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[3, 3] Result: 8 Request: [2d6+2]













[6, 3] Result: 9 Reason: Notice Check (level 0 w/ no mod) Request: [2d6]

[6, 2] Result: 7 Reason: Admin/Int Request: [2d6-1]













































Synopsis:
/roll xdx [OPTIONS]
Description:
xdx : Denotes how many dice to roll and how many sides the dice have.
The following options are available:
+ - / * : Static modifier
e# : The explode value.
ie# : The indefinite explode value.
k# : How many dice to keep out of the roll, keeping highest value.
r# : Reroll value.
ir# : Indefinite reroll value.
t# : Target number for a success.
f# : Target number for a failure.
! : Any text after ! will be a comment.
/roll donate : Care to support the bot? Get donation information here. Thanks!
Find more commands at https://github.com/Humblemonk/DiceMaiden

[1d100] Roll: [59] Result: 59


[1d100] Roll: [19] Result: 19





























[2d6] Roll: [3, 1] Result: 4 Reason: Admin/Int











[1d100] Roll: [83] Result: 83

[1d100] Roll: [81] Result: 81

[1d100] Roll: [93] Result: 93

[1d100] Roll: [100] Result: 100













































[2d6-1] Roll: [5, 3] Result: 7 Reason: Notice/wis









[1d100] Roll: [17] Result: 17























[1d100] Roll: [14] Result: 14 Reason: desk search


























[2d6 + 1 + 1] Roll: [3, 2] Result: 7

[2d6] Roll: [6, 3] Result: 9 Reason: just lookin'


[2d6] Roll: [5, 1] Result: 6


[2d6-1] Roll: [6, 6] Result: 11 Reason: Notice/Wis
3






1































































































5









































Gonna hold on altering sheet since I believe it was mentioned you'd have to add something to sheet for it)




































































[2d6 + 1 + 1] Roll: [6, 2] Result: 10
































[2d6] Roll: [6, 6] Result: 12
2











































































[1d10] Roll: [9] Result: 9





[2d6-1] Roll: [6, 6] Result: 11 Reason: Notice/Wis







[2d6+2+1] Roll: [5, 2] Result: 10 Reason: sneak/dex



























[2d6 - 1 + 0] Roll: [6, 4] Result: 9 Reason: program/int





































[2d6] Roll: [6, 3] Result: 9 Reason: Fix/Int










[2d6+1] Roll: [5, 3] Result: 9
















1

























































































[d20 + 2] Roll: [19] Result: 21 Reason: Damiyen needs >= 10

[1d20+2] Roll: [12] Result: 14











































[2d6+1] Roll: [2, 1] Result: 4 Reason: Program/INT
Last used it in the first bunker) (edited)



[2d6+1] Roll: [5, 2] Result: 8 Reason: Program/INT Reroll
















































[2d6] Roll: [6, 1] Result: 7 Reason: Fix/Int








Bunker holdfast , please send help. The locals are here and they're angry. We need reinforcements, or an extraction now!
The transmission cuts off in a chorus of gunfire and screaming. The transmission was directional, being broadcast in the direction of G










[2d6-1] Roll: [6, 3] Result: 8 Reason: Notice/Wis

[2d6+1+1] Roll: [3, 2] Result: 7






[2d6 + 2 + 1] Roll: [5, 5] Result: 13 Reason: sneak/dex














[2d6+1] Roll: [5, 5] Result: 11 Reason: Program/Int

[2d6 + 0 + 0] Roll: [5, 5] Result: 10 Reason: program/int




































[2d6 - 1 + 0] Roll: [5, 3] Result: 7 Reason: admin/int


[2d6-1] Roll: [4, 2] Result: 5





































[d10] Roll: [2] Result: 2









[2d6-1] Roll: [6, 4] Result: 9 Reason: Notice/Wis
2
































[2d6+0+0] Roll: [6, 1] Result: 7 Reason: know/int


















[2d6 + 1 + 1] Roll: [3, 1] Result: 6 Reason: notice / wis








































[2d6+3] Roll: [5, 2] Result: 10 Reason: Know/Int







[2d6] Roll: [6, 6] Result: 12

Dunno if Talk really will help us build a lil raft. Perhaps Lead or Talk to provide assistance to those actually building the raft? Offering verbal guidance and advice to ensure they're able to translate the blueprints to reality more easily? As well as making guiding marks on the materials to assist the cutting and affixing together? Dunno if that's a big enough contribution or not) (edited)






[2d6+1] Roll: [6, 1] Result: 8 Reason: Lead/CHA
3


[2d6 + 1 + 1] Roll: [5, 2] Result: 9 Reason: notice/wis







[2d6 + 0 + 1] Roll: [6, 1] Result: 8 Reason: survive/wis





























[2d6-1] Roll: [3, 2] Result: 4 Reason: Notice/Wis

[2d6+1+1] Roll: [3, 1] Result: 6 Reason: notice/wis



















[3d6r1+3] Roll: [6, 3, 2] Rerolls: 1 Result: 14 Reason: Talk/CHA









symbols at the beginning and end
it will look like this, which we normally use to denote text messages`

That whole notion of the "Overseer" sounds bad to me. What do you think, go to the labor leader Kassan first and talk to him about their situation and plans?
Damiyen messages to Harr and Zhiel, quickly followed by another message:
Oh, and do you think it's safe to get out of the shadows, or should I trail you, so we can keep a surprise if things go south? (edited)
My vote would be to stay in the shadows, just in case. 
Labor leader will likely give us less biased opinions. Or at least a perspective more keen on displaying the underlying issues of this place. I'd like to speak with them. Surprise may be beneficial, just in case.


[2d6+2+1] Roll: [5, 2] Result: 10 Reason: sneak/dex
1


[2d6-1] Roll: [5, 3] Result: 7













) (edited)



Seems like next stop is the Overseer. Up until now, it seems like we can have a reasonable talk. Worth a try.




















They're essentially tryna say that Zhiel is not planning to withhold the information of the vault's exit, but wanting to ensure that they understand how dangerous and expensive to breach the surface will be. And offering the idea of a joint effort with Greystar to negate that issue and expedite the timeline)














1







