(Roll) The Bandits' Marked Man

(Roll) The Bandits' Marked Man
Discussion in 'Dice Roll' started by Ashifili, Mar 3, 2018.
  1. Ashifili

    Ashifili

    Staff Member Game Master
    This is the OPTIONAL Dice thread for The Bandits' Marked Man.

    HTML:
    [dice]d100[/dice]
    
    Rules
    • +5 Modifier for every positive Astorea reputation you have.
    • If a 1 or a 100 is rolled, ping me.
    • Anything above 50 is a success.
    • Anything below 50 is a failure.
    • Disregard dice results at your leisure.
     
  2. Convince Astorean guards of his innocence, except for the five killed bandits
    Thrown die:
    10
     
  3. Rat

    Rat

    Climb out of the pit without being noticed, and Doppleganger as a guard to avoid arrest.

    Thrown die:
    78
     
  4. Try to grab some jewels and gold from the guards' armor to sell

    Thrown die:
    100
    +5
     
  5. Convince Astorean guards of his innocence, except for the five killed bandits
    Thrown die:
    11
     
  6. Thrown die:
    32


    PRISON BREAK

    try to punch everyone to freedom
     
  7. Convince the arraigning body of his innocence, except for the five killed bandits
    Thrown die:
    31
     
  8. Thrown die:
    83


    hightail out of the cage before temp does nasty things with brad
     
  9. Rat

    Rat

    Looking to dig up dirt and gossip or find pretties in evidence lock-up, etc, while posing as a guard.

    Thrown die:
    100
     
  10. Rat

    Rat

    @Ashifili night of the thousand hundreds up in this thread...
     
  11. Appeal for reconsideration
    Thrown die:
    20
     
  12. Rat

    Rat

    Gonna keep digging in the evidence locker

    Thrown die:
    23
     
  13. Make a speech to the populace about his innocence
    Thrown die:
    40
     
  14. save hector!!!

    Thrown die:
    53