8:08 am

    Does #3 have cover against Leirthal in the doorway?
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    Re: 4: Tor's Hold

    Post  Robyo on Fri Aug 10, 2018 8:42 am

    Dead bodies as difficult terrain, sure. They are piling up!

    Nok's attack on the riddler is a hit, however, I'm not seeing how he gets Sneak Attack? There isn't another enemy within 5' of target.

    Need an Athetics check for Ara to jump onto the bar.

    Leirthal can target #3 who is barging through the doorway.
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    Re: 4: Tor's Hold

    Post  Whitey on Fri Aug 10, 2018 9:33 am

    Rakish Audacity gives Nok Sneak Attack if no other creature is within 5’ of him. (Rogues are pretty sweet in 5e. I love the assassin I’m playing in Joe’s table top campaign.)

    Edit: although maybe the townsfolk at the table negate that? This is why I’m not a DM...
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    Re: 4: Tor's Hold

    Post  Chris on Fri Aug 10, 2018 10:38 am

    RAKISH AUDACITY
    Starting at 3rd level, your confidence propels you into
    battle. You can give yourself a bonus to your initiative
    rolls equal to your Charisma modifier.

    You also gain an additional way to use your Sneak At—
    tack; you don’t need advantage on the attack roll to use
    your Sneak Attack against a creature if you are within 5
    feet of it, no other creatures are within 5 feet of you, and
    you don’t have disadvantage on the attack roll. All the
    other rules for Sneak Attack still apply to you.


    I was just ignoring the townsfolk sorry. I took that to mean no other enemies (creatures) as I wouldn't consider a townie that is out of combat a "creature".

    Let me know the outcome as he still has 10ft of movement and his bonus action left


    Ara - awaiting ruling on Athletics check before updating the map
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    Whitey

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    Re: 4: Tor's Hold

    Post  Whitey on Fri Aug 10, 2018 11:53 am

    Wasn’t trying to torpedo your extra dice, sorry. Joe and I have had a couple of intense rules battles over my assassin’s mechanics, which requires a pretty specific set of circumstances in order to max his damage. I’m interested to see how Rob rules on this.
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    Chris

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    Re: 4: Tor's Hold

    Post  Chris on Fri Aug 10, 2018 2:01 pm

    No worries!  I have been trying to stop being a rules lawyer and just go with whatever the GM says  

    having fun > being right

    study  well... I know I am always right, but I don't need to argue about it drunken
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    trouble7332
    Admin

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    Re: 4: Tor's Hold

    Post  trouble7332 on Fri Aug 10, 2018 2:01 pm

    Ara for jump on bar:

    Proficient Skills: 
    (WIS) Animal Handling (+4)
    (STR) Athletics (+3)
    (INT) Investigation (+2)
    (WIS) Perception (+4)
    (DEX) Stealth (+5)
    (WIS) Survival (+4)

    Strength/Athletics check = 1d20 + 3 = 14 + 3 = 17

    (Just an question, is it easier with the bar stool there? I should have been specific and probably said "steps up onto the bar with the stool", but would that have made a difference? Just for future reference. Thanks!)
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    Robyo

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    Re: 4: Tor's Hold

    Post  Robyo on Fri Aug 10, 2018 9:25 pm

    Ara deftly hops onto the bar.

    My townie resents Nok (and Cyc) trying to exclude him from the creature catalog.


    Last edited by Robyo on Sat Sep 01, 2018 10:22 am; edited 1 time in total
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    navyik

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    Re: 4: Tor's Hold

    Post  navyik on Sat Aug 11, 2018 11:21 am

    Leirthal The Magnificent

    AC 13 (15 arcane deflection)
    Hp 26/26

    Passive perception 13
    Passive investigation 15
    Passive insight 13
    Spell save DC 13


    1(4)✓✓✓✓
    2(3)✓✓#

    Leirthal shoots a firebolt at #3 but rolls a 2+6=8...
    No
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    Chris

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    Re: 4: Tor's Hold

    Post  Chris on Sat Aug 11, 2018 11:33 pm

    Nok resents being resented

    He uses his last 10ft of movement to duck under the table at I-8 and use his Cunning action to Hide

    Stealth +8

    Roll(1d20)+8:
    17,+8
    Total:25



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    Re: 4: Tor's Hold

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