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  #61  
Old Dec 16th, 2012, 09:12 PM
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Dice Onset:
1d3 1
1d3 3
1d3 2

Dice Pluug Init:
1d20+3 (12)+3 Total = 15

Dice Potential Disarm:
1d20+7 (11)+7 Total = 18
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  #62  
Old Dec 16th, 2012, 09:32 PM
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Blowing all of my 'Seize the Initiative' stuff, for anyone who needs it. I don't know if I'm involved, but here are my checks.

Dice Roll:
1d20+2 (1)+2 Total = 3
1d20+2 (1)+2 Total = 3
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  #63  
Old Dec 17th, 2012, 01:01 AM
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Dice Fortitude Save/Fortitude Save 2:
1d20+4 (19)+4 Total = 23
1d20+4 (3)+4 Total = 7
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  #64  
Old Dec 18th, 2012, 11:59 PM
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Fate, don't fail me now!

Dice Intelligence Check to figure out something important:
d20+3 (9)+3 Total = 12

Dice Constitution Check to avoid fatigue:
d20+1 (5)+1 Total = 6

Dice Bluff Check to trade with Ratline:
d20+7 (9)+7 Total = 16

Dice Stealth Check to dispose of rum ration:
d20+12 (11)+12 Total = 23

Dice Stealth Check to sneak into galley:
d20+12 (12)+12 Total = 24

Dice Disable Device for the Rum:
d20+12 (4)+12 Total = 16
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  #65  
Old Dec 19th, 2012, 11:23 AM
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Dice Captain Init:
1d20+5 (3)+5 Total = 8

Dice Scourge Init:
1d20+7 (17)+7 Total = 24

Dice Officer Init:
1d20+2 (1)+2 Total = 3

Dice Crew Init:
1d20+1 (7)+1 Total = 8

Dice Scourge Grapple:
1d20+5 (2)+5 Total = 7

Dice Plugg Climb:
1d20+7 (7)+7 Total = 14

Dice * Plugg Climb Rnd 2:
1d20+7 (4)+7 Total = 11

Dice Plugg Climb Rnd 2:
1d20+7 (11)+7 Total = 18
Warning: rolls have been deleted from this post.
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Last edited by PopCultureBard; Dec 22nd, 2012 at 08:37 AM.
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  #66  
Old Dec 20th, 2012, 11:31 AM
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Here's my initiative rolls, using the Seize the Initiative again.

Dice Roll:
1d20+2 (17)+2 Total = 19
1d20+2 (9)+2 Total = 11
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  #67  
Old Dec 20th, 2012, 12:56 PM
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Stealth check for casting.

Dice Roll:
1d20+3 (2)+3 Total = 5


Bah, humbug. I need to get new dice. And I fudged the roll anyway. It's only supposed to be a +2 bonus. I'm used to adding guidance, but in a round, it is a standard action. So, 4, unless I should roll again. Here's another roll, hoping, but I doubt it.
Dice Roll:
1d20+2 (17)+2 Total = 19


Alright, given the conversation, the roll is 4, and I blew my action point to go unnoticed.
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Last edited by iwood2465; Dec 20th, 2012 at 10:07 PM.
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  #68  
Old Dec 20th, 2012, 06:31 PM
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Dice Perception:
1d20+5 (7)+5 Total = 12
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  #69  
Old Dec 20th, 2012, 07:54 PM
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Dice Improve Disposition Check for Caulky:
1d20+6 (14)+6 Total = 20
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  #70  
Old Dec 21st, 2012, 12:00 AM
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Dice Scourge Climb:
1d20+9 (3)+9 Total = 12

Dice Scourge Climb2:
1d20+9 (4)+9 Total = 13

Dice Scourge Attack/Damage:
1d20+6 (20)+6 Total = 26
1d3 2
1d6 5

Dice Crit Confirm:
1d20+6 (12)+6 Total = 18

Dice Crit Damage:
1d3 3

Dice Plugg Climb:
1d20+7 (10)+7 Total = 17
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Last edited by PopCultureBard; Dec 21st, 2012 at 08:24 PM.
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  #71  
Old Dec 21st, 2012, 10:53 AM
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Applying a hero point to raise that last DD check by +4 so that it succeeds. Here are the rolls for the 2nd Dead of Night action for the quartermaster's store:
Dice Stealth:
d20+12 (9)+12 Total = 21

Dice Perception:
d20+6 (1)+6 Total = 7


I think I'm going to keep a running total of all the 1s I roll in this game... Well, I figure this is going to be Kevaran's most significant action until he gets to level 2, so I'm going to blow that last hero point for a reroll!

Dice Perception reroll:
d20+6 (17)+6 Total = 23


Ok, so hero points have been adjusted on my sheet.
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Last edited by Aerandor; Dec 21st, 2012 at 10:59 AM.
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  #72  
Old Dec 22nd, 2012, 03:25 AM
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Dice Climb check:
1d20+7 (7)+7 Total = 14
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  #73  
Old Dec 23rd, 2012, 01:28 AM
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Here goes nothing, for a bluff check.

Dice Roll:
1d20+1 (15)+1 Total = 16
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  #74  
Old Dec 23rd, 2012, 09:37 AM
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Dice Plugg HyP:
1d20+8 (9)+8 Total = 17


Dice Harrigan Sense Motive:
1d20+7 (8)+7 Total = 15
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  #75  
Old Dec 23rd, 2012, 03:10 PM
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Dice Will save:
1d20 6
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