She concentrates her magical energy, her fingers shimmering with a mystical glow. The atmosphere in the cell becomes electric as she harnesses her powers. The moment is intense, but the magician manages to weaken the lock, opening a glimmer of hope for the distressed adventurers.

The thief, producing a lockpick from seemingly nowhere and sporting a slight grimace of pain, decides to continue trying to pick the lock that the magician has already tampered with. Being accustomed to picking locks and with this lock weakened, the Game Master decides that he is in an advantageous situation.

Select:

Number of dice = 1

Type of dice = 6

Roll the dice twice, and you keep the better result.

Number of dice

Type of die:

Modifier


Result:

What result do you get ?